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

Can’t you ban certain characters and moves like somebody said before?

Yup. In your games, you can ban characters, restrict levels of each character per character, ban certain moves, flight and unfair plane movement, and then little details like if you take block damage, how much damage characters do, and if dizzy is allowed.

You can save all of this to your own custom setup.

I played a ES online a little bit ago and got my ass handed to me; then again, I play Valgar who’s a bit scrawny. Anyway, I think proper abuse of chain backdash’s invincibility would easily even the playing field out.

Also… if you guys were to be in a GH tournament or what have you, do you think you would want to turn Luck off?

Has anyone played a match with decent connection yet?

I’ve been doing fine in 1v1 fights. Bigger sessions can get pretty choppy.

So what are BnBs for this game like anyway? Any 1 on 1 match footage?

any idea what might become the standard popular rules formula/setup for Guardian Heroes tournament vs. matches? :slight_smile:

how are the system changes listed when you browse lobbies? am i just gonna have to hope i didnt join a troll room of moveless sky spirits?

I’d think the “Orthodox” rule set of Remix would be a good place to start. A few of the characters they ban might be allowed in, though I’d also think not many would play them (like the Giants, Village God, the higher-tier soldiers…).

It’d also depend on if people would wanna do solo, or multi-man teams. Weaker characters with special skills become more valuable when they have someone to bail them out of jams, allowing them to focus their MP completly on acting offensively.

Honestly, I’m not sure if it list them. I never looked for the option; I just wanted to fight.
I’m the kinda person who wouldn’t even think about a moveless troll lobby, lol. Haven’t heard of anyone doing such a thing, but I guess it’s possible.

Random Note: This game allows you to take “Guest” online with you, for online play. Playing with family that’s right beside you, while taking on the world in GH, is quite fun!

Ergh spirit scrubs everywhere, I hate my own country lol

Haha, I saw that shit coming a mile away.

Does anybody know if there are any combo limiters that exist in GH? Things like gravity, or a decrease in stun the higher your combo? Was playing some training mode Genjiro this mourning and I think I may have found a pseudo-infinite. Not gonna say a true infinite but I was able to get a pretty good amount of reps in before I’d mess up. Was able to get 500+ meterless dmg and you can pretty much set it up from anything/anywhere (corner/mid/far) Don’t wanna get anybody’s hopes up cause I don’t really know if it’s actually legit as all I really do for cpu settings is set the tech to block/reverse. I guess I’ll test it further before posting, I’d also like to ask what are the player/cpu settings ppl usually use when training?

Orthodox has great rules - for the most part. The trick to making a good ruleset here is to preserve as many characters and strategies as possible but try to make the game reasonably fair in every matchup. I consider the game from a 1v1 or maybe even a 2v2 angle, so I would be thinking of a ruleset based on that. Although I haven’t actually tested it all, these are my gut instinct reactions:

-All Characters at Lvl 50
[INDENT=1]This seems to be a pretty good level, and the one the game starts around. Playing 1v1s on this level I’ve seen matches that end in 30 seconds and long, drawn-out games of cat and mouse… Speaking of which…[/INDENT]
-Time limit: 3 minutes. I can’t imagine sitting through 10 minutes of trying to chase down a character. This is just like a shot in the dark, maybe 5 minutes would be better. Who knows?
-All Orthodox Characters except the following:
Golden Silver
[INDENT=1]Seriously. I know I was whining about him before, but this is just ridiculous. I could be overreacting, I could be wrong; I’d be totally fine with that! But in the meantime I just don’t see how most characters can beat him. Nicole kind of almost stands a chance… but not really. Proto silver offers awesome gameplay without getting his ass saved by the jewels every combo.[/INDENT]
Undead Hero
[INDENT=1]Undead hero has a projectile that will do 500 points of CHIP damage (if blocked on the ground). It’s pretty easy to avoid, but that was my first clue that maybe he was a bit too strong. Up close he has amazing normals that will beat out most melee attacks in the game and do massive damage. Undead Rogue can do all of this but with some major handicaps that keep him in his place (although admittedly he may be a little TOO bad against keepaway characters).[/INDENT]
-All Orthodox Special Moves allowed except the following:
Sky Spirit - Prayer
Earth Spirit - Recharge
[INDENT=1]Okay these are kinda DRASTIC but remember that I’m just spitballing here. 100 MP is FAR MORE than enough to kill anybody when using these guys. Either we ban this move OR we up the amount of magic it takes to use their spells. Without some kind of restraint these guys are a bit too cheesy, I think. Something to keep in mind is that even when totally drained of MP these guys have a really strong rushing move they can rely on.[/INDENT]
-All Characters MP Consumption x 1.00
[INDENT=1]Don’t really see anything to change aside from the above, and a possible bump in Kanon’s MP consumption. Don’t know how necessary that is though.[/INDENT]
-Strength Boost x2.0
[INDENT=1]This is the default. If magic-heavy characters are too powerful we could bump this up, but that’s down the road.[/INDENT]
-All Default Remix rules except:
Luck Mods Off
[INDENT=1]Not sure about this one. I’d love if you guys who are old hands could tell me more about luck, not really sure if there are any characters who are depending on it or anything.[/INDENT]
Elemental Mods Off
[INDENT=1]This doesn’t change much if Golden Silver is already banned; I don’t think most of the characters who have protection from spells are destroyed by this. This also gets rid of Undead Rogue and Super Zur’s ForceGuard, which is really not necessary at all, for either character.[/INDENT]

Aaaaannnd… that’s about it! Again, let me reiterate that I’m not a pro here; I’m totally new to the game! I’d love to hear everybody else’s input, and I hope we’ll soon see a ruleset that will get people thinking about GH competitively!

Oh, and you’re right that some people might definitely want to play as lower characters (Royal Purger has a pretty inexpensive barrier!) in 2v2s or small teams. I didn’t really account for that but I’m not trying to discount it either! I was just working with orthodox characters because that’s what most people are using online.

I usually use Recover Up or whatever it’s called (the one where they go straight up). It’s the least likely to let you continue a combo that isn’t actually a combo.

(Sorry for the double post, I didn’t want this getting lost in the huge essay up there!)

skip to 7:45

nicole is g silvers mommy

**Acosta02: **Very nice ideas there.

Level
[INDENT=1]50 / 55 seems a great base level. You can have the uber- MP stat builds this way, but they REALLY have to suffer in other areas, if they want it to work. Got another idea about this at the very end, however.[/INDENT]

Time
[INDENT=1]Most battles really don’t last more than 3 or 5 min, so yeah, I’d agree. 3 min would really keep people from turtling, and put some pretty solid pressure on the participants.[/INDENT]

Golden Silver
[INDENT=1]Seems like he has to be hard-countered by a Mage / people with HUGE physical / magic attacks, that can stop his gems from Consta-activity. The only way I could see him being viable is if you massively upped his technique cost, or… it’s probably just best to make him Proto Silver.[/INDENT]

The Undeads
[INDENT=1]As long as chip damage is on, they’re REALLY strong, and they even seem to be pretty damage resistant. They’re weak aganist holy attacks, though, so this makes it so healing fields can actually kill them (think this is same in Remix.) If the big upper tier Spirits are allowed, I think they should be. But if the Spirits are tied off (leaving just Sky Warrior and Xenovia), I’d Sword Han (Han the Hero) is already buff enough, and the undeads can be left behind. (Fanwise, I’d like to see him fight, just because he’s iconic for the game.)[/INDENT]

The Spirits
[INDENT=1]LoL, they make me want to be able to vote on a “Ratio” system for team play. “3 characters, or 1 Spirit? You decide!” A ruleset that actually punishes them harder, as MORE characters are included, would kinda work. They’re better at absolute chaos, rather than taking on 1 opponent. Turning off their MP recharge would be fair in the 1 vs 1 of 2 vs 2 battles, I’d say.[/INDENT]

MP Consumption
[INDENT=1]I think Kanon’s is fine, for the simple fact that he’s one of the only characters who cannot regain MP through comboing. He has no physical attacks to fight you with. To Ban his flight mode, or not? He’s missing access to 1 of his spells while in flight (the homing lasers), but given how crazily he can litter the screen with fireballs (Jump + Weak attack -> Dash and Weak some more -> double jump restored before hit ground, jump and shoot EVEN MORE), I think that’s ok.[/INDENT]

Strength
[INDENT=1]This seems OK where it is, but I haven’t messed around with it much.[/INDENT]

Luck Mod
[INDENT=1]Keeping it on MIGHT encourage people to spread stat points to it, which would make builds more interesting. Luck also makes Nicole’s Smiley and Healing spells more efficient, by letting the best versions appear more. I’m not sure if turning the mod off effects this at all. It seems like a minor all-buff to every stat, but I haven’t tried using it enough in remix to say if it’s 100% game changing.[/INDENT]

Elemental Mods
[INDENT=1]Yeah, having them off is probably good for the Undead Rogue & Super Zur. I kinda wish you could spread Forceguard to some of the characters who don’t have air block, or who can’t block at all… but since that’s impossible, I think it’s fine turned off.[/INDENT]

It really would be fun to work with a ratio system with this game. It’d be pretty funny to see people actually find a team of Nando’s viable, since they can stunlock amazingly well VS anyone if you get enough of them on screen, but he’s pretty worthless with only 1.

Or course, if one REALLY wanted to go all out, you could limit the worse character to a higher level, to give them more stats, to make up for deficient base stats. Flat out setting the levels of people like the Royal Purger and Royal Knights 10 or 20 levels higher than the main heroes / villans, would probably actually make them statistically viable to be “mained”.

I’d actually love to see setting strict levels as a balancing tool. Making regular soldiers have the stats of a main, or even making wolves and gargoyles viable, since they’d have the stats to not die to a few hits… it’d be very intensive to set up, but perfectly done, it would allow the widest range of characters to be viable.

Combo limiters existed in the Original, through Vit and Agility limiting how you could be juggled. In the Remix game, they exist by giving you Vairious burst and repel options. (And, of course, the fact you’d normally have an army of enemies fighting you, so nothing would go on forever.)

So in 1 on 1 remix, if you get stuck in an infinite, it’s probably your own fault for over-relying in spells / managing your cast wrong. Given the insane chip damage, space control, and MP revival spells that people like Kanon and the Sky Spirits have, once you get in, they pretty much deserve whatever you do to them.

Things like Blocked Barrier / Undead Heroes Flames / Kanon’s d+B make me wonder… would turning off chip damage be an accepted way to make more characters viable? People would have to actually FIGHT each other, rather than just zone each other out, but it would highly encourage the learning of combos and setups off clean hits, rather than just chipping melee’s until they have no meter from emergency escapes, and then “Barri-a!” or such all day.

Most worthwhile magic users have decent melee options, so encouraging the in-fighting and need to actually use your full moveset to win, would be pretty good overall.

Poon, please please please play the remix if you want to keep up. In Remix, MP is capped at 100 and Nicole’s Barrier costs 45 MP to use. She can’t just spam GS to death like that, especially not if he pads his MNT to prevent stun (in element mods off).

First, thanks for the feedback! I really appreciate it, and I’m kind relieved my ruleset was decent to start with!

As for this idea, I’m not totally opposed to it, but I’d only want to see this as a last resort kind of thing. This can get really complicated really fast, and could potential lead to “character X is too strong, bump them down to level 48!” situations. As far as specifically improving the weak guys with it, I could see that as very viable in a team versus setting, but it would take tons of experimenting probably, so I really have no suggestion as to levels or which characters.

With enough magic, it’s pretty easy to temporarily ignore zoning. Pushblocking (I guess we should call it forcebacking?) makes you temporarily invulnerable, which lets moving flames go through you. several mashing forceback even keeps you safe from giant explosions (although if you let an opponent get one off you kinda deserve full damage). Chaining backsteps is also fully invincible, which is a great way to approach and punish somebody who has committed to a lengthy spell animation. If you have the time, it’s simple enough to just change lanes, of course, and if worst comes to worst there’s the “spot-dodge” command.

Certain characters are greatly affected by this though. Undead Rogue, Kanon, Nicole, even the spirits would be affected by this. I have my reasons for allowing block damage, but I’m willing to agree with others if they really think it needs to be off. AS one last note, remember that if you’re really just trapped by blockstrings in the corner, the game will keep blocking for you until the pressure lets up, leaving you free to mash backstep out of the corner.

so 2 barriers on g silver into constant dash plane swapping is not a free win? fine ill quit theory fighting til i get home. im gonna give remix a fair shot, promise. post up gt’s if you wanna spar. (poun78)

I think it cost 30.

I played some more G. Silver in Remix and yeah…he is actually pretty good in this mode. The regenerating MP + universal MP limit does help him out a LOT. Four bits that do what the fuck ever + his godlike normals = really good character. I’ve only had consistent success beating a good G. Silver in Remix with Ginjirou, oddly enough.

Well, him and cheesing it up with the Spirits and Kanon, but that goes without saying.