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Everything posted by Coffeeling
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[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
SPACE OPERA SYMPHONY! GOODBYE! ;__; Xrd supers seem mercifully short most of the time. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
I really love what they've done with Zato-1 #R -> Xrd. Still a broken, hyperversatile monster that makes you "feel a fear", but "sidegraded" into less unblockable setups and a stronger, more oppressive neutral game with mini Eddie break the law and summon from drill puddles, which is both nice in a being a scary evil mofo sense but gives more room for personality on Zato's part and lets the opponent do unexpected stunts to gain the upper hand. I want to get my hands on the game already (and know whether ps3 will perform well so I can grab it and have a proper training mode for VSav and 3S) ;_; Also wtf @ KOF13 being too lenient let alone comparable to SF4 leniency. And please let the "Smash is not a fighting game" meme die already. It's just desperate, elitist justification for personal tastes. In other words, it's really damn sad. It's also bigtime self sabotage. You know why? Smash is a fast, high execution, high freedom of movement movement game with a strong air game. You know what that sounds like to me? It sounds like KOF(13) and GG. I play KOF and GG because Smash made me love the freedom of movement. I suspect the Smash community would be far more fruitful a recruitment ground than the SF4 one. It's a far more similar game, after all. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
Also ask him about/request training mode functionality. Hitbox viewer, assign dummy actions like block-> reversal (with prerecorded macro preferably), execute recorded macro randomly while moving around, maybe two macro slots and choose macro at random if there are two and such? -
Just remember to swat at drill residue puddles/glow. Getting hit by surprise Nobiru/Mawaru is unhealthy I've heard. One of the things you saw Machabo change after Ogawa mauled him in the next set was attacking whiffed drills to prevent drill puddle summon shenanigans.
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[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
I've been watching E3 for the last 7 years or so as a pure comedy show. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
It's not just Ogawa. Man is just a goddamn monster with Sol. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
Machabo is OP and in severe need of nerfs. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
Huh? I swear I've seen ogawa YRC drills. Or wtf is this then: http://youtu.be/KqIUb2KOegs?t=5m10s -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
What you should do is ask for a timely European release. Much more important than concerts. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
One thing to keep in mind: The more weird-ass shit and jailbait waifus make it in, the more likely people are just not going to give the game a go. A good chunk of the ACR cast is over that threshold, I think. AH3 is a prime example of what can happen. -
[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
TBH, I wouldn't necessarily want a godawfully huge cast. GG has less problems with it than many other games, but at some point you start having a bunch of characters that play pretty similarily or get problems of not wanting to step on another character's toes. You also place a huge burden of matchup knowledge (esp. since GG is more matchup-based than something like KOF13, where the universal systems extend to offense too, not just defense, or 3d games where a lot of things are very standardized) on people. I'm 100% fine with the current roster size, though a few additions could be fine. They did a really fine job picking diverse gameplay styles for people to choose from already. A few more would be great, but really I just want a smooth port with as good a netcode as time and budget allows. For PC if at all possible. Zato and Ky are pretty long range poke style too. Four different flavours of long range pokey style. hard-ish zoning/control, troll/defensive, midrange defensive, aggressive styles. Zato himself can be a more mixup guy or a setup character and holy shit the list goes on and on. -
Guilty Gear FAQ Thread - Ask your questions here!
Coffeeling replied to Kairi's topic in Guilty Gear General
You see pot-face in Faust IK too, no? -
Happy that new Pot tech is being found ^_^
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Also finally watched MSY vs. Faith, and I'm just o_o. Such a bad matchup made to look so even, such fluency with a pocket Eddie, and both just playing at an absolute breakneck pace. But why do we celebrate only Faith's good decisions with !? marks :'( Put in a vote for: Vid study - Machabo(Ky) vs. Ogawa (Eddie)
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As a GG noob this thread has been amazing <3_<3
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I can only press "Like" once ;__;
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hello, new GG player here, coming from a SF4/KOF13 background. I'm stuck playing #Reload for now (though it should be good prep for Xrd from what I understand), though I guess I'll be looking at an emulator and AC sometime in the future. Thus far I've just messed around in training mode for a bit and determined that I don't like Sol much, and like the feel of moving around and doing stuff with Faust, Eddie and Ky. But just messing around without much of a goal sucks, so I'd like to ask: What are the core buttons of Faust/Eddie/Ky? Like, staple AAs and such (Eddie probably needs more elaboration, his stuff seems a bit more contextual than most others'). I'm not really used to normals being invincible as standard and such so some pointers across all three would be helpful. What are some basic BnBs or pressure strings to practice so I'm not pressing buttons aimlessly so much? Thanks in advance for any and all help ^_^
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I'm playing #R. No AC on PC as far as I know, and my consoles/stick don't match (old consoles, Q4)
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Roughly. I haven't internalized what the different moves do but I know the basics of how it works mechanically. Will be experimenting with Sol, Ky, maybe Faust too. Those three and Eddie all seem fun and all are in Xrd. Similar pointers appreciated for them too. Thanks already for the help, some grounding on what to try when learning a new game is really nice to have ^__^
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Another GG newbie here. I understand how the genre works (SF4/KOF13 specifically), but am prety clueless on GG. That post above was super helpful. But to get a bit more focus for practice, can someone list the most important normals for Eddie (#R), and maybe some basic BnB/pressure string or two to grind and get used to the rhythms and stuff? Thus far I've been told j.K is "balanced" and beats all the things, and that spamming drills might be a good idea. HALP ^^'
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[Xrd] News & (Theoretical) Gameplay Discussion
Coffeeling replied to Shinjin's topic in Guilty Gear General
The description doesn't quite match up, though. It seems more like a mixture of pace control and threat. Like, in SF4, Akuma has amazing ability to dictate the pace of the match, but his control gameplan doesn't really deal any damage, so he has to spend a good deal of time engineering an opening to be able to run setups or do a combo on a standing opponent to score any real damage. Meanwhile, Cammy's ability to exert control, per se, isn't that great but the threat of the quite autopilot-y Cammy Train (divekick=>series of heavy buttons that works just as well as a high damage+stun combo and solid frame traps if you drop it => knockdown, repeat) is so huge people have to play very on point or they end up in a very deep hole or just plain dead. Tachimawari, from what little was said about it on this page, seems to include both concepts, as well as some ability to defend your space reactively and not just oppressing the opponent like in the above examples.