I’m pretty sure that is the same thing you do against small projectiles where you deflect them.
And it requires you to do it before going into blockstun, you can see Vegeta go into that “stance”. I’f i’m wrong, well just ignore this post.
My brother is going to buy this game and that’s about all the monetary support it’ll get from anyone like me or close to me. I have no plan to play this on anything more than a casual level. Mainly because MAHVEL is already coming out which will consume most of my time while still playing some V.
My brother is a real fighting game enthusiast that just likes to buy up any fighting game so he’s closer to what Saitsu was talking about. People who really buy it to enjoy it and have a good time. Me buying DBZ would be like when a friend convinced me to buy MKX because we could get it 3 days early and practice. Had no passion for the game and was the worst 80 bucks I spent in a while. I think this game will be completely better than MKX, but just won’t care about it enough to justify spending money on it myself.
As for your words on the eSports, spectators and community. You just have to remember they’re a very fickle bunch. It seems like they’ll just love Freiza being a Deadshot worthy zoner because he’ll have shoop da whoop jizz beams coming out all the time, but in practice stream monsters and players are quick to complain any way. If something is good it’ll get complained about. If a certain set of characters like blonde saiyans become to good, that gets complained about. If Krillin is better than the Saiyans which shouldn’t happen cuz “OMG THE LORE”, that gets complained about.
I like Saitsu’s words where whoever this can bring in passionately to the FGC is good enough. Dragon Ball Z has already made plenty of casual money with the Budokai series and what not. The goal should be to get people competitively into the game as much or more than just throwing cash at it.
i’m watching the video right now.
dont get me wrong.
i think the dev team of arcsys are geniuses for getting the look of Xrd down spot on right.
but the guy acts like everyone doing cel shading in video games is getting it wrong.
no one is getting cel shading wrong.
tho i will admit that what he is talking about regarding getting anime/guilty gear right is that they somehow, as he says got everything that reminds you of 3D models out of the game.
for example.
in sprites. or animation. the artists dont create absolute fluidity between movement. artists working in animation skip frames of movement since its needless.
while a 3D model doesnt. a 3D model is like anything in reality. no frames get skipped.
for example.
a character in SF4 doing a neutral jump has more frames of start up animation than the older 2D sprite characters had in older games.
correct me if im wrong…but theres more frames of start up animation in 3D than in 2D because of this lack of skipping frames in animation.
in Xrd…ive noticed they intentionally skipped frames of animation to make it look like old GG like A core/ anime
its also why people playing SF4 for the first time all complained about how “weighty” the characters felt when jumping. those extra frames of start up animations from using 3D polygon models made jumping feel slow regarding the jump’s start ups compared to the older sprite SF games.
but what i also like about Xrd is how “painterly” the surface textures are. but he explains how they got that to work in the vid.
but i disagree how he says that cel shaders dont get cel shading right in mimicking anime.
i cant think of an instance where cel shading was so bad in a game that peeps said it didnt look like anime.
at least since the ps3 era.
in the ps2 era the problem was just too blockish squareish look to what are supposed to be round areas making your eye notice it wasnt hand drawn. but that was the limitations of the hardware and had nothing to do with the artists/devs working on it.
also, @Hecatom
Disney’s Paperman is also a great simulation of hand drawn animation using 3D polys.
tho i prefer Xrd because like i said…
Paperman devs didnt remove frames of animation which is why it still looks like 3D polys because its too fluid in movement…while Xrd looks like animation because movement is not 3D poly movement but like 2D hand drawn movement because Xrd devs intentionally removed frames of animation to mimic something hand drawn.
Oh shit, just realised that Freiza can probably combo into his wake up super by hitting himself with desctructo disk, and keeping the enemy held up by an assist while the wake up super comes out.