the last thing that needs to happen to GG is the old is the new game better than the old game disparity. Who cares if AC is slightly better all of the people that haven’t ever played the game before and are going to carry the torch are going to be getting introduced to the series with Xrd. This is a growth opportunity of SF4 proportions here. “omg YRC’s aren’t “Guilty Gear” enough for me” stop being such nerds.
I dunno. For me it’s funny when Mike Z says that BBCP combo system is bad and the game keeps taking a worse direction each iteration when his own combo system in Skullgirls is, for me, equally as tedious, bothersome, and annoying as BBCP’s. He says some good things, and he says some bad things; and his opinions should be taken point by point and with a grain of salt as with any other person.
Then he said stuff such as “YRCs are the least Guilty-Gear-ish thing” which is a proposition of value based on his personal interpretation of what Guilty Gear is to him, defined with a large glittering generality which means nothing to another person. He’s an intelligent person, it’s just that his opinions just seem so egotistic and give this feeling that his personal taste in game design is “objectively” good game design overall when ultimately it’s still based on personal values, tastes. Be it his egotism is intentional or not, he’s still a human being that perceives the world within one’s inherently limited perspective.
I could even say, for me, that Force Breaks, Slash Backs, focus on 25% meter options over 50% options, and etc. aren’t Guilty Gear. Other people could even say that a game without Jam, Zappa, or Baiken isn’t Guilty Gear. Conversely a person could say that having YRCs or FRCs are Guilty Gear be it one or the other. What is Guilty Gear to one person is not Guilty Gear for another. It’s pointless to say that some is “Guilty Gear-ish” or something is not “Guilty Gear-ish.” Almost utterly pointless.
Although a person who is good at breaking games down and being a GG veteran may give credibility, ultimately the argument that GGXrd is either a good or bad game is up to the argument and reasoning itself than one’s own laurels. His write up is quick, brief, and lacks sufficient clarity as to his claim why GGXrd is wack, let alone having limited experience with the game. In the end, it’s up to the person to actually play the game and form a personal opinion rather than just listen to another person and take another’s word as one’s own.
I’m just going to play the game and let my experience with it determine if I interpret the game to be “good or not,” and then more importantly decide if I enjoy the game or not.
I’m going to shock a few people and actually agree with this, especially since IMO his IPS system is almost superflous now that SG Encore has an undizzy system similar to MvC2.
This. For some folks, these things aren’t really what define GG for us, especially for those of us who played more of the older games than AC.
To quote what I wrote on dustloop:
"This doom and gloom is hilarious. It feels a lot like people read the words “slower” and “simpler” and immediately interpret them as “snail-paced” and “made for drooling morons (who probably mash stuff and really like being rewarded for losing)”. Also feels like GG is some certain mechanic and if that’s not in, automatically badgame. WTF? If you look at actual footage, of which there is tons, it’s plain as day that though the game is slower, it’s simply so in comparison to AC+R. Overall, it’s still blazing fast. The general simplification is pretty much just the RC system and special move buffering, pretty sure. Just standard stuff that makes it easier to make the game actually obey you. As someone else said earlier, you don’t get macho points for failing to do things. The speed and and overall complexity of the game still mean it’ll be bloody hard. Just less frustrating to get into, which is basically what any competitive game should aspire to do. Smash does it. The game is still amazingly competitive at a high level and has a ton of stuff to learn and master despite being one of the, if not the most newbie friendly fighting game ever made.
As a general fighting game fan but a total GG newbie practicing stuff on #R and looking to grab Xrd if it ever lands in Europe before the world ends (unlikely), what is GG, to me? It’s kickass music. It’s a game that scratches that traditional ground game/footsies itch better than KOF13 does, where character matchups matter a lot more than KOF13, where the general system is a really big part of offense too. But it does that while having really strong movement and strong characters, which are things I love in KOF13. Universal systems are there to ensure stuff doesn’t revolve into unwinnable territory despite the diversity. Strong characters, heavily matchup-based, free movement but more of the traditional ground game. Fast, aggressive. That’s GG. Not FRCs, not FBs. (crazy)Strong characters and fast combat is. And it’s still there. How did that shirt go, again? Nerf Buff Patch? Adapt. The changes are small in the grand scheme of things."
No combos after 6K overhead, 5P has classic hitstun so the only AA you can get from it starts with a j.P (and has to be done instantly), BDC isn’t buffed from AC invincibility to make up for what he no longer has, doesn’t deal more damage than others to make up for what he lacks now, Bite doesn’t have enough stagger to guarantee even a 2P nor does it have an FRC like in +R to sort of make up for it, Helter Skelter almost seems like a gimmick at times, and no Mappa feints. Those were cool.
Though to be fair he DOES have: 2K>c.S chain, seemingly enjoyable j.2K though the combos seem harder and less consistent at times, enjoyable usage of YRC (6K YRC IN THE AIR, dash cancel YRC’s to probably transfer some invincibility, DoT isn’t too terrible because wall stick (but range is shit, which I guess is a good trade off), sj.IAD FLJ YRC is silly at times.
Run onnnnnnN~
All that said, I’ve not played the game, nor have I watched as many videos of Slayer as, say, I-no (you know, since I’ve watched 99% of them. woo almost 440 matches in the DL XRD Ino thread), so my opinion on this is pretty much shit until I’ve actually had the game. There are still things I’ve not seen too much that I would still like to. c.S>j.2K should probably work as a fuzzy guard if they block it standing and stuff.
Am I the only one really excited to play Slayer? That long dash is exactly what he needs, no more no less. And check out the meter gain on Daddy Step http://www.nicovideo.jp/watch/sm23775985
I’m not, but that’s because I’m excited as hell to play Zato. Love what they’ve done with him. Still a kinda dumb broken monster, but less unblockables and better neutral game tools make fighting him a tad less frustrating while allowing more room for expression for the Zato player. Easier to pull out amazing stunts to thwart his oppressive gameplay in the neutral instead of in blockstun, too.
I totally forgot about him having the two kinds of dashes. I’m definitely going to experiment with him in training mode. Deep down in my hard, I know he’ll get a midscreen homing dash combo. Like… 5D>[6]>j.K or some shit. I wanna believe it.