Guilty Gear and Marvel 2 have easily my favorite neutral games to play. Combos aren’t bloated to kill you most of the time, the battle for space is interesting, you actually get a chance to block, pressure is interesting and strong but not straight up dumb. That makes the pace of the game sooooo good so its literally impossible to get fraud wins because of how on point you have to be all the time.
Lets just say that GGXX#R is my least favorite GG tied with GGX
Actually, I have a feeling that having one of the RCs consume only 25% was on the table from the start since even during the first loketest, the tension meter already had markings for 25%.

I have been wondering, now that they added slow down to the RC and its variations, would this mean that the next entries of their games like the next BB that is not part of the CP series would sport the slow downs to make them more accesible?
IMO, I think the timeslow mechanic fits Xrd best since we have a slightly more involved cancel mechanic with the 3 color RC system. Aside from making the type of RC being used easier to identify for players and spectators alike, it’s also something that can be used to help differentiate each color by adjusting the amount of timeslow given.

I strongly believe that the neutral game is way overrated.
A good game has a good balance of pace, also believe it or not even on UMVC3 there is a good emphasis on neutral game, is just that it has a terrible pace between the different phases of the game.
Also GGAC and GGAC+R have strong tools and great pace so is not mutually exclusive.
Compared to GGAC+ and say VS MVC3 has hardly any emphasis on neutral, and I’ve been running Viper unblockable setups for too long to think otherwise
Neutral game for me is the best thing about a lot of fighting games - it has the perfect fusion of technical ability, improvisation and guesswork you don’t get from churning out long combos
Neutral is where most of the strategy takes place, it is the heart of fighting games. You can have great mobility options, great pace, and still have an excellent neutral game. Vampire savior is a golden example of this.
After seeing some of the gameplay videos… Really makes me hate Millia’s new outfit xD I just wish they got rid of the hat and kept her hair the same. Then it would be fine.
Anyways, I’m very excited for this game. It’ll be my first Guilty Gear so hopefully I won’t get demolished by the veterans for tooooooo long. I want to see the new Bridget though… he looks like my style of character.
I’m gonna get an aneurysm if I don’t see Eddie gameplay soon :mad:
fuck the hat haters

@tataki
We are already seeing the compromises that they are making in order to make it more beginner friendly (Something that they said will not do since BB was for that) the removal of the guard bar, that the YRC and PRC are essentially FRC for noobs since they don’t have the strict input window, hell the fact that they added the slow downs to make it easier for everyone to do anything (which i am not against but i wouldn’t deny that is a compromise of pace) and lest not forget that the danger time is still in the game, for all we know they can add it as a comeback mechanic :looney:
They didn’t remove the guard bar. They just changed the visuals of it so you only see what used to be its upper half now and it’s less confusing. YRC and PRC essentially let you have FRCs, but with a nerf of having more cost so they don’t overshadow other stuff. The mere removal of small windows does not hurt depth. The slow effect is so short that it doesn’t affect the pace at all, and I think it’s a small buff to make those 50% RC options better. And danger time is just something post clash, nothing to do with comeback mechanics. You talk as if you didn’t bother to actually watch the vids…
The only thing that really worries me is that with the removal of many tools and stuff post #R, Xrd will end as a very tame game that i will grow up tired quickly, i know that jumping at conclusions with local tests is dumb, but at the same time they serve to see what is the direction that the developer has in mind. Just see how they are nerfing the effectiveness of the characters tools because the simplified motion inputs. Perhaps i will be less annoyed if we had more time with +R, but by the looks of it, by the time we are getting it we will barely few months apart from Xrd :shake:
Every game starts with “nerfs” because everyone are trying the stuff that worked last time. No one knows what will work now.
Any chance people can talk about FRC’s in previous games? I’ve never understood them. I’m all for difficulty in games as a result of complexity, but I don’t get the point of making FRC’s tougher to hit than regular ones.

Any chance people can talk about FRC’s in previous games? I’ve never understood them. I’m all for difficulty in games as a result of complexity, but I don’t get the point of making FRC’s tougher to hit than regular ones.
Lower tension cost plus the fact that you don’t need a move to hit for you to be able to FRC it.
most FRCs are special move cancels, that don’t need to land a hit on the opponent to get to come out, dubbed Force Roman Cancel, you force the cancel to come out even on whiff (which all we knew so far were RCs from GGX). FRCs were new to the game in GGXX: Midnight Carnival. RCs made for physical attacks, FRCs made for special attacks. Anything can be cancelled.
An FRC cancels the recovery of a specific move that allows the user to move freely after the cancel or in the case of projectiles, while the projectile is still active. A trademark is Sol’s Gunflame FRC. When using Gunflame, like every other projectile in the game, Sol cannot do anything else until he recovers. But with an FRC, Sol removes the recovery and can do any attack that’s not another Gunflame and can do any movement or use universal mechanics. So after an FRC, the user in some cases can chose to continue pressure/mixup/retreat.
This can be applied to any GG with the FRC mechanic.
At 1:50, you’ll see a basic and straight forward use of the FRC.

fuck the hat haters
Team Fortress 2 = Greatest game of all time.
Now after watching those videos, i’m loving more and more the art style, can’t wait to see a direct-feed video.

And danger time is just something post clash, nothing to do with comeback mechanics.
Danger Time is no longer tied to the clash mechanic, at least according to the change log they released for this local test

Any chance people can talk about FRC’s in previous games? I’ve never understood them. I’m all for difficulty in games as a result of complexity, but I don’t get the point of making FRC’s tougher to hit than regular ones.
Outside few frc’s the majority of them have an input window of 3 frames iirc, of course this varies from move to move and from character to character, some have more and few moves have less.
To understand why FRC have tight input windows you need to understand how they work.
They are RC that are frame specific for certain moves that allow you to cancel the attack even on whiff.
Some moves have tight frame windows for their FRC because the desired effect after the frc.
For example, in an hypothetical move that has 6 frames of startup, lets say that the the first 2 the character is on the ground, the next 2 become airbone and the last 2 he gains forward momentum.
Depending on what you want to let the player do with the frc, you have little space to assing the frc window.
If you want the character to be able to stay on the ground and do a throw mixup you can only make the window within the first 2 frames.
If you make the window the first 3 frames you end with a frc that has the possibility of not working as intended if the player hits it in the last frame, sure it gains a high low mixup, but it screws the relayability if he wasn’t prepared or wasnt what he was looking for.
There’s a couple moves that could potentially be made easier to FRC if you allowed players to buffer in the input so that it would still trigger on the earliest possible frame, but then it’s possible that players would get used to buffered timings instead of the frame precise ones and you’d get some weird expectations regarding the moves that can both be FRCd and RCd and have valid reasons for going for both options.
The example that comes to mind is May’s 3K. You can RC the move for maximum safety if your opponent blocks it, but if you think your opponent isn’t going to react fast enough, you can also wait until really really late in the animation and go for the FRC instead.
To see what moves are FRCable, you can go to training and turn Input ON. Then do your favorite moves and see if they have FRC points.

There’s a couple moves that could potentially be made easier to FRC if you allowed players to buffer in the input so that it would still trigger on the earliest possible frame, but then it’s possible that players would get used to buffered timings instead of the frame precise ones and you’d get some weird expectations regarding the moves that can both be FRCd and RCd and have valid reasons for going for both options.
The example that comes to mind is May’s 3K. You can RC the move for maximum safety if your opponent blocks it, but if you think your opponent isn’t going to react fast enough, you can also wait until really really late in the animation and go for the FRC instead.
There are also moves that are frc able at different points of the move like Zappa’s 6S, add that there could be stuff that is only possible by cancelling the move late on the frc window instead on the first frame moves.
I still wanna know, why can Jam’s sweep be FRC’d, but only before it hits? The animation isn’t slow enough to make someone block low for her to mixup an overhead, and she doesn’t move forward like Makoto so she can do a throw mixup or something, so what the hell is it for?
You can FRC it on the exact frame it hits. It’s really strict timing and you can use it as a mini launcher for wall loops. Since you can FRC on whiff, you can also do stuff like 2k, 2k, 2s, 2D FRC since you’ve pushed yourself out of range and want to be super safe (like against Baiken). Axl has one too on his flying jump forward attack thingy. You have to FRC it at the last possible frame to get the hit.