GUARDIAN HEROES HD Remastered possible tournaments at EVO and other events?

you’re adorable. thanks for the trailer. :slight_smile:

Affinity’s got my vote as the most positive member of SRK. Pressing a button besides Nicole’s shield, Randy’s hurricane, Serena’s ice storm, or Ginjirou’s lightning will be suicide in a 12-player fight.

eeeeh 1v1 was cool enough, 12v12 AOE attack spamfest. Better use the pushblock sparingly.

Goddamit, I couldn’t play this game back in the day because it was on the Saturn and I had a psx.

Now, years later, I STILL can’t play it because it’s on the Xbox and I have a ps3.

Goddamn Sony!!

thats the saddest thing ive ever heard. ebay’s got jasper xboxs for $140. first month on live is free. most people will drop it after that anyway. lets go! :slight_smile:

cant wait to fight my first 12 man room (assuming the netcode doesnt suck.) BARIA, BARIA, B+C, HEERING!!!

poon: When referring to that Air tech, maybe I should have been a bit more clear. The old one is, of course, still there, but there’s a new just-frame type one that now lets you recover earlier. It’s been a bit of time since I played the demo, but I believe it was done in the first few frames of going airborn, or while getting hit while juggled, something like that.

Oh, and another random feature that’s… really odd for GH: Game now includes a training mode, haha. Not sure how in-depth that goes VS ones from fighting games, but it should be appreciated.

I’d laugh if Macho and Gambo won at fighting game tourneys, since they are basically the Ryu and Ken of the game (with Dragon Punches, Hurricane Kick / Hien Shippukyaku, and a Shinkuu Hadouken…), and then you have Glute… who is basically Hardu Gay, haha. Beat Nicole and her barrier, with the power of sweat and pushups!

Would have to rep my favorite Royal Knight, personally…

The very limited online impressions from the Mexico Leak seem to suggest the netcode felt good in a match with a few people. But of course, not that many for anyone to test it out with, yet.

Can’t wait to get my hands on the full game in October! Truly one of my favorite games of all time, made even greater by all these new gameplay adjustments.

Yo Han’s jump AAA…move is a godlike airborne approach.

lol i was just playing this on my jp saturn just the other day. 12 man lobbys sound fun, but im not diggin the new art style at all

i figured that’s what you meant about the air tech, but a faster air tech doesn’t change the recovery game. if anything it would only make chars like han more broke. get hit, air tech, mash C. if you can recover into air specials it’s even worse with shit like han’s d,d+C or Genjuro’s f,f+C. worse still if you get a bit of invincibility! :slight_smile:

all these new systems are neat, but they’re not gonna make it anymore than the poke game it was 1on1. they would have to tweak everyone’s hitstun to actually allow you to combo, but that would mean easy infinites for some characters. and the inherent stat advantages give a huge boost to non-nicole bruisers like han. the mp gain is nice, but not enough. 2on2/3on3 zoning and simple combos is where its at. like a fantasy wrestlefest!

oh and randy’s d,u+C headstomps into a whiffed headstomp>ground string is my fave air approach. magneto jr! hopefully they shortened his landing recovery,

So you’re saying you’d want greater hitstun from attacks, in order to let characters get in, and do more guarenteed damage, more evenly across the board, and also stopping character for spamming attacks out of short hitstun, which stopped overall offensive pressure?

I felt the magic series (Which actually can be done in the air too, and has very marvel like “Quick hits for continues movement, medium for strong damage/stun, hard for knocking opponent back to ground” rules, now), and additional movement options ( double jumps, air dashes, special move hops, dashing into guard for changed trajectory, etc), helped level the playingfield some. Felt a bit more like a “Rock/Paper/Scissors” game than “poke you eye out with my scissors!” from before. The magic series makes it easy to turtle up more (especialy since you can change heights within the series, and cancel into specials, of course), and the throw game has been nicely improved (now with throw break, and 2/3rds of the now 3 atk buttons leading to throws.)

Makes it a bit more open to mind games, especially in 1 vs 1, rather than just pokefest, as the attacker and defender have to he a bit more concsious of what’s going on.

Oh, and speaking of pokefest and Han, I think only 1 form of him (Between Sword Han and regular Han) had that long-range stick-the-sword-straight-out poke, in remix mode. Think it was the normal one. The other had the heavy kick (which clashes well with other moves, but it slower) in it’s place.

It’ll be fun to play with all this, and try to make our own “balanced” GH, lol. I’m not too sure how much they changed character-specific wise (they might have changes some base stats, or make it so certain characters are certain lvls in ranked, dunno), but it’ll be great to see what comes out as “viable” and how much the systems allow us to MAKE things Viable (Civilian Young man with 5x Strength modifier for Top Tier!)

GHs would be really interesting with a Ratio battle system to decided teams. 6 “Ratio 1” Nando’s VS one “Ratio 6” Skyspirit!

Oh, there’s throw breaks now? Thank god.

well anything i’ve said assumes that the old engine is intact enough that the new mechanics aren’t really true combos but just enhance the fighting game feel of the game, so i’m still reserving judegement til i get my hands on it. to actually balance this thing they would have to have given all moves properties that aren’t broken by the stat/clashing engine. who knows maybe they did, but in the original…

…certain characters like han even with his base def and agl can mash out of something like randy’s target combo halfway. at later levels hitstun just seems to vanish even tho it was barely there at lower level. just because the AI lets you juggle them doesn’t mean you’re actually comboing them. they either don’t have the stats to recover in time or they’re just not teching. f+B with all the heroes juggle grunts, but you try that on any of the heroes or higher level grunts and it doesn’t work. the heroes can recover in time to hit you out of any chain with either a strong clashing move or trade with a reasonably fast jab (which they all have). there is very little hitstun across the board but since most people are playing this by themselves against the computer they don’t realize this. only rapid fire specials like randy’s staff spins or a lot of spells actually perform true combos. so raising the hitstun across the board would mean being able to do true combos, but then you’re looking at mugen style jab infinites since all the heroes have some sort of f+B at their disposal. here a burst would help, but then it would just be a counter fest. and we’re not even taking into effect the adjustable game stats…

raise your agility and your character moves like he’s in turbo mode which i’m pretty sure affected your hit reel animation, plus a lot of your fast moves dont even keep you in position to connect with the next move in the chain. i’m not positive but i think raising endurance allowed you to recover from hitstun faster and raising strength gave you more power in clashes, but i never bothered to test those two much. it all just kinda seems to be the case since any higher level character seems to shrug off attacks like nothing and meaty 3 hit swings wreck your world. take a fully powered up han versus a fully powered up randy and randy cannot touch him at all. he can peck at him with spells, but he can’t gain the mp back, and han actually wins in magic because he can harass with fireballs and he can muscle thru your attacks to regain mp faster! despite both characters being fully charged in stats their individual moves have a base strength so han is still wayy stronger and all of randy’s combo options are gone. the only attack of his i found that even clashed was his d+C staff launcher looking move. I don’t think randy’s d,d+C can even launch Han to perform the new air options (i stopped using it after getting stuffed by EVERY han normal).

i dunno where you got a chance to use throws in this, but that’s awful risky especially since at higher than base agility or versus short characters most of the throw attacks whiff. even some of the throws themselves acted like physical attacks so you had the chance to recover out of them before the “force” of the throw happened. the stronger character was always swinging and the weaker character was always running and poking.

this is all food for thought to test out anyway. The only 1on1 rule to have would be “no flyers/plane shifters,” but get ready for Han vs Nicole running around avoiding fireballs and going for the barrier kill. Whereas 2on2 with anyone, broken or not, is all about positioning and compensating for each characters weaknesses.

but i could be wrong. :slight_smile:

Aye, very interesting throughts though. One of the “balanced” forms of Remix battle rules sets everyone at a variable lvl 45/55, and then gives a few different stat builds to choose from, with the last option being a customizable one. Perhaps through this, they’ve tried to address the very concerns you have, about falling out of hitstuns too early, or the RPG stat system putting characters at crackhead levels of twitchiness, lol.

Once everyone gets to level 255, I’m sure everything will br just as broken as possible, haha. Sensibility and balance will go through the roof, and it’ll just be a mashfest (but a very fun one!) But fighting at lower levels, with different builds and all the new systems, might give some area where competative play is no more unlikely than it is in, say, Bleach DS, or the Genesis Yu Yu Hakusho arena fighter. Maybe more likely, since this is an actual console game, and much easier to lure people into playing because of it.

Oh, and not that it’s entirely significant for this discussion, but the Remix mode AI is really very smart. In the story mode, they automatically start off a few levels above you (like lvl 13 VS lvl 1) so it’s very hard to start the game with anyone but Sword Han. And addind atop of that, not only is the CPU fully aware of all the new move changes, and ways to use them, they also are smart enough to use tactics and strats they never would on the Saturn original.

I agree with the 1v1 and 2v2 assessment, too, that’s where I’d love to see GH if it was to be somewhat tourney-viable; being played as something unique among other fighers out there, like a hybrid between Smash and MvC. Actually seeing teams emerge that would emplay different co-op strategies, like VS battles of little RPG parties, haha. Seeing Nicole’s barrier spam become of no effect, because the team keeps her around for healing rather than cheesing… Or watching someone pick a Banisher rather than her, at the chance that his base attack and defense are stronger, + no tripping!

And then, just because you could, get the top 12 players to fight a battle-royal FFA versus each other… just because it’s an available option.

I had no reason to look at Guardian Heroes with the technical eye of a fighting game tactitian in the past (I only glosses over things like Frame Data in the 90s), so it’s very interesting to look at it from that PoV now, along with the Remix and options, it’s much like a new game. I always wish to see it pop up more at things like Anime conventions, and big gaming social gatherings (I’ve seen 8 player Saturn Bomberman played at such, so why not GH, too?), and maybe this is the game’s chance to finally become a cornerstone of such events.

I’d make it mandatory for every winner at Evo to fight in a massive 10 min point battle, for instance, just for lulz, haha. :sunglasses:

gotta get a X box 360 just for this game!!

Seriously. 2v2 or 4P free for alls at Season’s Beatings. Who’s in?

I brought my Saturn there last year for GH casuals and Bomberman MMs but nobody took me up on them like they said they would on the forums.

thats been an SB tradition since the beginning

That would be cool! The winner gets a Nando sticker, or a Smiley. :slight_smile:

What is the release date you guys? Getting this DAY ONE, I’ve owned two copies on saturn at various times, but now that I’m older I would like to play the game more than just mashing like I did when I was a kid!

oct 12 I think. get hype. say no to mashing.

I remember playing this game in the good o’ Saturn days. Multi-player was so fun, now that it’s gonna be online, I wonder how it’s gonna handle. BTW I dunno about bring it to a EVO tournament, it’s a beat em’ up style/RPG game.