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Everything posted by Circuitous
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
It's remarkably similar to their special intros from XX/#Reload on. I should find a recording of it... at any rate, it's entirely too blatant for me to think "oh gosh look at these neat, not at all oddly specific clashes." Angra, like all the forbidden beasts, would eventually claim Millia's body for its own, killing her like Eddie did Zato. That clearly hasn't happened. ...the existing special intro is recreated using "actual game mechanics." It's just very tightly scripted, with a few unique effects, which sums up this entire trailer quite nicely. Also, it's just a super flash, don't worry too much about it. They don't seem much longer than the existing ones, anyway. -
[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
Oh I finally saw where everyone was getting "oh they changed the clash system" from. Guys, a recreation of their special intro is not a good place to analyze clash mechanics... Fuck yeah she does. I like the hat, and that she's not dead. -
http://www.dustloop.com/forums/showthread.php?15068-AC-R-Video-Posting-Thread If you want a Potemkin-exclusive video thread, you're welcome to start one yourself.
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
'Cuz sometimes you just need a non-gameplay thread for a bit. -
ASW's done a fine job managing American VA talent without going through another company lately (I think?), they might be able to handle a dub on their own.
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
There are no gameplay aspects. You're looking at combos from 6-7 years ago realized in 3D for the purposes of presenting a new engine. Odds are decent very little of this, if any, will carry over. Your guesses are meaningless. Feel free to discuss the characters you'd like to see, what you thought of the trailer itself, what it could mean for the storyline, hurbadaburderb, but your uneducated, baseless gameplay speculation can wait until a version of the game is even remotely playable. -
Trust me on this one.
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
Okay so here's what anyone posting after this post has to do. Read the entire thread. The dumb thing you want to point out about the trailer has probably been mentioned. Don't rely on the trailer for gameplay analysis. Most of the attacks and combos are pulled straight from old versions of GG, and everything from the hitstop to the very sudden Dust effect could be a side-effect of cutting together a hype trailer. Remember: No one cares if you want sprites. They've made their decision, and it looks pretty good. You can get used to it or stick with the 2D games, bitching about it here only pisses me off. Fucking relax. I'm as hype as anyone, but scrambling to post something blatantly idiotic isn't the best expression of that. Stop bitching about BB. It's been five years, how are we not over that? If you can't do these things, don't expect to be posting here. -
Jam is a bit easier than Dizzy, execution-wise, and both are good in +R.
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Not just after the super, any airborne c.B will allow it. Only works with Sisca, though.
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Your explanation makes sense and for that I want to kill myself.
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Reviel combo route I'm toying with. Notation in the description. j.D landing recovery doesn't offer you much time to charge, but you can still kinda run oki. Got some more ideas but no time to record atm. Works off 2B/6C for low starter, don't have a solid combo for 2C overhead yet.
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...have you not been keeping up with the story, or...?
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Probably not.
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What impact has GG, BB, or P4A had on you in real life?
Circuitous replied to Dark Ranger88's topic in Zepp Museum
Guilty Gear gave me a hobby, BlazBlue helped me age rapidly. -
I find it difficult to believe that this is an effective advertising strategy.
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They're basically the source for CP's storyline, but this is an OST thread. We have a story thread, you know.
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Tournaments start about 3pm.
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Accent Core Plus (PS2, Wii, PSP) was a re-release of Accent Core (PS2) that fixed some bugs (in the Japanese version), added Story/Mission mode, and brought back Justice and Kliff as unlockable characters. There were no (intentional) gameplay changes. That's a lot of parentheses, wow. Anyway, yeah, you'll be fine.
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Don't post anything you don't have explicit permission to post, essentially.
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Dunno why you posted the same set of questions in two unrelated threads, but okay. Here's your new thread.
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Operational Definitions for Gameplay Terms: The Project
Circuitous replied to Digital Watches's topic in Guilty Gear General
Yeah, Cavalier was a bad example. It would need to be something a character would actually want to use to close distance and begin pressure, that's also effective. Hammerfall's unsafe, too, but the Brake, FRC, and armor make it more viable (especially since he doesn't have much else to close the gap). Bakushuu is very rushdown. And I hinted at this with my Homing example, but it doesn't strictly have to be an attack. It could basically be any gameplay decision (attacking, dashing, homing, hell even teching forward) that gets you in the opponent's face.This video of Tsubu ABA does a pretty good job of illustrating rushdown tactics. When he enters Moroha mode, he consistently attempts ground and air dashes, rekkas, anything that gets him in on Testament and lets him attack. -
Operational Definitions for Gameplay Terms: The Project
Circuitous replied to Digital Watches's topic in Guilty Gear General
Maybe people shouldn't write in this thread when they're tired, it leads to some really confusing/nonsensical things. We don't need new terms, but it'd be nice to have concise definitions for our existing terms so that they're actually useful. That's the objective here. Now to complicate that unnecessarily, I wanna go back to rushdown for a sec. For me, rushdown always meant moving forward. You could apply it like an adjective with that in mind. A rushdown attack propels the user forward/towards the opponent. A rushdown playstyle favors dashing in/using rushdown attacks to clear distance between the player and their opponent and start pressure. A rushdown character favors or has moves that cater to a rushdown playstyle. It even suits the phrase "rush that shit down." Rushdown attacks would be, for example, Lambda's tackle (Cavalier, I think?), Potemkin's Hammerfall, etc. Similarly, homing in Arcana Heart would be a rushdown maneuver. Rushdown playstyle is the stupid way I play Sol/Chipp/anyone Melty Blood, dashing forward and pressing buttons. (It doesn't have to be stupid, but mine is.) Rushdown characters would be Sol, Chipp, Ragna, Noel, Tsubaki, etc. It doesn't represent the character as a whole, just a potential playstyle option they might be suitable for. Also don't lynch me if those characters don't qualify based on the information I've presented here, I don't know them that well! -
Okay, so. Here's the System page for the combo display, in Japanese. http://eslaf.main.jp/03_system02_05.html Here's the text for the bottom half, re: the HUD display. CHAIN!!表記 コンボ中は画面に左のような画像が表示されます。 黄色い数字(3)はヒット数 赤い数字(1679)は与えたダメージとなります。 青いゲージが空になる前に次を当てればコンボ成立となります。 CHAIN表記 コンボが正しく繋がらなかった場合はヒット数部分が半透明になります。 「Chain!!」表記も「Chain」に変わります。 相手がちさんと復帰(後述)していた場合繋がらいので注意が必要です。 ONE PATTERN表記 コンボ中2回同じ技を当てるとウンパターンとみなされ。 「One PatternXX」表記になります。 XXには補正の数値が入り、数値が低いほど与えるダメージも減る。 The Chain!! section just explains what each number means, you should've figured that out by now. Of course the blue bar is untech time. The Chain section explains that when the number fades and you lose the exclamation points, the opponent could've teched. One Pattern explains how the SMP system works. As far as I can tell, the number is the extra proration on each attack. Google Translate sorta failed me here. The page doesn't explain what it means when the tech time bar is partially/completely orange or what the dots mean.
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It's just the character moving forward. The idea is you kara cancel a move that moves you forward in its first few frames*. So if, for example, your 5B's animation moves you forward, you kara cancel into something else and that brief movement still takes effect. * I dunno what the cutoff for a kara cancel is, one or two frames probably?