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Pollyanna 3714th Post
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Guilty Gear Xrd Release Thread" , posted Tue 9 Dec 12:01
quote: While debating which console to get here (PS3 or PS4), would it be good to start up a GGXrd thread? I'm thinking we might have enough to talk about playing that by itself that it would be worth not having this thread clogged with it. If I have general things to say about playing GG, I'd also rather put it there, too.
Who is picking it up? Who has it already? I would love to face off with other mediocre players at some point.
A shame about the US LE getting delayed, but I'm not waiting an undisclosed amount of time for it.
Also, Hori's HRAP4 is evidently discontinued. It's sold out and delisted pretty much everywhere. I was going to triumphantly tell people where I got mine so they could do the same, but it seems I may have snagged the last one. This may be a huge missed opportunity for Hori, since Injustice is available on PS+ and two more fighters just got announced for PS4. If anyone finds one, I'd be interested to hear where.
Speaking of joysticks on next gen consoles, I don't know if I mentioned it before, but the CronusMax adapter works as advertised. The results were very good with my Qanba on XbOne, though you have to jump through hoops and utilize a computer to get it to work on PS4. For people with a laptop, that might be an option, though.
I am undressed from 80’s style and recreated with modern sexy and beautiful style that amaze you and feel never been experienced world before.
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Professor 4180th Post
MMCafe Owner
| "Re(1):Guilty Gear Xrd Release Thread" , posted Tue 9 Dec 12:38
quote: While debating which console to get here (PS3 or PS4), would it be good to start up a GGXrd thread? I'm thinking we might have enough to talk about playing that by itself that it would be worth not having this thread clogged with it. If I have general things to say about playing GG, I'd also rather put it there, too.
Who is picking it up? Who has it already? I would love to face off with other mediocre players at some point.
I've certainly picked it up and it's great! The online is about the same as the Blazblue series, although it feels more strict since it doesn't have as much buffer leniency. The graphics are just astonishing. The PS3 version is arcade quality, and evidently it's even a bigger treat to the eye with the PS4. I picked up the PS3 version for time being.
One gripe I have isn't about Guilty Gear, but Sony's PSN itself. The system seems to have cross-browser limitations in terms of its friends list, which makes things a bit inconvenient. From a PS3 user's side, PS4 users look like they're logged out at all times. Vice versa, I hear it's not a problem.
Playing across countries is of course laggy but doable for casual play. I'd be interesting to maybe have sessions at some point.
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Spoon 2730th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Guilty Gear Xrd Release Thread" , posted Tue 9 Dec 19:22
Since it'll be awhile before I can actually get to playing this game, and since I know that the people here on mmcafe already love fighting games, here's a calibrated spiel for the novices:
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For people that are at the level where they can reliably do a special move on demand and can reliably cancel a normal move into a special move, the first small-thing-but-big-thing is how you think about cancellability.
Let's wind all the way to SF4 with the likes of Honda, or Sim, or Gief.
A substantial number of their normal moves CANNOT be freely cancelled into special moves. None of Sim's air normals can be cancelled into his air teleport. Outside of Gief's jabs, the majority of his cancellable ground normals are the close versions. Cancellability is a unique and distinguishing property of normal moves. A KOF mainstay are moves that gain cancellability when chained into (see: like everybody who has a close standing C into forward B chain). Some normals are cancellable into supers, but not specials (see: all kinds of long reaching normals in CvS2)!
In GG, it's the OPPOSITE case: it's unusual for a normal move to not be freely cancellable into special/super moves. This might sound rather technical, but it's not too difficult to imagine and put into practice: imagine if Ryu or Guile or Sim could cancel any poke into a fireball. That's literally what you will get in GG with Ky or Venom or Axl.
For this reason (and the one below), there are a lot of normal moves in ArcSys fighting games that have long recovery, or don't do a lot of blockstun relative to the length of their animation when they do connect. This isn't 3S where you poke away with Alex's standing MK and when it hits that's all that he gets from it. No, for most characters, if you make them block something that isn't a P or a K, you should be chaining it or cancelling it into something else to either maintain momentum and/or to cut recovery.
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The next thing in the line of the SF/KOF comparison is that in SF, few characters have chaining normals outside of jab/short, and what they do have is very restricted. Ryu in 3S on the ground can chain far standing fierce into roundhouse. Q in 3S has literally none outside of jab and short.
In GG, all of the characters have extensively chainable normals. If you think of P as being the "lightest" normal and D as being the "heaviest" normal, and "heaviness" increasing clockwise from P, as a rule of thumb everybody can chain from lighter to heavier normals. This applies to standing, crouching, and aerial normals. This isn't strictly limited in requiring you to start from P, either: any substring of "P-K-S-HS-D" will chain. Now, whether that chain forms a combo is a different story, though!
Where it gets funky is that many characters also have the ability to chain from CERTAIN heavier normals to CERTAIN lighter normals. For instance, in GGXXAC, Faust's crouching HS can chain to his crouching P, but his crouching S cannot chain to his crouching P. This is all very character specific and trying to diagram it looks like an awful spider web, so you're just going to have to internalize it. However, it's very much worth learning at least a few of these.
As mentioned above, the moves are tuned in a way where it mostly ISN'T about one-and-done normals. If E.Honda were in GG, he'd poke with every one of his far-reaching ground normals, and if any of them connected, he'd probably cancel it into either a headbutt to close the distance or handslaps to pressure the opponent.
In GG's case, Potemkin has a long tradition of cancelling long pokes into his charge move in order to get in on his opponents or pressure them.
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Learning to block overheads in GG is really important and it sucks. I really don't have any other way to describe it. In GG, all of the standing D normals are overheads and launch for a combo... except that a lot of those moves DON'T LOOK LIKE OVERHEADS AT ALL. If you saw May's standing D in GGXX for the first time, you'd think that you could and should crouch under it.
The animations for them are kind of unique, but honestly what animation in GG isn't unique? It's just something you're going to have to deal with. As Nemo showed last time he played in a big GG tournament in the US, even the good US players still can't block Faust's 6HS. So on one hand yes, you are going to lose (many) rounds to these. You would also do well to abuse them and win rounds with them.
On the flip side, Millia's 6K in GGX series is on the threshold of what is humanly reasonable to react to when faced with a non-binary situation (i.e. more than just a YES/NO prompt). It is a significant piece of her offense. It's really hard to react correctly to, and good players get hit by it all the time. For things like that, sometimes it's worth it just to guess a high block.
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caiooa 17th Post
PSN: n/a XBL: n/a Wii: n/a
New Customer
| "Re(5):Guilty Gear Xrd Release Thread" , posted Wed 10 Dec 05:45
quote: Learning to block overheads in GG is really important and it sucks. I really don't have any other way to describe it. In GG, all of the standing D normals are overheads and launch for a combo... except that a lot of those moves DON'T LOOK LIKE OVERHEADS AT ALL. If you saw May's standing D in GGXX for the first time, you'd think that you could and should crouch under it.
The animations for them are kind of unique, but honestly what animation in GG isn't unique? It's just something you're going to have to deal with.
-- Message too long, Autoquote has been Snipped --
actually, a lot of them are similar to last blade speed groove overheads. Ky Dust is identical to kaede's. And yeah, all of last blade universal overhads comes from below.
The problem with some gg overheads is not new and go beyound this: they are too fast to block in raw reaction. While reading ahead can make it easier in some games, in GG it's common to be impossible to block some high-low variation withouth a little of reading mixed together with reaction.
For example: Millia. -6k hits in frame 20 -tk bad moon hits in frame 16 -it was taked out in xrd, but FRC j.K hits on frame 4
As some people from srk insisted that it's possible to block in raw reaction things from 15 to 7 frames, Teyah from dustloop created a little reaction tester just for the fun. It's old, but demonstrate the point very soundly.
http://www.teyah.net/milliablocker.html
(scroll down for instructions)
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Professor 4181th Post
MMCafe Owner
| "Re(5):Guilty Gear Xrd Release Thread" , posted Wed 10 Dec 10:34
quote: Learning to block overheads in GG is really important and it sucks. I really don't have any other way to describe it. In GG, all of the standing D normals are overheads and launch for a combo... except that a lot of those moves DON'T LOOK LIKE OVERHEADS AT ALL. If you saw May's standing D in GGXX for the first time, you'd think that you could and should crouch under it.
Quick note about this--- In Xrd, the characters have a red round glowing effect on them when they perform a D-button/Dust attack so it's easier to distinguish even if you're new to the game. That said, it can still be hard to block them on reaction, especially online.
quote: But I'm hearing online play isn't good. Granted, nearly everyone playing it now have the Japanese version, which may be specifically attuned for that region. But I hope it's not as bad as I'm hearing (Like KOF XIII on console levels of bad). Or at least I hope they fix it soon.
The online is nowhere as bad as KOF-- that game feels like there's glue on your shoes when you jump, even if you're playing locally within Japan. Xrd feels very similar to Blazblue, except there's no leniency in the buffers-- doing links or reversals have to be spot on, and that can be a bit hard when you have even a little lag. Also given how hard that blocking some overheads can be on reaction even offline, those are reasons why people are complaining.
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Pollyanna 3716th Post
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(5):Guilty Gear Xrd Release Thread" , posted Thu 11 Dec 15:52
quote: I was tempted to get the JP download but I thought I'd wait for the US release and get it at retail, mainly because I know ASW will probably put a bunch of DLC for it. And generally, JP PSN cards are rather expensive to get for me.
I have enough other games to keep me busy, but yeah, with this and a lot of games, DLC is a major obstacle to importing. I need a site that does digital delivery based on current yen exchange rates. Hmmm...actually, japan-codes.com isn't looking too bad right now.
I still don't understand why the company with the region lock (Nintendo) is the only one that lets you use non-Japanese credit cards.
quote: Sales
The Blazblue thing is mostly just confusing to me, because, even having purchased every iteration of Blazblue, I can't remember which is which by name. It seems like this would be an obstacle to uneducated consumers.
I've stopped looking at sales figures on Japanese console releases, because it's too depressing. There doesn't seem to be a light at the end of the tunnel and I can't cook up an optimistic scenario whatsoever anymore.
Internationally, it isn't quite as bleak, though, and I think Xrd might pull decent numbers outside of Japan. It's reached the point where "niche Japanese games" can sell much more in America than they do in their home country. Xrd has good press over here, so I'm hoping Japanese numbers can be typically irrelevant.
quote: Maybe consumers are like me and really torn between getting it for PS3 or getting it for the PS4 collecting dust but forcing me to purchase yet another stick... Unless you can use the Virtua Stick HG on PS4?
When I asked my friends if they were getting Destiny, they all said "Well, I don't have a PS4, so no...", so that sort of confusion might contribute a little as well.
As for sticks working or not working, well, I don't know if you were being sincere or not, but it's on the developers' end. The Skullgirls team said it's possible to program for PS3 joysticks on PS4 (which they are doing), but no one else has bothered. As I was sort of mentioning before, your only hope is to use a convertor/PC setup, like with a Cronusmax. It's frustratingly complicated, but people with laptops don't seem to mind and it works splendidly on other consoles.
If I hadn't nabbed that HRAP, I would've been dangerously close to being frozen with indecision myself, unwilling to play on an inferior console or with an inferior controller.
I am undressed from 80’s style and recreated with modern sexy and beautiful style that amaze you and feel never been experienced world before.
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chazumaru 1381th Post
Red Carpet Executive Member
| "Re(8):Guilty Gear Xrd Release Thread" , posted Thu 11 Dec 21:41
quote: I have the japanese PSN version, and when I booted in English because someone had again changed the language of the console to English, the game seemed entirely in that language.
OK! Thanks and gracias to the mischieving Christmas Elf who changes language settings to punish people who have been naughty all year.
quote: Sorry, I meant "home console." I guess "portable console" still falls under the umbrella of "console." Portable games still see somewhat respectable sales from time to time, particularly in reference to their budgets. (Ugh, I could go on and on, but another time...)
Ah no, my bad, I always forget about this. We don't have such a clear distinction in French (although we use the same word) so I keep forgetting "console" specifically implies home console in everyday English-spoken, game-centered conversations.
Même Narumi est épatée !
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Spoon 2735th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Guilty Gear Xrd Release Thread" , posted Fri 12 Dec 06:10
quote: GG story
Parts of it seem neat and parts of it seem like incredible license to backpedal whenever they want on anything they want. But honestly whatever lets them keep generating the wild characters that they do I'll support. Then again, how many times did Charlie Nash die in SFZ series to Bison before killing Bison only to somehow be dead before SF2?
quote: languages
The Asia region version has full English: menus, subtitles, voices, etc. I know a number of people got it from HK for that reason specifically.
quote: Super Story Mode
At first I wondered if GG has the problem of too much backstory for the story to be a huge selling point, but then I remember how niche the appeal of GG was in the first place here in North America. Most people probably never knew nor cared about its story for the story to be a discouraging factor.
I hope Chipp becomes president of America for life sometime in the Xrd series.
quote: saleswreck
I'm kind of flabbergasted at how low the numbers are in total for Japan, too. If a game that traditionally has had such particular domestic market appeal with a die-hard core audience flounders so hard in their domestic market, I can't help but wonder what that spells for them... aside from them wondering why on earth it's doing better outside Japan, hopefully. But really, there's no positive to take from that.
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Mosquiton 2016th Post
Platinum Carpet V.I.P- Board Master
| "Re(8):Guilty Gear Xrd Release Thread" , posted Fri 12 Dec 12:43
Man, I'd come close to writing this one off based on the roster choices. As I've complained about before, my three favorite characters were all cut!
My previous favorites were Testament, Johnny, and Baiken... so obviously I enjoy staggering, zoning/traps, upper-body invincibility, and mist finery. I'm kind of interested in Elphelt... who I guess is a DLC character included with the first run. Do you guys think she's a good match for me?
Regardless, I'm still kind of iffy although the game is visually fantastic. Playing through the demo with Ky I almost died of embarrassment from the silly dialogue. Then I heard the ending theme song 'Lily' and actually did die of embarrassment.
But then I came back to life and came up with lyrics for a modified cover version:
Lily! Daisuke! You'll never change.
They all want a brand new game today… No matter what’s DLC…
All my mains that meant so much to me those days… (The) tide has washed them all away to Vain…
Oh please don’t sing for me, darnit! Don't add these vocals here, or your song may become shitty!
Oh please don’t sing for me, darnit! Just stand and play guitar, your lyrics are awkward stuff…
I might need to wait… Need to wait… Need to wait for XRD PLUS!
/ / /
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Professor 4185th Post
MMCafe Owner
| "Re(8):Guilty Gear Xrd Release Thread" , posted Fri 12 Dec 14:29:
Mosquiton-- nice cover, lol!
quote: I assume that any answer to this question will have to be anecdotal, but how did Xrd do in the arcade? Did it gain a following? Was it popular for a week and then everyone drifted back to their usual games? Did the GG crowd embrace the game?
It did "ok". It wasn't anything like KOF12 or Undernight Inbirth, but it wasn't a hit either. When considering how crazy its first loketest was, I can't say the game was as a success on its arcade launch as I was expecting. Given its visuals, I was thinking that it'd attract more of the casual crowd to the arcades like the way that Blazblue and Persona series did.
It certainly brought the old-school players back (like the top player Ogawa Eddie) even though a chunk of them seemed to complain that it's not the same game that they used to play. Needless to say, the experienced players have an edge over new players and they're still at the tops.
Interestingly enough, as far as hardcore non-GG fighting players in Japan goes, that seems to be a major factor contributing to them not picking up the game. They seem to be aiming for the newer franchises like the new Sega Shining RPG fighter (Blade Arcus) and DengekiFC, since they have a better chance of winning tournaments at the titles.
[this message was edited by Professor on Fri 12 Dec 17:29] |
chazumaru 1383th Post
Red Carpet Executive Member
| "Re(9):Guilty Gear Xrd Release Thread" , posted Fri 12 Dec 22:01:
quote: When considering how crazy its first loketest was, I can't say the game was as a success on its arcade launch as I was expecting.
Eventually, could it be because of the split between Sega and Taito?
GG runs on Sega hardware/cabinets/network services and is more pushed at Sega arcades. BB runs on Taito hardware/cabinets and is more pushed at Taito arcades.
I always thought this was a sensible and clever split for Arc Systems, making sure they cover their bases on both political/strategic partnerships and also to make sure they have presence wherever the audience is shifting (a successful example of this strategy is how Atlus divided Megaten and Persona to Nintendo and Sony respectively).
However, maybe in the case of GG, it actually did more harm than good? If you were are a fan of ASW games such as BB or P4U until now, you could rely on Nesicaxlive = you had your Nesica card, probably the same friends at your local arcade etc.
But for a BB user to jump into GGXrd, they have to use APM instead of Nesica, and their local arcade might be affiliated with Taito and not support GGXrd so much (maybe not at all if it's a small venue).
Meanwhile, for existing APM users, it seems the game catalogue they can enjoy is much more centered towards IP/chara-based fighting games, with a specific taste that (from my outsider perspective) does not necessarily match the "charm points" of GGXrd.
But maybe I am reading too much into this and arcade users are not so strongly attached to a specific service. Considering the crash of the arcade business (as demonstrated by Sega's recent numbers), maybe it's just that too many potential users are gone and the next ASW game on Nesica will suffer the same fate.
Même Narumi est épatée !
[this message was edited by chazumaru on Fri 12 Dec 22:10] |
Spoon 2750th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):free Christmas costumes" , posted Thu 25 Dec 04:52
I've had the chance to play the game briefly a few times on PS3 now.
The Training mode things are generally really good! I love that there is a mission about blocking Dust (though the "win" condition is a little misleading, since it's possible to win the mission without ever successfully blocking a Dust...), and one about hit confirming. Some of the challenge mode combos are surprisingly legit (the Faust ones teach you to FDC j.2K, do a standard combo from FDC j.2K, to jump install).
Reading some character data, I am stunned to see that Bedman has the same defense multiplier as Potemkin! The fact that he doesn't have totally gimped mobility and the potential for incredibly confusing and damaging okizeme that sets up further okizeme suggests to me that he will be highly ranked unless his neutral game is really that weak.
Leo looks like a strong beginner's character with surprisingly strong damage off of really simple stuff.
Faust is still mostly Faust. In tune with the simplifications going to Xrd, he has lost a lot of the powerful gatlings he got in AC and AC+, as well as some of the normal property bonuses. Property-wise, specifically, in AC many characters gained a vacuuming property on some normals. Axl has kept one of his, but Faust has lost his (vacuum 2S). Gatlings-wise he has lost his ability to chain far 5S into 2K, 2D into 2S, and some more. Weirdly, his far 5S should be a LOT slower than before (10F startup from 7F startup), but somehow it feels faster than before. This is in spite of the fact that some characters like Sol are as fast ever on some of their key normals.
Faust being able to hold P when throwing an item so that he can baseball bat the item is stupidly fun. If Fausts can hit the items of other Fausts, I totally want Faust bomb Lethal League.
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