STenSatsu Posted August 8, 2013 Posted August 8, 2013 I think main things are just system stuff. Things like how the RC system works, if little bits like 1 frame jumps or FD braking still works. I'd also really like to know if JI is still a thing or if they simply baked it in to the jump like in BB.
Kurushii Posted August 8, 2013 Posted August 8, 2013 GGXrd JP Wiki http://w.livedoor.jp/xrd/ GGXrd JP BBS http://jbbs.livedoor.jp/game/56372/
Suzaku Posted August 8, 2013 Posted August 8, 2013 For those of you who know a lot about 3D models, do you think that putting Faust in the game will be difficult due to the fact that when he goes on pogo stance, the shape of his model drastically changes? 3D models can actually be deformed pretty easily. Stretched, squashed, inflated, deflated, resized, whatever.
Ctrlaltwtf Posted August 8, 2013 Posted August 8, 2013 (edited) For those of you who know a lot about 3D models, do you think that putting Faust in the game will be difficult due to the fact that when he goes on pogo stance, the shape of his model drastically changes? Do you think this will make putting him in the game hard? Would they somehow just mold the model to actually smoothly transition into pogo stance or do you think they would just actually have the regular model get completely swapped with a new model separate for pogo stance during the start up of pogo move? . Not at all. In fact usually when you haven't polished your 3D model's rigging enough it gets odd deformations and bendiness everywhere just like Faust! 3D modeling is much more versatile then people seem to think. I'm no expert on Faust; I've never even fought him personally but I don't see anything he does that couldn't easily be done in 3D. You can even do stuff like Arakune fairly easily with proper planning. For instance Faust's Dust would be a simple > obscuring effect (the whirling "change clothes spin" thing) > model switches while obscured > whirly effect again > model changes back. Edited August 8, 2013 by Ctrlaltwtf
Vashimus Posted August 8, 2013 Posted August 8, 2013 It's hard for me to imagine Faust's teleport in 3D.
Appledash- Posted August 8, 2013 Posted August 8, 2013 It's hard for me to imagine Faust's teleport in 3D. I don't really see why. Technically, there really isn't anything you can do with sprites that you can't do with 3d models, aside from achieving a specific 'feel' visually, and ASW seems to be handling that just fine. His teleport is as simple as animating him stepping out of a door.
youcanwonder Posted August 8, 2013 Posted August 8, 2013 For those of you who know a lot about 3D models, do you think that putting Faust in the game will be difficult due to the fact that when he goes on pogo stance, the shape of his model drastically changes? Do you think this will make putting him in the game hard? Would they somehow just mold the model to actually smoothly transition into pogo stance or do you think they would just actually have the regular model get completely swapped with a new model separate for pogo stance during the start up of pogo move? Anyway, I'm getting up early tomorrow morning and heading to Akihabara. I should arrive at the loketest just a little after 10:00 AM when Club Sega opens... I'm taking tomorrow off of work just for the loketest LOL! (At the time of this post, it is just past 10:30 AM on Thursday here, so I will arrive at the loketest in just under 24 hours.) I'm gonna bring a notebook and a pen and write as much stuff as I can. I plan to stay there pretty much all day depending on how it goes. Due to my smart phone battery probably dying and typing a lot of shit on an iPhone being annoying, I dunno if I will post stuff right away but I will probably try to type up a report after the test at a manga kissa or something. I might post some drastic and important tidbits here and there as time goes on in this thread though and then save the full list for later. Now that we know more about the game, please give me some new things you would like me to test out, since some of the stuff people wanted to know have already been revealed. I am sure Japanese players will beat me to a lot of information being revealed on twitter and stuff and many of you will end up translating it but I will do my best to contribute to the information flow. More curious about the rc feature..how the slowdown works and if they got rid of frcs
Vashimus Posted August 8, 2013 Posted August 8, 2013 I can't think of much other suggestions to ask what you can look for that people haven't said. Hmm, I'd like to know if May's Overkead kiss is the running one from +R or like the old one:
destruction_adv Posted August 8, 2013 Posted August 8, 2013 I can't think of much other suggestions to ask what you can look for that people haven't said. Hmm, I'd like to know if May's Overkead kiss is the running one from +R or like the old one: Does the one in +R say near opponent? the one in May's Xrd movelist does, that ,at least to me, implies it's been returned to it's former glory.
Rhiya Posted August 8, 2013 Posted August 8, 2013 I want to know if meter gain is increased. I can see that being one way to attempt to offset the lack of FRCs.
Pete278 Posted August 8, 2013 Posted August 8, 2013 Not like he cant be older and still be feminine. http://i.imgur.com/eQ1M8Df.png But yeah they probably just wont make him that much older Personally I'm a fan of 'Bridget with an older but still feminine design like what you linked + Bridget and Jam's shota son with a design similar to old Bridget' idea, but I don't think we'd get two Bridgets unfortunately.
ssj2jeff Posted August 8, 2013 Posted August 8, 2013 I want to know if meter gain is increased. I can see that being one way to attempt to offset the lack of FRCs. i was thinking the same thing considering there's no force breaks or FRCs. only thing you would use less than 50% tension for would be FD
shtkn Posted August 8, 2013 Posted August 8, 2013 thank for being our test reporter ElvenShadow. *Please take tons of notes on how both normal RCs and projectile RCs work. Especially the prjoectile RC one *also, can you check if you RC and hold forward, do you automatically run like p4? i REALLY liked this feature, i wish CP had it too...
SoWL Posted August 8, 2013 Posted August 8, 2013 Speaking of small, but useful features, you should check out whether you recover by pressing or holding a button. And some people were worried about IBs, might as well check that (though I expect it to be there).
Effenhoog Posted August 8, 2013 Posted August 8, 2013 (edited) Maybe it's just me but I would love to see more of a universal wakeup timing for all characters Edited August 8, 2013 by Effenhoog
youcanwonder Posted August 8, 2013 Posted August 8, 2013 Maybe it's just me but I would love to see more of a universal wakeup timing for all characters I like that they have different timing..adds variety n planning and options..just my opinion
Blade Posted August 8, 2013 Posted August 8, 2013 (edited) @ElvenShadow: Main things I want to know: Sol: ====== ---How unsafe is Grand Viper and can you cancel Kudakero from any of his DPs like you could in Overture? That's essentially a dive kick right there. ---Kudakero kick/dive properties (lol) Height, what it does to jumpers what it does to people on the ground, counterhit, etc. ---Dragon Install and PBB what's new and what risks we can expect. Ky: ====== ---I want to know if Split Ciel/Durandal Call/etc are Forcebreaks or something because he uses D for them. ---Let us know if he has anything like Zerofied Chain (his chain grab thing where he circles around you in Overture) for a normal. ---Dust Dash Cancel Combos (formerly Impossible Dust)...please test this, because Ky is all about Impossible Dust. (Also test and see if Dust can be dash cancelled on block). Chipp: ====== ---How good is he at playing like Strider via wall cling? What's safe/unsafe on block etc and what can cross people up. ---How bad is his health when using R.I.S.C. now? Potemkin: ====== ---How bad is his Slide Head to deal with now? ---ICPM and Trishula what the crap they are? Millia: ====== ---How good are her Mixups with Tandem Top RC (slowmotion thingie)? ---What's her new moves do? What's Chroming Rose do? May: ====== ---Does she have a "one-hit" Ensenga and will that be a threat? ---Any new move info and normal feints. Venom: ====== ---Any and all ball formation stuff and how that works in to QV and Bishop Runout. Edited August 8, 2013 by Blade
Silmerion Posted August 8, 2013 Posted August 8, 2013 I like that they have different timing..adds variety n planning and options..just my opinionThere are already so many variables to track in Guilty Gear, and different wakeup timing is such hidden complexity, that I think the game really would be better without it.
Rhiya Posted August 8, 2013 Posted August 8, 2013 It does actually do stuff for balance, though. Wakeup speeds aren't universal in MB, either, and you can hit certain characters with unusually nasty setups because of it. By the same token, some setups just don't work on some characters because they get up too fast. I don't know how variable wakeup times are in GG, though.
Agni Posted August 8, 2013 Posted August 8, 2013 There are already so many variables to track in Guilty Gear, and different wakeup timing is such hidden complexity, that I think the game really would be better without it. I'm not a GG player, but I've noticed that one of the things its players seem to love about it is how damn varied everything is. It seems that there's very few "universal" things in GG. I personally agree with you that having different wakeup timing is...going a little too far, but on the other hand, that kind of complexity seems to be what GG's players love about the series.
Pichy Posted August 8, 2013 Posted August 8, 2013 So I was thinking about the lack of mention of throw-teching on the way home this morning, and was struck by a super dumb idea. We know that in X through to /, both players hitting throw on the same frame would result in a counterhit 5H/6H for the character with the faster normal (and how Jam could Excalibur her way out etc.). So what I thought was, what if they're not using that rule for Xrd? What if they make same-frame throw attempts clash? In other words, you get a reset back to neutral, but now you're in DANGER TIME?
Delrian Posted August 8, 2013 Posted August 8, 2013 Throw tech into danger time? ...interesting idea.
Henaki Posted August 8, 2013 Posted August 8, 2013 I'm not a GG player, but I've noticed that one of the things its players seem to love about it is how damn varied everything is. It seems that there's very few "universal" things in GG. I personally agree with you that having different wakeup timing is...going a little too far, but on the other hand, that kind of complexity seems to be what GG's players love about the series. Most of the variety in GG is obvious. Universal mechanics (other than like, throw ranges I guess), should be the same for every character unless the difference is made clear.
Hecatom Posted August 8, 2013 Posted August 8, 2013 I don't see how having different wake up times can be detrimental in anyway tbh, every character already have different walk speeds, dash speed, jump height, jump arc, throw range, normals (startup, range, recovery damage, etc), air dash length, weight,etc, etc, it actually makes sense that every character should have different wakeup time imo.
Dandy J Posted August 8, 2013 Posted August 8, 2013 cause wakeup timing being different is annoying in a way that all those other things are not...except for weight, which is why you dont see it much anymore
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