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Posts posted by LockedAndClush
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Yea, that guy seems to be doing rounds.
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Although GG's to you. Since i just played you.
GG's to you too, I apologize for bailing after a few fights though, but my Internet was doing rounds taking me to Lagville yesterday. Let's play some more sometime!
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Guilty Gear is full of weird varied wakeup timings that you had to just memorize, I doubt they'd change anything about that.
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I don't think that introducing new characters in the second loktest is likely. They will probably just focus on ironing out Johnny and Jack-O', polishing mechanics a little bit and all that. In my humble (and unpopular) opinion, I kind of prefer them to work very thoroughly on two characters and system mechanics, so they're all polished, balanced (ekhm, ekhm, 1.0 Elphelt) and overall enjoyable from the very start. I'd, personally, gladly pay $40 (taking BBCPEX price as reference point) for what is on offer here, if it's done to the highest quality standard.
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I remember hearing that Blitz shielding gives you back a ton of your burst gauge in Revelator. This may mean that the back and forth Blitz fights may get you an almost immediate burst recovery or something like that.
That's probably why they give us this new Blitz attack that cannot be counter-Blitzed. You're probably sacrificing a little damage (or a lot, depending on the situation) for the safety from counter-BS and preventing your opponent from gaining their Burst back.
Unless the new BS attack has been de-confirmed as unblitzable, then I'm sorry, I'm referring to old info.
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Hey Dustloop, you got a shoutout from Europe's classiest act:
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And gg's to AndreTheGiant if you're around here, I had such a hard time getting out of your deja-vu setups.
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Well, they're apparently doing a new story mode and putting at least two new characters in, so it's probably gonna be a new disk.
Let's keep in mind that there are no official announcements for consoles at all as of yet. By "new story" they might just mean new arcade mode cutscenes (or some addition to SIGN, like how BBCSEX and I think BBCPEX did it), but that does not mean they won't chose to release it as a new game anyway. Knowing Arc though, a new disc is very likely.
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I know it isn't that obvious but i was trying to come up a practical Dust > Dash combo with Sol
How does that work anyway? Does the enemy keep tumbling on the ground after the first hit, or do they get launched (like if you hit them with Fafnir>5HS)? How many times can you repeat a move (three like after Homing Jump)? This mechanic sounds very similar to Azrael's Charger combos, I don't imagine you could get anything better than 5HS a few times and then Bringer or something.
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You misread my question. The topic never was about airteching. I asked what the difference was between calling a throw break a throw break and calling it "two players who throw on the same frame go back to neutral".
Throw break implies that you could break it AFTER it happened (that's how it works in most games, even AC had a small, but present throw break window), not just happening when both player try to throw on the same frame. It also depends on whether both players need to be able to throw for a throw tech to happen (I'm not sure how that is in AC, can you throw tech there if you were thrown out of something?).
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The stages all look neat. There's a lot more lighting on them, they're all either brighter or darker. The effect is great, the lighting effects themselves look really good and hide the rather low quality textures on most of the objects well.
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It'd be great if they just added colors. I don't want them to remove my beloved color 7, I'd, like, get mad for a minute and have to find a new one!
50+% damage increase on OD Boost with Hellfire sounds good. Might make it more viable to go for a OD as an ender. I also want to know if you can OD Boost Dragon Installed Hellfire Tyrant Rave and if Chipp survives this with at least a little bit of RISC, haha. I'm all for new ways to use Burst offensively. -
It's soooo beautiful
I'm curious how they pulled it off. When watching the GDC art-talk I recall multiple mentions of how hard and overall disjointing from the 2D feel it would be to add dynamic light sources, but now they did it and it supposedly works... I'm scared to think where will ASW take this tech if they ever move on to something more powerful, like UE4 or something.
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Yeah the record is from Sol.
So it's probably a "Queen Album"
When my father and I will have some time I'll take a look at his Queen LP collection (includes most albums, singles and other releases before 2001) and look whether there's something with a butterfly or something similar on one of the records.
Also, king of heart, since you played it, how does the dynamic lighting look? Is it really as good in motion as it appears on the screenshots?
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What exactly is the difference? :E
Some games (including Arc games) allow for breaking throws a few frames after they happen. I hope that REVELATOR sticks to at most the AC style window, if any window at all.
Also, I definitely think battle damage might be a thing now. Looking at Famitsu screens, Jack-O' and Johnny's win poses have them all dirty and ragged. That would be a really cool detail to add, but makes me even more worried (along with dynamic lighting) that PS3 will not see this one, but maybe again it will have a toggle for graphical fidelity (or will just be toned down overall).
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Holy shit, that seems too good.
Depends on whether this is 50-55% of the health bar (visually) or 50-55% of actual health (which would be faar more).
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I heard that throw breaks are not really throw breaks, but rather just a way to make two people who throw on the same frame return to neutral.
Seeing how openly Daisuke talks about story makes me sure it'll be a new disc (why did I ever think otherwise?), but somewhat hopeful that it will hit consoles sooner than -SIGN- did. -
Umm... what's this mean? I hear it causes tumble and now I hear pillows... is it good? xD;
I heard it gives you two new "coins" in form of a character-specific item. It has very low damage for a super though.
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Any Sol changes, king of heart? Someone mentioned some characters did get slight balance tweaks, so I'm curious if they worked him aroud any more.
Starting position dustloops from 5D are gone? I'm sad. I hope new Homing Dash has just as much carry.
Johnny sounds very, very strong now. I hope they don't pull a 1.0 Elphelt on us and make him stupid strong though. -
Looking the visuals makes me think there won't be a PS3 version this time around. This kinda lighting might be just too much for the old black box. Maybe they'll have a quality/performance switch this time around too, only making a huge difference this time around.
Jack-O' looks cool enough. Probably not my kinda character, but the gameplay footage we have looks interesting.
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Considering the manual for the loktest mentions every important mechanic present to in the game, old or new, I think counter Blitz Shields are out and this new "powered up attack" thing is a default follow up to BS.
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They are going good so far, when do they finally take out PRC?
Why would they? PRC is quite fine as it is right now.
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Another (not so important) thing: Now 5D > [6] has animation just like 5D > [8/9].
I'm curious if they made it such to make Homing Dash midscreen combos easier (like with Sol, you can get a dustloop from a P2 starting position Homing Dash, but the time to press 9 to jump is very strict) or kill them altogether. Tomorrow is gonna be a big day, I hope a lot of information and footage pops up early.
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If you hold the H button when you blitz, your character will start a new animation. You can release it shortly after to use a special follow-up attack.
So is Blitz Shielding back after being rejected gone? It's not mentioned in the manual at all.
I hate the idea of throw breaks, hopefully they are AC-level tight or maybe a little more. Please, no BB or SF style throw tech windows.
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What's that thing with Blitz Shield in that manual? Some new follow-up or something?
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Could someone please clarify for me how the character select screen pic suggests zappa?
If you look at how characters are placed on the new selection screen and the AC one, you'll see that they are all opposite the same ones (Ky/Sol, Johnny/May, Millia/Zato etc.), and on the opposite end of Faust there's a "random but probably will be a character" slot.
[Xrd] News & Gameplay Discussion 2 - Console is Out!
in Guilty Room
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For a short while after the 1.05 dropped I'd constantly get an accidental instant air dash after Bukkirabou ni Nageru when trying to go WT> 2HS > j.6HS (to get a throw if they Burst or j.HS if not), which made me eat a Burst to the face when I had a good read on my opponent doing it far too many times (seriously though, why do people still Burst right after the post-WT launch it, that's asking for it). I kind of got used to doing it a little bit more careful (or just go for j.4HS instead), but for a while it was annoying.
I sometimes still get an air dash instead of a forward air throw from a running start, which also kind of screws up my game when it happens. I'm not complaining much though, because now I can consistently get the jump cancel IAD and super jump cancel IAD combos that were totally improbable in anything more than 2f stable delay before.