Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

LMAO, i find it funny that you call me an idiot when you usually post a lot of idiotic shit and i am not the only one who thinks that.
Just because i am not sold with the whole idea on how the mechanics work, that doesn’t make me an idiot, but yeah, keep on with the name calling :rofl: , stay free :tup:

Jesus christ can you ever post anything that’s doesn’t make you seem like generic internet troll #405000063
I’m not sold on alot of the ideas either but seeing how I know how to communicate like a person at least half my age peoples eyes aren’t glazing over.

Well excuse me for being skeptical about a game I intend on making my main game.

And for the record I never said GG Xrd is going to suck, I said there are a few tweaks that are in order.

Also Marvel 3 beta all the characters had airdash IIRC.

i think that Hulk was the only one without one, but i could be wrong on that.

Even though it didn’t really bolster numbers of people who play the game, XIII is actually a lot more casual friendly than a lot of people seem to realize. People see that it doesn’t have SF4 input shortcuts and act like it’s such a hardcore game, when in reality it’s by far the most casually accessible KoF game in the series.

The funny thing is KOFXIII does have shortcuts. Not brain dead dumb ones like SF4, but it does have them.

The shortcuts of XIII in most cases are a hindrance or something you need to do to AVOID how the game naturally buffers something because they gave the game a 60 frame input buffer, again, to make the game more casually accessible. They also in most cases aren’t SHORTcuts. Doing F, HCF to get a DP isn’t exactly a timesaver.

Input shortcuts to a degree are fine, when I talk about streamlining fighting games I mean moreso:

-instant kill attacks ie: Soul Calibur 4 critical edge
-shortening movelists
-overly long dramatic special attacks
-unnecessary system mechanics
-massive damage boost mechanic/ex meter blow ie: Mortal Kombat Breaker, Soul Calibur 5
-“simple mode” (doesnt really hurt anything, but creates a crutch for weak players to stay weak)

  • 1-2-3 lead in attacks ie: Marvel 3 hard knockdown throws for OTG characters

However sometimes things are so loosy goosy that when you play a game with actual strict inputs your inputs are all fucked up.

Making Marvel 3 my main 2d fighter before switching to guilty gear, I had a lot of learned poor input habits like not fully hitting the last input on command moves. I spent a week teaching myself how to properly do fireball motions and reverse SRK because they will not read if the last input is not clean.

True, the main point was that they where there…

I get that, its just kinda iffy to say “well KOF has input shortcuts too” when a KOF “shortcut” is like going the long way compared to games like SFIV. 33 registers as 623…i mean…really?

If I’m not mistaken you dont have to do a full 360 to piledriver in SFIV either right?

The cardinal 360 has been in Street Fighter since SF2, actually. It’s what most games do.

Input shortcuts/leniency are fine to me as long as they don’t get in the way of actual clean inputs(and become something you have to avoid/workaround), like they do in SF4 in many cases.

I dont mean hitting 8246 I mean the game reads 632147 and chicken wing as a full 360 or something right?

Cardinal 360 is the same thing man. You’re not doing a full rotation, you’re skipping every diagonal and ending at up. A chicken wing will probably register in SF4, but you have never had to do an actual full 360 in any SF.

Well I thought cardinal inputs are up down left right, hence cardinal, so a chicken wing piledriver which is what you can do in SFIV is half circle and diagonal.

So theres two input shortcuts making the window of accuracy even larger, very scrubby imo. Things that make fighting games dangerous when you cater to casual fanbase.

Yes, but imo most of that stuff isn’t really a problem. It’s a problem when jump back into dp motion turns into a 360, or when forward dash -> fireball motion turns into a dp. You have to let your stick/pad go neutral to dodge many of these shortcuts, which besides just being annoying, actually increases the execution barrier in many circumstances. Kara tigershot for example would be trivial to input if you didn’t have to dodge the dp shortcut.

So, Elven confirmed that you can still YRC the backdash and also can YRC nothing, just leave your character still press P, K, S and YRC his/her idle animation :rofl:

Is the American Arcys team ever going to update the English site?

I just don’t like walk forward or run forward qcf gives me DP when I want qcf and I have to tk the qcf just so I can get qcf. Any other timing in older KOF games would naturally give me a qcf instead of a DP so it’s blah. And that’s just in terms of inputs.

I only hate weird motions when the simple motions aren’t even used for other moves. Why should you need to do a 360 with Gief when you could minimize the execution barrier by making it a QCB instead? Wouldn’t overlap with anything.

I will give Arc and SNK credit for generally filling up QCB, QCF, DP, and RDP motions before doing anything odd.