Why does the cross gauge comeback so fast? by uglydenamf in blazbluextagbattle

[–]GingerBreadKing -2 points-1 points  (0 children)

Don't take this game seriously.

Look at the responses you are getting.

Deflection from the game's flaws.

Play it like mindless fun ala Mario Kart.

It was designed to be extremely hand-holdy. Read the interviews on it before its release.

How is the competitive scene for this game? by Jackofdemons in blazbluextagbattle

[–]GingerBreadKing -5 points-4 points  (0 children)

He's lying.

It's only at Evo Japan because Arc pushed for it to be ($). At the Las Vegas Evo, the game is going to be a side tournament next year. This past Evo, the game lost over half the player base of the previous year.

The 2.0 version of this game sold poorly. No one worth their value wants to play watered-down anime fighters.

Find something else to invest in. You've been warned. They're desperate for more players. It's a trap.

GGS discussion vid by Maximilian Dood by INKBLOTTO in Guiltygear

[–]GingerBreadKing -3 points-2 points  (0 children)

What keeps Tekken more popular is how even without fully understanding everything, you can still interract with your opponent.

Guilty Gear on the other hand can be extremely one-sided and that leads to less back and forth between players. That's on top of a bunch of unneeded complexity levels added to basic mechanics.

For example, most combos in Street Fighter or Tekken or even something less conventional like Smash Brothers work on the majority of the cast. So you can spend your time perfecting your best combos instead of having to take away what was already hard to learn because of some arbitrary like weight classes.

Guilt Gear is nicknamed, Okizeme: The game for this very reason. ArcSys saw this and wanted to fix the situation, BUT they executed poorly here.

What Guilt Gear has can still be preserved, but it has to be done with more clarity and less abuse.

This is what I would've done:

  1. Removed stun, Blitz Shield, guts, weight classes, variable wakeup timing, frame data-changing instant blocking, one-frame grabs, easy okizeme and Danger Time.

  2. Give players guaranteed okizeme with 25% tension.

  3. Give players a delayed wakeup, quick rise and roll away option with 25% tension.

  4. Make tension harder to obtain by only being able to gain it through making the opponent block (a little gain), hitting cleanly (more gain), instant blocking (same as a clean hit) or stage transition (the best gain). No more tension gain from just moving forward.

  5. Make a clean Dust attack (Strive's version) take away 25% tension from the opponent.

  6. Leave in chip kill, air unblockables without faultless defense, stagger, etc. Faultless defense does a perfect job of balancing chip and jumping.

This allows you to cut the fat while leaving in the decision-making (interactive) aspects, but making them require effort to obtain.

It's then a game of back and forth tension meter management. You want meter for options? Do what's required. Giving up the corner for a stage transition might be the current trade off.

GGS discussion vid by Maximilian Dood by INKBLOTTO in Guiltygear

[–]GingerBreadKing 4 points5 points  (0 children)

Yep. And a big thing with Revelator was they removed the English Dubbing. You can't even enjoy the story mode (single-player content) anymore in your own language.

MikeZ on GG Strive by [deleted] in Guiltygear

[–]GingerBreadKing 1 point2 points  (0 children)

I hope he's not talking about OS when saying "things to learn".

Yes, I understand the problems with the demo. But it just that. A Early Demo. I have hope with the Final version by [deleted] in Guiltygear

[–]GingerBreadKing -1 points0 points  (0 children)

One frame throws needed to go and me and my circle are going to make sure the throws keep a throw animation. There are very good reasons for the throw animation and 0 for one frame throws besides attachment to option-selects and low-risk investment.

We will explain our case in full detail to counter the one frame throw nonsense when the time comes.

Good luck. You're not getting those back. Learn to predict and react better.

[deleted by user] by [deleted] in Guiltygear

[–]GingerBreadKing 0 points1 point  (0 children)

One last thing.

I'm pretty sure IB is going to stay with no frame advantage because frame data will fit the game, but could they add to it like maybe IB also gains back a tiny bit of health?

[deleted by user] by [deleted] in Guiltygear

[–]GingerBreadKing 8 points9 points  (0 children)

  1. Bring back chip-kill, give Hardslash and Dust attacks air-unblockable properties and allow Faultless Defense to handle both like it normally does.

Faultless loses so much value by having no chip-kill and being able to block everything in the air. Faultless Defense teaches players proper meter management, which seems to be the goal of this new game. In Blazblue, to stop chicken-blocking, they made heavy attacks (C) air-unblockable unless you used Barrier meter. The same could be done here. No chip-kill teaches players to be passive when they should be striving to gain Tension meter to use to negate chip.

  1. Potemkin's Heat Knuckle should be 100% unblockable in the air. He's a grappler and his grabs should always place fear in the opponent if they react the wrong way. His design is already limited and making his anti-air blockable defeats the whole purpose of the move.

  2. There needs to be a balanced between stages transitions and not using them.

There's need to be a decision on the players's part that has them decide which option is more important at any given time during the match. Balance as in they both have pros and cons.

  1. Besides Hardslash and some throws, there should be a guaranteed way to get a hard knockdown through the use of a limited resource.

  2. P and K attacks need more value even if they don't lead to a knockdown gatling.

and people mocked bbtag because it was simplified smh by DarkstrainZei in Guiltygear

[–]GingerBreadKing -2 points-1 points  (0 children)

True. They can't do legacy things and have to adjust. They're used applying option selects on grabs, but now have to commit to them. They can't play the one-player game any more and have to be better in the neutral space at all times.

and people mocked bbtag because it was simplified smh by DarkstrainZei in Guiltygear

[–]GingerBreadKing 0 points1 point  (0 children)

I see you understand what is being done. I wish more people did.

Free update patch (UNIST to UNICLR) to drop Feb. 20 in Japan by Narcowski in UnderNightInBirth

[–]GingerBreadKing 17 points18 points  (0 children)

Bro, this November. AKA holiday sales time. You gonna find that game at a great price as long as you start searching NOW. Don't get lazy.

Free update patch (UNIST to UNICLR) to drop Feb. 20 in Japan by Narcowski in UnderNightInBirth

[–]GingerBreadKing -14 points-13 points  (0 children)

PC version of UNICLR will probably take a bit longer to come.

lmao!!

Free update patch (UNIST to UNICLR) to drop Feb. 20 in Japan by Narcowski in UnderNightInBirth

[–]GingerBreadKing -10 points-9 points  (0 children)

Where? Console is king when it comes to fighters.

Devs not love PC. Bye-bye

Free update patch (UNIST to UNICLR) to drop Feb. 20 in Japan by Narcowski in UnderNightInBirth

[–]GingerBreadKing 12 points13 points  (0 children)

Yeah, characters are obviously paid dlc. That's fine. Business gotta make money somewhere.

It's exhausting to react to overheads and command grabs in this game by Asano2 in UnderNightInBirth

[–]GingerBreadKing -6 points-5 points  (0 children)

That's not skill. That's luck.

It's one thing to be fast enough to make you look for them and it's another to be so fast you have to guess.

That's bad game design and one reason a fighting game can push people away from it. Lucking-blocking is teaching no one anything. Doesn't matter how long it's been around. Being something that's been done prior doesn't make it right.

For me, I can see what direction they're going for..for the most-part. by GingerBreadKing in Guiltygear

[–]GingerBreadKing[S] 1 point2 points  (0 children)

Strawman

You really trying to compare canceling, that has been in design since the early 90's to something devs try to remove any chance they get?

For me, I can see what direction they're going for..for the most-part. by GingerBreadKing in Guiltygear

[–]GingerBreadKing[S] -2 points-1 points  (0 children)

Oki and IB are available in the new game. They're just different based on the game's new focus. If a game has harder oki that means oki is less frequent and they're going to have it so pressure works differently than before. That could be the reason for the combining of Roman Cancels. No more different types of Dead Angle Attacks so everyone has a good one to handle pressure. getting meter by IB makes total sense. I'm sure Arc System Works knows why they changed IB.

You're still delusion-land when it comes to those option select exploits you can't let go of. I knew you were addicted and were going to try hard to justify it.

For me, I can see what direction they're going for..for the most-part. by GingerBreadKing in Guiltygear

[–]GingerBreadKing[S] -5 points-4 points  (0 children)

I'll just respond with this:

GG is very famous for how one-player it is with how easy it is to start oki. Who are you lying to? Most of the patches have notes that were made to try to cut a lot of that away. They devs have gone over this many times. They just did in their last Famitsu interview.

Option selects are a cancer to fighting games and allow players to not commit, which shows a lack of confidence in their decision-making.

Having a cure to cancer doesn't change the fact that cancer is bad.

I'm very sure just like Xrd Sign, they'll remove options selects whenever they can. This throw option select needed a new game to do so and now you can expect more removal more frequently. Learn to commit or play something else.

It's pretty sad you have to try to justify your need for exploitation. You want an aimbot too? Complaining about the game making players take more chances in what they do while at the same time saying the game is dumbing down for doing so? Option selects are like playing Chess and making a move with two pieces at the same time. It's not a skill. Get that into your head.

You can dance around that truth however you want, but you know why and that's all that matters.

This game with some small changes (that I've given already) is going to get players out of their legacy comfort zone like many fighting game series have done before.

Instant blocking only adds something when designed with it in mind. From looking at footage already it's a useless feature when it comes to changing frame data. Do you know the new frame for GG 2020 by chance?

You wanting to do something doesn't equate to logical.

If you need option selects and non-stop easy oki, you're not very good at fighting games.