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Everything posted by TheRealBobMan
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Probably trying to keep them from being taken down. Or maybe he was caught recording/uploading and they made him set to private for the time being. How do the voices sound? They added all new VOX right? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Can you RC a Burst or a Blitz Shield? Anyone willing to test that out when they get a chance? Can you cancel into Blitz Shield like Faultless Defense Canceling? *Edit* By the way, thank you for the videos! That SF4 audio in the background of the Eddie one kills the mood though, heh. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Awesome, thanks. Sounds like the wire is probably her guitar strings, like her ground throw. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Oh yeah, so, questions that we tend to forget. If anyone there can manage to try these things... Can you RC a Blitz Shield? Can you cancel attacks into Blitz Shield like Faultless Defense Cancel? Can you RC a burst? Also, since you already saw Sol's IK, do you know if it functions like a grab now, or if it has an improved hitbox? That thing used to whiff on lots of people crouching, which meant it even whiffed on some characters while they're stunned. It'd be great if that was fixed. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Ok, so that's confirmed from her move list which was updated. How does I-No's command throw animate? Does it push into the corner like her old air-throw? Is it high damage? DOES SHE USE THE COVETED FLYING ATOMIC BUTT-PLIERS?! -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
You'll be fine. Play like Kusoru and just enjoy the ride. I get the feeling that they might go ahead and pull out 2 more characters when the arcade version launches. That's still a few months out anyway right? If they continue this rate of 2-3 characters per month (going by how many were added per loketest), it's sort of reasonable. Though we don't know how far along each of these characters were before they were added to the loketests, so it's not like that's evidence of anything to come. I just feel like they might get anywhere from 1-3 more by launch time. -
Jojo's Bizarre Adventure: All Star Battle
TheRealBobMan replied to SolxBaiken's topic in Misc Fighter Central
A counter with 20 frames of startup? Do you get full meter or do 50% damage when it hits or something? Maybe the move had the power to make frogs believe in ripple magic before they buffed it? -
To add to what 9TNine said, when you do the JI version you're lower to the ground than if you do something like 6P > 5H > TK HCL, so the window for the airdash is smaller. You have something like 4 frames from the time of the FRC to dash or you'll drop below the minimum height requirement and wont be able to dash, whereas if you TK the HCL (and actually leave the ground), you have more time than that. "Does 360 K alter the 6frc6 timing compared to JI?" You have to use a JI version off of 5K, or 5K > HCL wont link. Unless the 5K counter hits anyway... And doing the 360 input actually is doing the JI version. You're buffering some up motions during the 632146 input, so basically you're jumping during 5K and doing HCL before the jump happens, giving you the jump install. You don't have to do a full 360, it's just comfortable and easy. I learned to do sort of a TK'd half-circle when facing left (4123694), and I got the consistency down a lot faster when facing left doing it that way. My hand just wanted to do it, and it worked, so I just kept going with it.
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Fighting games of the future. Netcode allows both players to win simultaneously, so everyone feels like they matter. I'm surprised they were able to one-up Activison's CoD netcode which gives people with shitty connections an artificial advantage, such that people with the best and worst connections are the most consistent players. I'm honestly impressed by how bad this is. There's a completely legitimate and proven alternative that they could have licensed, and they chose to develop this instead. *Edit*
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
"When you get to hell, tell your brother HE'S STILL A DOUCHE!" Hm... I-No with an air command throw... it makes sense that it would be an air-to-air. Giving her an air-to-ground throw would be bullshit with her already good mixup. With an air-to-air, they could then give her shit regular airthrow range like in +R, which will mean she'll still be good at catching backdashes with her hoverdash, but wont get "lucky" airthrows on stuff like 1/2 screen bursts when ground canceling with j.H, and she can still have really good airthrow range with the command throw without having crazy option selects with her air normals. That name though. I hope it functions like the coveted flying atomic butt-pliers! As for the resolution discussion, ArcSys makes enough fighting games to know that they should emphasize performance over getting some extra pixels on the screen. They'll do whatever it takes to get the game to run at 60FPS, considering their fans will hate them and not buy the product otherwise. If that means 720p, that's what we'll get, though they'll probably manage 1080p, at least for arcade/PS4. If not, they might go for a non-standard resolution that one of the shooters did. I forget if it was Battlefield or Cawl of Doodie, but one of them did something like 900X800. Higher than 720, and they hit a stable FPS that they couldn't get with 1080. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I forget which mech Justice is actually based on, but it's not from Eva. Her crotch spike reminds me more of the ZoE suit Jehuty to be honest. Anyway, there is a definite Eva reference in that the Slash costumes are all Eva colors: P for Unit 0 old paint, K for Unit 0 new paint, S for Unit 1, H for unit 2. So, really hoping I-No's IK looks spectacular with stage fireworks and blown out speakers. If there's one time I'd be willing to put up with her feedback noise, it would be during her IK. Also can't wait to see Millia's and Axl's in glorious 3D, since I always liked how theirs looked, Axl especially. I'm also hoping Eddie gets something new since the dude fights with ****ing drills and circular saws (and cow skulls), making his IK seem really tame by comparison. My undying love if they give Faust his EX IK. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I'm sorry, I find it hilarious that we can say things like this within a day of finding out that Xrd has a dude nailed to a bed as a playable character. Laughing even harder now that I'm remembering Wii Fit trainer is playable in Smash4. And then there's stuff like this video. *Edit* I didn't mean to sound like a jerk if I did. This series has Zappa, and this game has Faust and Bedman. If they want to put in Paradigm they'll figure it out with little trouble. I only ask that they also include Izuna since he seemed sort of cool too. -
BROKENTIER - Clothing for virtual punchy game players
TheRealBobMan replied to koogy's topic in Zepp Museum
Bumping to raise awareness of the Heaven or Hell and Jellyfish Pirate shirts they added recently. *Edit* Got their E-mail. 30% off products, free shipping on orders of $100 or more. And for the record, I was serious about the Afro Justice shirt. -
The patch files are SKU specific. If you have the US version of GGAC, you can't get the JP version of the +R patch. Sorry if you already know that, but your question made it sound like you didn't. If you don't already have the JP version, you would need to buy JP PSN points and get it first, then get the free +R patch for it. But considering how long you've been waiting as is, I'd probably recommend holding off at this point. You'd just hate Arcsys even more if you paid like $30 for the points to buy a $15 game, then the patch came out for the version you already have. Anyway, maybe Arcsys doesn't realize the patch isn't out yet (that'd be a colossal **** up)? Maybe it failed submission? I mean, that 100% crash one Slash AD2172 and that other stage are still there right? That sort of thing can get a game kicked. Maybe the testers just really really sucked testing the GGAC port, AND the JP and Xbox versions, and it didn't get caught until SCEA tested the +R patch? *Shrug* Also, I think "jap" is considered a derogatory term, so try to avoid using that and use JP/JPN instead.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
That bed is small enough that it can stay on his back while he's kneeling? Even though he's probably only tall enough to reach Sol's nipples when standing? Hopefully BedMan will be the bed's name, and Insomnia Boy will be the name of the guy/kid nailed to it. I just can't call this guy a man when Testament is manlier. Oh, anyone notice the writing on Zato's gloves up on the hem near his bicep? Did he have that in older character art? That Invite Hell image with the giant hand on screen looks awesome, and the drill itself is massive. Now I can't wait to see what other updates he might have during the loketest. I don't know what to think of Bedman though. I'll have to sleep on it. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Some of us are sleep deprived. Others just don't give a damn since they got up on the wrong side of the bed this morning. Holy shit, does this mechanical hand have finger nails? Even with that, I think this character's crowning achievement is that he doesn't have a permanent case of bed head. Totally worth all of the experiments that may have been performed on him. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So, the thought that BedMan is female crossed my mind. This game needs a yang to Bridget's yin. And can we please put the puns to rest... god, I can't even write it with a straight face. Fuck you guys. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
That mystery character silhouette is going to be Robo Ky, and what you just wrote is going to be what he was doing between AC and Xrd. -
I can't see any reason why a stupid product like this wouldn't be released. This seems like a hell of a lot of effort for a joke, even if it's not enough effort for making a decent game. People release terrible excuses for games all the time in the indie market. I know people that have paid for worse indie games, and I've tried some of them. *Shrug* At least those games weren't proud of being offensive to people like this game is. I don't want to bother clicking the link to their website, but if anyone wants to check for me, do they give the age of the developers? I'm guessing some high school kids made this over a summer and think they're going to be millionaires. But anyway, to give you guys some frame of reference, there are games that are free to download, labeled "free to play", yet require micro transactions to advance beyond the tutorial. Then, the devs have figured out a way to link to a person's iTunes or whatever other account is used to purchase stuff on their phones, and the transactions will go through from pushing the in-game button without any confirmation. It's straight up targeted to exploit parents that hand their fancy equipment to their kids to get them to shut up. Kids get the free game because they don't have to pay for it, then there's no need for a credit card because it auto detects one of the parent's accounts (such as iTunes) and charges that. I've heard that in some places... I think Germany was the example... it'll go straight onto your phone bill. Most of those stories that circulate on the internet about "HELP MY KID BOUGHT $6000 WORTH OF GAME STUFF ON MY PHONE" misreport what happened. The parents are at fault for being negligent, but they didn't exactly hand their kid a credit card or confirm any sort of payment. They just unlocked their phone so their kid could be distracted by insert-something-that-isn't-parents-here while mommy drinks her pina colada (no idea if I spelled that right). If that's not illegal, you can't expect shitty products to be stopped by the quality control department.
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I hope people don't mind that I keep repeating the same information, but I hate it when I see people say this kind of thing. I'm also pretty sure it didn't take you 1/2 a minute to react. You should give up on not getting hit by cars if that's the case. There are simple reactions, and complex reactions. This tool tests complex reactions. When you have to react to 2+ different stimuli with different responses, the average reaction time for just 2 is 380ms. Adding more increases this time by like 60ms each. Simple reactions are the ones that average around 180-200ms. See light, push button. Simple right? This test throws one of like 5 different stimuli at you, some of which have the same startup (TK badmoon / haircar) yet require different responses, and just about all of which have a startup of about 300ms or less. Good fucking luck trying to consistently block all of that on reaction, especially without training yourself. Even after you've figured out a good system, you still need an element of prediction to get through Millia's mixup. Everyone has about the same capacity for reaction speed. Neurons can only fire so fast. You get like 3-6 chances to not fuck up once Millia gets going, which is good enough. Just practice until you recognize her moves earlier in their animations, and figure out ways to use your tools to get out of her oki. Some of her traps involve attacking late, some involve meaties, etc. Everything has some kind of weakness, even if it's to only one of your options. Sometimes the right option is to just block, and you can't be afraid to use it.
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I didn't want to post before because I don't play nearly enough, and I'm also limited on time and will forget stuff (I even forgot to start a post here to revise later), but my Sol maining friend subs Justice now, I've played against Pignutz online a few times with a great connection, and I've played against Justice in local tournaments once or twice, so I have a little to say. First, I feel like the matchup would probably be in her favor because her hitboxes are so damn good, but probably only 55/45. I don't think it could be 6/4, and I could also see it being even. 1. Justice nuke spam is a joke in this matchup. It can shut down other characters, but each nuke has nearly a full second of recovery, which means we get to CH HCL and get rid of any nukes on screen for free if she spams them like an idiot. I've played against nuke spam, and it's far scarier to play against someone that walks behind a single nuke and knows how to use her normals. She can FRC to be safe, and can get some dangerous setups if she knocks us down (Nuke > Nuke FRC > mixup). If she can safely get 2 nukes on the screen, it gets trickier. You can Stroke under them, but the blast range is enormous and will get you if Justice releases the button. You can try to dive in, but that usually results in getting counter hit or thrown if Justice is baiting you to do that. You can't block all day, but don't be afraid to block at mid range and wait for Justice to fuck up. You definitely have options to get around nukes, but Justice can bait them. Even HCL can be dodged with her 6P, and if you commit to HCL and she blocks or avoids it, now the nukes are that much closer to you. 2. Her mixup is stronger than you would think. Her 5D can go under things, even if it is slow. Her 5P hits low for the second hit, and gatlings into 6P/2K as well as itself. 6P is an overhead that starts fast as an AA but takes time to hit almost everyone low (I think just Pot will get hit by the first hit crouching). You're looking at 50/50 mixups with stuff like 5P (block first hit) > 6P/2K, or even another 5P to reset the mixup, or letting the second hit come out for low > 6P/2K. Having nukes on top of you makes it difficult to see what she's doing, and if one gets on the other side of you, she'll use it to push you back in if her mixup fails, so that she can run more mixups. She can also FRC Nuke > mixup at the right range since the FRC point is 7-10. Also, I just looked it up and noticed that her 2K is hitstop 6, which makes it a scary tick-throw tool considering her throw range ties Potemkin. It's -5, but that doesn't even matter if she doesn't need to take a step forward to get into throw range and you have less time to react to it because of the reduced hitstop. 3. Michael Sword has a great hitbox, and both this move and nukes have tons of untechable time. I've clashed max range grounded Michael Sword with 5P before. The scary thing is that if Justice is jumping in on you, and you TK FBdive expecting her j.H (it's a good option to beat it like Honnou mentioned), the first hits of air Michael sword and FB Dive will clash, and the second hits will trade. THIS IS A TERRIBLE THING. She can't tech for 60 frames, but we can't tech for 80 something + about 60 frames of floorslide after we hit the ground. This means that Justice gets to recover, then start a combo from full screen. The very first time this happened, Pignuts confirmed into Michael Blade and fucked me up. Justice has all day to do it. 4. Michael Blade has enough startup time that if you play safely you can SB it on reaction, but the hitbox is basically anything from about the top of her head down, across the whole screen. You can get ****ed for using a note or just about anything else at the wrong time. Really, the entire bottom half of the screen is the hitbox. It's not hard to bait, but it can ruin your life if you're careless. 5. Justice's 6H is hard to deal with since it hits twice, lingers forever, and has a gigantic hitbox, so she'll OS throw with it a lot since she has Pot's ground throw range. It's really REALLY hard to use Stroke in this matchup. You can go under a nuke if you're unpredictable enough with it, and you can sometimes go under hitboxes, but Justice's 5H and 6H have the vertical range to hit us. This also means that we can't use Stroke to bait a throw since those moves will catch us, and her great backdash can also dodge it. It's possible to catch her backdashes, but fucking up means you get thrown > 30% combo > oki. Hell, watch out for Justice just using throw, since if you try to jump out you'll probably get hit by the 5/6H, if you backdash you'll probably get clipped by meaty 6H, and if she's out of range you get to block her 6H which builds tons of guard bar. 6. It's hard to use notes, but it's possible to shoot them around nukes. You wont necessarily hit Justice, but you can lock her down for a while, giving you the time to get around the existing nukes and reset to neutral instead of her initiative. 7. Watch for her tail counter when you get close but don't have her locked down. It's active for forever and you'll accidentally attack into it thinking it's going to be in recovery at first, but it starts on frame 9, and it has plenty of recovery after the active window, so learn to wait for that or meaty her appropriately. It also doesn't stop lows and projectiles. Don't be afraid of it. 8. Don't forget about SBT, but it's not a great DP. You can super through it, and only the front of her body is invincible while she moves backwards. It's more of a zoning tool since it has a massive hitbox. It gives her another option, but it's also nothing to be scared of. 9. Justice's dead angle is listed as not being throw invincible. 10. Grounded Saperia Trance isn't really anything to be that scared of because it takes forever to recover. It is active for a long time and travels a great distance, and it has loads of invincibility, but you can play around it when near the ground since her ground normals tend to do a great job in this matchup anyway. She generally just has better options when staying on the ground. TKing the air one is a better setup since it has half the recovery, even though it has half the active time. She only travels about 1/2 screen distance when using it and it wall bounces on hit, so she has time to hit-confirm to 6H, or throw you if you block it or if it whiffed. It'll go through your stuff with invincibility (HCL tends to trade it). It's -40 off the guard bar, so the resulting combo is going to be weak unless she cranked the guard bar first. Don't panic burst this move since she normally has plenty of time to confirm the wallbounce. 11. Her f.S is going to be used to push us out a lot or attempt to hit us at max range. She's probably going to follow up with Michael Sword, or possibly 2D which could catch you jumping, or Nukes if the player thinks they can get away with it. I'm also pretty sure that 2S's vertical hitbox prevents us from stroking under it, and it has a lot of range like her f.S does (not quite as much if I remember right). Her j.K is also really nice for air to air against us once we start harassing with our j.P, but if she commits to it and whiffs we get to punish her.
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"Well, distinguishing the move is part of the reaction time." I wouldn't say it quite like that. If two moves start nearly identically, but one is an overhead and one is a low, you can't distinguish them until the frame that one sets itself apart from the other at the earliest. This is when the reaction actually starts, and it takes around 380ms or about 23 frames, for a complex reaction involving 2 stimuli with different desired outputs/reactions. I'm just splitting hairs though since you are right. But yeah, a move that is simply delayed in starting is different than what I was talking about. I think Fritz has that going for him in Akatsuki Blitzkampf. He has a few somewhat slow moves, but he animates quickly when doing them, making it harder to react to his actions. I think his 5C is in the 17-20 frame range for startup time, but it happens so fast after a delayed startup that it would be difficult to block on reaction.
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Yeah, Kliff's 5D is a prime example of that. It looks like crouching for the first X frames, which is why it's hard to deal with. At least he raises his own dizzy modifier (which also increases the odds his dodge will crap out on him) when he uses it. I don't know where the telegraph starts on 6K, but doesn't seem like it telegraphs as strongly as some other overheads, despite being a front flip with her body completely outstretched. You can react to Millia leaving the ground as an indication that an overhead is coming, which generally works for dealing with Badmoon without getting hit by 2K/2S/2D, but may cause you to block Haircar wrong because they have the same starting telegraph. It also probably wont help with j.K if you're tall enough for it to hit you on the way up since she leaves the ground on frame 3 or 4, and that move is frame 4 I think. It's just like getting hit by fast low, but at least she only gets something off of it if she has a setup, and it wont work one everyone as far as I know. Watching for her legs disappearing from being near the ground is effective, though alternate color palettes might make this easier/harder. You'll react to Badmoon and wont mess up with Haircar (her legs stay near the ground even though she goes airborne!) while protecting yourself from 2K/2S/2D, but focusing on the Badmoon/Haircar mixup with this trick leaves you more vulnerable to 6K (a color palette with more contrast between her hair and leg color might help). It's also hard to use with a disc covering her legs. The thing is, if you predict exactly what move is coming, you really only need about 12 frames of telegraph time to react. 20+ is more for an either/or reaction. In any case, focusing that much to be able to block a specific move or set of specific moves opens you up to all kinds of brain lag when something other than what you expected pops up. Even a tick-throw with a lvl 1 move gives you 11 frames of hit-stop to realize that "this move that's a great set-up for tick throws just came out", besides whatever other time is spent on the remaining active frames + recovery frames, and then the additional 5 frames before they can grab you out of block-stun. It's just not possible to reaction block Millia 100% of the time if all of Millia's tools are being used well. But since you bring it up, it might actually be nice to have mention of when the telegraph starts on moves that don't telegraph strongly on the first frame, or when the telegraph changes and becomes distinctive to a move when it looks like another move the character has in their arsenal. It's not terribly important, but I'm always happy to have more data to work with.
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Guilty Bits video series- Official thread
TheRealBobMan replied to tataki's topic in Guilty Gear General
Thanks for all of the videos so far. Keep on rockin'! -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Isn't Zato-One a mistranslation to begin with? I thought he was Zatoichi, named after the blind swordsman (since he's blind). Also, I heard they killed him off and made the character Eddie as a tribute to his original VA who died, so it'll be weird to have Zato alive again, not for story reasons but... you know. Assuming that's true anyway. I can imagine Robo Ky sitting on a throne/chariot with a bunch of junk sticking off of it, and that large round thing does remind me of Valentine's balloon, but I don't remember her having those chain like arm appendages (though I barely got to try Overture). I first thought Paradigm when I saw the chair-looking part, but he's not badass enough to ride around in something like that, and he certainly doesn't look like that on his own. Well, can't wait to find out who it is.