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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
While it sounds appealing, this sort of idea usually isn't a very good one because the optimal thing is still to do the hard version. If you can do the hard version you have the advantage, and so everyone still needs to learn the hard version to be on an equal playing ground. FRC windows can be extended in some cases, and wouldn't need more than 1-2 frames to feel substantially easier. It wouldn't work as a band-aid solution for all FRCs though. Like Hecatom has pointed out, some things work because of where the cancel occurs, and additional frames might make the cancel easier without making certain techniques easier. Maybe they can fix that with FBs just having that property built in, or maybe players can suck it up and learn the hard timing for certain tricks if they want to play the characters that have them. Or perhaps the moves themselves can be changed so that changing the FRC window will allow easier variants of these 1-frame tricks. Moves like Youzansen and Sdisc FRC which have windows really early in the move wouldn't really get any easier by having bigger windows because the windows can only be so large. Since they cancel before going active, the purpose is something like canceling normals into them and then canceling them for less meter than an RC, possibly while retaining momentum (not sure about this but Youzansen moves you upward and Sdisc can have dash momentum - do they cancel and retain that?) to do things like feint into a mixup. You can't extend the window further into Youzansen because you'd hit the active frames and get unintended extra effects (cancel the super-fast overhead the frame after it goes active for stupid results), and you can't start these FRCs any earlier because then you wouldn't have a timing restriction that prevents other silly side effects. If you could cancel them on frame 1, you'd essentially have a harder version of RC that you could use out of any normal, and so the optimum thing would be to just always do that in place of a regular RC because it costs less meter. That would just make things harder! This honestly reminds me of FADC in SF4, and makes me wonder why I don't see people bringing that up here. It's a 2 button RC that requires a dash input. It's like everyone in that game has access to I-No's 5K HCL airdash, except it's on the ground, and not everyone has a use for it. So perhaps it's ok that some characters like Faust and Pot don't require blistering hand dexterity to control, and perhaps it's ok for I-No to stay stupid hard. That's one of the things I like most about this game - if you need an easier character, just ****ing pick one because they're there, and if you don't mind the execution requirements, pick someone hard. They can extend the window or put in a FRC buffer or something wherever it's applicable, and the characters that don't get that benefit just have to deal with it. Although at this point I'm still just repeating the same **** everyone has been saying for 30 pages. I'm just kinda hoping that seeing it all in one post will make things clearer? It might suck that someone that hasn't learned a lot about the underlying strategy of the game could beat me using difficult to escape traps that take little execution to do reliably, not because I don't know how to get out but because I lack the execution to do so reliably, but that just means I have to put effort into beating those strategies first. As long as it's not mind-numbing enough to encourage me to switch characters or play another game, I'm not going to care. So even if some characters become really easy compared to others, it'll be ok. Honestly, unless you want this game to be like some MOBA where we wind up with 10 characters per each gameplay style, each with varying execution requirements and aesthetics (so we can appeal to EVERYONE), we're going to need to compromise somewhere. I don't want to have to learn eighty six thousand matchups (I'd just main Zappa - WE EVEN HAVE THAT COVERED ALREADY!). -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
You can already mash jab > jab > jab > jab > super and do 20% damage. What else is going to help with mashing out random combos? It'd help more just to explain how damage scaling works, and it'd help even more than that if people were willing to learn. One time I played some guy that did this with Ky. Jab jab jab jab super super. 25% damage for full meter. Afterward I walk over and ask if he plays 3rd Strike, and when he says yes, I tell him that supers scale faster in damage in this game, so you don't want to combo like that. Jab super, or jab jab super if you have to, is better for damage. He angrily said that he is new to the game (which of course I knew), then walked away. So like... if you don't want to do more damage for less effort, what can I do to help? -
[VS] Victor: The Curse Of Frankenstein
TheRealBobMan replied to Daddyneptune's topic in Vampire Savior
I tried both of them and neither worked (come on, I wouldn't try just one of the buttons and then whine on a forum - I really tried it for about 15 minutes straight at various heights and with both buttons before posting). I talked to a guy at the nearby arcade a few days after posting that and he told me that the range is stupid short and pretty much directly through Victor's mid-section, such that I have to be even in elevation with the opponent in the air for the throw to work. I haven't had time to try it out since then though. Is that accurate? Does it change based on the button used or something? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Baiken wanted to kill That Man right? I think the only reason she would team up with Anji, who is That Man's flunky, is because all three of them are actually Axl. And so is everyone else (including Roger and the Jellyfish Pirates). Sol is the only character that isn't Axl, and that's because he's Freddie Mercury. -
Obligatory NRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Ran it through google tranlsate to a least get a laugh out of the terrible translation: "Our home for the software and conduct in-order delivery from October 24, 2012 Very With regard to the dates of the patch delivery / title update "GUILTY GEAR XX ΛCORE PLUS (PSN / XBLA version)" (hereinafter, this work) of, which had been scheduled to update this spring initially development work is rough going has been delayed. To all of you had you purchase it, I am sorry, but if we multiply the inconvenience, I ask that you please wait for a while." Damn.... oh well.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I just imagined Bridget wearing a kilt. -
I wouldn't say I-No's FRCs are specifically hard. It's that she has to consistently perform sequences of 3-4 hard things (including the FRC) back to back to accomplish 1 link, and, unless they're in the corner, is required to do this several times per combo (or even in the corner if she wants to maximize damage).
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
There is a finite cap on the "reflexes" you mention. Depending on how you predict the move you want to SB, the amount of time it takes to prepare to hit the buttons varies, but you're looking at around 200ms for a basic "see stimulus - push button" reaction. So you'd need at least 12 frames of telegraph time (some moves telegraph late) to confirm the SB, unless you want to go on prediction and commit to a great risk. Reactions in which you do "A if X happens" or "B if Y happens" are slower at around 380ms, and you add about 60ms per extra 'stimuli > reaction' pairing. Multi hit moves are great to SB because you can generally react to the early hits and SB the last one. Slow moves are great under the condition that the other player can't cancel them before startup (no meter to FRC or no FRC point). Yeah, parry mechanics can get really dumb if they're built poorly. However, because of the psychological refractory period (if you're distracted, by something like an unexpected move, your reaction time is delayed by around 180ms), and the reaction time numbers I mentioned above, a strong mixup game will prevent players from ever having the capability of using SB on reaction to everything (assuming the start up time for moves and telegraphs are built well, which they seem to be in this game). Even with proper training for such a thing, you can condition opponents to expose themselves to risk, and with GG, you always have 2 mechanics that enable you to punish SB attempts: gatling windows during active frames (gatling late but still having a safe amount of block stun to throw off timing/rhythm) and RC/FRC. I started trying to SB Bandit Bringer on reaction every time because there's enough time to react to it, so my friend started doing RC > mixup off of it. If a player catches a Chipp's timing and starts to SB his block strings of c.S > 6P > c.S (damn amazing), Chipp can just gatling his 6P late or not cancel into c.S again until after the second hit of 6P, or could switch to c.S > recover > c.S. Then, if you get into character specifics, Pot can cancel into Pot Buster if he predicts a SB and reacts to it happening (you're not in block stun so no restriction), just as a player can predict his 2S and try to SB it. I don't really play 3S so correct me if I'm wrong, but because of the linking nature of the game, there isn't the same wiggle room to bait a parry attempt. This is also probably an issue because of the large parry window, but they were smart about that and did the red-parry thing which has the same 2frame window as SB, which if I understand correctly, triggers when you try to parry out of block stun? Not the most elegant solution but it keeps the game from becoming degenerate. Also, the difference in block stun between FD and IB is important, and often leaves me thinking of whether one or the other is better for the situation. Even with just 2 frames of stun when successfully SBing, not all characters can actually do anything with their advantage if the other guy is mid block string. If Sol gatlings 5K[1] > c.S and I SB the 5K, I can't do anything with the 3 frame window as an I-No player unless I have meter to go into Desperation. Not only would that mean I'd have to buffer the SB as 63214[s+H]6]H[ to do it, which would be balls hard and commit to an input that could be punished by an overhead or a tick-throw on prediction, but Sol could just do 5K[2] and buffer 214 for GV, hitting S on reaction to the super flash, or K for Riot Stomp if he wants to troll me doing pretty much anything out of the SB (and he could FRC the Riot Stomp to be safe even if I don't SB and just sit there blocking/waiting). -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Force Breaks can be an alternative for FRCs in some cases (EX move that cancels early even on whiff, etc). I'd rather see them get re-worked if necessary than removed. They better not touch Slashback. A lot of people are saying they wouldn't care if it gets removed and it baffles me. Without Slashback, some traps would be pretty annoying to deal with. If Pot does 6H and I'm in a position where I need to block, I now have to IB > backdash to avoid Slidehead, and I might **** up that input. I'd rather take the chance of holding back and pressing S+H with a smaller window. The input is easier, the payoff is better, and a move at that speed is reactable once you're used to the telegraph. Maybe Slashback seems too strong to some? ****, just punish it. Pot could always just cancel into Pot Buster if he expects the other guy to SB since there's only 2 frames of block stun and it'll work. (Actually, that's something I need to test - I wonder if a whiffed SB resets block stun and lets you get thrown since you can't block for 30 frames) Maybe it's ok to get rid of since "no one uses it". Except for Fab and Koichi off the top of my head. And myself, not that I'm good at this game or anything. Maybe people just need to try using it more? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I didn't didn't realize throw breaks were new to AC, but 1-frame throw breaks are hard enough to time anyway (since there's no telegraph from either player, it's entirely prediction at that speed). I always thought the 1-frame throw breaks were there just so that the game doesn't take a dump when both players try to throw at the same time, which seems pretty contradictory to what was just said. -
What impact has GG, BB, or P4A had on you in real life?
TheRealBobMan replied to Dark Ranger88's topic in Zepp Museum
I'm getting a forearm workout from trying to do these damn anti-air 5/6P > c.S > VCL > 6FRC6 > VCL > 5K > HCL > 6FRC6 > VCL combos. I guess exercise is something. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Hey, I didn't play the story mode in Overture. Why is Dizzy sealed away? Also... I-No... in this glorious 3D. I think we're all going to get STDs just from looking at her, if she's in the game. She's frozen too or something right? -
What game should I start out with? (GG or BB)
TheRealBobMan replied to Scrixx's topic in Beginner Mode
I think GG gets more players on PSN than XBL, if that matters to you. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
The clashes that were shown were a part of Sol and Ky's custom intro. While it's possible they changed the clash mechanics, it's possible they haven't changed and what we saw was a recreation of that custom intro. I'm pretty sure someone already mentioned this, but since people are still talking about it... -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I uh... what? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
HOLY CRAP YES! I'll give a detailed write-up if that's the case. If it's not GG, maybe we'll get Zero Escape 3. They do mention mobile, and the director for that series did mention an interest in that sort of release... :yaaay: E3 this year has the potential to be really good. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
This is Guilty Gear. Everyone has instant throw, at least one grounded overhead, and at least one grounded low. EVERYONE HAS MIXUP. NOT EVERYONE NEEDS TO BE MILLIA. NOT EVERYONE NEEDS TO BE HARD, AND NOT EVERYONE NEEDS TO BE EASY. So, Ky's ankles are looking extremely flimsy. Also, not only does his sword seem shorter, but with the way he animates, it looks like his range is significantly nerfed. j.S is that crescent looking swing right? Doesn't it seem to have way less range? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So how about that new... burst effect? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I wrote an extra-big-ass post about why this execution argument is driving me nuts, decided no one would want to read it, and swapped it out for this. You can thank me for saving 10 minutes of your time by being hyped for the game instead of talking about execution requirements. Digital Watches is right, GGAC is still fun, and I'd rather be practicing my needlessly hard HCL combos than reading this thread because of all of the BS in here (so I'm going to start doing that right now). I'd rather play I-No than Millia. I'd rather play I-No than Faust. I'm not going to complain if they make her any easier. I will be sad if she's not in Xrd if there's no replacement for her free-form play style, but I'll get over it. THE END -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So... the voice that says "Guilty Gear Igsurd" sounds pretty good. Anyone else hope that he's the announcer? -
[VS] Victor: The Curse Of Frankenstein
TheRealBobMan replied to Daddyneptune's topic in Vampire Savior
Hey, I tried this at work with my boss recently and thought it was cool, so I bought it. I can't ever get Victor's airthrow to work. I've tried varying height, rising when attempting, jumping forward/back/neutral. Nothing works. It's just j.4/6 M/Hp right? Maybe I'm spoiled by I-No's airthrow range, but I can't get it point blank in training mode either. What am I doing wrong? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Eh... I'd put the tension system above FRCs for "setting GG apart". Pretty much every fighting game I know besides GG does the "get meter for normals on hit or specials on hit/whiff and use it for ExMoves/Supers". If they do something different, they tend to have separate meters for it. In GG you get meter for moving forward, and the amount you get changes based on your aggressiveness and your use of instant blocking and slash backing. RCs/FRCs prorate your meter gain, but unless I'm mistaken, they raise your meter pulse. IB/SB raises your pulse and can push it past your character's pulse threshold, but running away and backdashing will cause your pulse to go down. So the system simultaneously discourages running away without directly penalizing it, and gives players enough meter to use on all of the mechanics in the game (from FRCs to Faultless to Dead Angles). -
Oh yeah, forgot about FB Secret Garden. That's going to be scary.
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I-No's FBnote might be enough to tip some matchups toward her favor even without her other buffs. It's way harder to dodge than regular note, it hits more times (starts at 3 and gets up to 7 per note) so you have more time to get in and run a mixup, and it cranks guard bar. It's pretty amazing. However, I think her FBdive is better. Cancel in 1 frame at any time by pressing a button during frames 6-60 is what did it. The move starts on frame 9 (can confirm off of many hits), is invincible on 6-9 now so it'll beat things head on, it resets her buffed jump options, and it launches up and across the screen for 60 frames untechable. So it's a corner-to-corner combo tool that can be used to aid her mixups (start and cancel it during block stun for 50/50 high/low) and bait bursts. Forced Prorate 80%, but it has to have something wrong with it. Considering the damage is buffed on each hit, and you can cancel on the first hit to go into higher-damage moves earlier, I think her damage off of this move has been buffed overall. What about Heavenly Anji Bustah? Do people think it's any good?
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It still restores her jump options. They probably just don't want you to be able to airdash > airdash > FBdive > cancel > airdash > airdash. We can still double jump or airdash > FBdive since we have more airdashes now, so it works out. Although I think I've seen people use it out of a double airdash, so I don't know. Actually, in AC you can start it, cancel it, get the restored jump options, and use it again. Normally you can't use it again after you've used it instead of canceling it. I wonder if you can cancel it on the last possible frame (like 50 something, after you've already gone way into the air), and still use it again before touching the ground. : V Hang on Bridget, I'm going to outrun you to the top of the screen. Try and hit me. JUST TRY AND HIT ME.