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Posted (edited)

It looks like Ky got a free PRC during the beginning of danger time. Also, tension goes up hella fast if you're hitting the opponent.

Also cool guitar riffs in the background. Doesn't sound like holy orders or blue sky.

Edited by phantomBlade
Posted (edited)
The May vs. Ky vid is up on vimeo.

https://vimeo.com/85903645

That Danger Time prompt is slow as all hell. If they plan to keep that mechanic it needs to be sped up, that pause really messes with the flow of the match.

Man, that danger time activation time...

ugh...

Isn't only that is an unnecesary mechanic but they also need to make it so it ruins the pace of the game?

The more i see the more i am convinced that Xturd would be the SF4 of the GG franchise #profoundsadness

Edited by Hecatom
Posted

. . .

Dammit . . . Raml's blades are very katana-esque . . .

If Baiken doesn't make it in the first wave of console characters, then I might play her ; -;

Posted

Yeah, the game feels kinda sluggish, at first I was wondering if it was because bad players were playing it, but if players are complaining about it too, I hope ASW corrects the issue.

Also, am I the only one worried about that pose/freeze during all types of roman cancels? The enemy slowdown is nice and innovative, but I feel that your character freezing and posing really neuters the whole purpose of cancel mixups. I mean, what's the point in canceling, for example, the startup of I-No's ground slide(stroke the big tree) to go into throw or instant overhead or what have you if there's a ~30-60f pause that allows you to collect your thoughts and not have to worry about that possibility ever and just reacting to it visually?

I can concede that FRC's were too hard for the casual player, but seriously, their real purpose was mindgames as well as combo extenders. If you take out the mindgames part, you neuter the gameplay.

Posted
Yeah, the game feels kinda sluggish, at first I was wondering if it was because bad players were playing it, but if players are complaining about it too, I hope ASW corrects the issue.

Also, am I the only one worried about that pose/freeze during all types of roman cancels? The enemy slowdown is nice and innovative, but I feel that your character freezing and posing really neuters the whole purpose of cancel mixups. I mean, what's the point in canceling, for example, the startup of I-No's ground slide(stroke the big tree) to go into throw or instant overhead or what have you if there's a ~30-60f pause that allows you to collect your thoughts and not have to worry about that possibility ever and just reacting to it visually?

I can concede that FRC's were too hard for the casual player, but seriously, their real purpose was mindgames as well as combo extenders. If you take out the mindgames part, you neuter the gameplay.

Yeah these was my very first concerns regarding the new RC system; I just hope that they get things right by the next iteration...although having that mentality is a problem in and of itself.

Man, that danger time activation time...

ugh...

Isn't only that is an unnecesary mechanic but they also need to make it so it ruins the pace of the game?

The more i see the more i am convinced that Xturd would be the SF4 of the GG franchise #profoundsadness

Dude calm down...

Posted

he's always like this lol, just ignore him.

that rc concern didnt come to mind for me, but yeah, that sounds pretty bad too. dont YRCs have less freeze though?

Posted
dont YRCs have less freeze though?

you can clearly see one at 0:42 in here : https://www.facebook.com/photo.php?v=10152230577754587

But if you ask me, any sort of freeze is bad, it breaks the flow of the game which, flow, is one of Guilty Gear's strongest assets. Especially during blockstrings and combos, that stuff is just jarring considering how many times you'll do a cancel in a match, added to the fact that it destroys the mixup mindgames. Danger Time freeze time is way too long, but the mechanic itself is quite interesting I think, adding a new layer to the clash system. It's got potential.

Posted
That shit looked like it was played underwater.

This.

The knockdowns are particulary slow.

Also, am I the only one worried about that pose/freeze during all types of roman cancels? The enemy slowdown is nice and innovative, but I feel that your character freezing and posing really neuters the whole purpose of cancel mixups. I mean, what's the point in canceling, for example, the startup of I-No's ground slide(stroke the big tree) to go into throw or instant overhead or what have you if there's a ~30-60f pause that allows you to collect your thoughts and not have to worry about that possibility ever and just reacting to it visually?

I can concede that FRC's were too hard for the casual player, but seriously, their real purpose was mindgames as well as combo extenders. If you take out the mindgames part, you neuter the gameplay.

I really dislike those weird character poses during RCs. It totally kills the gameflow and also looks incredibly goofy.

Posted

I think it might just be the videos, maybe the framerate or quality that makes the game look that "underwater" feel. I mean, the direct feed stuff like the Baluraji and Zato-1 arcade demo seemed to flow very well (or maybe I'm just crazy). Definitely not ^C fast, but not Jojo's ASB slow imo.

I definitely think the most awkward moment was Danger Time, though.

Posted
This.

The knockdowns are particulary slow.

I really dislike those weird character poses during RCs. It totally kills the gameflow and also looks incredibly goofy.

Now you mention it..... makes me feel UGH so much about the game after seeing the strange Cancel poses.... :vbang:

Posted

Looks like both the Facebook and Vimeo videos got removed. Does anywhere else have them by any chance? I already saw the I-No vid last night, just the May/Ky vid I'd want to see.

Posted

While some critiques made by players made sense and are well accepted, it seems that the 90% of comments and usuless ranting is made by people just following the trend and don't really make any sense, considering the quick switch of opinions.

Just stop acting like sheeps please.

More than the speed of the game, i'm puzzled by blitz shield. It may be too good and turn the game on the defensive side, witch is the LAST thing to do on a GG game. Only time will tell I guess, that's also why we have a full week of locktest

Posted
Looks like both the Facebook and Vimeo videos got removed. Does anywhere else have them by any chance? I already saw the I-No vid last night, just the May/Ky vid I'd want to see.

Damn son...at least my Vimeo account is safe lol.

Posted
Looks like both the Facebook and Vimeo videos got removed. Does anywhere else have them by any chance? I already saw the I-No vid last night, just the May/Ky vid I'd want to see.

Here you go

http://ul.to/p93ozten

Posted

I only have an issue with Danger Time both an unnecessary mechanic and an unnecessary slow down in pace. I don't find the game to be incredibly slow.

@Fenrir, it may not be people acting like sheep, it may also be that no one wants to be the party pooper if you will that criticizes the new GG game. I see a slow down in pace as well which, varies depending honestly on who recorded the matches. Some videos the game seems to run faster than others, but a slight slowdown would be beneficial for this franchise, I won't lie. To expect to be as fast as AC and finally break through into the mainstream FGC, is a fool's dream. The question is "How far is Daisuke going to take things, when taking into account he must please long time dedicated fans like ourselves".

Posted

MvC3 and MvC2 are fast games. GG doesn't need to be slow or slower to break into the "mainstream" FGC. Only a Capcom logo breaks into the mainstream FGC and that's not even a guarantee.

Posted
MvC3 and MvC2 are fast games. GG doesn't need to be slow or slower to break into the "mainstream" FGC. Only a Capcom logo breaks into the mainstream FGC and that's not even a guarantee.

This. Besides americans usually would rather play someone like doctor doom to zappa. Not my preference but non-the-less

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted
I only have an issue with Danger Time both an unnecessary mechanic and an unnecessary slow down in pace. I don't find the game to be incredibly slow.

@Fenrir, it may not be people acting like sheep, it may also be that no one wants to be the party pooper if you will that criticizes the new GG game. I see a slow down in pace as well which, varies depending honestly on who recorded the matches. Some videos the game seems to run faster than others, but a slight slowdown would be beneficial for this franchise, I won't lie. To expect to be as fast as AC and finally break through into the mainstream FGC, is a fool's dream. The question is "How far is Daisuke going to take things, when taking into account he must please long time dedicated fans like ourselves".

Wow.

Anyways.

I think Danger Time is a supposed to be a fairly uncommon game changer, so it get's it's own pause as sort of a "dramatic pause" in order to increase the tension of the match. We'll have to see how often it occurs before we can say for sure it truly messes up the game.

Posted

You guys are also conveniently forgetting how often clashes happen in the first place. If its everywhere like ultra combos, its a problem. I honestly doubt that is going to happen

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted

whoa @ people already moaning about a game that is not even officially out yet and that they likely won't even touch in another 6 months atleast.

Posted
Wow.

Anyways.

You know, if I said something stupid or wrong, posting that doesn't really help for future discussions. I'd rather be put on blast then get a response like that.

You guys are also conveniently forgetting how often clashes happen in the first place. If its everywhere like ultra combos, its a problem. I honestly doubt that is going to happen

Sent from my SAMSUNG-SGH-I747 using Tapatalk

But it has to be a clash of two attacks with high attack power in order to activate Danger Time, so not as much as you think. But regardless GG doesn't need a mechanic like that. I do wonder, if Danger Time could be activated by two Overdrives clashing, or an Overdrive clashing with a normal with high attack power or special? Just a random thought is all.

Posted
Yeah, the game feels kinda sluggish, at first I was wondering if it was because bad players were playing it, but if players are complaining about it too, I hope ASW corrects the issue.

Also, am I the only one worried about that pose/freeze during all types of roman cancels? The enemy slowdown is nice and innovative, but I feel that your character freezing and posing really neuters the whole purpose of cancel mixups. I mean, what's the point in canceling, for example, the startup of I-No's ground slide(stroke the big tree) to go into throw or instant overhead or what have you if there's a ~30-60f pause that allows you to collect your thoughts and not have to worry about that possibility ever and just reacting to it visually?

I can concede that FRC's were too hard for the casual player, but seriously, their real purpose was mindgames as well as combo extenders. If you take out the mindgames part, you neuter the gameplay.

I'm also concerned about that. I think a good solution to that would be making RCs slow time only when you land a hit on your opponent (real hit, not blocked). That way combos would be easier and mixup game would not be affected.

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