Yeah I was just worn out yesterday so that's what lead to that comment. Thanks for the write up though, its really interesting to see things from a different perspective.You said you were struggling with the fun aspect so IDK if this is all going to be helpful to you, but I think you'd probably enjoy yourself more once you get things going. I sorta ramble a bit when I give advice so if you need something clarified just ask. And heck if he's not fun still you can always play another character.
Yeah I was just worn out yesterday so that's what lead to that comment. Thanks for the write up though, its really interesting to see things from a different perspective.
One thing I can say though is that I have no wake up, post knockdown game at all. I need to figure out how to practice that. Because right now I just developed a horrible habit to dash into throw range. But I have no idea how to get practice in for okizeme without actually playing real people.
PS3 patch released
Wait, so you were playing without the PS3 patch? It released before 12:00 AM EST yesterday, which is what everyone was talking about on the previous page. That's the precise moment the online got fucked up for me, so you should probably try playing the game after it's applied and see what happens.
What don't you like about them? I have been thinking of purchasing the HRAP.My HRAP V4 arrived recently. The stick is great but the Kuro buttons are frankly terrible. Sorta wishing that Mad Catz ship to Australia otherwise I'd have purchased one ASAP. Guess I'll just swap out the buttons for Sanwa/Seimitsu depending on price and availability here.
What don't you like about them? I have been thinking of purchasing the HRAP.
Anyone who ordered get their game shipped yet? Newegg hasn't shipped and I had it pre ordered.. I'm about to just cancel.
Sure, I'll send a friend request when I get home if I don't have you on my list yet.We should get some games in. I'm around your skill level or lower
psn: onem1c
Yeah I was just worn out yesterday so that's what lead to that comment. Thanks for the write up though, its really interesting to see things from a different perspective.
One thing I can say though is that I have no wake up, post knockdown game at all. I need to figure out how to practice that. Because right now I just developed a horrible habit to dash into throw range. But I have no idea how to get practice in for okizeme without actually playing real people.
Man, some of the design choices that went into making this game... On one hand you have:
- Larger hit stops
- Slower dashes
- Huge buffer window for jump cancels
- Huge buffer window during YRC/PRC/RRC freeze
And a long list of changes, additions, and systems taken out of the game to make it more accessible.
But then you have things like 2 frames window for wake up reversals, no actual input buffer during regular situations and mashing to recover(something a lot of players complained about in BB for years until it was finally fixed in BB:CP).
Those two sets of choices go against each other to the point where the later actually ruin a big part of what they intended to achieve by the former. I feel like someone in the team was fighting against Xrd changes, and managed to win few battles during design meetings. >_<
Huh? Oki is huge in BB and a bit more complexI think you're jumping to some pretty baseless assumptions about the developers' intentions here. There was always huge buffer windows for jump cancels, the slower dashes (and less dramatic jump arcs) are a design decision to accommodate the aspect ratio shift, and the hitstop increase is as much about visuals as anything.
I haven't exactly seen "a lot of" Guilty Gear players complaining about mash to tech. I see this from older BB players, but these are the same people who have been content to play a game with less value placed on oki and historically large amounts of watching combos drag on. GG's about keeping active even when on the receiving end, and the teching system speaks to that particular adrenaline experience.
Man, some of the design choices that went into making this game... On one hand you have:
- Larger hit stops
- Slower dashes
- Huge buffer window for jump cancels
- Huge buffer window during YRC/PRC/RRC freeze
And a long list of changes, additions, and systems taken out of the game to make it more accessible.
But then you have things like 2 frames window for wake up reversals, no actual input buffer during regular situations and mashing to recover(something a lot of players complained about in BB for years until it was finally fixed in BB:CP).
Those two sets of choices go against each other to the point where the later actually ruin a big part of what they intended to achieve by the former. I feel like someone in the team was fighting against Xrd changes, and managed to win few battles during design meetings. >_<
Hell P4AU has the option to just let the CPU fight them, which is pretty silly when you think about it.
I haven't exactly seen "a lot of" Guilty Gear players complaining about mash to tech. I see this from older BB players, but these are the same people who have been content to play a game with less value placed on oki and historically large amounts of watching combos drag on. GG's about keeping active even when on the receiving end, and the teching system speaks to that particular adrenaline experience.
Where does Slayer rack up in this games tiers? He seems so simple to use, but he seems so hard to keep pressure/open people up with. :/
I haven't exactly seen "a lot of" Guilty Gear players complaining about mash to tech. I see this from older BB players, but these are the same people who have been content to play a game with less value placed on oki and historically large amounts of watching combos drag on. GG's about keeping active even when on the receiving end, and the teching system speaks to that particular adrenaline experience.
Are you sure about this? I thought P4AU only had the option to let the CPU fight in your stead in Golden Arena Mode, but not the story mode.
- Larger hit stops
How are you getting a yrc? You should only be pressing two buttons total
It's a thing, and the funniest part (to me) is the CPU can even lose.
From Daisuke Ishiwatari himself:I think you're jumping to some pretty baseless assumptions about the developers' intentions here. There was always huge buffer windows for jump cancels, the slower dashes (and less dramatic jump arcs) are a design decision to accommodate the aspect ratio shift, and the hitstop increase is as much about visuals as anything.
http://www.eventhubs.com/news/2014/...eveals-thinking-behind-xrds-design-decisions/How has Guilty Gear gotten "milder" in Xrd? Ishiwatari explains that although the previous Guilty Gear games would not accept buffered inputs in a number of situations, Xrd will now allow it, as the development team heard that newer players would find it difficult to execute those commands without buffered inputs.
Another key feature in Guilty Gear games, the Roman Cancel, was also said to be something newer players found difficult to use. So in Xrd, they've added a bullet time slo-mo effect to make it easier to visually confirm and connect combos with.
Ishiwatari said that initially his viewpoint was that being able to pull off technical things in a fighting game was perceived by the players as a virtue, and is something that the game should reward you for being able to do.
However, Guilty Gear Xrd's Battle Director pointed out that "that's not really something that fighting game players these days by and large are looking for," and that was how the team began looking at making the new Guilty Gear's mechanics more accessible.
Man, some of the design choices that went into making this game... On one hand you have:
- Larger hit stops
- Slower dashes
- Huge buffer window for jump cancels
- Huge buffer window during YRC/PRC/RRC freeze
And a long list of changes, additions, and systems taken out of the game to make it more accessible.
But then you have things like 2 frames window for wake up reversals, no actual input buffer during regular situations and mashing to recover(something a lot of players complained about in BB for years until it was finally fixed in BB:CP).
Those two sets of choices go against each other to the point where the later actually ruin a big part of what they intended to achieve by the former. I feel like someone in the team was fighting against Xrd changes, and managed to win few battles during design meetings. >_<
From Daisuke Ishiwatari himself:
http://www.eventhubs.com/news/2014/...eveals-thinking-behind-xrds-design-decisions/
Accessibility being a big part of reintroducing the series isn't something I made up, I just assumed those changes are part of it.
I didn't know reversals were strict in this game. I'm gonna go into training mode to get better at them.
Also is there anyone that knows how to air brake with Chipp's j.2K reliably using FD? I tried a whole bunch of stuff in training mode and couldn't get it. I either got a YRC, a whiffed j.K, or a whiffed j.2K.
With some more labbing, I think Elphelt's the strongest of the console characters.
She can actually be pretty dumb
Does this have cross-save?
With some more labbing, I think Elphelt's the strongest of the console characters.
She can actually be pretty dumb
Ogawa agrees with you but is only putting her in A+ for now until she develops more.
https://twitter.com/ogawaeddie
Ogawa tweeted that she's tops and that she might be the best character in the game.
But yeah, I've always felt like the execution parameters in this series have been hella overstated - just like every game nowadays, it seems. If you can't do what you want, when you want, without putting in some sort of practice, scrubby whining comes in from every direction.
Yep, it should be in the options IIRC to upload your save to a server.
Ogawa agrees with you but is only putting her in A+ for now until she develops more.
https://twitter.com/ogawaeddie
Assuming it's the same as in AC, which I haven't seen anything that says otherwise, you just hold j.1K and quickly start holding another button for FD, like j.1K+S. You have to time it fast, but it's not too difficult. You're pushing too many buttons if you get a YRC. Test it by trying to brake a running jump towards the training dummy, you'll know when it works.
Ogawa tweeted that she's tops and that she might be the best character in the game.
But yeah, I've always felt like the execution parameters in this series have been hella overstated - just like every game nowadays, it seems. If you can't do what you want, when you want, without putting in some sort of practice, scrubby whining comes in from every direction.
Nice, and yeah my Neo-Geo stick works the same way, just had to reconfigure the buttons... except I'm not gonna use it because I forgot how loud the thing is-- clicky stick and clacky buttons.That might just actually work, when SF4 first came out I didn't have a PS3 stick to use so I ended up trying out a ps2 to PC usb adapter and it worked with my ps2 stick.
I didn't know reversals were strict in this game. That would explain why I can never get out dp Slash with Axl. I'm gonna go into training mode to get better at them.
Two frames window is fine and easy to get down without much effort, the problem is going online where different delay values require different timing.That's not the right attitude.
Complain on internet forums until this is adjusted to your comfort levels.
I disagree with this point of view and I think you're misrepresenting the other side's argument. The question isn't whether or not there should be things in the game requiring practice, it's whether or not the things the game asks of you to practice in order to competently play it are necessary and improve the overall experience. If, at a high level, people are able to consistently get out reversals when the situation calls for it then why is it necessary to gate off that aspect of the game to the mid or low level players? Does knowing the specific 2 frame reversal window make you "better" than the person you're facing? Do we want the fighting games we play to emphasize things like arbitrarily gating off simple parts of the experience (Reversals or FRCs in the older games) or do we want them to emphasize the actual act of playing and reacting to another human opponent?