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Everything posted by Ctrlaltwtf
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This is what "amazingly good" conn looks like on AC. And it still plays at like 80% speed. Whoever picks first picks the stage/bgm. The BGM selection is at the bottom.
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. Idk if we should play. A day ago i was just pressing buttons like if i just started playing SF and picked ken. We should, I'll get on now. Don't worry dude this game was the first time I've ever played GG lol, I am only barely good enough to do BnB's on Johnny.
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On the Vita? Or on console. We might be able to actually play on console. Our conn is pretty stable.
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[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
I like how they cleverly avoided naming it GG XXX -
Off work a bit early. Will be on in like 30m Room up now. Shoutouts to purple throw counters. Shoutouts to Relius 214A for being BlazBlue's Undo button.
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[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
inb4 GG FPS -
I get off work at 2:30 EST tonight. Might get off early but who knows. I will show you my incredible Tager jB skills.
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[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
Oh my god, you are right. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
No need to be so confrontational. Also: On a semi-related note, I'm very eager to see how they do Faust in 3D. His movelist is something that's a helluva lot easier to do in sprite form. 3D Arakune sounds like it would be a bitch as well... Honestly the single best thing about 3D models is that -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
I imagine they'd just use 2D hitboxes for hit detection, like they already do. In which case the 3D models themselves wouldn't (shouldn't) make any difference at all. Not only are 2D hitboxes far more fair and reliable, but 3D mesh collision detection takes that much more processing power. If they go for model mirroring, which they have good chance of doing, it'll be because of "1P/2P fairness" as was mentioned earlier, which I do understand. I think MK wonkiness came from the fact that it has some special properties regarding facing-up or facing-down, and maybe even feet-away/feet-towards when downed. I dunno, I never seriously played that game. I know SC has lots of retarded issues with custom characters. If my memory serves, couldn't you manually change your "stance" IN MK? -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
I never said it was impossible. But I personally think it's a bit of a shame to waste the 3D aspect like that. It would be really cool if they had an optional setting to disable/enable it. Tournies could then insist on enabling mirrored stuff for 1P/2P fairness. But honestly, I find that excuse a bit flimsy. You may as well start complaining that the stage background isn't totally symmetrical, or that some characters have more distracting clothing. The only big thing I would consider "unfair" is the position of weapons, cuz a lot of characters hold their weapons in the background, while in the foreground they could be obscuring (Sol's gigantic sword). But with 3D, it's still fairly simple to simply have character's change hands on the fly without mirroring the rest of the outfit. Obviously with Ky/Sol it doesn't matter because their outfits are symmetrical anyway. But for character's like say, Testament/Faust it would be a nice way to preserve the slight asymmetrical aspect of their outfits. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
Yeah, that's how it works in 3D fighters. We'll see. They may just opt for symmetrical characters who just switch between being right or left handed depending on the screen. I hope they at least keep the outfits asymmetrical though. 1P/2P shenanigans can only be so much of an excuse. I remember when I played SCIV I'd wish I'd end up on 2P side because Nightmare looked so much cooler from that angle. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
I can't imagine why they would be mirrored. Now that they're 3D models, they're more than capable of just "turning around" -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
That technique is called x-raying. You use it a lot in 3D modeling. It got it's name from when 3D artists needed to edit the skeleton bones of a model rig and thus, needed the bones to always be visible even though they were technically inside the mesh. It makes perfect sense for a 2D fighter. That's a clever way to prevent wonkiness from clipping, not to mention it gives an even better "2.5D" vibe to it. So in that screenshot Ky is "always showing" even though technically his model should be clipping with Sol's. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
The game is probably not going to come out til late 2014 at earliest is my guess. I doubt they even have a fully functional "system" in place yet for the game. I'm also guessing that Sol and Ky are currently the only characters with any progress as far as movelist/attack animations go. If they had more than that I'm sure they would've been eager to hype us with it by showing it. Regardless, I'm grateful for the trailer immensely. I would really love a revived GG to get into. One of the hardest parts about playing GG after BB is that it feels a lot like an "old" game in comparison. I really hope BB gets this 2.5D treatment in the, for now, distant future. It would look incredible. ^probably the most important point right there. I'm also very hyped at the idea of alternate outfits instead of just color swaps. With 3D alternate outfits are a snap once you have everything animated. -
Awesome stuff, thanks again Kurushii.
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You know, it's still funny even if you just stop at the second frame.
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Calling it. HAR EZ FUNNY!
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Shoutouts to my room for being the only fucking one. Shoutouts to Hazama's 11000 life total. ggs persons.
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[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
I thought Jesus' copyright on crosses expired a long time ago? -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
Only thing I want super inserts on are IKs/AHs (that's me hoping BB will follow this 2.5D route) and by that I mean only after you successfully land the hit. I really look forward to 3D character intros as well. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ctrlaltwtf replied to Shinjin's topic in Guilty Gear General
2.5D transition was a long time coming. I've always thought it was somewhat ridiculous that they traced 2D sprites over existing 3D models. Rendering capabilities are plenty powerful enough to make 3D look anime and not like shit. -
I'm actually home for once at the time I'm supposed to be on Sundays....anyone want some games?
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So I couldn't resist buying this for some Johnny practice on lunch breaks. Thanks to our new high coin, we have this really nice MF level-gain BnB that includes an air combo now. 5K > 6P > high coin > 5K > (coin hits) > jK > jS > jK > jS > jD > Ensenga We can also go straight into MF-P(2) loops now without already having level 2. It's just a simple 5K > 6P > High coin > f.S (may not be possible on all characters, the timing is really tight) > (coin hits) > MF-P(2). I don't know how useful this actually is though. There's something really weird with this. During this setup it's actually possible to start at Level 2, yet somehow land a coin and not go to level 3 immediately. In Training I'm doing > (already level 2) > f.S > (coin hits) > MF-P(2) > (I have level 2 still). I think it may actually be doing MF-P(2) > (coin hits) but it's happening on almost the same frame that it's hard to tell. The coin doesn't seem to interrupt the enemy's aerial movement though so you can continue as normal. After some tinkering, I remembered that the reason this happens is because level 2 is faster than level 1. So this is pretty fucking incredible. At level 1 we get this instant > go to level 2 > MF-P(2) immediately. At Level 2 we get MF-P(2) > instant recoin. It's really, really nice. This can be used to remove the need to recoin after a MF-(2), so you're free to just end it with a powerful damage combo/go for oki. ---- I've also confirmed 5K > c.S > tk air overdrive > Dash > 5K > c.S > air combo. Does some pretty good damage completely coinless. I've yet to find something I think is optimal though. Also, it looks swaggy as fuck
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I only play Johnny, and I can say he has some hard execution stuff, mainly Enkasu setups, but not too much. His difficulty comes much more from using the right normals at the right time. He has extremely specific hit boxes on all his stuff. In return, however, he's probably got some the fastest, most damaging moves in the game compared to how long-range they are. I know literally nothing about the other characters though.