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Fighting Games Weekly | June 1-7 | QAisTopTier

Rhapsody

Banned
It's to the point where I don't think you can even create an anime-style character that isn't "pandering" or fetishized to some people. Not to say the cynicism hasn't been earned, but I find the whole "fuck anime" strain tired as fuck, honestly. Even as a running gag.

You can count on GAF to run jokes into the ground.
 
Agreed.

Let's hope at E3 we get a new racing game with a truck drifting in it's trailer that we can shop a renewed "FUCK ANIME" slogan onto the side of. I'm sure this will breathe life into the movement.

Then the sticker will slide off the truck to reveal a Compile Hearts logo making the new Hyperdimension Neptunia racing spinoff
 

Tizoc

Member
I really like Mai's sprite and animation in XIII, mainly because of how swift and quick she feels.

The way she moves coupled with the thing she holds behind her back (kind of like a tail) gives the impression of a fox, which goes really well with her female ninja character type.

Mai's moves have animal motifs of sorts:
Bees
Squirrels
Kitsune/Fox
Butterflies (her projectile attack)

To name a few.
 

Perro

Member
Hey guys im kinda new to fighting games, and im trying fighcade but keep getting the same error "If you can't connect try opening GGPO ports on your router (6000 to 6009 udp)". I already config my ports but still nothing. Anyone knows how to fix this??
 

Korigama

Member
Uh, what? That statement is so untrue it hurts. Besides which you see more Kim than Karate. The tiers in 13 are very compressed, and for example Misterio's team (King/Saiki/Yuri) is almost as good as the consensus tier whore team (EX Iori / Karate / Kim, and even that has completely valid variations with Benimaru and Chin instead). We can then go on to Duo Lon, EX Kyo and who knows what else.

That you see a lot of IKK doesn't mean it's Marvel. I'll stop now before I get too worked up and say something mean.
Then I guess I'll just blame it on players taking the easy way out more often than not. I certainly would've liked to see more of what you've mentioned than I actually did, so it could just be as well be on me for not looking hard enough. Personally, watching high-level XIII got old quickly, and I'm not in the least bit surprised that not enough people play it anymore to justify including it in Evo's main lineup.
 
Don't feel bad if none of this convinces you or even flies over your head again. The write up took a while, but I'll just refine what I wrote down the road for future DLC character questions, so it won't end up being a waste.
I've got MvC2, but I havent really played since Dreamcast (I didnt play the rerelease on 360 much at all), and even when I did play it, I pretty much stuck to the same 3 characters :p

Now I just play KI casually, haha.
Squigly
*She can charge her stances and enhance her six specials in damage or function greatly
*She can create corners midstage as a point character or assist
*Her Squigly Battle Opera super has three different variations for all sorts of combo and defense purposes. Her daisy pusher super doesn't get much use, but it beats a lot of seemingly invulnerable supers/moves at times
*Not very fast, but she has large multi hitting normals and divekicks for quick mixups or direction change shenanigans. Overall she has pretty good screen carry

Kinda gimmicky, but one of my favorite characters.

Big Band
*Has three different rush punches with the heaviest having armored 75% screen coverage
*Has an air super, a cool level 3 and a juggernaut rush super. Taunting buffs damage on his rush super
*Has an unblockable ground shockwave move ala Hsien-Ko's (see avatar) Tenrai-Ha super. Other versions up close are overheads
*Has very fast horizontal grabs with one version being an AA grab on top of his regular grab
*Pretty great air superiority with a certain cymbal based air special move
*He has 3S parries

A shitton of instrument based moves makes him unlike anything in most modern or classic fighting games. His Big Body makes defense paramount.

Eliza
*Air dominance out the wazoo. She has a ton of great air normals on top her great dash and an level 1 air super
*The most damaging level 3 in the game and a great level 1 super that easily connects for new players
*Cool specials where she summons her egyptian themed bodygaurds for command grabs, projectiles or overheads
*Interesting 3 tiered dragon punch
*Projectile armored boat move that covers a ton of space and can be special canceled
*Her skeleton mode (sehkmet or segman for stream monsters) has hyper armor on everything except grabs because why not?

The most Darkstalkers character in the cast with a metric ton of BS at her disposal and an amazing array of unique Egyptian themed moves and transformations. She was probably a pain in the ass to make, but it was worthwile because she is one of the better characters for sure.

Beowulf
*Three levels of hype, each level slightly buffing his super damage
*Sasquatch (Darktalkers) based shorthop combos/resets up close and a jumping heavy punch crossup move everyone gets caught by lol
*A command grab with many professional wrestling based grapples
*Beowulf can toss his chair in different ways and use it to set up novel grab specials for slightly more damage and hype
*A level 1 with tons of invul frames, a hit based level 3, a grab based level 3 that is crazy strong if you have full hype levels and an Anti Air super
*Jon Talbain's beast cannon which lets him shoot towards his opponents in any direction he pleases. Extremely good and he can use it to position himself extremely safely even if blocked.

A heavily reset based character who can still do tons of combo damage and will easily ruin your day if you let him pressure too much.

Robo Fortune
*Beams of all flavors that range from fast and sligthly stunning to full Mahvel styled blockstun inducing beams for chip
*A beam super with three versions that does pretty good damage on each level and looks totally cool
*Not the best normals but her jumping medium punch sets up tick grabs the easiest of any normal I've ever encountered
*A magnetic level 1 that draws opponents in air hitstun back to her
*A timebomb super that lets you combo until Robo blows herself up and damages any enemies nearby
*She can create forward rushing missiles, mines or Doom's hidden missiles (overhead) by detaching her head up to three times and commanding them.
*The coolest standing heavy punch in the game that turns her into an armored buzz saw
*A very unique and possibly strong closeup game with her jumping air normals (especially air heavy punch)

She is still new, so I can't really say what her gameplan is exactly. She has certainly got a lot of tools and her beams are hell on earth as assists.
It's really not that much different from her old sprites:

And her various movements have her low to the ground in XIII, that's just the kind of movement style they went with. Even her run is low to the ground:

Think it's a great sprite personally but the haters are in luck I guess since XIV is supposedly ditching the 2D sprites.
You are seeing what you want to see in regards to her stance, but I certainly don't hate it. She and a lot of other KOF character look and animate pretty awesomely.
 

smurfx

get some go again
marlinpie and his flower shop

CG6AmRTUQAEZ7bG.jpg:large
is that really what he is doing now? i thought he was a chef?
 

Crocodile

Member
The problem (for me) is more related to the "already chewed up" result that characters heavily influenced by tropes are falling in. It's not about the butt or the sexy poses (that's fan service, I-no is doing the same, why not?), it's about small details that will instantly gives you hints at how characters will be acting in the game. Part of what made GG a very interesting game casting wise is how many tropes were difformed to create something fresh that you can feel attracted to but can't "get it" instantly.

This way of doing characters is "dangerous" as you have to trust your audience to understand that there's more than just bizarre or hard to grasp in the characters you put in the game. Xrd decided to remove this way of doing things and pander to the most understandable and classical things you can find in tv/anime tropes. For example, Sol went from a lonely harsh guy that barely talked (most of his lines were 'fuck off'), had an unknown past to a "did you see how an awesome bounty hunter I am? Where's my prize Ky? Oh but I'm also the benevolent father figure with a complicated past". This way Sol became the kind of watered "anti-hero but hero after all" character the series didn't have as it was not needed as the game operated differently.

Now if we go back to Jack'O you can understand where I'm going. Even if Ishiwatari overdid it again with useless details, I kinda like the character design and the way she moves. Her animations are actually giving a lot of good info on her personality and how it contrasts with the mask and boulder. The clown archetype felt balanced and original this way but in the end they probably thought it was too complicated to chew/sell and went for the cute face, childish woman personality instead of letting us wondering who and how she was under the mask.

That's basically why I'm not that fan of Xrd new characters and how they turned some old characters. But I'm still waiting for Revelator as the game seems to improve a lot on the gameplay and systems... And I want to try her anyway. :)

Well first off, tropes pretty much cover EVERYTHING. Yes, including your favorite thing :p People like to use the word "trope" as it was a negative but a trope by itself is a neutral concept. I'm sure you already know all this but I just felt it needed to be stated to ground the conversation.

Specifically regarding Sol Badguy, you've just described a lateral shift. He isn't any less original or fresh, the previous incarnation was stock "aloof dude who don't need/care bout no one". The original Guilty Gear wasn't what I would call free of tropes or subversive in their use. What helped it be interesting was its heavy metal/rock references and aesthetic. It was appealing and helped it stand out relative to other fighting games at the time but there is nothing really unique with regards to characterization or personalities.

As for Jack-O specifically, I can totally understand your disappointment if you wanted ASW to take her in a more horror inspired or spooky direction. I just didn't feel we know enough about her to be able to deride her as infantile or something similar at this point and that cute = "goddamn otakus" seemed like a quick jump to make given what we know right now.

Unrelated, but kind of related to this, if Dizzy was a new creation and not an established character, I wonder if a lot of people would be screaming "godamn otakus" (probably). I don't hear many people taking this stance retroactively but maybe I just missed them?

Anyway, I do appreciate your elaboration on the subject

TLDR: Trope use isn't inherently bad (You recognize this but I'm just restating this) nor has it become more relied upon now than it was in the past. Elements of any character, including Jack-O, are worthy of critique. If you don't like something, just be clear as to why because by saying "bait" or other synonyms, its hard for others to understand what you actually mean due to ambiguity. I also, personally, don't feel we know all that much about Jack-O but the elements you specially pointed out (too cute) are fair to call out and dislike. I just, again, think the cute = "otaku bait" is very reductionist given what little we know about her.

Think it's a great sprite personally but the haters are in luck I guess since XIV is supposedly ditching the 2D sprites.

A damn shame. I hope they've found talented 3d artists that can give the game a strong, distinctive and appealing 2.5 look and not move in the direction of the 3D KoF games.
 

petghost

Banned
I'm liking skullgirls a ton but did it really have to be a a 6 (arguably 8) button game? How often do you use that big set of normals outside of a kinda convoluted combo system which requires you to use them all?

To be fair they all look rad tho.
 

Dai101

Banned
Hey guys im kinda new to fighting games, and im trying fighcade but keep getting the same error "If you can't connect try opening GGPO ports on your router (6000 to 6009 udp)". I already config my ports but still nothing. Anyone knows how to fix this??

That's weird. I couldn't get GGPO to work in my new and recent ISP either but FightCade worked as is. No need to adjust anything.

Try reinstalling it. Better yet, unistall it, use CCleaner to clean the registry and then reinstall it again to see if it works.
 

Nyoro SF

Member
Same here. Anime/Manga tropes are ok but you have to build something upon it, not depend on it to build a character. It should be "I created this character that happens to match with this trope" insted of "I need this trope in a character, what can I add to it to make it a bit original?".

Couldn't have said it better myself.
Recently I have played through Valkyria Chronicles 2 and am halfway through 3, and the difference between the two games is just as you described.

Defining a character by a trope is tiresome and uncool.
Characters need to be original from others in a way that doesn't allow a trope to define them.
 
I'm liking skullgirls a ton but did it really have to be a a 6 (arguably 8) button game? How often do you use that big set of normals outside of a kinda convoluted combo system which requires you to use them all?

To be fair they all look rad tho.
I prefer SG's "convoluted" combo system since everything is layed out right in front instead of having to worry about hitstun you can't see or write up as easily as moves.
I'm not sure why people think this IPS is complicated [...] the rules are still simple to explain - "don't start a chain with something you already hit with, and your combo is always legit." You get 2 free sections before moves are even counted toward this limit (your first and second chains) and one more free section where moves are kept track of but the limit isn't enforced yet (the entirety of your jump if you're in the air, or your next chain if you aren't). That's it. You can determine exactly whether or not a combo is possible just by writing it out: "Did I already use s.LP? OK, can't start another chain with that." And if something doesn't work, the hitsparks change color and you immediately know which move caused it. You also immediately know why, because the ONLY THING that would cause it is you having used that move before. "Don't start a chain with something you've already hit with" is the only rule. The exception is your first jumpin sequence, first ground chain and first air combo.
- Mike_Z
You can write probably write up a ton of BnBs for Bella or Parasoul after five minutes of playing them. Also, six buttons make characters like Squigly, Parasoul and Big Band easier to work since one special is assigned per button instead of having multiple specials per button. The latter can get kinda confusing.
 

Korigama

Member
Unrelated, but kind of related to this, if Dizzy was a new creation and not an established character, I wonder if a lot of people would be screaming "godamn otakus" (probably). I don't hear many people taking this stance retroactively but maybe I just missed them?
If she were, there would be enough impotent screeching to make the Lucky Chloe reveal thread look tame.
 

Anne

Member
Think it's a great sprite personally but the haters are in luck I guess since XIV is supposedly ditching the 2D sprites.

I mean I think it's a cool sprite too, but at the end of the day it's job is to show off tits on a sexy body cause people like that. They made something cool out of it, but that doesn't change the fact she is designed up front for you to look at titties.

There's nothing wrong with that by itself tbh(I dig some fanservice), but some people don't like it so *shrug*
 

Perro

Member
That's weird. I couldn't get GGPO to work in my new and recent ISP either but FightCade worked as is. No need to adjust anything.

Try reinstalling it. Better yet, unistall it, use CCleaner to clean the registry and then reinstall it again to see if it works.
Thanks! will try.
Also the error doesnt happens with all matches. There's one guy in the garou server who gives me no problems, but he destroys me in the game. The other day we played for 3 hours and it was like 60 - 6. ;_;
 
If she were, there would be enough impotent screeching to make the Lucky Chloe reveal thread look tame.

I think the general sentiment from what I've seen is that she fits within Guilty Gear. If she was revealed today, I do think there would be a vocal group stating that she does not, pandering to [insert group here], etc.
 
Don't feel bad if none of this convinces you or even flies over your head again. The write up took a while, but I'll just refine what I wrote down the road for future DLC character questions, so it won't end up being a waste.

Squigly
*She can charge her stances and enhance her six specials in damage or function greatly
*She can create corners midstage as a point character or assist
*Her Squigly Battle Opera super has three different variations for all sorts of combo and defense purposes. Her daisy pusher super doesn't get much use, but it beats a lot of seemingly invulnerable supers/moves at times
*Not very fast, but she has large multi hitting normals and divekicks for quick mixups or direction change shenanigans. Overall she has pretty good screen carry

Kinda gimmicky, but one of my favorite characters.

Big Band
*Has three different rush punches with the heaviest having armored 75% screen coverage
*Has an air super, a cool level 3 and a juggernaut rush super. Taunting buffs damage on his rush super
*Has an unblockable ground shockwave move ala Hsien-Ko's (see avatar) Tenrai-Ha super. Other versions up close are overheads
*Has very fast horizontal grabs with one version being an AA grab on top of his regular grab
*Pretty great air superiority with a certain cymbal based air special move
*He has 3S parries

A shitton of instrument based moves makes him unlike anything in most modern or classic fighting games. His Big Body makes defense paramount.

Eliza
*Air dominance out the wazoo. She has a ton of great air normals on top her great dash and an level 1 air super
*The most damaging level 3 in the game and a great level 1 super that easily connects for new players
*Cool specials where she summons her egyptian themed bodygaurds for command grabs, projectiles or overheads
*Interesting 3 tiered dragon punch
*Projectile armored boat move that covers a ton of space and can be special canceled
*Her skeleton mode (sehkmet or segman for stream monsters) has hyper armor on everything except grabs because why not?

The most Darkstalkers character in the cast with a metric ton of BS at her disposal and an amazing array of unique Egyptian themed moves and transformations. She was probably a pain in the ass to make, but it was worthwile because she is one of the better characters for sure.

Beowulf
*Three levels of hype, each level slightly buffing his super damage
*Sasquatch (Darktalkers) based shorthop combos/resets up close and a jumping heavy punch crossup move everyone gets caught by lol
*A command grab with many professional wrestling based grapples
*Beowulf can toss his chair in different ways and use it to set up novel grab specials for slightly more damage and hype
*A level 1 with tons of invul frames, a hit based level 3, a grab based level 3 that is crazy strong if you have full hype levels and an Anti Air super
*Jon Talbain's beast cannon which lets him shoot towards his opponents in any direction he pleases. Extremely good and he can use it to position himself extremely safely even if blocked.

A heavily reset based character who can still do tons of combo damage and will easily ruin your day if you let him pressure too much.

Robo Fortune
*Beams of all flavors that range from fast and sligthly stunning to full Mahvel styled blockstun inducing beams for chip
*A beam super with three versions that does pretty good damage on each level and looks totally cool
*Not the best normals but her jumping medium punch sets up tick grabs the easiest of any normal I've ever encountered
*A magnetic level 1 that draws opponents in air hitstun back to her
*A timebomb super that lets you combo until Robo blows herself up and damages any enemies nearby
*She can create forward rushing missiles, mines or Doom's hidden missiles (overhead) by detaching her head up to three times and commanding them.
*The coolest standing heavy punch in the game that turns her into an armored buzz saw
*A very unique and possibly strong closeup game with her jumping air normals (especially air heavy punch)

She is still new, so I can't really say what her gameplan is exactly. She has certainly got a lot of tools and her beams are hell on earth as assists.

You are seeing what you want to see in regards to her stance, but I certainly don't hate it. She and a lot of other KOF character look and animate pretty awesomely.

This is amazing.
 
In the end, all I care about when it comes to characters that "fit" in Guilty Gear is if they have some sort of heavy metal reference or motif. Anime tropes be damned.
 

Kumubou

Member
I prefer SG's "convoluted" combo system since everything is layed out right in front instead of having to worry about hitstun you can't see or write up as easily as moves.

You can write probably write up a ton of BnBs for Bella or Parasoul after five minutes of playing them.
This sounds so unlikely that I'm tempted to try to actually do this just to see how right (or wrong) this is.
 
Then I guess I'll just blame it on players taking the easy way out more often than not. I certainly would've liked to see more of what you've mentioned than I actually did, so it could just be as well be on me for not looking hard enough. Personally, watching high-level XIII got old quickly, and I'm not in the least bit surprised that not enough people play it anymore to justify including it in Evo's main lineup.

The typical KOF13 balance narratives - that tiers don't matter and that it's worse than Marvel - are both wrong. There are definitely tiers, and relatively well-defined ones at that, but the distance between them isn't horrible, and the game is overall just a lot more about playing the system - hop-based high/low/throw mixups, run/roll/hop/superjump movement, blocking and guard canceling correctly. You could say that in SF and GG the characters are the meat, the system the spice. KOF (and as far as I understand most 3d fighters) are the other way around.

Oddly, the team composition game has taken off lately, and people are playing more diverse teams than they used to. Now is a great time to watch KOF13 if you can find something, IMO.
 

petghost

Banned
I prefer SG's "convoluted" combo system since everything is layed out right in front instead of having to worry about hitstun you can't see or write up as easily as moves.

You can write probably write up a ton of BnBs for Bella or Parasoul after five minutes of playing them. Also, six buttons make characters like Squigly, Parasoul and Big Band easier to work since one special is assigned per button instead of having multiple specials per button. The latter can get kinda confusing.

but part of the question was how often do you use those buttons outside of that combo system. lets take squigly for example. how often do you use s.mp in neutral? cr.mp? sweep? (sweeps seem to suck int his game anyways)

how many of those buttons could be removed before you thought this character is dramatically changed. if someone told me squiglys cr. mp had more range i dont think i would give a shit or think it was a useful buff.
 

Kumubou

Member
Don't do it! It's just a devious trick to get you to actually play Skullgirls!!
aaaaaa I've been sucked in and... wait, what could be more sadlife than playing something like Arcana Heart or Shin Koihime Musou?

I kind of miss the days where I would give anything a shot -- now it just feels like too much work for no real benefit in the vast majority of cases.
 

petghost

Banned
aaaaaa I've been sucked in and... wait, what could be more sadlife than playing something like Arcana Heart or Shin Koihime Musou?

I kind of miss the days where I would give anything a shot -- now it just feels like too much work for no real benefit in the vast majority of cases.

Where is shin koihime musou even available? Jp psn? I figured it was only out in arcades
 

Kumubou

Member
Where is shin koihime musou even available? Jp psn? I figured it was only out in arcades
To my knowledge there's been three releases: the first version got a PC release, and the second got a PS3 release. The current version is still arcade-only, though.
 
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