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TheRealBobMan

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Everything posted by TheRealBobMan

  1. Thanks a ton for following up for me. I'm mad, but I'll live. It's not like ArcSys and Aksys have lost a sale over this, as I still want the game, and I'm still going to purchase the OST at full price when it becomes available, even though *cough* being a member of the JellyFish Pirates already got me a *cough* discount *cough*. It sucks considering I already bought the Vocal Tracks on Amazon when they released them before, though now I'll have them in much higher quality. I guess it's worth it to get Ride the Fire (which I don't really like) and the new song that was in the Trailer (which was pretty awesome)? Oh man, I hope the netcode is good. It'd be awesome if PS3/PS4 cross-play and multi-region compatibility becomes the standard for online play because of ArcSys's efforts!
  2. So, the release date (Dec 16th) was just posted in the Xrd Gameplay topic. This was posted on the Playstation blog by an Aksys rep: "There will be the option of English or Japanese voices to play with." Just so questions don't pop up later.
  3. Ok, one thing that scares me is that the initial print of the game in JPN was announced to get the Vocal Collection CD, whereas the LE was getting that + the Xrd OST. They're announcing now for the US that we're getting the Vocal Collection with no mention of of the OST. Amazon specifically states, "Guilty Gear Xrd -SIGN- Official Soundtrack - The Guilty Gear Xrd -SIGN- soundtrack is filled with the hard rocking tunes!" So... even though I'd still be happy with the purchase, the main reason I bought the LE was for the complete OST, which is what was advertised. If I don't get that, I'm going to go ape shit for false advertising. They pulled this shit once already with +R not having online play on Vita. I don't have a twitter, so would someone mind asking for clarification for us? If I have to buy the Xrd OST separate I guess I'd be ok with that if it's not too expensive (IE having to import at JPN prices), but I wouldn't be ok with it if they put the OST exclusively on Amazon and iTunes since you get shit MP3 quality (not even the full 320 bitrate). If I'm paying for music I want CD quality, or FLAC if I can only get digital. Fear and ranting aside, YYYYYYYYYYYYEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH GUILTY GEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRR This is great news. Great way to start my day. I'll have a whole 2 weeks to play the US edition before I go back to work and stop having a life, though I might break down and get the digital JPN version just to get an extra 2 weeks of play in.
  4. @Koozebanian: As far as I know, they didn't? When I look at I-No's wiki entry for FBdive, it says "restores jump options". When I look at Ky's wiki entry for Air Stun Edge, it says "FRCing restores jump options". Also, as far I know, "Auto Jump Install" is just having air options built into your move, which removes the needless technical barrier of having to press 'up' somewhere during your combo/blockstring to have air options when you FRC an airborne move. Since "Jump Install" is about getting your jump options in the first place, it kinda confuses me that people would think "Auto Jump Install" means getting a second set of jump options rather than "having Jump Install built in". @Kosmos: Pretty sure there's an option in the PS4 settings menu to adjust how the PS4 scales the image to fit your screen. If you can't figure out a way to fix it in-game, try that next. If you can't find it, you can probably format/initialize your system. I'm pretty sure the first time you launch a game with your console, you're given the option to set that up. Just try that as a last resort though, since you'll have to recover your accounts again and you'll lose all data that isn't backed up. I'm 99% sure you can just find the option in the settings menu and wont have to do something so drastic. @Banoffee and Jakestation: Ok, so here's the thing with backdash YRC. When you YRC, there's that screen freeze that gives you the giant ass telegraph of "something is about to happen!". However, once that screen freeze is over, you're moving at 1/2 speed, so it's relatively unsafe to poke out or use most actions other than blocking (though they're still useable), Blitz Shield, or block > Dead Angle. Even if you have a good DP, the other player would probably land in time because you're slowed down (EX: 5 frame VV is now 10 frames, so even frame 7 moves like Ky's j.S will be safe jumps). Now, if you're committing to block, they're either using a move immediately before they hit the ground, which is going to be in the sub 10 frames level of speed (unreactable like most lows), or they're going to land in the same time frame and go for a low. Assuming it takes 10 frames to land (probably a bit faster since Ky's j.S was really tight), most characters have access to 5 frame lows, for a 15 frame low option. This is in the same neighborhood as Millia's 6K or TK Badmoon, but we're inverting "low as the fast option with overhead as the slower but still hard to react to option" since the overhead comes out immediately or we delay for the low. Now, on defense, you could read a feint into low and attempt a throw since they're instant, but there's some risk. You have to commit to blocking high to be able to throw, so if your timing is off you get different degrees of "boned". Too early means you get CH since you're doing a slowed 4/6H, and too late means you get hit. If you read wrong you're also getting hit. *Edit* Realized that if they're backdashing as the setup for the mixup, they're probably too far away to throw anyway, unless you're Pot. Blitz Shield has to read high/low correctly too, as does Dead Angle (you can't use it if you got mixed up). If you memorize the timing to go from blocking high to low automatically to deal with the mixup, you open yourself up to throws whenever you use that tactic, and the timing gets thrown off if they overhead > low since the hit/block pause of 11-13 frames gets added. Some characters could even feint into another fast overhead option if they have it. Is it so powerful that it's going to be used all the time? Nah. Is it still useful for characters that don't have a lot of fast or meterless mixup tools? Yeah. *Edit* This is going to be most effective in the corner, though some characters might have tools that allow a confirm at mid screen. I'm thinking about it more now after what Ogawa said about VCL YRC oki, and that's part of why it's so dangerous. The move is active for 11 frames if it hasn't changed, so the majority of backdashes will get hit anyway, even if VLC is meatied so that they can't jump or poke out without a reversal. YRC time slow makes reversal options more unsafe, and she gets this high/low option built in since VLC is airborne. Reversal throw wont work either since they're being meatied and I-No is airborne.
  5. Hiro just finished streaming. New stuff I learned about Ky from watching him: 1. Seems like he can jump cancel 2D. Might have been known by Ky players, but this is news to me. 2. Ky can backdash > YRC > j.S for an instant overhead like Millia with j.K. The window is probably pretty wide. I bet everyone that leaves the ground (so maybe not Chipp since he handstands in the middle?) can instant overhead... not sure if everyone has the tools to confirm off of that, but it's there.
  6. I'll link it here for convenience, but the "Guilty Gear Skype Chat" thread is still on the same page in the "Guilty Room" section as this topic. Just scroll down a little bit and you'll see it. http://www.dustloop.com/forums/index.php?/topic/8402-guilty-gear-skype-chat/
  7. Maybe they're limiting it so that it looks like PS+ has more value? "Look at this exclusive demo!"
  8. As unfortunate as this is, I guess it's kinda fitting that he went during a lunar eclipse? I know that's Dracula's thing, but still. Demo is disappointing, but I guess they wanted the kind of audience that cares about story mode, and are giving them arcade mode's limited story with 2 characters as a taste of that.
  9. They're doing a time-limited demo right? If the demo locks you out after a specific date, there's no risk of people abstaining from buying the game because they have a demo. Odds are they'll use the E3/AX/Evo demo. It's easier to add a few lines of code to it that restricts use after X day, or after X amount of time spent playing, and test that for a few days, than to make another demo where they lock out a bunch of characters. The time they spend working on the demo could be better spent making a good product. While it probably wouldn't be that hard to restrict some of the characters, it's more work than they need to do. Each character that they'd lock would introduce the possibility of some bugs, which means the testing department has to grind on that instead of the main game, right before release (the main game is probably still having new content implemented right now). Sounds like a terrible idea. The more that the demo gets changed, the more stuff there is to test, and the higher the risk of programmer time spent fixing things instead of adding things to the main game.
  10. Pretty sure there's no info about the demo yet. Unless the demo was released already (I honestly have no idea when the demo launches). Did you get 6K yen so you could buy the game on the JPN launch of Dec 3? As far as I know, you can get a free 2-day trial of PS+ if you have a PS4, and since the demo is PS4 exclusive anyway, you wont have to buy PS+ for your JPN account. If your PS+ expires I'm assuming you could always just make another JPN account to get another 2-day trial, if the demo isn't a time-limited thing like a public beta.
  11. Not going to go too deep into this because it's the wrong thread, but Justice just has very polarizing matchups (IE they're either 7:3 against her, or 7:3 her favor). People seem to mostly remember Justice mains complaining about various weaknesses back when she first came out, and her initial matchup impressions. Most people think, "Oh, I have this projectile that has 60 frames of recovery, I better try to spam it at all times!" and then get hit. If you really want to see how she's doing, look up the individual character threads for vs Justice (like the stuff around this post). If you manage to get most characters out to full screen, which isn't hard when moves like Michael Blade cause 60 frames of floorslide on CH, and then set up the correct nuke formation, it's extremely difficult to advance on Justice. If you ever manage to get in on her, she has some tools to deal with you (like Pot status backdash), and if she knocks you down at close range she actually has strong mixup. The problem is that many Justice mains do silly things in the neutral game and give the other player an opportunity to gain initiative. You don't always have to be spamming nukes since your normals are good, and you don't always want to be running away or trying to get in. So... if you have a bunch of 3:7 matchups, you're not going to be that great, but if you also have a bunch of 7:3 matchups, you're not exactly bad either. How many JPN players are using Justice in +R around now anyway? Did she ever really get solid representation when +R launched? Re Pichy: I doubt he's referring to the macro bug. You can spam nukes without using it. The macro bug lets you get multiple of the same button nuke on screen, but you can still get 5 on screen at the same time without it, and it's still balls hard to advance through even 3 of them if it's the right pattern for the matchup. I don't know what's up, but it's like this one bug made everyone forget about all of the JPN tournament footage that's out there with nuke spam, which is based in arcades, which means the bug couldn't have been used. Being able to have multiples of the same nuke would probably break certain matchups though (imagining Potemkin dealing with multiple K nukes since he can't FDB those). I'll stop now. Anyway, if Justice comes back, as much as I like the whole "rage inducing fortress of projectile whoring" that she's turned into, I'd kinda want to see her focused around mobility again. Like with the 3 air jumps and air dashes, and jump and air dash cancels on everything. Also remembered the possibility that Leo and Justice could end up in the "OP boss character that's exclusive to the console version and not intended for competitive play until the next game comes out" camp. And obligatory reaction to the music news. Sweet merciful crap am I hyped for this game.
  12. Do you need an account to see images on mediafire or something? Even when I allow all scripts on that page, I can't get the pictures to load.
  13. I guess I don't have the correct language pack installed because I'm only seeing weird looking symbols. Can someone post the attack level of the shotgun, how much recovery it has, and how long the reload animation is? Seems like it would be really important to know given that the thing has instant startup. Sweet merciful crap that sounds scary. Also, I think someone mentioned that she fires her shotgun and rifle on the release of the button, and readies when pressing it, so that's important to consider too. It might take a minimum of X frames to "ready". Also, she might be able to block when holding the shotgun, but maybe not with it readied.
  14. Thanks for the explanation, I didn't know this. I'm actually not aware of most of these defensive option selects (besides the throw/FD one when "attempting" slashback on wakeup), so if anyone could explain some of the more basic ones or link me to an explanation that'd be great. Like, what Mynus said about fuzzy throw/jump/guard, if that's all covered by one thing. I didn't say that j.D FDC by itself was risky, I said that j.D FDC into a low is risky, because of the 8 frames of landing recovery. I didn't realize that making contact removed the landing recovery in Xrd, so that's my fault. If the opponent is crouching (you're trying to hit them overhead for a reason), that's one extra frame of hit-stun, which makes it possible to combo off of j.D FDC j.S, which I've seen footage of. I honestly haven't seen all that much footage, so I was going off of my experience playing at E3. I confirmed that the landing recovery was there in neutral (and that it felt exactly the same as AC, even though that's not worth much), but again, I didn't know that making contact removes all of the landing recovery. That's pretty awesome. Anyway, if you were to opt NOT to go into j.K/j.S out of j.D FDC so you can go into low/throw, you're a sitting duck in front of them for 8 frames. Combined with the 5 frames it takes for 2K to start, or the 5 frame gap you have to leave before going for a throw, you open yourself up. The problem was mostly that without a way to go into a low instead of the overhead, IE doing c.S/5K > 2S / j.D FDC j.K, you'd have to push the mixup forward to when you go for the overhead. Otherwise it'd just be "here's this unreactable overhead in a situation where you couldn't do a low anyway". I mean, you could go into 2D, but it's slower, so if they IB they can poke out, and it's - on block, so if you follow up with HCL they can continue to low block under it and punish you after making it whiff. You could also go into STBT after either c.S or 2D, but that's also risky because the gap is pretty big. It's also odd since STBT doesn't really give you anything anymore... STBT-H can combo, but STBT-S is pretty much just a reset opportunity unless it hits or is comboed against an airborne opponent. I realize that the mixup off of HD is still strong, which is why I didn't complain about it, and I realize that j.D FDC is effective off of j.S out of HD, but again, I didn't realize that making contact removed the landing recovery, which is a significant improvement. I was assuming it was more like AC, in which case you mostly needed to spend meter to combo off of j.D FDC j.K. There are many situations where you'd want to use j.K out of HD instead of j.S, which I thought was restricting what you could do with it. Combined with not getting meterless combos off of Sdive or CH Kdive, along with the 2S changes I was complaining about, I figured her mixup was weaker than it is because of the increased cost in some places and reduced gain in others. I did realize that VCL YRC was really good, but I didn't realize that it removed a bunch of defensive option selects because I didn't know about them, and still don't know about how they work. Doing j.D FDC with a burst is definitely hard during a match when there's pressure since the timing is so tight, but I'm sure U-Zen and the others will eventually get past it, given their record of managing technical stuff with I-No for all this time. I did say that I didn't think there was character bias right after making that matchup comment, because there's a bunch of info that wasn't given. Now that you've translated this for us I understand a lot more and can agree with his assertion. I kinda figured she'd be considered mid, since that's where the majority of players had her, and that's where I thought she'd be based on my prior info. As for AC matchups, I'll be brief since this is off topic: Maybe we need more discussion about them in the correct part of the forum? We do have +R and a bunch of new shit to consider, and looking back there's 12 characters in the I-No section with less than 10 posts, 6 of which, not including Justice and Kliff, have fewer than 5 posts. I had to dig around a lot over the last few years to get any kind of understanding of I-No's matchups since the majority of my play time is against Sol and Axl, and most of that came from looking at the other character forums for what they said the matchup was. (I thought that Sol, Zappa, and Venom were considered in the "even" range?) I hate to use the "I didn't know" excuse, but you explained the stuff I didn't know and asked about, so thanks a bunch!
  15. I didn't fully understand her during E3, but I think 6 + S/H calls them out initially and makes them do the fast vertical or horizontal swing, and will repeat those moves if used again. From there, I think it's 2 + S/H to do the slow 360 swing. If your swords are equipped, 2 + S/H does the crouching 180 arc swings that hit like a truck, and if you have swords deployed, I'm pretty sure 4 + S/H equips them. I'm pretty sure that there's no way to control where they deploy to. They automatically move into position relative to where the opponent is when she commands them. You get meter when your deployed swords make contact (on hit or block), and they do pretty good chip damage from what I've seen in videos (the 360 swings at least). It looks like the chip damage doesn't scale with guts either. I could be wrong, but this makes the most sense going by my memory of playing and what I've read about and seen in videos.
  16. Regarding Dual Shock 4: I've used one plenty. The Dpad is SIGNIFICANTLY better than the PS3 Dpad. The buttons are closer together, so you don't feel this significant dead zone where the diagonals should be, and the buttons are beveled inward which feels better on your thumb. I don't really play BB, but in the contexts where I can use a DS4 to play games, that's the game that's around. I can get difficult combos to work with Izayoi on a DS4 that I can't get at all on a DS3, most of which involve her DP input moves. If I had to play pad, I'd want a DS4. Ogawa's Tier List: Was kinda surprised about his I-No placement until I remember that he plays Zato/Eddie. That matchup is generally in I-No's favor. Like, even in AC where I-No has nothing but bad matchups, and Eddie can convert 1 hit into a knockdown into an unblockable into a 6P loop into a dizzy (because it's I-No) into an IK, the matchup is STILL a 50/50 in I-No's favor. That said, Ogawa was talking about a bunch of stuff that we don't have fully translated, and some of the advantages that I-No has in that matchup aren't even as good in Xrd (she can dive over his stuff, but doesn't get to combo off of starter dives anymore, for example), so it's probably not matchup bias. "Destroy fuzzies" is confusing. I wonder if he's saying "destroy with fuzzies" regarding her j.D FDC. Considering that j.D adds 8 frames of landing recovery, even when FDC'd, it's not as strong as a mixup as you would think, though it leads to unreactable overheads. It's just super high risk to feint into a low, and since 2S isn't a low anymore, most situations where you'd jump cancel into j.D FDC for the instant overheads are situations where you can't go into lows anyway (off of 5K or c.S). There's a reason why I-No barely used it in AC even though it was there. You still have it off of j.S though, and U-Zen has been using it frequently to great effect, as well as for some nice baits. I'd really like to know what he's saying about VCL YRC though. I see people get opened up by that all the time. I think that they're timing the screen freeze right before wakeup ends to mess with reversal timing. Since HCL/VCL starts on 11 and is active for 11... you do it early enough and it's totally safe against reversals (if they don't **** up) while being meaty for oki mixup and giving you enough time to punish a backdash. You can also use it in situations where Note isn't as strong because of positioning. RE Venom: It might just be the association between +R Venom and Xrd Venom that puts "weak" into people's minds. They're pretty similar, though Xrd Venom has some improvements before we even get to the systemic changes (like YRC), which are pretty good for him. Venom has more room to convert random hits into stuff with RC than other characters, on top of being able to bait the other player to move around to avoid a ball, then YRC to punish the movement (and again, possibly **** up the input that would allow dodging a ball with the screen freeze).
  17. Teyah is correct, though I also remember Mike Z posting about the 3-frame minimum input lag back when Skullgirls was either in development or right after it came out. All games are going to need a minimum of X frames to process what buttons you've pushed, and PS3's minimum is 3 frames for a 60fps game (pretty sure this applies to any game on the PS3, though it could be longer if the game was made that way).
  18. Check the Elphelt section of the Xrd forum for a picture of her Kanchou face. Pachi's Elphelt got kanchou'd 4/5 times during a single match against Ginzou (might have his name mistaken) on the stream last night. On a related note, FAB beat his Sin. Xrd Pot is probably going to get nerfed when the console version drops. Anyone know if there's footage of Elphelt's IK yet?
  19. I think they would have focused on optimizing things for the PS3 port and cut out parts of the background, or downscale the textures in the background, cut back on the particle effects, etc. They wouldn't allow cross play if the PS3 version buggers out frequently and experiences frame drops. With the way the art looks, you probably wouldn't need extremely high-res textures anyway. But that has put something in the back of my mind for some time. PS3 has that inherent 3-frame input lag. I don't know if the PS4 has that, but it's probably going to have the 3 frames (even if it could manage 1-2 frames) just to have parity with the PS3 version. If PS4 can manage 1-2 frames of input lag, it's very likely that they'll drop PS3 support with the next game, or possibly the following one.... I'd say that depends on sales. Lots of PS4s out there already, but this demographic already spends a lot of money to get arcade sticks, and can be really fickle about what they're playing. Dropping support for a console too early will cut out a lot of sales, though I think ArcSys cares enough to want to reduce the input lag as much as possible, while also caring enough to not want one version of the game to be the preferred version since that would be bad publicity. Why spend time developing the PS3 version if it would be the "inferior" one, which then wouldn't sell to the target demographic? Anyway, that's speculation based on wondering what the PS4 can do. I wouldn't worry too much. I'm glad that people were able to play the PS3 version at TGS since they only had the PS4 version at E3. Part of me was worried that the PS3 version could get delayed since they never really talked about it, though I also figured it was just marketing (wanting to show it off at 1080p so it'd look its best).
  20. Daisuke is on the stream now. Looks like it's going to finally start.
  21. Her throw is she pulls the pin on a grenade and sticks it to you.
  22. Thanks dude!
  23. Anyone playing the early demo? I really don't like the feel of playing this on a portable console compared to with a controller, but it feels better than the E3 build. Part of that I think is because they had the 3DS demo on XLs (playing on a regular 3DS). It also might be from playing characters I didn't really try during E3, but overall the game feels a bit faster. I took issue with most aerials having crazy recovery time, but some of them recover relatively fast, to the point where combos should be possible. You also get things like Mario's Fair causing a huge stagger on ground hit, or the floor bounce on air hit at higher damage if they don't tech, so even though it has a ton of recovery time you can still combo off of it in most cases. Based on E3 I wasn't interested, but I feel like it could actually be good this time around. If there's one thing I wish they would have removed though, it'd be the "do an attack next to an item to pick it up" thing they added with Brawl. It's not hard to hit Z or an equivalent button instead when you want to pick up something in the air - the reason most people didn't do it was because there was no mention of it anywhere. Now if you're covering yourself with an item that you spawn, like Turnips or Bombs, they can just hit you while grabbing your item, rather than having to deliberately grab your item or avoid getting hit.
  24. Why a keychain replica of a belt buckle? Why not an actual belt buckle? Didn't Uncharted 3 come with a belt buckle? And a necklace? And a figurine? I WANT A GODDAMN BOUQUET OF ROSES AND SOL'S JACKET WITH MY PRE-ORDER! Oh well. Working some overtime tomorrow, so I guess that pays for this. Gonna hope against all odds that it comes out on the same day as the JP version, but most likely I'm going to have to buy this game twice if I want to actually have a chance to play it for about a month. Since I'm paying so much pretty much just to get the soundtrack, it better include the whole deal. I want the vocal tracks at CD quality. The Amazon release wasn't even 320kbps. ****, if things go as I'm thinking (worrying about PS3 vs PS4 parity), I'd wind up buying a 3rd copy along with a PS4 (when I'm able to eventually afford that crap, which probably wont be until late next year). Why you gotta milk me outta so much money ArcSys? I looked up the Xrd site to see if there was any information about the LE on there and saw a larger picture of Elphelt (not a screenshot). Her face and hair kinda reminded me of I-No, which felt creepy. Anyone else get that vibe? As for "Holiday Season", yeah, that can mean as far as like February. That gives people time to buy a new console for Christmas, let their wallet recover, then buy a new product when the initial buy is completed or stops being fun. I would think a lot of PS3/PS4 sales this Christmas are going to be for Destiny, and I would think that people would want at least a break from it by 2 months later (there's also Smash4, though I don't know if they consider that demographic to be a competitor to theirs). If the JP release is Dec 3, they have to be done with content by around the end of October or the very beginning of November. From there, consider how long it's taken them to localize things in the past... I can see "sometime in February" as an announcement that would come mid December, as much as I hate to think about it.
  25. So her rifle has 1-shot before it has to be reloaded? And she can smack you with a bouquet? Now she just needs the garter belt with some silly reference on it and she'll have everything I was hoping for. I was kind of hoping her rifle would be an old flintlock musket, but it looks close enough that I'm happy with it. A lever-action for reloading is much better for the pace of the game anyway (wouldn't want GG to turn into this ), and should look pretty stylish. I don't think I'll wind up playing her, but she's pretty cool.
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