#see the thing is tension gauge is very important in every GG game
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Last Horizon is genuinely fucking insane if you can hit it. Like I was fighting a Potemkin who still had like, 2 thirds health left, decided "oh why the hell not" and figured at the very least i'll have a major advantage. so, 2HS>236236HS aaaand...dead. Gone. Round win. I hope the Potemkin I fought doesn't feel too robbed because I felt like a fucking thief. I audibly stood up and shouted "BULLSHIT NO WAY THAT KILLS" but it does. that is such a fucking mind game, sure maybe that Slayer you're fighting is saving up tension for some escapes or combos...or maybe he's waiting for you to press a single button out of place so he can just win.
#guilty gear#see the thing is tension gauge is very important in every GG game#for RC and such#but see the good thing is I am GOD AWFUL at GG#and I never do an RC on purpose#so more often then not I just fill up to 100 all the time#the true mix up is having them doubt whether or not you even know how to play the game#how are you going to beat a knowledge check WHEN I DON'T KNOW SHIT EITHER
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My response to the Closed Beta Survey:
People were asking me for more specifics on how I felt about the survey, so I guess I ought to outline in a larger broader sense what I think so far of Guilty Gear StrIVe.
Graphics:
Outside of individual characters/animations, the stage graphics needed some better rendering for certain objects. Things like grass and smaller objects looked “plastic” or “lego-like” in some areas, so that could be tweaked.
Lighting seemed okay, effects from various attacks also looked very good, and better than I was expecting at the time. Clash/Offset graphics need improvement so that they appear more obvious to players (I still miss Danger Time however... that added an extra spice to the game that GG has missed since the original Instant Kill screen in the first game, perhaps it can be optional in certain modes?).
The beta was especially slow in terms of load times between matches though, and even the matching function for netplay was sluggish as well.
I would like to see actual dramatic clash intros instead of “talking head sequences” for rivalries in the future... the first trailer suggested that was possible, so I hope they can actually achieve this once more like Accent Core once had for Sol and Ky especially.
Animation-wise, nothing really outstanding to note other than the fact I still find Ky’s battle stance to be somewhat strange for him, given the screen-facing perspective... I just find it particularly odd to have his battle stance changed so much since the older games. While Millia’s stance did change, it was more subtle, for example.
The Tension gauge didn’t seem to provide enough information to me, and was rather overly simplified, and I would like better notifications when my risc guard gauge is high. Character select still looks dull, though I did like the post-match rating system. I think players would benefit not just from ratings when they win, but tips and advice when they lose as well.
The lobby still needs a lot of work, but I did like the concept of only having access to certain “floors of the tower” depending on how strong you are as a player. It makes things feel more like a dungeon exploration than just a netplay lobby. Gatekeepers truly do exist... so such gameplay should reflect that.
I would like to see something closer to what Granblue Fantasy Versus has, times of day, weather, minigames to do while waiting between matches, or even just a place to mess around with stuff.
Sounds:
Everything sounded okay, albeit random. Normally I have sound effects much louder than music, as certain sounds serve as important “tells” during a fight. Voicework tends to come second to that, but I did note that in certain underground stage areas, character voices gained acoustics, which was an interesting change.
I also liked how the voices gained a dramatic echo like the Guilty Gear X era once had, particularly for Overdrive Attacks, which I hope they keep.
Controls:
I’m going to say this up front, but I never liked the concept of throw wiffs for Guilty Gear... while it might be more useful for games like BlazBlue, GG was more fast-paced, and generally geared more towards spacing and neutral attacks, giving throws an opportunity to neutralize an attack at close range.
This made throws safer, but also kept players in check who were always about close-range mixups. Option selects were also important in older games too.
Add to this, and I dislike the idea of them being attached to the Dust button. This makes it difficult to do things like run up and perform a Dust attack, or airdash in with a Dust without accidentally inputting a throw input.
Unless they came up with a way to better control throws as opposed to pressing Dust and a Direction (or give it a better input window), I’m not sure I like things how they are.
Another issue I have is the Roman Cancel Button... under most circumstances, the default Roman Cancel macro is P+K+S... this was always the default button in most games, but you couldn’t opt for other macros, like S+K+H, or P+K+H. This is important for characters who negative edge inputs, like Johnny or Zato, as they might need a different macro input so they can better “hold certain buttons” without having to rely on the default Roman Cancel input. This applies to other things like Slashback, Blitz, or Faultless Defense as well. Limiting input macros just leads to more problems if you ask me.
Gatling Combo cancels seem “okay” for now... and I understand why they put limits on Punch and Kick buttons, simply because those kinds of moves have higher priority and are safer in most situations. I think it makes sense to limit benefits when priority is on taking less risk in a fight.
In other words, using stronger attacks is more of a gamble, and therefore should get more natural benefits. Bigger risk, better rewards. This goes for guarding as well. While blocking itself isn’t taking much risk (or rather, raising RISC), players who use technique like Instant Blocking or FD blocking should get benefits from using it.
I don’t know if Blitzshield will return, but I wouldn’t mind if it did, especially if it functioned the same as Slashbacks in older games, especially on block or wakeup.
Gameplay/Nuances:
Not enough special moves/tools for characters to my liking... though some felt overpowered. Ky’s 6H acting like a Dust Launcher felt way too powerful for someone like him... though I can understand why such exists if it’s a slow attack.
Other characters felt “sluggish” at certain areas, like Chipp Zanuff and his combo routes (which would normally feel easy to chain together). Even Alpha Blade felt a bit slow.
Airdash Speed/Height also felt slow and limited. Also I don’t like the idea that forward Airdashes have the “Air Hike” glyph (DMC), but Air Backdashes do not as much. If they’re going to have air dash “tells”, it should work for any form of airdash. That’s especially needed for crossups and IAD situations.
Also it felt like Backdashes weren’t very safe, not to mention the damage output being too high.
I missed moves like Ky’s Grinders or Sol’s Riot Stamp... or even classic moves like Tyrant Rave Alpha, Sidewinder, or Crescent Slash.
Lots of characters felt lobotomized and overly simple to my liking, compared to their more developed older versions. Even EX characters felt more developed in the older games.
I’m still not sure how I feel about Roman Cancels having a “hitbox” or “launch hit” when they go active, but I guess it takes getting used to. It’s not a bad tool, but I’m not sure how effective such would be as a Dead Angle on defense.
I was also told that blocking reversal moves (DPs) in the air causes a large blowback... I find that interesting, but I don’t know if there’s pushback when blocking said moves on the ground.
It’s fine if you can FD moves to deal with reversals safely, but common blocking without Instant Blocks should at least have some knockback to put some value in reversal moves.
Other Stuff:
I liked the concept of getting to use normal attacks immediately after certain key special moves (like Sol’s Vortex), or the simplicity of the juggles. Though I hope they improve things like Dust Air Combos... right now Dust only causes launch on counterhit, there are no more ground Dust combos like Xrd had.
It also felt like the window for an air combo was very small as you could only do 3 hits at most after a Dust Homing Jump. I would like to see more uses of Jump Dust for characters, or even momentum-based combos.
Things like Impossible Dust (homing jump cancel) or even Jump Install would also be nice.
I would like to see more character-customization, like having different types of weapons/outfits, abilities, or stats, in an adventure-style game (like Granblue currently uses, but bigger in scale perhaps).
I would also like to see different modes of gameplay, like an Isuka Mode, or a 3-on-3 battle setup for team battles (not necessarily tag style, but KOF style teams as well).
I would also like to see GG Generations return... classic modes for every style of play:
GG1 Mode, GGX Mode, GGXXAC Mode, Xrd Mode, and maybe even a GG2 mode that makes special moves resource-heavy (like Granblue currently employs). Having separate modes of play would satisfy everyone... EX fighting styles as well, to further expand character play. Gold Bosses and Darkside enemies need to return as well.
I would also hope they explore the prospect of a GG animated film or movie, though that’s still wishful thinking. Having English novels would also help move things along.
Roster-wise, I just want everyone to return at their best, along with really cool new faces.
Closing Notes:
Experiencing the beta first-hand, I can definitely say it has Guilty Gear aspects at its core, but I felt wanting more. I know they can pull it off, and I gave them everything I could possibly want in the game.
There’s a possibility they might update the beta later on... so I hope I’ll get to participate in that as well.
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