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

My 2 cents:

  • Level 50 seems like a good standard.
  • 3-minute timer for 1v1 battles seems about right.
  • Chip damage should be left on imo. There are ways to spend meter to get around it now anyway.
  • I kind of want to keep luck mods on just to encourage use of that stat in level distribution.

Yeah, Luck I’m still not sure on. Game I host have it off for now, since nobody uses it anyway. Since nobody seems 100% sure on how it actually works, nobody’s risking putting points into it.

As long as we’re talking about Stat distribution, I may as well share some of my thoughts on it?
I’ll start by saying that most people who join my games just mash start to go with even stats. Obviously, this isn’t a great idea because you’ll give INT characters STR and vice versa, which is usually a waste. Some people start picking stats when they see me do it, and others start doing it as soon as they enter the room. Among these, basically everybody beefs vitality. This is just a no-brainer. The only times I don’t immediately put 32 points into VIT is the rare occasion I want STR, VIT, and MEN* (like vs. Randy) or if I’m taking down Ginjirou, who I just pump STR against. STR, by the way, is probably the second most important stat, replaced with INT for casters. Randy might want a bit of each, but I don’t play him much, so don’t take my word for it. Against casters I see a couple points put in MEN, and a lot more against stunners. Finally, sometimes I see a few points tossed into AGI for flavor. Honestly, I think any change to the level would be due to the overwhelming usefulness of VIT, but we’ll see how that plays out.

Just some things that I’ve noticed. Still running matches online 1v1, looking for flagrant balance issues. People are too honorable to use the spirits, which sucks, but I’m sure they’ll come up eventually. My Gamertag by the way is Acosta02; if anybody wants to add me, feel free!

*no homo

EDIT: Oh yeah, useful stuff that nobody online seems to have figured out:
Pressing LB at character select moves the cursor to random, RB moves it to “None.” The best way to clear out AI slots you don’t want is to alternate mashing RB and RT.
When picking your stats, LB and RB will move whatever stat you have selected to 0, 16, or 32 (LB goes down, RB goes up). if you don’t have enough to make it to the next level, it will just fill that stat with the rest of your points.

8hr drive later i’m ready to “keep up.” let’s go!!!

so far luck seems like it was untouched from the original mode (super crit damage bonus). str boosting produces negligible results compared to it in my first few hours of play. putting everything into vit and luc has proven a winning combo. men is only good to avoid a hard counter of magic since you’re best off maining a melee char with max luck, having more hp thru vit, crippling people with long luck-boosted combos, and saving mp for bursts. randy tornado feels like the new barrier since it’s a guaranteed full hit high damage spell and most people dont invest in men, and nicole a+b then run away is her new troll trick. they buffed plane jumping (massive horizontal movement means free runaway)! han normals are still retarded. jumping a traded with an entire multi hit uppercut. someone please play me as a boss, cuz i’m not seeing any good ones and han still feels as beast as ever if not moreso.

I tested the damage of STR vs LCK in training. STR is better for consistent damage. With LCK, the damage can be higher, but it usually is not.

Of course, LCK also lowers the opponent’s damage and reduces dizzy; which makes it the better stat.

did you try full combos or just single hits? my han bnb is usually a,a,a,22a,66aaa. i would think successive lucky hits are better given a higher sample of hits. i forget the levels we played at but i usually had 5-10STR and 20-30LUC.

I’ve missed Guardian Heroes so much. It’s easily one of my all-time favorite games. Be it the single/co-op or versus. I hadn’t realized it had already dropped.

I assumed that the opponent would max LCK as well. Since the opponent’s LCK counteracts your LCK, in this case having a STR build slightly edged out LCK in damage. If the opponent is not also doing a LCK build, then LCK should do quite a bit more damage than STR.

As I said, the added bonuses from LCK are enough to make you always choose it over STR anyways.

Finally got off my butt and finished unlocking characters as well as playing around a bit in training mode. I’d been relying on the match hosts to have characters unlocked up until now, lol.

Anyway, some further comments on rules now that I’ve played around a bit more:

  • I tested Nicole’s Healing spell with luck mods turned on and off and it seems that the move’s effect is still actually dependent on the Luck stat in either case. Not sure what this option affects other than damage/EXP values, so I’m fine with turning it off.
  • I’m leaning against banning any characters besides Golden Silver at this point (though the spirits are borderline at best). Most of the powerful characters take more damage once you turn off elemental mods. I’m wondering whether Hero Sword Han deserves a ban or a lower level cap though, as his base stats are 38 total points higher than normal Han.
  • Lower MP consumption for characters who can’t block is a pretty good idea.

EDIT: After having to deal with some Kanon cheese, I support cranking his MP consumption up to x3.0. The recharge is more than fast enough to make up for this.

WOo LEVEL 200 12 MAN ROOMS! someone save me from the pubs.

serenas standing C hits otg now! omg the hitbox! 25 luck gives me 30-100 from hans 4 hit target combos, but it seems to give me either 20 straight 50-80’s or about 10 straight 30-100’s. seems super random, but it think it’s worth it given his pressure game. might try max str with the smaller chars unless trying to counter luck. super zur is crazy annoying just like before. can he keep you in hitstun with roses in the corner? nuttin better than a room full of people deciding to 3on1 against nicole out of fear. ffa is like monopoly! :slight_smile:

Finally got to play some more 1v1, kind of stuck on whether to rock 50 or 100 but whatever. Also ggs poon that Randy was beast!

I prefer the level 50 range because stat allocation is more important and the differences between characters’ base stats are more pronounced at that level.

hey gg’s man! i like 50 cuz it feels most like SF to me. it takes a decent amount of mixups to kill before devolving into a lopsided runaway game. i dont remember if zur had that throw into super in the original, but it’s way annoying. gargoyle is totally firebrand+. didnt expect to have so many backup chars, but playing for 12hrs straight will do that.

Others reported the same thing, Luck still effects spells even when mods are off. Given how overpowered everybody claims them to be, I’ll leave them off for the time being in my own lobbies. (Always remember to check the ruleset first, kids!)

I have a ban on Undead Hero, I think he’s way better than basically every other character. If you think this isn’t the case, I’m completely willing to listen to your reasoning. For now, though, I support banning him.

I’ve had similar thoughts about Hero Han. His attacks are near identical to Han (as far as I can see!) but he’s just all-around better. I believe he obsoletes Han; there doesn’t seem to be a reason to pick the base form over Hero. But, there’s no real call to ban unless he’s just too good for other characters.

Somebody else suggested Lower MP too, I think. I’ve been feeling undead hero is pretty weak (what can he really do against runaway?) and maybe a gimmick like cheap bursts would make him a bit more interesting/viable.

I’d really want to see more out of Kanon before we start tweaking MP too much. I managed to beat an a-spam Kanon with backstep chains, but you HAVE to take a hit pretty much to stop the flow of them, and then still make it back to Kanon to pressure him before he starts doing it again.

Oh, somebody suggested it earlier, but I think I’m gonna turn off fly modes. I think we can agree the runaway in this game is already very, very powerful; nobody needs to be able to simply leave the game behind for minutes at a time.

undead hero is slow and has no tracking fireball. yes he hits like 3 tanks and you have to bait his spin, but he can only fight effectively in one plane asfaik. i dont see what makes him more broken than speed dashers or multiple otg insane pressure katrina or priority god han or tornado randy. i think the orthodox ruleset is pretty good and i finally see how the remix tools factor into balance with the potential corner blockstun abuse. let everyone develop under those rules for now cuz i havent seen a character that truly dominates 1on1/2on2 even tho super zur is giving me pause.

why lower mp? you get maybe 2 or 3 good chances for spells/techs before thinking up a good recharge strategy. if they spam fireballs just block em and enjoy the free melee pressure youre about to put em in.

does fly mode turn off super zur’s air glide or gargoyles single plane flying, cuz them shits are beast.

Sorry, by “lower MP” I meant “Lower MP cost.” Somebody suggested giving characters who can’t block a lower MP cost, so that they can burst more often. Which kind of makes me hesitant to raise MP cost for Kanon, if the multiplier does affect bursts, won’t he be unable to do that?

I think I’d like to play as/against undead hero with someone who actually knows how to play the game (i.e. one of you guys instead of randoms online). In my limited experience with him it seemed like he could kill far, far easier than he could ever be killed, but maybe I was playing with element mods on? I could beat most people who didn’t know what they were doing, but always felt that it would be too easy for him to get lucky; now, I’m not so sure.

yeah im always lookin for better games. i’ll try and get on in a bit. i only got a couple orthodox games in but it was night and day as far as playstyle went vs all the lv 200 rooms out there. you have to think about baiting, setting up fireballs into safe plane swaps, and not running away for 20 mins. imo undead hero is easy to bait but hard to damage and that feels appropriate. just double jump around his head til he does something and either air dash in or do some kind of air dp move to get over his flame wall.

chars who cant block are doomed. let em stay roll tier. everyone is way too fast in this game with true and air dashes to rely just on bursting. kanons hard enough to get in on, but thats pretty much his only playstyle. he shouldnt be put into bursting situations with how fast his plane swap is and how effective his force push is. that and hes just not that good without full flight. he is a boss char so what can ya do? :slight_smile:

Kanon’s meter recharge is so fast that an x3 MP cost barely hinders him, imo. I’m also pretty sure that you can still burst as long as you have max MP, no matter what the multiplier is, but I haven’t tested it much.

Undead Hero is strong, no doubt, but I question how necessary it is to ban a character who can’t block.

I’m definitely for banning flight modes outright, as stalemates are just too easy otherwise. I kind of wish there was a way to disable plane shifting entirely, too.

i honestly cant believe they didnt make a plane shifting toggle. woulda been a totally different game.

never was a kanon player, but cant he just put down ice and do his recharge move on top of it? i’ve been thinking how awesome it would be to air dash C, double jump air dash out to punish that scenario. randy can just bounce on his head after all, but now everyone has a punish!

Could be wrong but maybe some throws have enough invincibility that you can chain backdash into throw and not get hit by the ice? I think I can do that as Valgar, but it’s hard to test.