http://zepy.momotato.com/2009/03/26/gof2-online-matching-closed-beta-test/
This made me give this game a look. Trying to understand the basics right now…
http://zepy.momotato.com/2009/03/26/gof2-online-matching-closed-beta-test/
This made me give this game a look. Trying to understand the basics right now…
Too late community-wise, but at least this means we’ll probably get a new game with built-in online for once.
I tried yesterday but the demo doesnt work here, it seems that you need to get GOF installed for playing this because it ask me for a new serial key.
Do people still play this? I thought it was insanely fun but had a lacking player base
Oh I wish people took this game more seriously, I really do…It’s such a great game.
By the way, I hear Ruki got some retarded reset combo infinite thing with infight and her 236A projectile?
Yeah I just picked this up, it’s at version 1.2.0.0 now and I’m liking it slowly as I learn the systems. I’m playing Yuki because combos into neckbreaker are too fun. I still don’t quite understand the way matches flow though. We’ll see, I guess.
Yeah I really wish I could get my netplay to work without lagging the hell out of my PC. Nice to see some people actually trying it out though. If recent updates are anything to go by, we’ll be getting a new character soon.
As for how matches flow, I’d say that it generally comes down to footsies and trying to bait your opponent into making an opening. Don’t be afraid to use weak attacks, because they can be cancelled into parries if you accidentally hit your opponent’s strong super armour. If your opponent’s being really offensive, go for parry/strong mindgames. If they’re not attacking much, look for an opening to infight and punish their defense.
Anyway, a quick rundown of the game again for anyone who’s still interested. This is probably all known, but it doesn’t hurt to post it again:
When you’re both at the same amount of HP, your attacks are going to be dealing their normal amounts of damage. This game plays on hyper-guts mode so your offense and defense drastically increase whenever your HP gets lower. The stamina guage lowers when you get hit, and if you get counterhit while your stamina is low, you get put into heartbreak mode, which increases your hitstun and prevents you from doing a whole bunch of stuff, like parrying from block. Usually getting a parry is one of the better ways to get a heartbreak. Hitting from behind is another. Some characters can perform blockstring infinites this way to get a free guard crush off on you in heartbreak.
You probably aready know how defense works. When you dodge a strong attack, the opponent gets put into slow motion and you can retalliate to get a nice counter hit (providing they don’t use meter to infight you immediately afterwards or burst) The stun from strong counters is often large enough for you to dash behind the opponent and start backstab shenanigans. Thing is, you can’t be too defensive and turtle all day because there’s ways to get around an opponent who spams defense. Dash infight is one of them, and using weak attacks is another, since they’re often too fast to really punish, and can be cancelled into parry to counter an opponent’s parry.
When you use a super, your stamina gets set back to 100% and you also get out of heartbreak mode if you were in it.
Infight is sort of a custom combo thing where you can chain all your moves into themselves once. You can also use it as a roman cancel by pressing 6 + DD in the middle of an attack.
This game has a limit to the combos you can perform, and after a while your attacks will just whiff on longer combos. The opponent can also resist attacks by pressing A or D as they’re getting hit. Getting a good bunch of resists in a row will drastically cut short your opponent’s combo. (without this you’ll be eating some very very nasty damage) Generally resist B is favoured because it shortens the time you can be comboed, while resist A makes you take less damage.
I’m probably forgetting something…
Combo movie: [media=youtube]H2GjJdoasLU[/media]
(remember, these are done without resist, so these combos might not be possible against opponents who do resist well)
Some examples of high-ish level play
[media=youtube]H6_XFhN5BEs&feature=related[/media]
Yuki vs Katsuko
[media=youtube]KxcLeKV1yiY[/media]
Madoi vs Makoto
This is too much even for me.
It sounds more complicated than it is. I’d say I had a harder time learning IaMP.
Oh yeah. And you can’t parry projectiles. Thankfully only 2 or 3 characters have them.
Some good safe combos with Yuki: [media=youtube]j0329Ha8-d4&feature=related[/media]
No, I mean the anime look is too much even for me.
And this is coming from me.
Oh haha. Yeah I guess it’s not for everyone.
Well be thankful it’s not Harukaze Namikai’s NORMAL style, where all the characters have a soulless white-eyed stare.
Yeah IAMP is definitely harder. I love the wierdness of both games, but IAMP was just too much, I could never get to the point where I even felt like I understood what I was supposed to be doing.
Also, yeah the art style is a little less wierd than glove on fight, but I really liked the characters in that game (probably better than gleam of force). Only thing is the system in gleam of force is way more fun.
Glove on Fight won points for having a celebrity cast, but I do really like some of the characters in Gleam. Makoto and Papeko would be my favourites, and I also like Madoi’s design too.
I lol’ed.
Man that Yuki player was way into the infight dash > neckbreaker shenanigans. That shit does no damage if you’re up on health. There was a completely rad heartbreak combo in round 2 though. I think it went like:
parry, 1B,aerial 2B,aerial 2A+B, infight, 5C, neckbreaker
it was too cool.
Yeah, but Yuki doesn’t really have many options from infight dash anyway, or at least I think so. her normals don’t really combo into her strongs, so she’s pretty much limited to neckbreaker if she wants any damage from an infight dash. They might have changed that since I last checked though, I don’t really play Yuki.
Kind of like Futaba, who can’t combo from infight unless she activates her desparation super.
Patch 1.3.0.0 just came out this morning: http://homepage3.nifty.com/nar_wata/gof2_update_1.3.0.0.exe
There’s a couple of gameplay & moveset changes etc. ;p
yeah very yeah
I’ve gotten used to the mechanics they way they are now. With having jumping being involved i think it’ll hurt the main aspects of the game like counters etc. but i dunno we’ll just have to see. all i want now is spec mode. ;p
Also if anyone us up for some netplay action you should come join a few of us on hamachi or irc. ^-^
Whoa, it’s so awesome that they’re still supporting this game so much, even though the fan base is tiny. Gonna check out the new changes right now.
I don’t think jumping would really help the game much. It’s very close-quarters and characters don’t have anti-airs since the game is so heavily based on ground combat. Jumping would just be awkward unless it’s just a short hop to let you use aerial attacks, which I think would be quite welcome and give characters like Papeko more tools to work with.
Anyway, character changes:
Kanae has some minor buffs but nothing major. Her regular combos seem fine. Now her 4B has much more range since the whirlwind actually hits and not just her fist, which is pretty cool. Some of her B’s seem all around faster, which is odd since she’s already a powerful character to begin with. Her desparation super seems slightly reduced in power.
Futaba still can’t combo from a regular infight, she still recovers faster from blockstun than other characters and she still has a wonky hitbox that causes some combos on her to drop. She doesn’t seem to have changed much at all from what I can tell. she can now delay both her 1B and her 9B. Not sure if she could do that before. Overall she doesn’t seem to have many changes. Slow-mode seems to last just a little longer than I remember.
Papeko is much faster now, all the startup on her front and back dashes have been removed (though it seems this way for most of the characters). Some of her moves now lift the opponent off the ground at close range making them much more useful. Her 2A and 5A now combo into some slower moves when the opponent is at 0 endurance, which is total sparta. I love it. Her 7A now hits twice for far better stun and decent damage and combos into 3B. Wow. What an improvement. Papeko’s still good at blockstrings and breaking guards but her 2B, 66 air.2B still doesn’t combo if the opponent is not in heartbreak. The last hit can still be parried, but it’s harder to do. Sadly her tongue lash has been decreased in range slightly, and seems to be slower for whatever reason. Nobody gets hit by this move, seriously. Why’d they nerf it? Frustratingly, she still has no desparation super. At least her 6AB’s turn-around DOES combo into itself now…sometimes. Another nice perk is that her 4B grab now is more restrictive to airtechs, so it can be used to set up bubbles.
Makoto seems better. Her moves combo better now, definately when the opponent’s endurance is at 0. Most of her A’s are faster and more practical, especially 8A. Her throws aren’t so weak to resists and will always send the opponent to the other side of the screen and can’t be air teched. She seems to have gotten a power boost though I can’t really say that for sure.
Ashita’s projectiles (all of them) actually burn the opponent now! Now she is going to be doing a lot of passive damage. Fully charged 236B still breaks guards and seems to be more damaging. I still can’t find a use for her 6AB super.
Yuki’s B’s now combo from her A’s. Carnage will ensue.
Minami is still a beast. Her 1B got severely decreased in speed but her backdash got faster. Her 236A is still as good as ever.
Madoi’s dash has been nerfed (good. she deserved it) and is no longer as fast as it used to be now that everyone else’s dash is faster. Her infight combo now isn’t as good as it used to be because you can’t tack on a series of A’s afterwards if the opponent resists properly. 4A 2B loop still works fine. Jump and rope tricks are as good as ever. The stun on her 6AB is way longer now, though I don’t know what she could do with that besides use it to stall out the match. her 8B no longer tracks the opponent from all the way across the screen. She can go about half that distance at maximum.
Ruki’s backdash is much faster (wtf) but her infight loop has been fixed or so it seems. She can probably still do it on heartbreak but I haven’t tested yet. She doesn’t seem to have been changed much. Thunder lance is a bit slower. She still has lots of crap she can throw out.
Negai hasn’t been changed much. Her backdash seems slower and her time lag punch has a little bit more startup but not enough for it to be useless. (a good nerf if you ask me.) She can still crack your guard like an eggshell with repeated 236As and she is still fast, powerful and scary. Her 9B has less dodge frames vs strong attacks, which is also a decent nerf. Can still play fakeout games with her 22B and cancel. 6A has a much greater stun which is kind of silly.
Ammy still has retarded damage off parries by mashing her power attacks. Her faster dash just makes it easier to get behind the opponent on counterhit. Other than that, I can’t find any drastic changes to her.
Katsuko has better comboability and is overall improved. Her eye flick can still be airteched if it’s resisted, which is a shame. her 3AA now combos outside of heartbreak and lots of her weak attacks can now chain into strongs. 8A is much faster, has better stun and can combo into a strong. Her standard supers are still slow and only good for use after parries or whatever. 9A is good now because it combos into her air 5A which now has great stun, letting her continue her combo once she lands. 4A now lifts the opponent off the ground and can link into 9B. YES. Her infight time for hitting the opponent before they can block is longer too! YES YES!
Overall, everybody’s dashes got faster. Most moves got a bit faster. Your opponent slows down a lot more when you dodge a strong, and you get faster. If you dodge an opponent’s strong while they’re at 0 endurance and hit them with a light, the light move will have some kind of counterhit with a drawn out hitstun now. Being at 0 endurance seems to make more difference to how you’re effected by combos too. (for example, if the opponent is at 0 E, Papeko can combo 2A into 3A. She normally can’t.) and it seems it’s harder to guard parry when you’re at 0 endurance too, making blockstrings a lot safer for some characters. Basically the game just got faster and dirtier. Good stuff indeed.