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Everything posted by tataki
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Yeah, holding the button make the chains 1 hit but it's a feature that almost never gets used, so we didn't bother mentioning it. The super is one of the worst reversals supers in the game IIRC. All his other defensive tools are better, but still very, very situational with the new 623P being the most solid one of them.
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Axl up.
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I credited you as Digital Watches if you don't mind.
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Characters that still need scripts: A.B.A Baiken Bridget Dizzy Justice Kliff May Slayer Testament
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Ok then. I'll try to get it done this week.
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Anji up. Digital Watches, can you look at the current version of the script and greenlight it?
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Ok, so we know when the window starts, but how big is it?
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Hmm weird. I wonder what made them change it to 1F...
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Source?
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What are the hardest FRCs in the game currently? (AC and/or +R)
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What's Zidane's twitter? I need him to go through the final version of the script before we start recording and say if he wants to appear in the credits at the end, and under what name.
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Complexity is too broad of a term. All the games mentioned differentiate in the skills they measure. Even the decision making skills are different when you have to do them in a split second, or over several seconds, or during a whole minute.
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[Xrd] News & (Theoretical) Gameplay Discussion
tataki replied to Shinjin's topic in Guilty Gear General
I think GG's guard bar is still the best, most elegant "guard break" system in the genre and shouldn't be changed. With regular guard breaks you get no reward at all for pressuring until you get to a very specific point at the end, but with GG's guard bar you get a constant fair, rising reward from each hit you force the opponent to block, and it still demands you to land a real actual hit to make use of the reward. It probably won't be fitting for every game, but for Guilty Gear it's perfect as it is. -
They do promote their games... to the Japanese arcade goers. As far as the rest of the world goes, it's up to the English speaking community to fill in the blanks if we want more people to play with in the long run. This isn't about "who's job is it" and "shoulda coulda woulda" but about what's going to get actual results.
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IMO don't put all your eggs in the Xrd basket (which may end up sucking in its first iteration) and think about promoting airdashers as a whole. Any hostile attitude of "this ASW game vs that ASW game" has to go. At the end of the day the fundamentals of all these games are extremely similar and you want to promote the fundamentals, doesn't matter if it's Sol or Ragna or whatever.
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Operational Definitions for Gameplay Terms: The Project
tataki replied to Digital Watches's topic in Guilty Gear General
What's the point in trying to define rushdown yourselves in this thread when no one around you uses it like that? The very first step is to analyze what exactly people mean when they say "rushdown" (which can vary from person to person) and replace it with a clearer word. Rinse repeat for every other word and viola! When people on the internet say "rushdown" they usually mean "close ranged offense", period. So if every time you just say "close ranged offense" you'll be clearer. If you have anything to say beyond that, just spell it out loud instead of trying to put it all under a single word which the rest of the internet isn't informed of. -
Operational Definitions for Gameplay Terms: The Project
tataki replied to Digital Watches's topic in Guilty Gear General
Just stop using the word "abare" wrong and everything will be alright. Damage off of a random hit = damage off of a random hit. Japanese "Abare" = Attacking while in disadvantage (of frames usually). In FG slang- "no respect" for the opponent. -
Dude, The episode is out. You listen to the script when you watch the bloody video...
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I was making a general statement for everyone. In your case you'll have to convince me and Brandino how we were wrong about the content we put for the HOS episode. I haven't seen any posts regarding that.
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I don't know what's the impression people got but the process of making the episodes will stay the same, which means we do it in private. If, as a contributor, you want to share with another specific player and hear his take, you talk to me first, we talk about the problem and if needed I give him access myself. This is how it worked until now and this is how I'm going to continue. In any case I'll make sure to handle each script more carefully, avoid any possible vague descriptions from now on, and maybe even handpick a test group for each script. Regardless of minor problems which can and will be fixed, in order for this whole project to work you have to have trust in me, my work methods and my judgement. If you can't do that, we can't work together anyway.
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I'm not touching any of the published episodes. Anji has some stuff which I want to improve anyway, but not the others. In any case I don't see how we'll be able to work together if you think my work is "bad". Maybe you should just go make your own guides.
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Even though the episodes were just fine until now, I really don't mind, as long as it avoids hivemind situations of "We know forum member X so let whatever he says takes over". Regarding Anji, I'll make an effort to describe him in a way that reflects the personal experience of both Zidane and DM with the character, if that's even possible. I'd like to hear Zidane's pros and cons list for the character in a detailed form though. I believe you still have access to the final version of the Axl script. Now is the time for fine tuning.
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I took down the episode, and will work on fixing it once I clear my head for a bit. Dream Maker did give me all the info needed for it when we talked but I'll have to ask him to provide it again... Working around Kai's flaws is probably too high level and will be replaced with something else I had in mind. I already know how to fix 80% of the vague parts, the other 20% still needs some further discussion. This will get clearer explanations. No one meant to say that. Quality of a poke was always referring to hitbox+speed+recovery. No one also never called Anji's pokes "bad", but in that combination of hitbox+speed+recovery they are worse compared to a lot of other characters' pokes of choice. Did you watch the Johnny episode? The goal was to explain why 3 pokes are included instead of just one. The pros and cons are relative to each other! Johnny's K and S have great speed and range (+) but hit very high (-), 2S hits low profile (+) but is slower than K and S. (-) Anji's S is pretty fast but it's lacking in range/hitbox. 2S and 6S have better range but are slower to come out and recover. Moving on to issue #58945- I really can't disagree with Dream Maker seeing Anji is *relatively* oki-centric (as in, more than most of the cast.) He's not Millia but I still think he's exactly as we described him in the video, an all-around character (something Millia isn't) with more emphasis on oki (but lesser pokes, in Dream Maker's POV.) And look how Anji improves after you block a shitsu- He gets new, much stronger combos, new mixups, moves that in neutral are risky and/or useless but suddenly become great in conjunction with the shitsu bird, and all the combos end with that situation all over again. Most of the cast don't have meterless oki this good. So what if he isn't Millia? He's right behind after all the more extreme characters. You don't have to be "queen of oki" like Millia for your oki to be called "good".
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I mean you can wait, react and interrupt everything but the forcebreak and S (which you'll be at least blocking anyway) or go into guesswork where the risk reward is still heavily in your favor if you really know your options.
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I think we have a disagreement regarding the terms "safe" and "punishable". Like I told DaiAndOh, Riot Stomp is "safe on block" but it's not a "safe" move because using it to travel full screen gets you "punished", not "on block", "punished" period. Every move that is slower than ~23 frames is punishable by its very nature, because you have enough time to react to it and press the right button to counter it. To counter Ryu's c.mk in SF you need prediction, but to counter his jump-in roundhouse reaction is more than enough, so even if both are "safe on block" the jump-in is still considered the "unsafe" option. In simpler words, the jump-in loses to "waiting" but c.mk doesn't. The forcebreak is probably the only option that is too fast (21 frames compared to 27,30,36...) that on pure reaction you can only block, and any actual retaliation must be done on prediction, but throwing a hopefully CH 2D can net me a big optimized combo while all of Anji's other options won't be able to punish it, so why not consider this option once in a while? Mixing all the followups up does make them harder to react to and punish, but if someone is just waiting to block everything instead of learning his options well and actively trying to interfere, he is dealing with H Fuujin all wrong, and that's what the "safety" remark on the video is all about.