New Guilty Gear and Under Night In Birth out in Japan.

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Lunar Templar

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Sep 20, 2009
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RaikuFA said:
Lunar Templar said:
RaikuFA said:
TehCookie said:
RaikuFA said:
Lunar Templar said:
RaikuFA said:
What is the point of making these? Every fighter is the same. To me, theres no story as they're all the same, they don't do anything thats fun, its just hitting buttons as quick as you can.
then you've never played Guilty Gear or Blazblue then, i suggest remedying this with Guilty Gear X2, and its BRANCHING story mode
Uhhh, no I'd rather take my chances on advice on GFaqs or play CoD online than play a fighter.

Mayabe if you people didn't treat newcomers like lepers I might try one out but I doubt it will happen.
The story is single player, and if you say there's no story you haven't played a arksys game. Those are like half VN.

Though I agree the competitive fanbase is complete shit and to stay away from them.
Of course I haven't. I don't play fighters. I will never play them and I want others to know how people who play fighters act.
most of us already know that dood.

also, if you will have never, and will never play a fighter, despite being given a fighter that has both fun and story. why are you here?

if its cause bolded bit, well your both wrong, cause not all of us are, even in the online section and about 15+ years to late for that news flash
I have never met a fan of fighters that didn't want me dead cause I was intrested in playing.

Plus, if they know it happens, why not do something about it?
really sounds like it's the area your in, i've rarely had a problem with people, even when i destroyed them in an online match, nor have i had any one yelling at me when i got destroyed.

so, its ether you, or the people around you causing the problems
 

TehCookie

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Sep 16, 2008
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RaikuFA said:
TehCookie said:
RaikuFA said:
Lunar Templar said:
RaikuFA said:
What is the point of making these? Every fighter is the same. To me, theres no story as they're all the same, they don't do anything thats fun, its just hitting buttons as quick as you can.
then you've never played Guilty Gear or Blazblue then, i suggest remedying this with Guilty Gear X2, and its BRANCHING story mode
Uhhh, no I'd rather take my chances on advice on GFaqs or play CoD online than play a fighter.

Mayabe if you people didn't treat newcomers like lepers I might try one out but I doubt it will happen.
The story is single player, and if you say there's no story you haven't played a arksys game. Those are like half VN.

Though I agree the competitive fanbase is complete shit and to stay away from them.
Of course I haven't. I don't play fighters. I will never play them and I want others to know how people who play fighters act.
So don't say ignorant things like "fighting games don't have a story" if you never play them, because you're wrong. Everyone already knows about the horrid fanbase even I agreed with you. I'm just saying that you can still enjoy the single player story mode even if you hate the fans. Well obviously not you but someone who's open minded.
 

RaikuFA

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Jun 12, 2009
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TehCookie said:
RaikuFA said:
TehCookie said:
RaikuFA said:
Lunar Templar said:
RaikuFA said:
What is the point of making these? Every fighter is the same. To me, theres no story as they're all the same, they don't do anything thats fun, its just hitting buttons as quick as you can.
then you've never played Guilty Gear or Blazblue then, i suggest remedying this with Guilty Gear X2, and its BRANCHING story mode
Uhhh, no I'd rather take my chances on advice on GFaqs or play CoD online than play a fighter.

Mayabe if you people didn't treat newcomers like lepers I might try one out but I doubt it will happen.
The story is single player, and if you say there's no story you haven't played a arksys game. Those are like half VN.

Though I agree the competitive fanbase is complete shit and to stay away from them.
Of course I haven't. I don't play fighters. I will never play them and I want others to know how people who play fighters act.
So don't say ignorant things like "fighting games don't have a story" if you never play them, because you're wrong. Everyone already knows about the horrid fanbase even I agreed with you. I'm just saying that you can still enjoy the single player story mode even if you hate the fans. Well obviously not you but someone who's open minded.
I really can't cause either cause I'd need to buy every single one and from what I hear the first one ain't so cheap so I can't really even if I wanted to.
 

Halo Fanboy

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Nov 2, 2008
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UNIB
http://www.youtube.com/watch?feature=player_embedded&v=pA2idM-Pz0w
http://www.youtube.com/playlist?list=PLjT1alt_1xli30G3O0KtxNNOCNgcTyJd7&feature=plcp

I played "R" yesterday. Here are some Faust notes for those who care.

The hitbox on Faust's far slash was buffed. I don't think the range was changed but they made it wider so that it hits a bit more above and below the scalpel. Its harder for a lot of characters to avoid it by running forward or doing attacks that put them in a crouch-like position. I played about 3 hours of "R" last night at my local arcade in Gunma. The hit box certainly feels wider but there was one instance where Millia was still able to run under it from pretty close range. I still haven't gotten to test it out in a bunch of situations. In the group of people I played with at the arcade yesterday, I only got to fight against Venom, Potemkin, Sol, Anji, Axl, and Millia.

A few other things I noted from day one Faust play.

Force break pogo now lifts off the ground from an OTG for a full legit combo, so stuff like air combo into air dust for knock down canceled into FB pogo works. The new version of it (pressing D while in hop state) is good for extending combos but I haven't found any combos that really do a ton of damage as a result of it yet. The move on it's own, however, while on pogo is great for those moments when you are on the pogo in a neutral state and can be used for general pressure or almost like a semi-DP like move. One more note about pogo stance is that it seems the hit stun on the p face extend move has been increased and it seems easier to do slightly longer combos. I was at least able to get longer ones on Potemkin. Still need more testing. One more thing about pogo is that it seemed a little harder to do double ground flower hits after the initial pogo hit. You have to do it slightly earlier so the chances of the opponent being able to tech after going my way are higher since you have to knock them higher off the ground.

General timing for air combo into jump dust seems slightly tighter. Totally doable by any means but maybe just a frame or so difference.

New FB door is a fun little tool. Certainly not something to abuse too much or rely on heavily but it can catch people off guard in the right situation when used sparingly. Especially with certain item set ups. It seems that on counter hit (at least when the opponent is in the air) they cannot tech, so it is easy to follow up with a nice beefy combo.

FB bat follow up to scalpel pull now does wall stick instead of wall bounce, making it hard or impossible to combo after unless you are near the corner. Seems just doing the standard swat follow up for the big meter gain is a good option, and if you have the meter, to just do the TNT follow up.

New coin is super useful! It stays on the screen for a long time and controls a lot of space. Great for followup up for pressure and keeping the opponent guarding. And as usual on hit, you get that nice flame swat! Oh yea!
New dumbell item is fun and gets instant knockdown. Because of the far angle it travels, it sucks up close though because it will just fly over their heads if they are standing on the ground. Good for full screen.
New food item is just standard food item as far as I can tell... nothing special.

Counter hit standing kick knocks them to the ground in front of Faust rather than knocking back full screen. It's easy to set up okizeme after this.

Can't think of anything else in particular about Faust specific stuff. I can talk about how matchups changed more once I fight more characters and get more match experience in. Faust still feels very similar and very much intact with mostly buffs and some nice new fun tools. I don't think he is all that more powerful than his regular AC version but depending on how matchups have changed he might be overall better in this game compared to AC.

Overall, the game feels like it runs fine and I didn't notice any input lag for anyone wondering. The game seems really fun and I can't wait to play more this weekend at Mikado!!

Lastly, funniest moment of the night was seeing Venom charge his full screen stinger aim ball to max size while Sol was on the other side of the screen. Sol does grand viper under the stinger aim ball as it is released and hits venom, only to have the ball bounce back off the back wall and smash Sol in the back of the head, much to Venom's delight. I LOLed.
http://shoryuken.com/forum/index.php?threads/guilty-gear-xx-accent-core-plus-r-new-update-for-ggxx-coming-to-arcade-psn-xbla-and-now-vita.154629/page-14#post-7521431

Related news: Dark Awake/Chaos Breaker re-release.
 

crono738

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Sep 4, 2008
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Fappy said:
To save you all from crippling migraines I suggest you stop trying to convince RaikuFA of anything regarding Fighters. I have seen him do this multiple times before and he's set in his ways. Just leave it be.

Here's what I mean: http://www.escapistmagazine.com/forums/jump/7.384273.15234640
So he's basically the Zeel of fighting games. Wonderful.

OT: New Guilty Gear? Dear god this better come to the US.
 

MegaManOfNumbers

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Mar 3, 2010
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RaikuFA said:
What is the point of making these? Every fighter is the same. To me, theres no story as they're all the same, they don't do anything thats fun, its just hitting buttons as quick as you can.
Every game is the same!

They all use buttons and are a fruitless effort to escape reality!

The more things change....
 

Halo Fanboy

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Nov 2, 2008
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I did a few games today. For the colors it seems that the set 2 is the EX color set from the previous version, at least I was able to select the color I used for Anji before with that.

Anji didn't change much or at least that's how it seems, you can still play it exactly like before and do very well, aside from the changes on Aoi he feels the same with some new options here and there. I'll try to make a list of the changes I noticed, most may be repeats from the previous loketests but at least it will be confirmed now and I'll be able to give some insight.

- 5P : it seems the level went up but the recovery is a bit increased. It's really easy to pick up after using it as an anti-air against someone. On the ground you can also easily cancel into 5S via 3S cancel.

- 5S : it makes guard bar go up again, so that's great for such an important pressure move.

- 5D : it's special cancellable now.

- 2H : gained a cancel into 5H, connects even on standing opponents.

- 2D : reach is way better now, I'm able to connect the move in many cases where I'd just have missed and get punished before. It's a great change, makes Anji's hit confirm game a lot easier.

- 6P : is cancellable from 5H, not very useful IMO as 5H has a lot of knockback.

- 6K : contrary to the reports of the previous loketest, the FRC is still there, at least I had no trouble doing it.

- 6H : now it's a great move, cancellable into from 2H, 5S, 5H and maybe others but I didn't try. It's special cancellable also which makes it great for pressure. Autoguard frames seem to be increased. Recovery is increased though so it's better not to whiff it. Don't know if the FRC is still here or not but it would be irrelevant now if it is the same as before, maybe it has moved though. I used 6H a lot in pressure strings like 5S, 6H, shitsu or P kai, it's a great way to continue pressure. Cancels from 2H and 5H aren't great because the moves give to much pushback so 6H is likely to whiff after these. It's better to use it after 5S.

- 3K : doesn't float anymore, except on CH. I don't know what to do after that if it hits on normal hit except S fuujin into nagiha.

- 3S : it's a great move now. Seems a bit faster, moves forward and has more autoguard frames. It's actually a very legit anti-low autoguard move now. It doesn't cancel into another 3S anymore. The 3S cancels are a lot easier to do, but they don't seem to benefit from the forward momentum of the move. So doing 5S, 3S cancel, 5S isn't gonna make you move forward between the 5Ss or maybe the forward momentum is so small that it's not noticeable.

- jD : didn't notice any increase in the recovery or it's really a small one. I was still able to do on okizeme shitsu, dash, 5K, IAD, jD whiff (guard breaks by falling butterfly), land and 5K into combo.

- FB shitsu : travels very far and faster, takes time to get used to but allows to throw it from farther away on okizeme.

- Rin : it's an overhead move now, still very easy to see.

- FB Rin : it's now much easier to bait bursts with it even late ones, autoguard frames have been buffed a lot.

- K Kai : on normal hit it lifts the opponent up about the same height as P version now, so it's still very possible to combo. On CH however it still bounces very high.

- FB On : it's a bit slow to come out but Anji goes up very fast once he jumps. It doesn't seem to have any invincibility but the hitbox is huge, so if you're not super close to your opponent's attack when you do it, you should be able to catch him. It makes the opponent fly very high when it hits so you can connect pretty much whatever you want after.

- Kou : I'm not sure but it seems that it's untechable now.

- Aoi : the only disappointment of this new Anji. I'm not getting used to it yet, it's much slower to come out (got it blocked most of the times I tried) and the opponent stays on the ground when hit. According to japanese bbs it's possible to combo after it, which should be very interesting but I couldn't get the timing down yet. I also heard it had a FRC but I couldn't try. It's safe on block now though. I think it's not a real nerf and could actually be an advantage considering the combo possibilities but it's necessary to adapt to the new startup and the combo timing first.

- In general, Anji is now able to delay his gatlings up to until the end of the recovery of his moves. This could be very useful to create frametraps and such or counter mashing attemps for opponents. I still have to figure out how to put this change into practice but I've thought of something against people who mash in pressure strings. Using 5S on pressure, late cancelling into 3S or 6H could allow to continue pressure while offering the option to counter an eventual mashing attempt from the opponent with an autoguard. You have to guess on whether to use 3S or 6H, it depends if the best mashing move your opponent has is a low or a high.


Also for the general game info I noticed : there is no lag at all so nothing to worry about. Gold bursts don't knockdown anymore, maybe only on CH ? Didn't try slashbacking yet so I can't say anything about it now.
http://www.dustloop.com/forums/showthread.php?13487-Guilty-Gear-Accent-Core-Plus-R!-Loketests-August-15-22!/page120
 

dimensional

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Jun 13, 2011
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Been looking forward to Guilty Gear for a while I absolutely suck at it but its great fun to play despite the fact I usually get destroyed. Ive never player under night in birth but I may give it a go if it comes out over here.

Really though I am still waiting for them to release Persona 4 Arena here shouldnt be more than 10 months or so now.