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Everything posted by Henaki
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[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
The damage for attacks is unusually high as well. Potemkin is doing extra damage for sure, probably to speed things along. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Lord this game looks so good. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Yeah, guess we'll find out later on. Thanks for the information dude. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Oh, gotcha. Seems like an interesting addition, it will at least let him vary his air approach more I guess. It's probably super risky. I wonder what the properties of the fire move are. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
So ICPM is an unblockable that only works on standing? Neat. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Thank you stunedge! -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
PB RC Heatknuckle, Heatknuckle RC PB. Yes. It's like that Cerebella option select. lol -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Everything but the hitstun looks the same. Even the blockstun looks about the same tbh. Not really the end of the world, would prefer old hitstun but w/e -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
http://jbbs.livedoor.jp/game/34742/ For anyone that wants to search for stuff when I'm asleep or w/e. The Xrd thread is pretty active. A couple boxes down and to the right is where videos with GG related tags stream in. Don't google translate random garbage, please. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
The characters were using the old VOs as placeholders, so naturally the new animations would be timed for the new but incomplete VO work or be placeholder mouthflaps. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
I do believe it ends the 12th. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Nonono. They would just use the models, and talk. When they change expression, instead of just an sudden change, they would do an animation into the pose. This would require less hand drawn art and more animation instead. This holds the advantage of being able to use existing in game animations as a bonus. It also looks way less goofy as a consequence because people don't suddenly shift around like they do in Blazblue portraits. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
If they do a story mode like BB, it would be cool if the characters did full animations when their mood changed. It would look way less visual novel-y. Like, with the use of the models as the "portraits". You can do stuff like have their default stance playing while they talk, or play attack animations, reuse dizzy animations or weird hitstun animations to convey surprise etc too. That'd be kind of neat. That's way ahead of what we have already though. Just something that would improve the story mode if they have one IMO. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Gold RCs. Bam. Problem solved. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
This has come up before, but the problem with FRCs is you offer all of these tools (RCs, Overdrives, DAAs etc), but when the most versatile and generally powerful tool happens to be FRCs, it detracts from the amount of useful decisions you have to make with meter. You don't need any more tools when all the problems are nails deal. What ends up happening is things that could be interesting uses of meter and interesting and creative things you can do no longer matter because your best course of action is to do repeated safe pressure with FRC moves that beat tons of other moves, or create the most powerful mixups for you when you finally get a KD. Cooldowns are different because cooldowns usually don't put other moves on cooldown (or when they do, it's for a second or is so powerful, the tradeoff is necessary). Powerful FRCs and forcebreaks were usually "the" decision to make, and so RCs and Overdrives rarely showed up in competitive play the later and later you got into GG. (They weren't invalidated, but the uses became more nuanced and premeditated). This is IMO the reason the game is returning to #R roots. Around that time, the game started center piecing around 25% meter moves, which in return, removed decision trees involved with meter. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
I guess a good reason to not include FRCs is to make people use the new RC -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
yeah I agree. 25% meter things should be more gimmicky or lead to more damage in strange situations. They shouldn't be like FRC Resengeki or Hammerfall which are versatile hitconfirms that relead into pressure. That said, meterless pressure should be tweaked to be slightly better imo -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
This won't ever happen. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
How would it lead to an unblockable? Okay, you edited, but it would be insanely dumb to make the time slow work like that, or we'd have universal unblockables. Yeah. If that happens, I'll eat an entire ham. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Thank you very much -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Sol with the Mercury Stache and sleeveless tee would be pretty solid. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Can anyone relink the BBS/Wiki? I can't find it in search. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Thanks everyone for the info! The new game sounds pretty awesome so far. -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Hm, so I'm guessing we'll see news in about 4ish hours when a few people with phones start BBSing -
[Xrd] News & (Theoretical) Gameplay Discussion
Henaki replied to Shinjin's topic in Guilty Gear General
Chipp having an unusually fast wakeup time is fine. As long as it's noticeably different and has an understandable way to convey it. Stuff like RoboKy delayed getup is great. The moroha thing is obvious because it has an animation after she gets up. Conveying that universal mechanics are different is fine. What's stupid is making these little differences that change nothing except rote memorization in most cases. Gameplay reason with clarity = AOK. I understand that the wakeup times do make a difference in really subtle ways and do change what kind of oki works on some chars, but you can do similar things with wakeup options like how a lot of the characters with weaker defense have fast and high invincibility backdashes. All backdashes have wildly different animations, again, a case where different invulnerability times are fine beacuse the precedent is already these moves are different, even if universal. Like, wakeup times and i think jump startup are the only two things that invalidate the "clearly different" rule. Everything else you can plainly see that as a universal mechanic if the move or animation or whatever is wildly different, the move has different properties. Both of these things fall under like 1-2 frame differences in most cases, which is just annoying as hell for learning, even if it serves a (minute)gameplay purpose that can be solved some other way.