Don’t see how parries sucked in the game. It functioned how it was designed to function, it’s just that the timing required was tighter and required a bit “more skill”. I’ve used P-groove exclusively since the game’s conception and had no problem blowing up obvious approaches, OS’ing mash attempts, and utilizing OS parries in the midrange/neutral game too. Of all the problems P-groove had. . .the parrying was furthest from sucking.
Perhaps the developer didn’t want to place emphasis on these concepts? I mean, every fighter has footsies/space control to some degree but do ALL have to be rigid in this regard?
Um just so you know, yatagarasu has a guard meter too. Mistiming parry will leave you open to guard breaking as well and esp. considering the hunks & chunks of guard damage that gets chipped off for blocking heavies.
Nah, screw 3S parry system. It’s fine how it is now and even though the parries aren’t free in this game, there needs to be some way to discourage mashing (defensive) parry as there is no downside for doing so. Taking extra guard damage relative to the offset of timing would be cool.
None of this is true and Viscant doesn’t know how to play 3s. Please let’s all take the sensible advice and not drudge up this stupid 10 year old argument for the 1000th time.
Everyone agrees that os parry/block is dumb and that most any change would be better. So lets just communicate that to them and let them figure it out.
This seriously needs the FGC’s support especially now since it’s supporting GGPO. I ideally want to not only reach the 68K goal but to at least reach the 149K stretch goal so we can have overall 4 new characters.
making parries a button and having them active for 6-8 frames but have a recovery animation can work. parries should be risky but maybe have a damage boost to the attack afterwards. if you whiff and the opponent hits the whiff animation you take a little more damage than usual.
only real problems parries cause in zoning is for projectiles and there’s already two ways to deal with that. you can make projectiles unparryable or the opponent gets meter from you parrying their projectile. you avoid chip damage but you give the opponent a way to pressure because you don’t want to give them free meter.
They should just make it like they did in Last Blade 2, which incidentally is also an SNK game. Just give a decent parry window, huge whiff animation, and the inability to parry/deflect projectiles. I wouldn’t want the whole reward of fully stunning the opponent for a short period of time like Last Blade 2, but I’d like to a see a parry system with huge whiff animations and that can’t stave off projectiles.
Or how about a parry system like 3s but instead of giving meter for success, the player either receives the same amount of chip damage from projectiles upon success so it still forces opponents to make proactive decisions but at least the reward is that the player’s character isn’t pushed back but there is enough chip to try to force a response (also no meter gain for parrying projectiles), or make it like a 3s parry but instead of gaining meter for parrying projectiles and specials, instead it takes meter away per parry still forcing opponents to make more dynamic choices.
Getting a publisher won’t help. Paranautical Activity has a publisher (Adult Swim games) and it’s still in limbo. Yet Fist Puncher managed to avoid Greenlight and having the same publisher.
Valve isn’t known for being consistent with their greenlight system but it seems like their reason for punishing paranautical was that they had a greenlight before getting a publisher.
Seems the best thing to do is to simply not greenlight if they consider ever getting a publisher.
Valve seems to change their rules for that system to whatever they feel at a whim so who knows what will happen.
On the other hand considering the patching and development that seemed to take place during the game’s release the early access system might work together with a successful crowdfunding.
Even that is not consistent. There have been games that were posted on Greenlight, then found publishers and put on Steam. So Paranautical being singled out is fucked up. Yatagarasu better hope Valve is in a good mood if they have go through Greenlight
How about pushing the parry button depletes guard bar so if you mash it, even if you’re blocking at the same time, hell, ESPECIALLY if you’re blocking at the same time, you leave yourself open to get guardbroken much easier. Just pushing the button should deplete some guard bar, but if you hold forward and parry instead of holding back, it starts recovering immediately.
Sounds quite a bit like Melty’s Guard Gauge and Shield system. That could work too.
Well, I donated $40 so I can get beta access and access to their super secret forums. Hopefully the forums could be used for more direct communication with the developers and help bounce around ideas to try out. I should work more on my Japanese so by that time I can communicate with the proficiency of a 6th grader and hopefully get some ideas suggested from the Western base.
…I’m starting to think I may have been wrong about my prior notions of the absurdness of the parry system and OS’s. I’m plan to get in an extensive session with the game in the following week and I’ll see how much theory can be applied outside of training mode. At the moment it’s doesn’t seem as strong as I initially thought and changes to the mechanics probably wouldn’t be necessary. That being said…
Who here has actually got in an extensive grind-session with another living human for this game!? lol. I’d like to hear input from these persons.
Gotta get some money so I can fund this. The parry doesn’t sound like it’s well implemented but maybe they’ll listen to these thoughts on it and change it up.
Seriously, you look ugly when hit with a fireball. Looks like some cheap flash game shit. Can we get some actual fire effects or something please?
Also why the hell is James Chen NOT promoting this game everyday on his twitter. The indiegogo campaign would benefit from it. I want all of those characters to be put in the game, not just 2.
got in a few netplay matches earlier today. it’s extremely smooth vs locals. kind of curious about cross-country though. as for the parries, they still don’t seem that ridiculous but I feel the blowup for guessing wrong should be more severe. I was BLCH’d out of a few OS attempts and wasn’t in the slightest bit discouraged from continuing attempt OS’s. getting BLCH’d out of the air though, completely different story. I stopped immediately after being CH’d once. If you guys don’t already know, getting counter hit out of the air for parrying poorly potentially leads to 40%+ meterless damage combos for most of the cast. I feel this degree of punishment should be implemented for mistimed/incorrect ground parries as well
Ok, the build for the netplay for this game is pretty damn solid:
-Lets you make private/public lobbies (up to 8 ppl)
-Lobbies are about 5 pages long (with about 10 hosts per page, maybe more?)
-Lets you train while waiting for games
-Tweets out when you’re hosting/playing matches (I think lol)
-Spectator mode
-Tournament mode
-Ranked mode (play on arcade or training while waiting for games, can find matches according to skill level)
Oh, OH! And get this…
-THERE’S AN OPTION TO DISABLE YOUR PAUSE BUTTON
Man, these guys really knew what they were doing. That being said, if you know anyone who would be interested matches in a neighboring state, don’t hesitate to try out some netplay matches! As I already mentioned, it’s very solid for local play.
Oh, and did I mention…parries are hard in this game?? I retract my earlier statements, the potential behind OS’s aren’t as ridiculous as I initially assumed (though I still wish the blow up was a bit harder cus I’m sadistic like that).
EDIT:
Anyone have an idea as to what the “streaming” options are about? clueless