theprodigy
Member
Diddy Kong, annoying as fuck in Smash starting from 2008
LOLOLOLOLOL the Sanford video
linkz?
Correction on Guilty Gear's clash mechanic. A clash occurs when the attack-boxes of two moves overlap without touching either player's hurt-boxes. No clash frames or clash-boxes or anything. For Xrd, they changed nothing to how clashes occur. They've only added a random chance for a clash to trigger Danger Time. Inspiration was Samurai Showdown's weapon clashes. I like it.
Prior to Xrd, at low levels a clash would happen by accident, and no one would notice and the match would move on. At high levels, clashes are planned, and the way you take advantage of a clash is to string in your inputs before you even know if you succeeded in your planned clash.
So currently clashes either just happen and something random follows it, or you incorporate all these OS's in to your game plan to take advantage of a potential clash situation. I think he's trying to make clashes a more deliberate thing. Like, "Oh a clash happened, let me think about my next move." Kind of thing. Early location tests retooled clashes to take in to account the two move's attack level, and the loser would get blown back like a Blitz Shield. There was also some sort of clash battle mini-game if you clashed too much. A whole mini-game during your match? Now that would be flow disruption.
I think the current implementation is good. A little on the conservative side. Essentially the system is the same as it's always been. The only difference is that randomly the stakes get really high. Characters that lend themselves well to clashes will still push for clashes and win clashes. (Hello Sol Badguy) Characters that shy away from clashes will still try to avoid them. Danger Time may be random, but clashes are not random. Your participation in a clash is still your own choice, how much you risk in a clash is still up to you. Mortal Counters don't automaticlly hit you, you can still block. The only change is that you sometimes get to think about a clash when a clash happens.
BTW, I wanted to confirm some mechanics. I went through 30+ Xrd matches to try to find an instance of danger time, and no danger time happened in any matches.
As for command throw YRC option selects.
YRC has 6f startup. If you are hit out of YRC startup, you lose the meter.
If you have a hard-read on Sol about to tick throw you, you don't jump, you jab. That's what you do before Xrd, that's what you still do in Xrd. It will beat the command throw, or the YRC.
IF you wanted to jump anyways, and Sol was doing this throw YRC OS.
CommandThrow Startup + YRC Startup + Jump Startup = 4f+6f+9f = 19frames.
19 whole frames before Sol leaves the ground to do this supposed air throw. Most characters would bop him in the head before his feet left the ground.
FYI
Purple RC is 15f startup. That's why you don't see it a lot. 50% meter to probably still get hit.
People just wanna parrot a known guy's reaction; people don't wanna think for themselves?
Holy shit, the amount of knowledge I just had injected into me... please talk more often.
Huh I guess I was wrong.
Ye, I knew about the mash vs YRC command grab, hence me hinting, but nobody ever asked orz
Edit: I know pretty much all of this actually lol. A lot of this stuff I don't find super detrimental to the game at this point, some of it just amuses me that it's there. Like I remember when the YRC on hit OSes were discovered and we were worried, but the game kept going and I rarely ever see it. Danger time I still think is dumb but really it rarely ever comes up and it's rarely an issue. Like I said, Mike Z opinions are whack, nice guy and made a neat game, but his opinions are wild. On top of that not a lot of FGW people aren't serious players, and are particularly not well versed in ASW games or many games outside of Capcom (as a whole, more people from more games who know what's up represent). I don't bother putting on my serious undies about something unless it's particularly important, and shooting shit about some funny stuff usually works better here.
I could go more into depth about Xrd and what we know about it, the data has been out there and Shtkn is actually testing stuff in the Xrd demo regarding the different RC cancels, but the people who actually care and want in on that probably already know where to find it.
Jump start-up in GG is 9 frames? That's worse than SF4's Hugo jump start-up!!CommandThrow Startup + YRC Startup + Jump Startup = 4f+6f+9f = 19frames.
Jump start-up in GG is 9 frames? That's worse than SF4's Hugo jump start-up!!
Is it like that for all characters?
Xrd is bringing people in.
I'm happy people care about GG's complicated mechanics now.
nice write up btw, kinda knew this stuff and i figured about the Sol OS but glad its here for people to read.
MikeZ is a nice guy but he is kinda dense in some areas. I feel his criticism from calling Xrd transition MVC3 is a bit of an over-exaggeration.
Making chained/canceled into moves RRC/PRC only will stop the burst bait OS, I'd be fine with it only working for combos with links.
I definitely see them tweaking YRC so that's kinda why I'm not as up arms about it, I really trust their balancing crew. and I don't think any fighting game can match the transition from melee to brawl.
From past experience with GAF the "oooohhh ahhhh" tends to go over a lot better than "this is how the frames work." I can be wrong though. 4r5's write up is p good though.
Shameless plug but all of this and more over on Dustloop. Seriously if you're interested in Xrd hit us up, all this is on there somewhere. (4r5 is one of our mods)
Edit: The thing about the YRC command grab is that it's silly he can YRC the active frames, then if they jumped/avoided he gets the YRC slowdown and pops you. You need to be mashing out of the situation regardless, that is the correct answer.
Mike Z often says he draws inspiration for SkullGirls from MvC2 and GG. But when I play SkullGirls, all I see is MvC2..
Edit: The thing about the YRC command grab is that it's silly he can YRC the active frames, then if they jumped/avoided he gets the YRC slowdown and pops you. You need to be mashing out of the situation regardless, that is the correct answer.
IF you wanted to jump anyways, and Sol was doing this throw YRC OS.
CommandThrow Startup + YRC Startup + Jump Startup = 4f+6f+3f = 13frames.
13 whole frames before Sol leaves the ground to do this supposed air throw. Most characters would bop him in the head before his feet left the ground.
People just wanna parrot a known guy's reaction; people don't wanna think for themselves?
When was the last good guest character anyway
Guilty Gear is many things to many different people. Every person can probably found a character they would like to play, ignoring aesthetics.
Mike Z often says he draws inspiration for SkullGirls from MvC2 and GG. But when I play SkullGirls, all I see is MvC2.
But when I play ST, I see a lot of what I love about GG also in ST.
ArcSys picked the Xrd roster to maximize playstyle variety, and I feel they succeeded admirably in the task.
Been thinking about dropping games. I want to play them all more or less but there's just no time, and I can be sucktastic at a bunch or try to actually improve at 1-2 plus maybe a couple low maintenance extras. Maybe I'll achieve active mediocrity one day, who knows. Plan is probably sticking with KOF and GG mainly and developing ST/3S as the extra stuff.
Given that a great new version of KOF comes out at the end of next week, it's a good time to get into KOF, at least if you have a PC (Assuming the netcode isn't worse than XIII, which I doubt)
Yes, I'll pimp this game so hard people will think I'm Mr.Big or something (ironic because the guy who used that as his name on Kaillera taught me a lot back in the day)
But, who doesn't prefer AC to #R? AC gave a way better HS counter to Baiken =D
casperOne, do you think the shield button in Smash is unintuitive?
nice write up casper
also nice writeup casper!
But who cares about Testament and Eddie/Zato players?At least as far as +R goes: The Eddie players?
I played both 64 and Brawl for the first time this year. Took me a while to see the appeal, and mostly "got it" in 1v1 situations or in not-that-crazy stages (there is a 8bit one in Brawl which is pure evil).So, I'm going to get skewered for this, but I've never, ever played Smash. It's not due to any personal feelings against the game, just I didn't have an N64 (SSB) or Game Cube (Melee).
I understand why this kind of mechanics exists: the player will be less punished for doing shit, will lose less, his ego will be preserved and blablabla he'll continue to play and be happy. That's good logic from social/mental point of view but I hate it. I like when games are being based on rules and you respect the rules.
But, who doesn't prefer AC to #R? AC gave a way better HS counter to Baiken =D
What are some of the biggest differences between high and low level play in the new Smash (or just Smash in general)? What separates a top Smash player from a random person who knows how to play but not at a competitive level?
also nice writeup casper!
The mechanic isn't essentially there to help beginners as much as it's just a mechanic that beginners/casuals can use too. Parry/FRC take an essential part of the game away from those players, while in Focus/YRC/PRC case anyone aware of the control can use them, it takes the illusion of losing to something you can't use away and make the "getting better" process way less painful. Not to mention it's one more fun mechanics for those players.I understand why this kind of mechanics exists: the player will be less punished for doing shit, will lose less, his ego will be preserved and blablabla he'll continue to play and be happy. That's good logic from social/mental point of view but I hate it. I like when games are being based on rules and you respect the rules.
You mean Capcom x Sega x Nintendo x Konami, right? ;pYesterday I had a dream that Capcom and Platinum made up and released Platinum X Clover X Capcom fighting game.
I usually never remember my dreams lol
When was the last good guest character anyway
The mechanic isn't essentially there to help beginners as much as it's just a mechanic that beginners/casuals can use too. Parry/FRC take an essential part of the game away from those players, while in Focus/YRC/PRC case anyone aware of the control can use them, it takes the illusion of losing to something you can't use away and make the "getting better" process way less painful. Not to mention it's one more fun mechanics for those players.
/someone who didn't know about FRC until he went back to older GG games with a competitive mindset after Xrd announcement
Going to watch this now.
Japan's best Fuerte versus Europe's best Fuerte: battle of the complete nonsense.
This is what's bugging me right now with Captain Falcon. That dash goes so far that you're not really able shield until way late while being limited to certain options. Regardless, besides not being able to keep run momentum on jumps, I still find him the closest I can get to some sort of Melee character. Unfortunately, this is causing some weird muscle memory to kick in training mode by trying to moonwalk or dash dance.In general? Being able to keep players from coming back to the stage (edge guarding) and excelling at ground okizeme (punishing ground rolls and tech rolls). In the new game, those things are emphasized more because you can't punish reads as hard, nor space yourself as precisely as a game like Melee. And of course, knowing matchups. Just like any other fighting game. The competitive fundamentals, really. Good reads (Oki and Edge game) and matchup knowledge.
This is what's bugging me right now with Captain Falcon. That dash goes so far that you're not really able shield until way late while being limited to certain options. Regardless, besides not being able to keep run momentum on jumps, I still find him the closest I can get to some sort of Melee character. Unfortunately, this is causing some weird muscle memory to kick in training mode by trying to moonwalk or dash dance.