I don’t have a PS3 either, I’m just probably going to grab a PS4 in the winter sales if there are any, there are a lot of exclusives tilted in Sony’s favour and this is one of them. So yeah, I might have to get a shiny new stick on top of it. Not too much of a bother though.
I was under the impression the ports on PC had no online support? Well…at least AC didn’t, I can’t remember it having controller support either…it was weird. I’ll pick up #R if it has some online, get some training in and get a feel for the gameplay.
For English commentary with AC, Final Round usually has some good matches to watch, the year Kusoru came and wrecked everyone in marvel with rocket raccoon and viewtiful Joe stands out to me. He also trolled people with Sol in the gg tourney.
Some thoughts I had recently: what if danger mode was altered to be the result of getting the guard meter up, rather than just happening at random clashes? Personally with the right tweaking I think it could be hype as shit.
Also watching Elphelts gameplay really makes me want to further my idea for a gun heavy fg with an aim mechanic, based in an alternate industrial revolution age America.
I understand some may play it for the story, but I think most people would have preferred CP which has already been out for a long time. BBCS extend is a new PC port (unlike CS) so why not just port CP? Should be the same costs, plus it would sell a zillion times better. Then because the sales would be so shockingly high, ArcSys would soon port Xrd and everyone would be happy.
I dont like how GG is summed up as an “airdasher” game. GG doesnt even have ABCABCABC comboes. This is GG:
-HIGH learning curve, HIGH return investment on dedication
-Strong emphasis on spacing
-Low emphasis on super long combos. Lots of reset situations.
-High execution barrier
GG isnt just about landing a hit and going in for the kill, its about strategically setting up situations and making the opponent play your game. The meta is so deep at high level with burst baiting and the like.
Stop it. Most characters have very easy or basic combos to do, and things in general that have difficulty equivalent to what stage of play you are at.
Oh no Sol, please don’t 2K>5S>2D>Bandit Revolver. It’s not like that’s applicable at literally every level of play ever. GG has some pretty hard things, but the execution barrier is largely character dependent, and even then, pretty much everyone has easy AND hard things.
You have to understand that if you are accustomed to playing Guilty Gear then everything else is going to seem easy in comparison.
Yes if you want to be functional in GG it only takes a basic knowledge of FGs but to be great you have to be exceptional at execution and that cant be denied.
I can can only speak on execution as a Venom player in AC+R
Eh, I dont think the Marvel crowd is going to be a bunch of rockstars when Xrd is released next month. I’m terrible doing long winded combos myself so in general so I naturally took to the fighters with more yomi and knockdown setups than launch into combo.
Granted there are no more false roman cancels, but those 2 frame inputs were just needlessly difficult for no reason.
Besides, the combo system in marvel is very random and sometime-y. Not being able to do combos in that game doesnt say a lot when things randomly break loose etc etc
Naturally. I mean, of course playing AC+R Eddie will prepare me for Xrd Zato just as well as #R Eddie does when Xrd and #R versions are pretty much carbon copies of each other. Of course it will. Same with several other characters. The main thing of course is just playing GG to get used to how the series works, but please stop talking #R down as a prep method, let alone recommending AC+R instead when #R is factually much closer to Xrd.
It has a fanmade online patch. Works with Steam version, works with purchased on disc copies of the game.
I’m not talking it down, I’m just saying it’s not any better than +R. +R Eddie has #R Summons as well btw. Just learning to move with the shadow will transfer over.
Every character is sufficiently different enough from both versions that as long as you play GG, it’s fine.
I dislike Chipp aesthetically but I don’t mind him being good. I mind him becoming invisible. You could staple Xrd CFM on #R Chipp and I’d dislike it and want it removed all the same. There’s good kind of love and wrong kind of love. Invisibility in a fighting game is the wrong kind IMO.
I came from 98 and 3s and didn’t find GG hard to learn or executionally difficult. The hardest thing for me is just finding out what is punishable and how to punish things consistently. I’m still working on reacting to every single block stringed Bandit Revolver with Ky’s 6P and DPing every block stringed Bandit Bringer. I miss AC Venom’s 6P.
I think the hardest thing to wrap one’s head around is the neutral game in Guilty Gear overall. Like, GGXX vanilla was the second fighting game I ever owned but never played GG competitively until last year. So I got good with games like KOF98, SFII, LB2, Samsho2, etc. Then when I learned Melty (over again), it was pretty easy to pick up from a KOF98 perspective. Then coming from Melty and 98, going to GG took a bit of a transition. I already developed a “feel” for GG way back when, but I didn’t develop an inherent gameplan for GG.
I felt a bit lost with what exactly I want to accomplish in neutral and when to do the small things that help lead into bigger damage output. In KOF, I knew when to press Far A, hop B, and poke here and there for the small damage and knew when it would help me lead to situations in which I get the bigger damage like landing a hop in into a combo. The damage return and poking with something like Sol/Ky Far S into 2S whiff didn’t feel as substantial in neutral to me as poking in other games. Now I have a better feel of what I should do, what I want to do, and feeling that I maximized efforts well based on the context of the neutral game, but it took me quite a bit.
I think the chipp invisibility is pretty damn awesome. It makes sense considering what he’s supposed to be, besides helping his character. Also something u don’t often see in fighting games.
Being an ‘air dasher’ isn’t a bad thing. All it means is that air dashing is a big part of movement in a game. That’s it. GG can have 100 hit max combos or 3 hit max combos, be the easy or hard execution, none of that stuff has any impact on weather a game is an ‘air dasher’. GG is an air dasher.