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Everything posted by TheRealBobMan
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It might also make it possible to do stuff like 6P > 5H > j.D in the corner, which would lead to much higher damage than before if j.D still hits for 40. This is something I'm planning on trying out since I think 5H was listed as one of I-No's dash-cancelable moves. Probably wont work, but it's worth a shot.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Huh, didn't know there's Forced Proration on RC. I guess that's to compensate for being able to go into anything and get crazy optimized combo routes off of it. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So, the Amazon pre-order page and the Game Stop pre-order page both show December 31, 2014 right now. Hopefully it's not that late... Though it looks like they're aiming for the "holiday season" rather than a "fall" release. I'm fine with this. Especially if those 27 rock tracks are available for sale before then, and/or if there's a high quality CD version at some point. Getting Heavy Day early on Amazon for $1 was really nice, but it's still MP3 quality. I want ArcSys to give me a reason to buy high end headphones for Christmas. It also looks like they're only going to have the PS4 demo available (Sony is probably pushing them to make PS4 look really good). If I can't play both versions I can't parity test. Just giving you guys the heads up now so you wont be disappointed later. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
They're starting fresh using Unreal Engine of all things as a base for this game. They also want this game to be simple enough to attract new players since GG is a game that's known for being "too complicated" or "too hardcore" by some people. Since they tend to make their characters play uniquely, every additional character makes the game that much more complex to pick up. You don't have to learn to play as everyone, but you certainly better learn enough to play against everyone. A smaller starting roster makes this easier. That said, I'm disappointed too. I don't even main him but I want to see glorious 3D Zappa. SF4 might have had 25 in the initial console release, but how many were borderline clones of each other? That game is like 20% shotos. They're all different enough to play differently, like Fox and Falco in smash, but aren't as different as Venom, Bedman, and Ramlethal. I'm pretty sure I've seen multiple articles about how using 3D models is more cost efficient in the long run. I think there's an article about BB:CT's release that talks about that, and I'm pretty sure the Skullgirls team has said the same. I also can't really see Capcom switching to 3D models just because of the aesthetic. I'd hunt down and link some stuff here to make it easy on you, but I'm working too many hours to want to spend my free time on it. IGN sucks. Only 2 more weeks! YEEEEEEAAAAAA!!!! So... I'll be buying some note pads sometime between now and E3 to write down things people might want me to test. I'll probably make a thread for that later or something, or just ask for PMs. Not sure yet. Anyway, I'll write down stuff so that I wont forget to test it, then QA test the shit out of whatever they have on the show floor to the best of my ability. There are things I'll want to check out besides GG, but that probably wont take up more than one day... I'll spend 90% of my E3 time at the Aksys booth, and I'm going all 3 days. !This is everyone's heads up to think about stuff they might want to ask me to test! Keep in mind I probably wont be able to test things like frame rate, attack level, exact tension values for moves, or any such things. I also wont get to play nonstop for 3 days since I'm assuming there will be a crowd, and I have no idea how many set-ups they'll have available (last year Aksys only had a small conference room with like 1 BBCP setup, and 2 setups for other games, besides the one one setup for BBCP that was in the PS4 section of the show floor in Sony's booth). I might not even get to focus on testing and may have to just play games against people and figure things out that way. One of the things I'm most concerned with testing is performance issues and parity between the PS3 and PS4 versions of the game. I already have ideas on how to do that, but I have no idea if they'll let me do those kinds of tests, or if the hardware will be close enough together for it to work. *crosses fingers* -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
There's always the possibility of the RC mechanics changing for the next game when new characters are added. What if they did something like: YRC occurs during a non-projectile's startup, but not during active. Also occurs when canceling movement (IE dash/backdash) or at neutral. Still retains time slow for 15 frames or whatever it is. Blue RC occurs after a projectile begins to exist (which can be whenever the fuck to make it easy - Testament's EXE Beast was frame 1 for example), but before active. Does not have time slow. RC occurs when an opponent is in hit/block stun (and I think during OTG?). Retains the 1 second time slow. PRC occurs during a move's active/recovery frames, does not have the startup frames that cancels currently have or the time slow. Not suggesting that they do this, but it's an option that could deal with problems that might arise. If a projectile were to "exist" on the 1st active frame, you'd have YRC before startup (so the projectile never exists - done to be safe or mix up) or PRC for 1/2 meter after (more expensive to use), but that's it. It'd make things a little more complicated, but I don't think they'd be against that with whatever comes after Xrd. *Disclaimer* I know someone is going to start raging at my "suggested changes" when I'm just pointing out that the game could change when they add new characters, possibly even in response to their prior mechanics. Don't waste your time. But please do discuss what might or might not be an improvement to the current system. It seems dumb since we don't even have the game yet, but some people don't like the YRC system (Burst Bait OS for example). The people who have played could probably weigh in on their impressions if they felt it was necessary. -
Yeah, just looked it up. So she has drive moves that are 1-26 invul, but chain into each other to not be as unsafe as DPs, all without being committed to buffering a directional input like 623... as a non-BB player before CP I find this pretty dumb. Also seems like it would be easy enough to beat... IB and push buttons to punish the startup of whatever isn't invul. Just like this game having slower mixup that's still hard to react to because of the telegraph timing and keyframes, I find it dumb because at lower levels it encourages mashing to escape without really learning why it might work (thinking from Noel's opponent's perspective - she starts dancing around so mash out and maybe sometimes it works and sometimes it doesn't because of her invul), and also seems like it'd be easy to "get lucky" with that Drive and beat moves that you'd normally have to bait. Oh well. *Fart noise* I suppose I'm at the point already where I need to start learning what every character actually does. Who are the strong/popular characters? I figure I should learn all the common matchups first. Azrael, Tager, and Valk are strong in this version right? Anyone else I should learn about before the rest?
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Hey, at 1:54:35 of that video listed Watagashi vs Tsujimuu, what the hell did Noel do that beat the reversal super? We're Invul from 1-15, and it goes active on 7, but she CH Izayoi right out of it. This is a very appropriate time to remember the video that FightingGameFan posted by mistake. *edit* It happens again at 1:57:17. What is this crap?
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I can ask on your behalf since I want everyone to experience the awesome that is GG, but it's not at the top of my list of things to ask for since I'm one of those overfed, undernourished, uneducated violent assholes from across the pond. Anyway, I think there are decent odds that he'll be at E3. A few years back he was a guest at Video Games Live, which happened to run the same week as E3 if I'm not mistaken. I'm guessing he was in town for one thing or another... ArcSys probably wont have a booth since that shit is overpriced for what they'd get out of it, but I could see Ishiwatari stopping by for business rigamarole with Aksys, and possibly sitting around at their booth (if they have one - they usually just get a little side room) to please fans. The year he was at Anime Expo most people got shafted for the autograph session after their panel due to shitty organization, so he and Mori stopped by the Aksys booth at a later time and did another autograph session. They really care about their fans. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I remember something about how they wanted to do something for E3, or at least have Ishiwatari show up. If they have any presence or if Xrd is somehow magically at E3, I'll be sure to let you guys know. And I'll spend all 3 days playing it instead of looking at anything else.... except the Atlus booth. And maybe anything that Suda has to show off. And if I do see Ishiwatari again, the first thing I'm going to do is give him a zj ask him to bring the GG concerts to the USA. I'm tired of waiting for Video Games Live to add it to their show. -
Whos taking time off when XRD finally releases for console?
TheRealBobMan replied to r0b0t's topic in Guilty Gear General
I'll probably import a PS3 and a PS4 copy for the JP launch, unless by some miracle the US launch is at the same time (I'd just get ours to support it). Not sure about taking time off work... I'd definitely like to take a year off to train for Evo and shoot myself when Disney pays them to include whatever new Marvel is created instead of having Xrd day off for such a thing, but I don't get paid time off (can't really afford to miss days), and I could always be denied a day off even with 2 weeks notice if they really need me at the office. But yeah, I'm totally requesting at least one day off even if I know they can't give it to me. -
[CP1.1] Izayoi Video Thread - Trans-Amu! (Updated 04/05/14)
TheRealBobMan replied to Celerity's topic in Archive
I think you meant to post this: https://www.youtube.com/watch?v=06CT6BCHueY Instead, you posted a great scene from The Boondocks. -
SP input P? SP input S?
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If the numbers haven't changed, the base values are that you get 2% for using dive, and 4.8% on hit. That's a little over 15% for each Psycho Crusher, and almost 7% for the other dives. By convention, normals tend to give 1.44 for lvl 1 attacks, 2.64 for lvl 2-3 attacks, and 3.84 for level 4-5 attacks, but only on hit. Special moves are all over the place. And of course this varies based on your pulse, which is determined by how close you stay to the opponent and how "aggressive" you are. Being close to negative penalty reduces your tension gain, so back dashing a lot and running away hurts, but getting in their face helps, as does using IB (and SB before Xrd). I can't really tell if pulse is still a thing, but I haven't really looked that closely and haven't watched a bunch of footage. There's that wave effect that goes across your meter now just like the effect in P4A, but as far as I can tell it's just cosmetic (it moves at the same time for both players). Anyway, I remember seeing a AC combo video with a 3rep Hdive loop on RoboKy right after HCL FRC (remember that FRC prorates meter gain to like 20% for a few seconds) that nearly built up the 25% that was used on the FRC. If you didn't do it right after something that prorates meter gain, you could probably optimize for at least 50% meter, even at negative warning. The damage will suck compared to regular dive loops which already give good meter, so it'd only be worth it off of a heavily prorated move... in +R off of 2K > 6P > 5H, or off of f.S. I remember being excited at the idea of FBdive corner push > Hdive loop for building meter before I tested and found out that FBs prorate meter gain just like FRCs. On the plus side, I've noticed that I-No's combos sometimes last so long that her meter gain prorate goes away before she finishes with knockdown, if she uses VCL YRC oki. I'm wondering if the time slow on YRC/RC counts toward the prorate timer, which would mean that delaying as close to the full second as possible off of RC would be a beneficial (though arbitrary and stupid) thing to do. You know, whenever it wont cost you the optimum combo...
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Oh my giddy aunt. Psycho Crusher combos into Psycho Crusher. That's going to be worth so much tension.
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6P > 5H > Hdive builds more meter (or at least used to... Hdive is around 15% by itself), but at 20/25 damage X3 hits, you'd get more damage off of 6P > STBT combos (STBT building about 9%) because of damage scaling. It'd also probably be more useful at mid screen since Hdive really only combo'd allowing for follow ups on heavy weights, unless it was done in the corner. With Xrd's RC system, you'd be better off trying to figure out ways to drop out moves like 5K and j.S if you were going to spend meter. There's plenty of time to set up the next hit in a way that doesn't require using those moves, which is great since they don't do a lot of damage relative to how much they scale damage. Sometimes getting c.S > 5H > j.H to work in place of c.S > j.S > j.H in combos adds like 30+ damage to whatever you were doing. That's assuming the numbers haven't changed all that much since AC/+R though. Goddamn I want this game. I really wish they'll bring a playable demo of the console version to E3 or something. I really doubt it'd happen, but I can dream.
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They were both lvl 5 previously, so that makes sense. I wonder if you still build 1/2 the value when they're in block stun. So... CH STBT-H > 6P > STBT-S for meter gain and corner push?
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I'm almost positive I saw note building guard bar, but that might have been a pre-release build. Maybe it looks like she's not good at building RISC because of guard balance. That was one of those mechanics that wasn't poorly understood and explained in the dustloop wiki / old system data, but some characters resist having their guard cranked more than others, and some are more susceptible to it. It's possible that mechanic is still there, and maybe your recent sample was against characters that resist it? I don't know. *fart*
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Hey, firefox has crashed on me and eaten my response about 3 times, so I'll give you the super short version. You missed the point of my post. I was disputing your statement that, "You never had the option of doing low -> low with old Hair car FRC because it was at a much later time (at least 10F later) than the low -> high, and there's no way to delay the low -> high to make it hit later (ie. at the same time as the low -> low) since you're too low to airdash after Hair car FRC.". You then responded like I was talking about Xrd Millia, which I wasn't. I even said, "That window covers the low startup window and makes it possible to mess up the block switch. Granted this only exists because of Haircar FRC, which was the focus of the discussion in the first place. In Xrd it'd be YRC/RC which skews the cost/reward ratios, and the screen freeze turns it into a regular mixup," to make sure we were on the same page. I'm not suggesting that you use Haircar RC in Xrd because it's not as good. I also don't have a problem with that because, in my mind, most of the difficulty in dealing with haircar FRC j.K was timing your block right. You could predict it and still get it wrong because of the difference in timing between Haircar whiff FRC and Haircar FRC, or even if you successfully predicted which version was used because of a lack of dexterity, since you'd have to switch blocking in 4 frames. So anyway, there's the clarification for what I was talking about. There are some other things I would dispute or elaborate on, but I don't want to have my post eaten again. I can come back to this when I know firefox will stop messing up. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Uh... if you wanted to do a late overhead out of haircar to match the low, you could TK badmoon or some shit. If they're going out of their way to perfectly input the low > high > low switch on block, they're not going to be able to react to low > slight delay > high and block that accordingly. It loses the ability to catch someone hitting a button, but it's still hard to block if they've committed to blocking. It's not as strong as the usual Haircar > FRC > j.K for sure, I wont dispute that. You're just doing a regular mixup out of the move, which in and of itself was a mixup (Haircar / TK Badmoon), instead of canceling the move/mixup into an immediate mixup, which had the added benefit of catching mash attempts and being much harder to block because of the dexterity requirement. Also, you always had this option because the window would change based on if Haircar was blocked or not, due to hitpause. Haircar is lvl 3, so I think that's 13f of hitpause. If you FRC'd to make haircar whiff, the j.K would start around frame 20, but if you let haircar hit and then FRC'd, it'd start at 30+ (also varying depending on the frame you FRCd within the window). That window covers the low startup window and makes it possible to mess up the block switch. Granted this only exists because of Haircar FRC, which was the focus of the discussion in the first place. In Xrd it'd be YRC/RC which skews the cost/reward ratios, and the screen freeze turns it into a regular mixup. So.... yeah, some specific mixups are weakened by the way YRC works with the screen freeze. That said, this seems to most weaken situations where you might successfully predict the opponents mixup and still not block correctly because you didn't input the block correctly. I don't have a problem with that. Mix people up rather than simply "doing mixups". As for whiff move YRC throw shenannigans, it'll be awesome if/when RoboKy is added. He had a standing low with 5K and no 6K, so he could do whatever attack (EX: invincible dash move thingie) YRC 6KH. If they jumped they'll get tagged by the 5K since they wont be blocking low, and if they didn't jump they'll get thrown. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
This mixup is definitely weaker, but couldn't you still... you know... delay about 4 frames until you hit the ground and use 2K? With old Haircar FRC, you were doing a low into an immediate high, or feinting the low into a high, but you always had the option of doing low > low. That option is still there, even if it's not as strong as what she had before. Hm... maybe for a sequel they'll have Green RC or some crap where you input 3 specific buttons to get an old RC without the time slow effect for stronger mixup. That would introduce input-based problems (want to FRC with say PSH and piano K, but you can't do it that way because you wanted the Green RC that uses PKS, so you still have the double-tap K problem). Anyway, you still wont be able to react to certain things... you just have more time to realize a mixup is happening in a specific place. Kind of sucks since you wont really be able to use the Psychological Refractory Period to your advantage, and this weakens surprise cancel > throw mixups a little bit, but it's probably not all that bad. Remember that what beats throw might lose to your overhead/low. *Edit* An example of STBT > YRC > 2K working. -
Trans-Am glitch?
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Since people have trouble in neutral, I guess I should point out that Izayoi has a faster forward and back walk in GA mode. This helps quite a bit with her ground pokes (can't wait for 5B to not suck). Now if only you got meter for walking forward like in GG...
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June 6th huh? I'll actually be off work by then, so I'd be able to participate. This will be a fun experiment. I've been playing since a little after CP came out in the US, and by playing I mean occasionally during lunch breaks with my co-workers for 20-30 minutes. I've probably put a grand total of 3 hours of play time into this game. I play Izayoi, who I've heard sucks (though it looks like the patch is going to really help her out). There's a little over a month to get good at this game. I think that's doable since I main I-No in GG (everything else feels easy now). I've been playing fighting games competitively for... damn, like almost 10 years now (started with Smash tournaments in high school). I think it wont be too hard... at this point I really only need to learn what the other characters do and learn matchups. Controlling Izayoi was tricky at first but she's not bad at all. So... stick me in a "maybe" list. It looks like you have 10+ already, but just in case they decide to bump it up to a 15v15 or something, or just in case I wind up better than someone else, I want you to know that I'm down to participate and I should be free (E3 is the following week, and I'll be done with work a week prior, so I'll be able to schedule around this event). Not sure if my connection is that great, though I think it's currently set as NAT-type 2 or 3, which is really restrictive. It should be a lot better once I correct that. What's the format? The usual best of 3?
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
"FRCs used for setups/mixups/neutral game were cool to have, but now you can pretty much use them in that way for almost ANY move in the game! It just adds such a new layer of options, strategies and possibilities. The ONLY real thing that is lost with YRCs replacing FRCs is certain block strings that involved FRCs. It is a fair enough trade-off IMO." "I see having YRCs over FRCs as allowing for more strategic situations and making combos easier. In a sense, landing a hit is more complex now but getting damage off of that earned hit is easier. Strategy over execution." "A competitive game is only worth playing if competition for it exists." :yaaay: THANK YOU :yaaay: "And don’t bring up the “fighting games are not chess” argument because I’m not going to that extreme at all." Since it was brought up, I'm going to be a dick to all the chess fans and say that a well made fighting game is better than chess. Chess is solvable; fighting games are not when they're built right. One day chess will be solved and there wont be any reason to play it competitively unless you're caught up in nostalgia or something... you could pick it up and figure things out as a newblet when you have no exposure to or experience with other forms of competition, and you could use it as an example to stitch competitive concepts to in your mind a little easier, but ultimately it's a game that will end up being pointless to try to play to win, since you'll know how to force a win/loss/draw scenario. Not possible in games like GG. They move too fast to make the kind of perfect decisions that are a requirement for solving game states, and employ decision trees with "yomi layers" that sort of prevent optimal decisions. Sure, any given move could be the best move you can make per the situation, but in most cases that move has some sort of counter, even if the counter is something that would get the user owned 99% of the time. But anyway... yeah... Xrd stuff. Where did I-No's purple outfit go? I'm willing to bet that Koichi not stomping people consistently is at least 30% due to him not having that sexy outfit. Also, WTF is up with Fafnir? Even on non-CH it floorslides for 2 years into the corner for a Dloop? Is it unsafe on block or something? What about the hitbox? Is it easy to counter poke? It's still really slow to start up right? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
On the topic of difficult timing for offense... just because people are willing to put in the effort to do 1-frame links that they absolutely need to be able to do at high level doesn't mean that they should have to. One-frame links are unnecessary, and 2 frame cancel windows aren't necessary either. As an I-No main, I'm simultaneously sad that I'll lose a little of the prestige factor associated with playing a bat-shit hard character, and happy that I wont be losing as much because of frequent mistakes. Not everyone has the time to grind for 8 hours a day to be 99% consistent at difficult tactics. The one thing I don't like about YRC is that the "it happens when they're not in hit or block stun" doesn't seem elegant. It gets the job done and it's really simple, but it seems like an arbitrary rule. On the plus side, that creates some interesting escape opportunities during pressure... you could commit a whole 50% if you wanted to lock someone down, or leave a 1-frame gap as a frame trap and YRC off of it (EX: I-No doing airdash block pressure into j.P > VCL > YRC), which gives them the opportunity to escape with an invincible move, but saves you meter and traps most other actions because of the time slow. More player interaction is a good thing, so in the end I'm behind this. So why are people sad about the lack of FRCs again? One of the reasons they were cool compared to RCs before was that you could do them even on whiff... but YRC does that. With everything. Is it just the damage? The time slow on RCs lets you get into position for better follow ups, so you get more damage off of confirms that you otherwise would have. It also reduces the chances that you're going to mess up after committing the meter because you have a bigger window. Honestly, the guard gauge / RISC system and the tension pulse system are what make GG awesome, not the FRCs. We get meter for doing things other than landing normals, using specials, and instant blocking. This means we have more of it and it can be used for more meaningful decisions. Compare that to SF4 where all you really do is make the decision to do an EX move or FDC > Ultra, or save it for a round and use a Super. Then, GB/RISC is an elegant way of punishing people who turtle without punishing people who block correctly. I'm really surprised more games don't use a system like this, and instead prefer to put in unblockable moves rather than give everyone basic mixup ability. *Shrug*