Guilty Gear Xrd -SIGN- announced (Unreal Engine)

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Ring Edge 2 is recent
with this , the future Virtua Fighter 6 ans other company games, it will be popular

and after all, taito x 2 are low spec compared to ring edge 2

taito x2 :release 2007/ Sega RE2:2012

Lower specs and the board being older doesn't really matter. It's the games that matter, and Sega's board doesn't really have a lot at the moment compared to its competitors, Taito and Namco.

As of right now, GGXrd is the biggest game announcement that the Ring Edge 2 has in its lineup; otherwise, it only has the likes of UNIB, Phantom Breaker and an upgraded port of GG:AC to its name.
 
Is online on Accent Core + any good?

I'm really motivated to learn this game now. My problem has always been lack of comp in my area.
 
Is online on Accent Core + any good?

I'm really motivated to learn this game now. My problem has always been lack of comp in my area.

It's ok if two people live really close, but it's no where near as smooth as BB's

The netcode and stuff is supposed to be improved for the ACR patch but time will tell.

Too bad the KOF sprites aren't 1080p. Then they might give Lab Zero Games a run for their money.

At least SNK still owns the stage category.

Nah, I don't think anyone can touch Lab Zero in that department now. I don't even think the KOF sprites look as good as people say they do. They are nice though.
 
of course it is....

Oh well I'm no stranger to self study

Time to do some character soul searching. Hopefully by the end of the summer I'll be more capable of traveling for comp

The netcode and stuff is supposed to be improved for the ACR patch but time will tell.

Oh man I'm really hoping
 
Is online on Accent Core + any good?

I'm really motivated to learn this game now. My problem has always been lack of comp in my area.

Pretty bad. It's hard to do the high execution stuff but at the same time, it isn't KoF levels of bad netcode.
You still can get something out of the experience though, but it's best if you find someone with a stable connection.

Finding randoms will not give you consistent levels of delay as well as other fighters, it's all over the place.
 
I'd take you up on that offer if you don't mind. I've bought gg+r on vita after overdosing on hype but I've never played a guilty gear before. I know it wasn't aimed at me per se but it never hurt to ask :-). Any anime fg would do really hehe.

Just pick a game and I'll see, like I said I'm going to be pretty busy all week this week. PM me to discuss it further lol
 
People willing to learn Guilty Gear should start by playing a bit of Persona 4 Arena. It's basically a kind of Guilty Gear in his basics, but with a lot of things to be more welcoming to new players.

For example :

  • All the moves are more "straightforward". I mean by this that moves usually looks like what they are meant to do, and as it's only 2 buttons for the main character, you understand really quick what is used for what.
  • The auto combo helps to punish things instead of stressing about a big ass combo you don't have yet the nerves to deploy, but it does not replace custom combos.
  • The Shoryuken/Counters are on 2 buttons. It means you don't have to actually think about the motion, but about why and how you have to use it.
  • Most of the Air to ground moves hit two times to help you hitconfirm.
  • The roll is here to help you do basic mixups and cross projectiles if you are new to airdash and having a hard time doing them.
  • The basic move to open gard is down A, that chains to itself 3 times so you have time to hitconfirm, and you can do almost anything behind.
  • The overhead is the same as guilty gear in the goal, but has 1 hit armor so you don't have to be the perfect mixup guy and will not be beat by a guy trying to interrumpt you. And as the whole overhead is divided into 3 steps, you actually have time to realize your move touched.
  • And a lot of things with the same goal...

The whole Arc experience is not to reach a mid-range like street fighter. Distance characters are strongs but the game gives you systems to reach them if used correctly. And the goal is not to find the perfect distance, but to mixup low/high moves because in Arc games, they open to big combos equally, as opposed to SFIV where only the lows do this and high can't be comboed.

Persona does a very good job teaching you all this, it's like the tutorial for the basic rules and goals of the Arc style are engraved inside his gameplay mechanics instead of a theorical tutorial, and that's what makes it great for new players.

Guilty Gear is a lot, lot harder. ^^
 
Now I'll be the asshole that says learning P4A will be harmful in the long run. :P

The only thing you will carry from that game is some basic combo knowledge and movement and I guess how to block vs Testament or Eddie *spoiler it doesn't matter if you know how to block vs eddie*
 
Why is that ? It's because the game is "dead" community side ?
Nothing to do with that.

The whole easy combo and easy DP stuff is harmful to the learning experience as well.

Basically the moves and such are so limited in P4A that you skip out on one of the biggest steps of learning a fighting game that is what moves to use when and how in different situations.
 
Now I'll be the asshole that says learning P4A will be harmful in the long run. :P

The only thing you will carry from that game is some basic combo knowledge and movement and I guess how to block vs Testament or Eddie *spoiler it doesn't matter if you know how to block vs eddie*

I strongly disagree : you'll learn movement and muscle memory of course, but also stress management against pressure, you'll try to put you mixup from theory to practice and will be more rewarded with it than you would be in GG/BB, and you can also learn advanced things that are in all Arc games like meter management, white gard, using burst and predicting opponent burst, and many other things.

Persona is not as hardcore as GG or BB, but it's way more understandable than them and teach very well basics.
 
Nothing to do with that.

The whole easy combo and easy DP stuff is harmful to the learning experience as well.

i can really only agree on the dp end. past that, any other mechanic from p4a can be pretty sucessfully translated to other air dashers. auto combos really only get you so far until they're worthless. even as mitsu i was absolute shit at the game until i learned her real combos.
 
i can really only agree on the dp end. past that, any other mechanic from p4a can be pretty sucessfully translated to other air dashers. auto combos really only get you so far until they're worthless. even as mitsu i was absolute shit at the game until i learned her real combos.
I never said auto combo ;) The auto combo set up they have is just there to balance the fact the characters don't have a large set of normals to work with.

Teddy/Yosuke/Naoto/Yukiko are pretty much the only characters I view that would help players learn how to be a better player at stuff. Aigis/Chie are borderline in that regard.
 
I honestly doubt a console release will be announced any time soon.
Unless it's launching with PS4, which I highly doubt, we probably won't even get a console announcement until next year.
 
I think P4U helps on learning the wakeup game in a "respectful" manner. Not being able to reversal backdash on wakeup or up-back teaches you to try to block the incoming mixup. Too bad a lot of that gets negated by 2 button DPs. It gives newer players bad habits by attempting to reversal anything not to mention 2 button DPs are scary in the hands of good players as well.

Overall I feel like P4U does a good job on teaching oki and neutral game mostly, but there are other things that hinder the learning experience as well.
 
No, it wouldn't be possible. The way they're doing it is setting the keyframes to stepped, meaning it holds a pose till it goes to the next "step" frame. If they flip a switch so it goes linear, you would see the inbetweens but since there hasn't been any tweaking to how it gets from one frame or another, you'll end up with a smooth "ugly" animation instead of a still but nicely posed animation.
That's what I suspected. It looks like they're not using linear interpolation for their model animations which gives you a really nice animation style stutter.
 
I never said auto combo ;) The auto combo set up they have is just there to balance the fact the characters don't have a large set of normals to work with.

Teddy/Yosuke/Naoto/Yukiko are pretty much the only characters I view that would help players learn how to be a better player at stuff. Aigis/Chie are borderline in that regard.

id add in akihiko, as playing him teaches you about reading the oponent, since his playstyle is completely basd around that. also for as much undeserved hate mtsu gets she teaches you a lot about the neutral game, spacing, and blocking.
 
id add in akihiko, as playing him teaches you about reading the oponent, since his playstyle is completely basd around that. also for as much undeserved hate mtsu gets she teaches you a lot about the neutral game, spacing, and blocking.
Fighting her maybe :P
 
also for as much undeserved hate mtsu gets she teaches you a lot about the neutral game, spacing, and blocking.

Not to mention hit confirming as well (unless the player fails to stop going autopilot). All her big damage comes from crouching, CHs, or AAs. But I guess with GG's combo system this isn't as crucial since starters aren't super important like BB.
 
Nothing to do with that.

The whole easy combo and easy DP stuff is harmful to the learning experience as well.

Basically the moves and such are so limited in P4A that you skip out on one of the biggest steps of learning a fighting game that is what moves to use when and how in different situations.

i disagree. I don't think that was a consequence of having simple inputs and an auto combo but more on how the game and it's characters were designed. Smash bros has remedial inputs for moves but that game at least taught me that I have to know how to apply properly given the situation.
 
Fighting her maybe :P

i guess it does go both ways with her haha. but really, a good mitsu will make everything look safe with properly spaced drills and play mostly onthe ground. blocking comes in, at least for me,because even though her dp can be gdlike, its extremely high recovery makes one fuckup possibly th end of the match, especially if the oponent knows how to roll punish a blocked dp to super. as twilt has demonstrated on me, its ik punishable :p
 
i disagree. I don't think that was a consequence of having simple inputs and an auto combo but more on how the game and it's characters were designed. Smash bros has remedial inputs for moves but that game at least taught me that I have to know how to apply properly given the situation.

Smash characters have at least 15 different normals of course it will teach you how to apply stuff like that. Smash Bro's characters having limited moves is something that would be a wrong statement. Plus yes the way the game is set up is a major part of it.
 
Smash characters have at least 15 different normals of course it will teach you how to apply stuff like that. Smash Bro's characters having limited moves is something that would be a wrong statement. Plus yes the way the game is set up is a major part of it.

I'm actually not making the statement of "smash characters have limited move sets" I actual agree with what you're saying now.
 
I honestly doubt a console release will be announced any time soon.
Unless it's launching with PS4, which I highly doubt, we probably won't even get a console announcement until next year.

I'd say late 2013 or early 2014 for arcade debut, they can't miss their 25th anniversary.
Enjoy some statewide circuit-style tournaments like ArcRevo, then console announcement and release in 2015.
 
So when the hell can I get that trailer song as a full MP3?
Saw there was a youtube vid of it but it's since been taking down.
Arc Systems I WILL PAY MONEY FOR IT.
 
Right, but Arc System Works has shown time and again that they are more than capable of handling online properly.
The PS3 port of Accent Core+ is the outlier, not the trend.
 
Is online on Accent Core + any good?

I'm really motivated to learn this game now. My problem has always been lack of comp in my area.

It isn't good. I haven't played a single match that didn't have input delay or skips. I was real disappointed by it. I had a hard time doing basic FRCs online.

But at least Busaiku's right, Arcsys is very consistent at delivering a good netcode. AC+ is the only game from them that had problems like that, it doesn't even have lobbies.
 
Guilty Gear ain't Guilty Gear without ludicrous names. Can't wait for the definitive:
Code:
Guilty Gear Xrd -UNSIGNED- ~Δ Rainbow Hotdog Plus W Edition~
 
I don't know why people are expecting this to be so far off.
I mean, the console release might be a bit, but it's very likely that it sees release this year.

Persona 4 Arena was announced in August, it came out March.
BlazBlue Chrono Phantasma in August, came out in November.
Guilty Gear XX Accent Core+R was announced in like April(?), came out in October.
 
Guilty Gear ain't Guilty Gear without ludicrous names. Can't wait for the definitive:
Code:
Guilty Gear Xrd -UNSIGNED- ~Δ Rainbow Hotdog Plus W Edition~


You're wrong. The DEFINITIVE Guilty Gear is going to be Guilty Gear XXXard Unchained Sol Badguy Punching a Hamburger Z++ Accent Core Actress Again Tournament Edition+
 
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