-
Posts
1,235 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by TheRealBobMan
-
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Well, once a super starts the other player's burst is locked so they can't use it, but yes, there are plenty of supers with enough invul to go through a burst if they start to burst before you start your super. Bursts go active on 18 and stay active for 6 frames. If you're doing your super late, odds are you'll be able to meaty through the burst's active frames, but it depends on the super. It's not likely to happen with Millia's Winger since it doesn't have a lot of invul, and it's not likely to work with a move like Venom's Dark Angel either. I'm like 99.999% sure that you can't FDB a burst. If that was possible we'd have a metric ass-ton of footage of FAB doing it to people. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
If the game can run at 60FPS offline, why would it need to run at 30FPS online? Do you remember what website that was? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Thank you for going out of your way to post here and clear that up! RE: Day one patches Given how long it is until the game releases the JPN version of the game probably already passed it's ship date, and the localization teams at Aksys are probably still working on it along with the core programmers and testers at ArcSys. Shooting for a day one patch is what allows them to release the game in a few weeks rather than in January or some time later. Since these guys are probably working 60-80 hours per week right now, they need some encouragement! Let's not complain about the inconvenience of spending 10 minutes downloading a patch since it means there's about 3-4 more weeks of work they were able to put into the product without having to push the release date back any further. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I'd guess the prerendered cut scenes. With 3D models in Xrd they can probably render that stuff in-engine, which saves file size that would be dedicated to videos. BB and P4A have plenty of FMVs in them right? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
AC/+R is something like 1.5GB right? 4GB is pretty small for a modern game, but it's not like they have giant open-world levels, and they probably render those cut scenes in-engine which saves disc space. Also, with the kind of aesthetic they went with for the characters, the textures probably don't take up much space given that they don't have a lot of pixel density. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Do we know the file size? I'm planning on getting through some of my PS+ games so I can delete them and make more room anyway (replays YEEEEAAAAAAA), but it'd be good to know if I need to rush that in the next 2 weeks. I don't expect the game files to be huge, but you never know. If we're lucky and they included the music from every GG as unlocks, that would add up even if they're MP3 quality. -
New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
So... we have some patch notes... in video format. Ah ok, here are some links to written patch notes. Since this is compiled by the community it might not be accurate: http://www.eventhubs.com/images/2014/nov/18/super-smash-bros-3ds-ver-104-patch-out-little-macs-ko-punch-buffed-bowsercide-kills-bowser-first-list-changes-found-thus-far-1/ http://www.eventhubs.com/images/2014/nov/18/super-smash-bros-3ds-ver-104-patch-out-little-macs-ko-punch-buffed-bowsercide-kills-bowser-first-list-changes-found-thus-far-2/ http://www.eventhubs.com/images/2014/nov/18/super-smash-bros-3ds-ver-104-patch-out-little-macs-ko-punch-buffed-bowsercide-kills-bowser-first-list-changes-found-thus-far-3/ http://www.eventhubs.com/images/2014/nov/18/super-smash-bros-3ds-ver-104-patch-out-little-macs-ko-punch-buffed-bowsercide-kills-bowser-first-list-changes-found-thus-far-4/ -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
It's been mentioned before that M.O.M was changed up in the arcade version. The customization system from the old survival mode was thrown in, as well as the new item stuff. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Someone posted this video in the Elphelt thread because it shows off some of her gameplay (and Sin), but I'm reposting it here because you can also see a lot of the UI. The main menu looks nice and clean, and shows off all of the menu options at the same time (no scrolling through something just to see what's next to it, or what's next to that). Under the "Battle" tab we have "arcade", "vs", and "MOM", but there are 2 empty slots. There's also a "Database" tab between "Story" and "Network". They've included button config at the character select screen too, as they should, and there's a rematch function. -
New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
Looks like Nintendo is going to attempt a balance patch. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I don't really like those ideas, but if they made it so that you get RC during Bursts instead of YRC, that'd probably fix it in a way most people would be ok with. Costs you 50% to bait a burst, same as before if you were going to RC, though the time slow will make it easier to not **** up. That Burst Bait OS is the result of the "RC during opponent's hitstun/blockstun, PRC during recovery frames, else YRC" thing they came up with. It gets the job done but it's inelegant. Hey, you can't YRC Blitz Shield right? I just thought about the scenario where you would be doing some block pressure and decide to go for a big slow move like Bandit Bringer, or might go for your 5D overhead (that'll leave a gap), or even might go for a trap like 2P > 6H with Pot (think they're scared of the tick throw and will try to backdash), and the other guy could IB > BS. You can then YRC and punish them. In some of those situations they couldn't IB > YRC because of the startup on YRC (not enough of a frame gap), so it could potentially make BS less useful. Again, just theory crafting. The game isn't out yet. It's just another thing that might be an issue. BS is cool but it seems pretty high risk, given that you waste 25% and get hit if you're called out on doing it wrong. We know that you're invul from frame 1 with BS, but do we know on which frame BS telegraphs with the character changing color? -
New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
Eh, there's a lot of info being thrown around now about this being staged. Even the video title has been edited with "(Confirmed Fake)". Just check the links in the description if you want to follow up on that. Oh well. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I like the slowdown for YRC at neutral, and I think it also works with projectiles pretty well (I like what Venom can do with time slow RC on random ball hits and YRC for space control). Time slow on RC is awesome and I love that, so that shouldn't change. To tell the truth, I wouldn't be opposed to time slow during active because it keeps the flavor of being able to cancel almost anything at any time. However, I feel like it should be Purple at that point, and I also think Purple shouldn't have so much startup/cooldown/whatever. I don't like that Purple almost seems like a punishment for missing the Yellow window, and I'd probably like it if there wasn't a screen freeze on it to telegraph it so strongly (which will give it back some use). Being able to cancel active frames for 25% and be rewarded with time slow is what feels like it's too much. Yeah, the burst bait OS at 25-49% is somewhat situational, but you can always spend meter to keep yourself in that range. It's just... is it worth doing that and not having access to supers, dead angles, RC, etc? In most cases it isn't. It's just that it's something you should probably always be doing when you're in that range and they have a Burst stocked because it takes no mental effort and it makes otherwise non-safe combos Burst safe. Stuff like that doesn't need to be there, but it's by no means a deal breaker. As for the theory fighter thing, yes, that's what I'm going for. The issue is that any character will have various options to cover another character's various escape options, so there's a decision tree. Adding YRC into the mix gives the attacker even more options to cover their ass because they can change their mind after committing to active frames, and they get rewarded with time slow for it. The only real way to counter the time slow is with time slow of your own, so now we're playing meter chicken. If they get in range, you can probably use a regular throw/airthrow since those are instant (we should check to see if throws have startup during an enemy RC/YRC when the game releases), but the opponent will probably try to prevent you from doing that. It's kind of inexpensive for what you get, which is why I like the idea of increased cost and reduced reward. But again, I only played the game at E3, and haven't been playing the game for the entirety of last year like some of the people in this thread. There might be a better way of doing it. I'm also only considering the game we have now. If the cancel mechanics change with the next revision, those changes I proposed might be worse given new characters or any other new mechanics. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
While I agree with Mike's assessment of YRCs (I don't really like the idea YRC during active frames either), I also agree with your statement. He came over and played with me at E3, for what I'd assume was his first experience with the game. That's the impression I got from him then. He complained about Pot's throw range and damage being worse (recently confirmed to be the same numbers, though range could be a little different with the change to models from sprites). He complained about Trishula having little purpose after I helped him confirm that it's not strike-invul. I hate going off of memory, but I'm pretty sure (like 95% sure) I asked him "what if it's projectile invul?" which he didn't seem to care about (and which was recently seen in that one vid where FAB used Trishula YRC PB against a Ky's CSE oki). He complained about 5P whiffing on crouching and the lack of vacuum on 2S (everyone bitches when their character gets nerfs, so this is an easy one to forgive). I remember he complained about Hellfire when I brought up the vid of Pot (pretty sure it was FAB) doing 90% on a Venom. He can like what he wants and dislike what he wants. He'll either play Xrd with us, or he'll stick to exclusively playing +R with us. Oh right, I agree with your statement about Mike Z, but not necessarily about "objectively better than jumping". Some characters don't have a Reversal to use, and if they did, it'd probably lose to VV, which he could potentially throw out. If you're in the corner, VV would also catch backdash. 1-frame jump + faultless can be one of the safer options, but like any other time in a fighting game, you have to make a read (and he could always just jump and attempt an airthrow to beat the jump instead of spending meter). If you're in the corner, the situation is significantly worse. He could go for regular throw with 5K OS to catch backdash and jump attempts, and while the reward wouldn't be as big as Wild Throw if you had stayed on the ground, the risk is much better than VV. Poking out could lose to 5K's startup if he wasn't in range. He could always just frame trap some more with c.S > 2S or 6P > 2S, which would catch you poking out in most cases. Other options that deal with Wild Throw can still lose to his other option selects. That's why it's a game about making reads, and why it's silly that this mechanic removes some of the decision making process. So yeah, you jumped to deal with Wild Throw, and got punished even though it's generally a valid option. Now it's more like "I gotta YRC to create a bigger gap to escape with, or to preemptively deal with his YRC". The decision now involves meter chicken and the game becomes more resource management than it used to be. It's a shame to lose some of the tools that Force Breaks offered, but some of them were getting kinda crazy good, while others were just kinda necessary to function (which then reduced the amount of meter that was used on other things). FB Note, FB Drill, and FB Disc come to mind, though Eddie still has unblockable options without the FB drill so he's fine, and Millia's new Disk hits twice with nerfed start-up so it's kind of in the middle. I-No didn't really need FB note, it was just stupid good. Didn't Johnny need Jackhound for mid-screen confirms, and Anji relied on his ForceBreaks for his bigger damage right? -
New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
Sorry to double post, but I bumped into something silly and figured people would appreciate me sharing it. Some Gamestop somewhere hosted a Smash 4 event (on WiiU), so some of the tournament community went to go play. Cue a 10 year old girl stomping ass (be warned, the cameraman sucks at recording): https://www.youtube.com/watch?v=N-N2oQSS03A *Edit* Oh sweet merciful crap, now that I've watched more of this I recognize some of these guys. The Marth player from around 10:38 is Tyrant, who at several points in time was ranked 1st in Socal for Brawl (I met him at tournaments and we worked at the same office for a few months some years back). You see his face clearly around 14:10. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
The thing is that you can YRC during active frames. Command throws are unlike regular throws because they have a few active frames, so if you whiff on the first frame, you can still YRC. There are videos of it. I remember seeing plenty of examples of YRC'd command throws in the early footage (many examples of I-No using her new command throw and YRCing it). The active window for most command throws isn't that big, so maybe there's the risk of getting PRC if you don't have FRC-tight timing (or YRCing before active), which costs more meter and doesn't give you the time slow advantage. There would also be the risk of RCing the command throw if you actually grabbed the other player, which in most cases is a waste (either you spend the meter when you don't need to, or you wind up dropping the throw before you do damage). If you don't want to risk that, you'd only use it at 25-49% meter, which would make it less frequently used. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
At the risk of putting words in his mouth (which I don't mean to do), Mike Z doesn't care about Pot's nerfs compared to how much he dislikes the implementation of YRC. It's dumb that they removed most of the game play refinements that they spent years on (like Force Breaks), but what he likes the least is how YRC enables option selects. The example he cites most is Sol running in for Wild Throw and whiffing because the other guy read him and jumped, then YRCing the Wild Throw and air throwing the guy with the time slow that YRC gives him. With the slow down there's not a whole lot you can do to get out of the way, and you wont be able to get a hitbox out in time either. It's worse than the Sol player getting away safely when using Wild Throw at the wrong time - you're being punished for making a read on him because he had 25% to spend. There's also the Burst Bait OS that you can use when between 25-49% by doing most of your inputs with 3 buttons, accounting for input priority. So his argument is that the game is less about making reads, which is why he's so opposed to Xrd. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Judging by the light bar being replaced with the words "Guilty Gear Xrd", I doubt that's a modification. That piece of the plastic shell probably had to be machined that way. The options and share buttons look like stickers though. -
There are quite a few good I-No players to watch. For Xrd footage, you can see plenty of OSCA, U-Zen, and Hasegawa. There are some other prominent players, but those names stick out in my mind the most. There's a video thread that has hours of footage linked thanks to some hardworking people here like OneSanitarium. Looking back at AC/+R, you'll find more of Koichi and 2-Rio, besides the players I just mentioned and several others who's names I forget. If you really wanna see sexy I-No play, check out Koichi's performance in Slash. There's another video thread for AC/+R I-No in the AC/+R section of the forums. The double airdash thing was new to +R, so she generally liked to either dive loop in the corner for meterless damage, or HCL loop for big damage and corner push at the expense of meter. I don't know how deep you were into SF, but learning damage optimized combos isn't the biggest priority. It was actually super important to learn 5K > HCL > 6FRC6 stuff before with I-No because it gave her big damage and corner push, as well as the ability to confirm off of things you wouldn't otherwise be able to capitalize on, but you wont be doing that in Xrd. Her neutral game is difficult, but that's the fun part. She generally has to be specific in what she uses to beat out moves when you make a read, because while her moves are good, the hitboxes on them suck. You're generally not going to out poke someone without making use of a very specific property on one of her moves (like the upper body invul on 6P, or the low profile with STBT). Some characters can answer a lot of situations with a handful of moves, but not so much with I-No.
-
I'll elaborate on #3 a little bit. The majority of players don't really know what attack levels mean, and it's not really important to learning to play the game. Knowing the attack level helps because it's a universal system of knowing the properties a move will have. It tells you the standing hitstun, crouching hitstun, blockstun, FD blockstun, IB blockstun, hit-pause, Counter Hit Modifiers, meter gain on hit, and RISC (formerly GB +/-) values, and I may have forgotten some other stuff. Special moves frequently have different properties. HCL's base tension value is something like 2.5% for using the move and 1.2% on hit/block, but, generally speaking, lvl 5 moves like HCL build 3.84% on hit. Some special moves build no meter on whiff, like Derivation from HCL which only gives meter on hit/block because you can only use it if HCL hits or is blocked. Generally though, special moves generally build meter just for being used, and the values don't fit the formula. Guard Bar / RISC values tend to fit into the convention too. So yeah, attack level can tell you a lot. You don't need to memorize all sorts of values per each move since you can memorize the conventions associated with attack levels, though that's really unnecessary when starting out. Learning how fast your moves start up and any special properties will help you a lot more early on. Another note that should help you out is that there are actually quite a few other conventions that are pretty simple to remember. Everyone's 6P has some degree of upper-body invincibility, so that everyone has an anti-air option and it's easy to switch between characters and know what this option is. However, not all of them are your best anti-air move for a given situation. Sol's 6P actually hits kind of low to the ground, so it's a good ground-to-ground poke against moves that have high hitboxes. He has an amazing DP that's untechable on CH, and the hitbox on his 2H also works for AA in some cases, so he doesn't really need his 6P to be designed around anti-airing people. Compared to that, I-No's 6P is more frequently used to AA people, since VCL, 6H, and 5P are more situational for AA use. Everyone's 5D is an overhead, and 2D is a low that knocks down, ensuring that everyone has basic grounded mixup. RoboKy was an exception to this with his 2D, but he's not in Xrd. All j.D moves have some amount of landing recovery, but it varies per character. Otherwise, jumping normals have no landing recovery (there might be some other special case I'm not aware of).
-
Leo announced as DLC. Get it all out of your system here.
TheRealBobMan replied to Circuitous's topic in Guilty Gear General
I would think that they'd make Gabriel playable if they wanted to do that. He taught Potemkin how to fight, right? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Is this stuff confirmed to be DLC? Normally I wouldn't care, but the thought of I-No calling May "that horny brat" at character select has me interested. Kinda hope they allow individual voice toggling between US and JPN versions in case someone sucks, kinda like being able to switch Sol between Nakata and Ishiwatari. So, you're in CH state during BS recovery? Any idea how long it takes air BS to recover? I'm pretty sure you float a bit when you use it, but maybe I'm wrong and you keep falling. It'd be kinda weird if you could use it near the ground to cut the recovery to 12 frames instead of having 38-46 frames of total duration. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I don't know if that's been posted in the 4gamer wiki yet, but you can check our wiki for info. Also, there's the +R wiki, and Xrd might have similar values. -
Baiken's Sakura counter is the one thing I'd say is close to being "broken" in this game, though it's probably not going to be a big deal unless someone really works for it, which no one seems to be doing. I don't think it applies to anyone's perception of her standing relative to other characters, but I'd like to bring it up again. Baiken can use her counters during hit/block-pause. There's an 11-15 frame window when an attack hits or is blocked where neither character can act (based on attack level, it's 11 frames for lvl 1, and +1 as the levels go up). Even if you RC/FRC, this pause occurs. So, Baiken can not only use these moves during block strings, but she can start them during this window when the other player cannot move. In +R, Sakura is frame 10. So, Baiken can actually counter hit a character during the block pause of a lvl 1 move that's active for 1 frame, if her timing is perfect. You can buffer the input ahead of time, and then negative edge S so that you wont poke out if they intentionally leave a gap assuming you'll **** up the timing. However, while it's crazy that she can do this to pretty much any move in the game, lvl 1 moves tend to be fast, and the window to do this without fear of being punished is the smallest, so it doesn't apply as much here. When you're dealing with level 3-5 moves it's a lot scarier. Lvl 4-5 moves tend to be slow, which means it's possible to see them start up, and because the block-pause window is much larger, you can get a guaranteed CH punish on reaction if you're looking for them. This also really hurts anyone's ability to oki her since they can't simply put her in block pressure and then RC or jump > FD to bait her counter. Sakura's range is enough to punish max range Ky pokes, so even if he does 3H at max range, which is normally great oki because it's +15 or whatever, she can guarantee a punish since it's slow to start and easy to react to. Baiken's chain move used to be a guard reversal, and it used to be frame 13 (I think?), meaning you could do this to level 3-5 attacks. However, the hitbox is aimed upward so you can't really use it against people that are using decently ranged grounded pokes, and the window for success is smaller. She also has the FB counter which I think is frame 6, but that costs meter so it's fine. So yeah, a meterless guaranteed punish if you have SB timing, which SB doesn't even give you (it just reduces block stun to 2-4 frames). If someone really REALLY practiced and got seriously good on defense, it would allow a Baiken player to shut down a lot of offensive options in a way that no other tool can. Yeah, you could get around the hitbox by using the right air to ground pokes from far enough away, but then you're not actually trying to hit Baiken. The point is that while it's a bad idea to just turtle up, Baiken always has the potential to turn any situation where she doesn't have initiative into a situation where she hits you and gains initiative.
-
Aww man, just noticed that HCL got a damage nerf to 35 and is active for 10 frames (one less than before), derivative's damage is 25, and VCL's damage is nerfed to 40. With the second hit of 6H being nerfed to 40 damage (from 52), this means Fortissimo is our highest damage attack. Since there's a proration to meter gain when using RC/YRC, Fortissimo is going to be our go-to for doing damage whenever we can get away with not needing the time slow on RC to set something up. All dives had their damage nerfed now that I'm paying more attention. Hdive dropped back to the AC value of 20x3, but Kdive and Sdive were nerfed to 30 (to match P dive) from 35 and 40 respectively. On the plus side, STBT (both versions) lost their prorations. And we have the Devilish I-No Bustah! That's all that matters! *Edit* Ok yeah, google translate for I-No's wiki page says that Hdive becomes 5 hits if you hold it. It's just google translate (one part of this move's description is "it is difficult to use plants for love is large" ), but as this wiki lists moves as lvls 0-4, it'd be weird if they meant that it becomes a lvl 5 attack. If you have to charge it all the way, it's going to be almost completely useless. The main reason to use this move is for the meter gain since the damage sucks, and if you were to RC to set up a full charge the meter proration would defeat the purpose of doing that. I guess we could use it in a Danger Time confirm? Otherwise, if you only have to charge it a little bit, maybe we can get some really fancy TK combos with 5H.