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Posted

I like Destructoid because they actually talk about Guilty Gear and games like this, but they have a habit of posing erroneous information. The author may have meant in the future in general and not for the launch of Xrd. Those screenshots are a few days old anyway right? He probably didn't see the new information we got last night.

One of the comments posted this screenshot claiming that there's space for 5 more characters on the character select screen, but I also wouldn't take that as concrete proof over ArcSys saying "That's it", which happened last night if I'm not too sleep deprived to remember. That said, we know more are eventually going to be in it and some of us have commented about our speculations as to when.

Can't wait to hear more tonight/tomorrow! :yaaay:

I wanna see Bedman gold burst > RC > super > dizzy > IK

Posted

So I read some disappointing news...maybe..so if ur life is low ur overdrives do more damage?? I hope not stupid comeback features make games suck. 2nd is there auto corrects...once again please say no lol

Posted

about bedman's shadow thing dizzy super...

if bedman got hit by an opponent, will it disappear?

if the shadow got hit, will it disappear?

since everyone seems to be saying how cheap the super is and all

Posted
So I read some disappointing news...maybe..so if ur life is low ur overdrives do more damage?? I hope not stupid comeback features make games suck. 2nd is there auto corrects...once again please say no lol

How is that a "stupid" come back mechanic?

Posted

I see it as it adds greater value to supers, which in most GGs are entirely useless compared to virtually every other way of using meter in a match. Also it doesn't necessarily mean everyone will be hit by a comeback super when they are at the brink of victory. GG already has come back tools in place, I don't see anything wrong with this one, if anything the only concern is "how much of a damage buff do supers get when you're low on health?"

Posted

I dont mind supers being more useful. Although the getting rewarded for losing idea is always kinda stupid I think. Id rather supers just have a more set amount of damage that they have to do no matter what to make them better. Personally I wouldnt mind GG having some more block damage game to it as well. FD isnt used enough to negate block damage as it should be I think. The game should have some more suspence from attacks being able to chip you out. I think its one of the things is missing from it.

Posted

It didn't look like the hellfire overdrives did obscene damage, so I think they're okay. Maybe it's easier to finish an opponent off with an overdrive now?

Posted
How is that a "stupid" come back mechanic?

Come back mechanics are for the weak. If you come back it should be bc of skill not bc you needed the game to help you out. None of the ggs have had this so why add it now. If you get ur ass whooped play better lol.

Posted

I guess I look at a comeback feature like how sfiv is. I meab ur winning by a large margirin and then bam super ur back in the game...a lil more power as long as it's not extreme

Posted (edited)

I thought someone posted that they said this is the launch cast. *Shrug*

Supers doing more damage at low health is sort of "eh". They're unburstable which was one of the primary uses before, but now if you can YRC moves on startup to bait bursts, that might be more efficient. We'll have to see how the cancels prorate meter gain. I'm assuming supers don't prorate meter gain, since they don't in AC and +R. This might be a way of compensating for that... and it'd also help deal with high guts characters I guess. I don't think it'll ruin the game. It's better than having infinite meter when you're low on health.

*edit* Don't forget that you have to earn tension. SF4 gives you Ultra for getting hit. In this your super does more damage after you've taken sufficient damage, provided you can get the meter to use it. We don't even know how much health you need to have lost to get the damage buff, or if it's a linear/scaling buff that occurs as you take more damage, or anything else. Yeah, you get tension for stuff like walking forward, but you also use it for EVERYTHING, and some actions like cancels and FD prorate your meter gain. In SF4 Ultra exists for one use, and you get it for sucking.

Edited by TheRealBobMan
Posted
I thought someone posted that they said this is the launch cast. *Shrug*

Supers doing more damage at low health is sort of "eh". They're unburstable which was one of the primary uses before, but now if you can YRC moves on startup to bait bursts, that might be more efficient. We'll have to see how the cancels prorate meter gain. I'm assuming supers don't prorate meter gain, since they don't in AC and +R. This might be a way of compensating for that... and it'd also help deal with high guts characters I guess. I don't think it'll ruin the game. It's better than having infinite meter when you're low on health.

*edit* Don't forget that you have to earn tension. SF4 gives you Ultra for getting hit. In this your super does more damage after you've taken sufficient damage, provided you can get the meter to use it. We don't even know how much health you need to have lost to get the damage buff, or if it's a linear/scaling buff that occurs as you take more damage, or anything else. Yeah, you get tension for stuff like walking forward, but you also use it for EVERYTHING, and some actions like cancels and FD prorate your meter gain. In SF4 Ultra exists for one use, and you get it for sucking.

Lol that was so well said ) thumbs high for that reply lol. I can respect that answer. But please leave out auto-corrects

Posted

About the final roster thing, that was what I was getting from Yamanaka's tweets, the wording of them seemed to imply current cast was it. But it wasn't out righted stated 'this is the full roster', it was more the wording ('all 13 characters available').

Posted (edited)
Come back mechanics are for the weak. If you come back it should be bc of skill not bc you needed the game to help you out. None of the ggs have had this so why add it now. If you get ur ass whooped play better lol.

Leaving aside your insult to players just learning the mechanics in general. Abiding by those mechanics shouldn't make you weak. Taking advantage of them should be considered strength and tactics. "Playing better" doesn't always mean winning, as one player can be using cheap methods to win while another is doing highly technical stuff and losing, so it seems to me it's relative to whether or not it works out and you win in the end.

And if you win while taking advantage of the game's mechanics, does that make you weak? Most would say that if there's a "cheap way to win" that the game needs to have more balance and be less broken. That's not the fault of the player. The player just does what they can do.

Calling a game's mechanics a crutch is the same as blaming those same mechanics for why you lost a fight if you ask me.

Maybe gambling meter on Overdrives instead of RCs might seem risky to some, but it's useful to others, and a great idea if you ask me, especially in dire situations where it's welcome and needed if you feel you need to resort to it.

Edited by Blade
Posted
Calling a game's mechanics a crutch is the same as blaming those same mechanics for why you lost a fight if you ask me.

This actually makes a lot of sense to me, and comes off as one of the most relevant observations I've ever read about competitive fighters.

Posted

I can respect wjat u sayin blade and it not nithing bad against players tryin to learn...however growing up wo these mechanics makes it hard to except these mechanics well at least for me. After getting beat down (if u have that hunger) should drive u to want to become better. We all start from some kind of standpoint some understand defense some understand offense some can have an overall understanding of both. But still its a learning process. In my eyes giving a comeback system too much power ur crippling that persons learning. Giving them a balance that doesnt make it an instant come back ok...but still u shuld have to work for your win. The other thing is now most games come w tutorials combos starters and advanced combos...what more do u need?

Posted (edited)

Winning isn't always about hard effort and skill. Sometimes it's about playing smart and reading your opponent's situation and reacting accordingly.

Some of the best players can fall if they leave themselves wide open to the possibility of someone taking advantage of a mechanic they don't pay attention to.

As for learning...there's never a point when you "stop" learning. There will be plenty of time to play skillfully when you can take advantage of it, but until then, you just do what you can (as what Guilty Bits FRC guide once said...not all FRCs are all that useful, just use what you can).

Edited by Blade
Posted

Totally just gonna interrupt this discussion on the legitimacy of come back mechanics to say; holy shit! Bedman is sick! His normals seems to have ridiculous amount of priority, which I'm sure will get balance out. But as of right now, damn, sleep tier is awesome.

Posted

Couldnt u say the same thing about someone who is losing a fight and then comes back for the win w/o the mechanic? Id rather be pushed while playing smart knowing I earned the victory rather then have my opponent slip once n me tie the game up from a mechanic that gives methe option w little effort. Thats just me though. Gg Iis kinda set that way w the way the chars are setup..eddie was s tier for how long...fighting someone like zappa or angi...n they win...bc they fought hard n smart. Its skill..its thinking on your toes and its knowing your fights. Thats y I love this game..it challenges u as a player and makes u think

Posted

@Layer: Talk about winning in your SLEEP! lol

@ycw: This goes back to the very reason Instant Kill Attacks exist. High risk, high reward.

Some characters have crazy fast IK startup, others take forever (like Potemkin) but at the same time he's a huge friggan IK hitbox once he's set up for it (I've seen plenty of people fall for his IK, you have no idea lol).

Heck, I've seen A.B.A. players take advantage of 6H counterhit dizzies in to IK plenty of times despite A.B.A. being the "Free IK girl" of the roster.

It all depends on how you use the character you use, and everybody's style is different. There is no "absolutely wrong" way to play a character if you're at least winning some of your fights. Even then, even if you're losing, maybe you just need to change things up and things will improve.

Sometimes it's about luck (like with Faust and Zappa).

In general you just do your best no matter the situation and adapt to that situation.

Posted

I caught up with the info and the vids and I am fucking STOKED, dudes. Thanks for all the info, I am now officially on #TeamBedman.

His mechanics seem so scary (not to mention his freaking nightmarish Nightmare demon OD). I think his oki game is going to be absolutely bonkers, I definitely want to see more of him in action! The Deja vu stuff seems especially cool.

Eddie seems awesome as usual, but for people who have played is the pushback on the Eddie buzzsaw like, #R level of pushback when you guard or more like +R?

Posted
Someone kancho Bedman, Slayer, Chipp, Zato, and Venom and tell me what's up.

when someone gets images, I got dibs on slayer for a profile image.

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