reaVer
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No Linux/SteamOS support and I'm not buying a PS4 to play this game (and I love myself too much to use windows for gaming).
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If ASW had to cut returners from the next Xrd
reaVer replied to tokin fuyou's topic in Guilty Gear General
They should never have removed Zappa, Order Sol, Bridget and Robo-Ky. They actually had unique gameplay mechanics that made playing them a completely different experience compared to the run of the mill characters. And when FORCED to remove them, at least come back with alternatives. Players that played these characters intensively during the AC period are now left stranded among the rest of the cast that doesn't really do what those characters did. Out of the new cast, I feel 3 characters either don't add value or don't add value effectively. Kum is basically a mix between Slayer and Eddie and in my opinion is a waste of a character slot. Answer wasn't really the answer BB players were looking for (kek). And Jack-O seems to have been a bad implementation of the mechanics. -
So I got in contact with Feral Interactive through their stream and popped the idea of porting Xrd to Linux for entirely selfish reasons. They have expressed some interest in the idea. But as one buyer I'm not going to be enough and thus I'm here to inquire if more people here are interested in a port to Linux/SteamOS. As a true Linux fanboiii I've never been disappointed with the OS despite me feeling that the others are getting worser every day. I haven't bought a PS4 for precisely this reason and this expectation came to fruition during the dutch major where it took 5 minutes to swap players because they had to figure out the active user and the correct button to confirm their selection with their controller. This in addition to the controller embargo that prevents PS3 sticks from working (and I like my VS:HG). Then there were the license checks that would simply disrupt the tournament games if the owner wasn't nearby quick enough to connect it to the internet. Oh man, the horror; remember the good old days with the PS2 where you just plugged and play? With my PS3 I've also noticed the game has some performance issues which could cause players to just completely miss their inputs; so far this mostly happened in training mode but for me it's still a point of concern. So I think for the GG community as a whole there is a business case in using a SteamOS/Linux version of the game. I'm not that big a fan of SteamOS itself, but I'm pretty sure the smart people around here (and myself) can set up a Linux install that is tournament grade or even better. We could then use steamboxes or create our own and make GG tournaments great again! So if there's people interested, let me know. Either PM or in this thread. This thread is not to discuss Feral's business case or a place for you to rant about how unprofitable it seems to you (a discussion you will lose anyway). This is also not a vote, so I hereby request that any posts not representing interest are removed by the mods. If there's enough interest, this thread will be sent to Feral Interactive for them to make a decision.
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Is it a bad habit to mash buttons?
reaVer replied to EternalMelody's topic in Guilty Gear Online Play
I see this forum is still living in 2006... The short summary is that mashing for a sequence is not a problem unless it prevents that sequence from occurring. So Elphelt's 5HHHHHHHHHHHHHHHHHH is completely fine. If you want to develop mixups in those areas, more careful training may be required. Now here's the longer story: Mashing is indicative of the supposed 'autopilot' (your instincts). And here's where we're going into something they should be teaching kids in primary school but simply won't because teachers are incompetent. Any person uses instincts to fulfill basic tasks: nobody is explicitly putting one foot in front of the other when performing the task of walking; nobody is explicitly bringing the fork to their mouths while eating, these things most humans can do without putting any thought on it. What sets humans apart from lesser beings is that their instincts can also perform more complex tasks, like driving a car and flying a plane; again, neither drivers nor pilots are explicitly moving the controls in their brains, their basic train of thought is "I wanna go this way!" and their body will take the required actions to make this happen. With gaming, scientists have found out that the human brain is capable of learning much more intricate things compared to the simple task of flying a plane or driving a car. When Xellos was in his prime in starcraft and his brain was scanned when playing vs a complete newbie it showed that Xellos was playing with the instinctive part of his brain (the back) and the new player was playing with the rational part of his brain (the front). This implies that a portion of the decision making can also be done instinctively. Why is this important? Because your instincts are at least twice as fast as your rational brain. Anyone that has watched my matches vs N.O can see this in action. I would IAD at him to attack, he would jump throw at nearly the same moment. And I think instincts can get even faster than that. For the rational brain to do the same, you would need an IQ of like 200; which is simply not available to even the most practiced human. Now here's where twitch gaming (not the streaming site) sets itself apart from other games. To git gud at this game (and BB and and and) you will need to have your instincts up and running at all times. To get the maximum out of your tempos, you cannot afford to have your brain contemplate every action you make. This is why autopilots are mandatory. The defining difference between a good player and a bad player is how this autopilot gets operated. Bad players will shut off their rational brains and basically slam their heads into a brick wall as far as the game is concerned. The good players will have both parts operating. Now, I think most people here would agree that spectators have a completely different perspective on the game than players do; and even with what I'm about to tell you that still won't change all that much. But, your rational brain is supposed to become such a spectator and needs to send instructions to the 'autopilot' on the fly. That means that your rational brain is actively reviewing your play and formulating a gameplan on how to continue and your instincts are executing that gameplan. That is what makes a good player (and this works incredibly well as a car driver too (life lessons 1o1)). Once you get this down, the line between your instincts and rational part of your brain blurs and that pretty much opens an insane world to you. You can then go to trainingmode to learn a new combo and then immediately use said combo without further contemplation; you can then use matches to review whether the combo is working for you or you need to revise it in some way. If you want, you can do these revisions during the matches you're playing, this helps when matchups give you specific combos. And from here it's going to be a matter of priority of what is important and what isn't important. You inserting Elphelt's 5H~HHHH as 5HHHHHHHHHHHHH is irrelevant, any similar scenario is also irrelevant; and trying to fix this is most likely going to be a waste of your time. Instead, you're probably better off spending your time on winning matches and winning (online) tournaments. -
Have you tried backdashing and backward jumps?
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I picked my year carefully.
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Right... Those that fall behind will stay behind. If you wish to be disrespectful towards me that's fine, you can play your style dated in 2005.
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Extremely old school, but you can see very clearly how he repeatedly gets out of Sol's offense without actually pushing any buttons. And no, KZO isn't heavily reliant on DPs, leave that stuff to Kusoru:P KZO was one of the more solid Order Sol players that has made it to SBO and at least got past round 1 before the others followed suit. I can explain why dragonpunches are an extremely powerful tool to use in active defense, but it's beyond the scope of this thread. Yes, there are a lot of character specific defenses, but those should be part of those characters' forums. This should be generic defense tools.
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In my experience they don't. Be sure to launch your move at the YRC point if it's unsafe (as YRC will jam the input for you) or before the YRC point if it has a slow start up but is safe(he has to FD in the air anyway). I specified high level move that causes a CH state, I don't know the listing for every character but I'm sure the players in their respective forums do. BB is and always has been hard counterable by a lot of cast members throughout the series. It's one of the reasons why this move doesn't really see a lot of action outside of combos. Interrupting Sol allows him to set up frametraps that are really retarded but will hit you because you're pushing buttons. I'm not just talking about the occasional VV RC that may show up, I'm talking 2P GF or 5S GF or anything of that sort. I'm not saying you should never interrupt, heck I do it because I'm really lazy and usually cannot be bothered to defend properly. But if it really matters I will be forced to sit it out just like everyone else. Teaching players how to get back to neutral state safely is far more important than how to turn a defense into an offense (in my opinion). I watched the video and apparently I missed it. I therefore believe you didn't make enough of a real point out of it :P Your vid is spamming different strings with different responses, it's going to take new players quite some time to recognize the actual situation being displayed so they can apply it in their games. If you'd for example show strings, show which ones are too long for FD, where the decision points are for Sol on how he continues his offense (unsafely) and then showing the counters to his choices would make for a much shorter video and would improve the understanding newer players would get from it. No he doesn't. *grabs really old video* https://www.youtube.com/watch?v=wYWc58xzCSI it's from Accident Core, nonetheless it shows one player being really patient and just picking Sol apart as he goes. And this style of play is really strong against Sol. Look also how he barely interrupts anything yet finds himself in neutral very quickly where he starts moving around again. The way he played also reduced Sol's abare significantly as it still does in this game (though the 5H RC BB compensates for that rather well now). If anything, when you watch modern footage of any good Sol, you will see that these players spend a lot of their time in the neutral game trying to find an opening to attack (and preferably immediately succeed in dealing damage) and they are doing this for earlier mentioned reasons.
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That is not really true, if you see a BB using any move that produces a strong CH state is the best way to punish. These moves include (but are not limited to) Sol's HVV, Ky's 6P, Elphelt's 6H, etc. And you do that for the simple reason that they open up 200+ damage combos. The advantage here is also that you can launch these moves after the YRC point causing a PRC if he attempts to bait your AA late which will probably result in him getting hit anyway. Doing the jump IG throw thing will usually work, it's just not as profitable. About the video, calling it a 'how to defend' video isn't really accurate. Most of the options revealed show a strong sense of desperation from the defender's side while the situation isn't all that dire. The simplest thing you're not applying is faultless guard that cuts Sol's strings in half and would make sure the BR in the examples would whiff. His safe stringing ability is also limited, at some point he will be forced to make an unsafe choice. Unsafe as in stuffable unsafe or punishable unsafe. As long as your defense is good and you remain patient enough, he will eventually be forced to open up or let the game return to neutral.
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I have no issues myself. Under normal circumstances the game feels like playing offline and I can guard quite well too. I'm using the AkSys' PS3 version of the game with a direct wire to the router connected to a 100/100 optic fiber connection. I live in the Netherlands and have been able to fight the French, Germans and Swedes without a hitch. The people in UK tend to give me problems however (Excessive delay).
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[Xrd] News & (Theoretical) Gameplay Discussion
reaVer replied to Shinjin's topic in Guilty Gear General
That's because Ishiwatari hasn't participated in GGXX development since #R. Now he's back and from what I saw, we got the near OP Eddie back too. -
[Xrd] News & (Theoretical) Gameplay Discussion
reaVer replied to Shinjin's topic in Guilty Gear General
My 2 cent about the YRC vs FRC debate... Yes, I know nobody gives a damn but I'm gonna give them anyway: I find the YRC a LOT more appealing than the old FRC system. No more silly timing windows, no muscle memory issues, just press and go; I like it. I see no purpose in making this kind of system hard (like the FRC system is) as far as options and playability goes. However, how many moves in +R were direct hit and FRCable afterwards? There might be a handful of them, but Order Sol for example had none, Sol had none, Ky had none, etc. Most moves in AC / +R that had an FRC before or on the first active frame and that means for 90% of the cases, the FRC system and the YRC system are giving you the same results, yet one of these two systems does it with a lot less effort than the other. Then there's the space created by the new RC and YRCs, which allow you to perform chains previously not possible. The fact you're giving it away and you don't have a giant trackball covering your next move, are a few of the things that will probably be missed. I think a lot of people on this forum are rather protective on how they have invested their time. And yes, to people like us, it is probably a little unfair to pull us down to easymode level with the noobz. On the other hand, most moves have a YRC window where the move actually goes in effect and that means doing it to early would mean nothing comes out and doing it too late would mean you're losing frames in recovery. This is something where skill is built or rebuilt. I wouldn't even be surprised if our FRC timings are the best YRC timings as well. On a more practical note however... Who of you here decided to show up regularly at tournaments before learning the (important) FRC windows of their character? -
[Xrd] News & (Theoretical) Gameplay Discussion
reaVer replied to Shinjin's topic in Guilty Gear General
Take a step back, take a breath and think about the context again. -
[Xrd] News & (Theoretical) Gameplay Discussion
reaVer replied to Shinjin's topic in Guilty Gear General
I've done tests in AC and regular guard gives less pushback than a hit, yet a FD gives more pusback than a hit. This is something you can abuse with Sol jumpins where if the player is greedy, you can block jS, get hit by 2K and have Sol whiff the 2H where you can whiff punish. My experience with AC is that 3 hits from OS on FD puts the opponent out of range for any subsequent attacks (string used was 5K-S2S). Furthermore it seems that all of Sol's basic combos are still intact (which wouldn't be would the general pushback have increased). So it might be that the characters you mention suffer from increased pushback, but that would be a character specific nerf rather than a change in mechanics.