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Everything posted by TheRealBobMan
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Xrd option select, special move or faultless defence!
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Thanks for sharing the info. This sounds like a terrible bug. DP/FD option select is kusoge. This warrants serious investigation to confirm what's going on. I can't think of a reason why the game would measure distance and weigh that on whether or not FD should have priority. We need to be absolutely sure there's no user error or anything going on here. Do we know if this bug is Cross Platform? If this is really a thing, ArcSys better patch ASAP, like before Evo. It would piss off a lot of people to leave this in until Revelator. -
I'm running a Kickstarter, and looking for input
TheRealBobMan replied to ThaddeusScherzo's topic in Beginner Mode
I guess you could use Java, but from what I've been told it's shitty for this kind of work. No idea who that is, but there's already a ton of other free content (I linked to some). I know some skilled players are able to find an audience that will pay for training sessions. The thing is, if you want to do that you have to be better than the free content by a significant enough margin, and this kickstarter doesn't demonstrate that level of quality (or anything really). -
I'm running a Kickstarter, and looking for input
TheRealBobMan replied to ThaddeusScherzo's topic in Beginner Mode
For games you see a lot of C++. You want something Object Oriented. Not entirely sure what Mike used because I don't think I ever asked him or bothered to look into it, but it was probably C++. The Steam version has netplay. -
I'm running a Kickstarter, and looking for input
TheRealBobMan replied to ThaddeusScherzo's topic in Beginner Mode
For the record, he actually did have a functioning prototype with more than one character before Skullgirls got involved with a larger dev team for support, and at that point they were able to get a publisher. The game released, but then there were some financial issues with their developer, and their publisher decided to be dicks (and have continued to be dicks and make stupid decisions, but that's not relevant to this). That's when they went on Indiegogo to fund additional content. They've had a really bumpy ride. Hell, IIRC they didn't start getting any money for game sales until recently. I'm glad they're getting their Second Encore and I hope it goes way better for them. They had a functioning prototype in a completely built engine before they got any sort of backing, and had a completed game before they went to crowdfunding. That's pretty good as far as proof of concept. It's actually more than Yooka Laylee and Bloodstained started with. Yooka Laylee IIRC was planned out and would have been finished anyway even without the crowd funding, and they basically only had a video demo. Bloodstained only had concept art and had a publisher that was willing to front them the money if they proved enough interest ($500K worth of initial sales), though they put together a prototype before their campaign finished due to fan demand (good on them for that). Compare that to already having a released game that you can play and decide if you like it, and the devs asking you to help fund additional content for it. So yeah... use that as an example of what kind of effort you're expected to put in Mr. "Kickstart my youtube channel" guy. -
I'm running a Kickstarter, and looking for input
TheRealBobMan replied to ThaddeusScherzo's topic in Beginner Mode
Kickstarter would take 10% of the money he raises if he reaches the $4K goal. "Fees" accounts for that. Anyway dude, good luck with whatever you choose to do next. If you ever get a copy of GG feel free to hit me up for games. I can't promise I'll have time for it, but I always like to point new players in the right direction (*psst* start by reading/watching all the stuff I linked in my earlier post). -
I'm running a Kickstarter, and looking for input
TheRealBobMan replied to ThaddeusScherzo's topic in Beginner Mode
My 4+ years of learning to play I-No and still not being good at the game tell me that you're not worth giving money to because you don't even know what you're trying to sell. You might be able to teach someone something after a few weeks of learning, but the primary audience on this website are either people who know way more than you, or are people who are learning from those people for free. Can you compete with Guilty Bits? Airdash Academy? Pichy and Pals? Tutorial videos made by people without professional equipment? Do you think you can do better than our wiki or the discussions in the forum? You can start the journey to sucking slightly less, but it doesn't start with being paid $4,000 for thinking about taking the trip. -
GGXrd -Revelator- Jack-O Hype Thread
TheRealBobMan replied to Soudabuki's topic in Guilty Gear General
If ArcSys is smart, they'll take advantage of Jack-O as marketing for an enhanced PC version of Overture sometime down the line. So, I remember reading somewhere that you can pick up and throw Ghosts, not just the Bags they come from. I really hope you can pick up a Ghost and hit the other player upside the face with it, kinda like when you pick up your buddy in Zelda: 4 Swords Adventure and use him to bonk an enemy on the head. -
GGXrd -Revelator- Jack-O Hype Thread
TheRealBobMan replied to Soudabuki's topic in Guilty Gear General
Blade's Translation: 4Gamer: It’s a character that combines simple operation with RTS specific depth. Ishiwatari: [That is the concept. Managing growing ghosts, who go to cut enemies and create opportunities… that’s the ideal battle style of Jack-O’.] I read this as they intend for her to have easy execution, but difficult strategy. She'll probably be similar to Zappa and Dizzy in terms of difficulty (minus Ice Spike FRC or controlling the dog). I don't think this is going to be like BBCP where they said they intended Izayoi for beginners but gave her a 1-frame link (3-frame because BB buffer) and multiple DPs inputs in her BnB. This is team Red. Though I do worry that she might have a major problem in her first version since her core concept is really complex. Like, she could wind up like pre-patch Ram where running away and deploying swords was a dominant strategy, which could then lead to the rest of her kit not being explored well enough. We might have players that have gotten really good with other fighting game concepts and know how to dig up tech, but this is such a different ballgame that people might miss obvious things. That or she might wind up being really weak once people figure out how to deal with her. Order Sol was unplayable when he was first introduced wasn't he? You can get a lot of basics down during the initial phase with loketests, but it's going to take a few months of play testing before they can tweak numbers to where they really make sense. Really subtle things could wind up being the difference between a 6:4 and 4:6 matchup with a character like this. -
GGXrd -Revelator- Jack-O Hype Thread
TheRealBobMan replied to Soudabuki's topic in Guilty Gear General
To add to what RurouniLoneWolf figured out: 1. Looks like they die on their own after a while. I think they last around 15 seconds (applies to both types of Ghosts in that video). (0:30 to about 0:46 when the first spear ghost dies without getting hit) 2. After their bag levels up, the Ghosts on the field do not level up. I guess only Ghosts that are summoned after that point get the buffs. (0:40) 3. The Organ buff at (0:36) lasted about 8 seconds. This looks to be about 1/2 of the cooldown going by the icon. 4. She has really strange meter gain. At (0:28) she gets Negative Penalty at 81 on the clock, but by 72 (Negative Penalty prorates meter gain for 10 seconds) she has a little over 20%, with her only actions really being setting 2 bags and playing the Organ. At first I was thinking that she gets a lot of meter gain from playing the Organ, but I think she gets meter from her Ghosts advancing since at (1:10) she plays the Organ with no Ghosts out and gets no tension. Looking back at 0:28 they're mostly close to Leo when she's playing the Organ the second time, but after they knock him down they have to advance a little bit again and she gets more meter. It's probably a bug that she gets meter from advancing Ghosts when she has Negative Penalty, or she'd have kinda crazy good runaway game. Like, the kind of runaway game where it stops feeling like GG because you avoid all conflict. 5. It looks like her D moves don't prorate meter gain. She hits with that DP looking move (2:09) and gets back a decent amount of meter on hit. 6. It doesn't look like her Bags can take hits for her (1:45) (I'm assuming it's the same with Ghosts). It also looks like you can hit multiple Bags+Ghosts with the same attack (0:56). 7. At (0:36) she plays for the blue icon buff, but at (1:08) she plays for the same buff and goes into a normal. It seems like she's canceling the Organ into the normal, but she goes into the recovery animation before the change and the icon still flashes like she got the buff. I would think it's because she doesn't have any Ghosts out, but she plays the Organ again immediately after and it does the full animation for the green buff. Questions for later 1. She can detonate her Ghosts and Bags right? Any idea what the hitboxes are like? The damage? Do you detonate all things on the field at the same time? 2. If you try to pull out a Bag you already have on the field, what happens? Nothing? Whiff animation? Summon a new bag and the old one disappears? 3. Can you grab and place/throw her Ghosts? Other notes Some stuff from RurouniLoneWolf's first informational post seems off to me. The icons above her tension gauge seem tied to her Organ use, not to her Ghosts or Bags. If you review my notes and think I'm correct, do you mind updating your post? -
I know of (and have) adapters for PS2 to GCN (and PS2 > USB), but I don't know of GCN to PS2/PS3. If I did I'd have probably gotten some long ago back when I played Smash a lot. Honestly the GCN controller is great, and it's probably the best pad if you want to play Soul Calibur and like Analog over D-pads (I definitely remember looking for adapters when there were small tournaments at local Blockbuster video stores on Xbox). The button placement means you can do A+B, B+K, and A+K inputs without macros, as well as A+G, B+G, and K+G. Also, while the Dpad on them is kind of a joke, having the activation ranges for each direction so close together makes it easy to do Ivy's quick Calamity Symphony where you do extra damage if you do the input in some tiny frame window. I'll ask my friend and if his GCN > USB adapter (the Smash 4 one) works on his PS3 I think I've already asked him and he said no, so don't get your hopes up on that front. My PS2 > USB adapters work on PS3, but as it's one Sony product plugged into another I kind of expect that. There are a bunch of GCN > USB for PC, but I don't know if any of them would work on PS3, and you also run the risk of getting one that adds input delay. It can be hard to find good adapters.
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Guilty Gear XRD Revelator Idea's and Speculation!
TheRealBobMan replied to noct76's topic in Guilty Gear General
Ghosts? Organ? Overture game play yeeaaaaa!- 72 replies
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It also depends on their body as they hit the floor. Johnny was easy to combo in AC/+R because he lies down in the air, but that also meant that he had to fall a little further to actually hit the ground. You could connect Pdive from much further away from the corner than with other characters (like Sol), but you'd have to get him pretty close to the ground if you were going to attempt a Pdive knockdown on him in that game. Which was possible, but you really needed at least 50% meter for it to be worth it. You'd push yourself out far enough for FBnote to hit 10 times, which cranks GB to flashing, and so with 25% more you had the j.S/2S mixup into HCL 6FRC6 for like 50-75% combos. And for the record there were some situations where you'd knockdown with Sdive in AC/+R instead of Kdive, but it was difficult to set up because Sdive floats, so you needed to do it to heavier characters, or mid weights that you already pulled low to the ground. But yeah, Venom, Zato, Millia, I-No, etc are all skinny, fall with different hitboxes, and have differing weight. I find that I have to Pdive immediately against Zato, whereas I'd have to hold it against other characters like Millia.
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Aww man, 4-5f? Where was this posted? Jeez, PC reload had 2f delay. Here's hoping they can do something to fix it.
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What's everyone's impression of the AC+R Steam port?
TheRealBobMan replied to balFrog's topic in Guilty Gear General
I keep reading about the net delay, but what about the minimum input delay? Has that been thoroughly tested and reported on by anyone? IIRC PS3's minimum for any game was 3f. If PC can manage a 2f delay that'd match the arcade board right? Or is the arcade version 1f? -
There are a couple of ways. Most characters can mash 5P/2P and it'll work out, but it's not the greatest idea against someone with a good backdash like Pot. In a situation like that most characters also have the option of feinting the safe jump into low and instead doing a low airdash into overhead (which can let you also catch the backdash). Another option is to use a move with a lot of active frames. Pot can probably use 6K and 6H for this, though 6H was probably a better option in older games (Slidehead trap on block, murder on CH if they were mashing 2P thinking you'd throw, still really hurt on regular hit). Trishula is really active, though you probably have better options. You can also just wait on oki (from a throw-safe range). Buffer a Potemkin Buster and then sit there. Did they DP/Super? Block > punish. Did they backdash? PB the recovery. Did they BS? PB the recovery. Did they push a button? PB. Did they jump? Heat Knuckle / 2H / HPB / Airthrow Did they wakeup Gold Burst? Airthrow Pot's 2P is active for 4 frames, and recovers for 6. If you did 2P > PB as a tick throw setup, and they happened to backdash the 2P, you're still going to tag most characters without even having to react, just based on the average backdash invul duration. On that note, 2P > 6H is a good trap to try to catch people backdashing your PB, assuming you also condition with 2P > Heat Knuckle to encourage them not to jump. Megafist is also active for a really long time, and since you can use the forward version you can catch backdashes that aren't in the corner pretty easily too. I think Pot gets to combo off of CH Megafist even if they don't backdash?
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other music References you'd like to see in Guilty Gear?
TheRealBobMan replied to Ragna the Curious's topic in Zepp Museum
At least we need move names like "Master Exploder". Hell, maybe RoboKy's IK can be a cruise missile fired from his crotch and it can be named "Tenacious D" outright. Also, why doesn't Eddie bite the other character's shadow's head off during Zato's IK? Is that one too easy? -
Venom is certainly up there. Not only does he have some difficulty doing some of his combos (having to confirm standing vs crouching in a lot of scenarios because there isn't a good one-size-fits-all answer), but he has a lot of strategic difficulty. You have to learn his ball formations and what kind of traps you can create with that. Xrd also introduced some timing differences that make it possible to hit a ball too early in some setups, and there's Bishop Runout to learn to use. Then there's the changes with hitting balls into other balls since now you either stop the ball you launched or have it roll back to you. He's definitely above-average in terms of both execution difficulty and strategic difficulty, but with some difficult characters gone (Johnny) and some made easier (I-No) he's probably near the top instead of just high on the list. Ram is up there too, though I think the patch gave her some execution wiggle room while maybe increasing strategic difficulty. I think it took me longer to get through Ram's Challenge Mode than Zato's before the patch, and I'm an I-No main that knows what it was like when she was actually hard. I-No still has some difficult stuff in Xrd though. Just not "jump install a 632146 based input out of a move with 12 frames of hit-stun and hit a 2-frame FRC window followed by a 4-frame dash window, then use a different linking move based on what character you're comboing and where they are on the screen at the time this works, if it actually works" difficult.
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"ArcSys are now aware of the freezing issue w/ certain stages in +R, and Shini will be "checking with the team" to see if it can/will be resolved" So if Steam gets bug fixes I'm going to call this +R+. Here's hoping they're also willing to patch the PS3 version to fix the issue since that's an added cost. On the one hand it's a crash so I'm sure they want it fixed, but on the other hand you can avoid playing those stages and I doubt +R is selling very much on PS3/360 right now so it'd be a money sink to fix it. At the very least I hope they can fix it on PC. Oh man, I'm hoping so hard that Overture comes to PC. Just imagining hotkeys rather than having to navigate the organ for stuff (great for newer players), as well as not having to get a 360 and not having to pay for Xbox Live to play online. And yeah, HnK would be great. Is Hard Corps Uprising on Steam already?
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other music References you'd like to see in Guilty Gear?
TheRealBobMan replied to Ragna the Curious's topic in Zepp Museum
I'm surprised we don't have a Scorpions reference. Could also probably have a reference to Iron Butterfly. Anji would make this pretty easy. Could use a reference to Pink Floyd if there isn't already one that I don't know about. I mean, I figure if there's a reference to ****ing Starship they can reference this stuff. Also, didn't know that St. Elmo's Fire was a music reference until just now. Thanks story mode! -
@Graque: What you're saying is true about reaction time being proportional to the amount of stimuli you have to account for, and you're also true about surprise playing a factor in reaction time. However, on defense you want to learn to reduce the amount of things you have to account for to improve your ability to react. While it's easy to exploit, there's a reason people say to "block low and look for the overhead". Leo is actually a good example. In stance he actually doesn't have very good high/low mixup. He has crossup options that really help his mixup options, and he's pretty good about frame trapping to keep you blocking, but he has a fast low and 1 fast overhead. He can't throw you in stance, and his other overhead that staggers on block is so slow that you can still deal with it on reaction without much problem*. If all you have to watch for is the 18f overhead, it's actually well within your ability to block on reaction every time since you can simply block low until you see the single overhead start. *It becomes a problem when Leo has meter. He can YRC before the hit in order to block, to prevent you from using reaction BS or reaction Gold Burst, which are really easy to get away with. Besides that, it's easy to block the stomp on reaction and it's only +3 for him if you mash out at max speed so you're fine. However, if he has meter to RC it's now a combo starter even on block so you have to get out of the way or hit him. Reaction BS works, but if he has the meter he can bait with YRC.
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Super Arcade is coming back real soon! Azusa, CA
TheRealBobMan replied to superarcade's topic in Locals
Can you switch out the "location" field in your profile to the new address so we'll know exactly where it is? -
This is a very complex topic. I've written up some stuff on this in the past, but never came up with a revised draft that I was happy to publish. Either my "newbie" sample reader couldn't understand, or my target audience sample readers found it boring. Maybe I'll just info dump in this thread. I'll start with a few major points: 1. There isn't a single "reaction time" value that we can use as a benchmark for everything. The human benchmark website you've linked only tests for a Simple Reaction (and at this point we'll assume the reactions I'm talking about are visual reactions). A Simple Reaction is when you execute response Y to stimulus X. See light turn green, press button. The values I find tend to vary, but hold around 200ms. Keep in mind that the nature of the test can skew the results, such such as a computer based test like this one being run on monitors that have substantial display latency. 2. There are also Complex Reactions, also known as Recognition Reactions. If A, do B. If X, do Y. You have to differentiate between two different visual stimuli and react with the appropriate response. Light turn green, left click; light turn red, right click. I'm generally finding 380ms here. 3. Adding more potential stimuli to account for will increase the amount of time it takes to appropriately respond. 4. You actually react faster than you can commit to acting. As far as visual stimuli goes with fighting games the difference is really minor (21ms). 5. Distraction makes a substantial difference in reaction time. If you receive a second stimulus within 100-500ms after the first, you will react slower to the new one. The number I'm getting is 174ms. You also generally don't notice that you're reacting more slowly when this happens 6. Auditory reaction times are faster than visual reaction times. The average for auditory is 140-160ms. Here are some sources: http://biology.clemson.edu/bpc/bp/Lab/110/reaction.htm http://www.livescience.com/6041-reactions-faster-actions-study-finds.html http://www.cbc.ca/news/technology/reaction-faster-than-action-study-finds-1.965676 http://discovermagazine.com/2010/nov/15-the-brain-router-in-our-heads-processing-bottleneck Now there are a few other things to consider: A) When you react to something, where is the telegraph that you're reacting to? The sooner you can recognize something, the sooner you can react to it. If you react to Millia rolling away from you, you're reacting much sooner than if you wait for the red flash. This is easier said than done, but if she's doing her forward roll there's a couple of things she could be doing. If she rolls backwards the only thing that's going to happen is the overhead, or a YRC which stops time long enough for you to react to it. B) How can you reduce the number of things you need to react to? If I crouch block by default I don't have to worry about the 5-frame lows, and only have to switch blocking on reaction to overheads or jump/poke to deal with throws. GG is designed well, so even though the overheads are slow enough to react to if they're the only thing you have to watch out for, throws are instant. Jumping to avoid a throw makes you vulnerable to lows (you're not holding downback if you're holding up), and poking out makes you vulnerable to frame traps. C) Characters with strong mixup tend to have slow dusts, but they have other mixup tools that are more difficult to react to. To compensate, the slower Dusts tend to have extra utility. Millia rolls backward and low profiles under things. I-No has decent range and a lot of active frames. Zato floats over lows. They also tend to have strong mixup specifically because they have many high/low/throw tools and many different avenues to utilize those tools from. One of Leo's biggest weaknesses in back-turn stance is that you can just block low and reaction block the fast overhead. He's not going to throw you, and he doesn't have any other high/low/throw tools besides his really slow stomp. His crossup options really help, but overall his high/low is actually not scary. Going to take a break here to let other people post and start a discussion.
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IB helps a lot in a lot of places. I guess to contrast that, you need to learn where to FD. The thing is, you burn more meter when using FD in this game than in AC/+R, and tension pulse seems to build slower too. For this reason I emphasize the use of IB more than FD, at least early on in a match. Sol actually has a hard time dealing with FD. He wants to be in your face, so if you push him out you can mess him up good. The problem is that overuse of FD will leave your tension depleted and you'll be starving for meter to do other things, and if you're that committed to blocking you're going to let him get away with more Wild Throws than you'd really like him to. Overall IB is important for any matchup because it opens up punishes you wouldn't otherwise have and helps you build meter faster, but FD is actually probably more important for this matchup. More than most others anyway. Just make sure you IB to build up your tension pulse when he's going for frame traps, but then occasionally FD to push him out of range and make him whiff something so that you can punish. Sol has a lot of moves that aren't active for very long, so while he has some strong tools for baiting backdashes (BR, BB, GV, Fafnir, 6H, deep 5K, Gunflame, spam j.P, j.H), you can make him whiff a lot of pokes (c.S, f.S, 5H, 2K, 6P, 2D) to get a punish.
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Sol's j.P does an excellent job of shutting down our AA. He kinda leans forward and so his hitbox tends to safely reach over 6P, and since it cancels into itself and is active for a really long time he doesn't even have to be precise like with his j.S. If he's just spamming j.P though, he's not actually trying to mix you up so you can block him and go from there. I honestly feel like Wild Throw is there to scare us into pushing buttons so that we get CH into bigger damage than WT leads to, so while you want to disrespect him from time to time, you have to know when to block. Sol should only be using Bandit Revolver to keep you from jumping out. Once he stops doing it, jump out, and when he starts, stand and block it. Since it's -5 now you can actually IB and punish with 2K into a full combo, but the timing is pretty strict. Even though it's possible on regular block, I wouldn't try it because Sol should only be using it at a certain spacing, and at that spacing he's going to hit later in his active frames and make it safe against that. For Bandit Bringer, jump > IB, jump > throw, BS, and other options were already covered. That said, reaction Gold Burst is an option if you want to ham it up, and Fortissimo/Desperation are other good options for ruining his day. If you IB a most of his string before the BB and he's autopiloting enough that he doesn't adjust for it, or if he tries to get fancy and go into BB and at unexpected time off of a low level move, you could potentially walk forward and crouch/2K under it, then punish his landing recovery. The super risky thing is prediction 6H if he does it in neutral (wont work if he was pressuring you), but in Xrd it's not worth it since CH 6H wont lead to a 50% combo meterless like he'll get off of the CH BB you're going to give him. If you predict Fafnir or 6H, you can attempt to poke first with 2S. Even if he's at max range, which is where you normally wont be able to combo into HCL from 2S, your 2S will likely Counter Hit and you'll be able to confirm the knockdown. STBT will get owned by 6H, but you can sometimes use it to beat out Fafnir. Sometimes though I get hit out of STBT before it starts, which is odd because it low profiles right up until it goes active. You're really only going to benefit if you think he's going ot 5K/6P/Fafnir from closer than his max 6H range and use it to beat those, since any further away will let him reaction 2D or get away with random 6H CH confirm into 60% combo. Try to learn j.D FDC so you can jump over 2D/f.S/5H pressure options. All of these options have sizeable enough recovery that you can get a punish for making them whiff. If he does Kudakero your best bet is probably to jump up and IB it, but watch out for YRC. If you're not in the corner when he does this you can potentially cross under it like with Bandit Bringer, or you have the option of jumping to make the ground hitbox whiff and go for a punish on that. Kudakero actually has terrible landing recovery and is only made safe by the shockwave after he connects with the ground. If he tries to press you with 6P > 2S in the corner, block till he has to respace a little bit and then FD 1-2 hits to make his follow up pokes whiff. This is difficult because of the range on f.S/5H/6H, but you'll have to try it from time to time. If he tries to run in from around that range it's easier to read Wild Throw and disrespect him or get out of the way. Again, if you're jumping out you're going to bait him to keep you in check with Bandit Revolver. If he does that you can IB into a full punish. If you're really feeling yourself and you're on match point + 50% meter + they're in hellfire, you can activate IK mode on prediction against Bandit Revolver and then actually throw it out on reaction to the BR with the screen freeze. I wouldn't try it against Bandit Bringer though since our IK animation will clash it at most ranges.
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I'm glad to see an I-No besides myself that's stupid enough to oki Fortissimo with that kind of frequency. Honestly, I've never heard of this I-No before, but he drops his nutsack on the table when he plays in a way that reminds me of older Koichi footage. It's pretty inspiring.