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  • Digital Watches

    Please Select Your Character! - A Piece on Playstyles and Useful Terminology 

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    Digital Watches
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    Published on 05-06-2013 11:43 PM
    1. Categories:
    2. Gameplay,
    3. Guilty Gear
    Article Preview


    On Playstyles and Useful Terminology

    Based on the number of threads about the topic, the character select screen seems to represent the bulk of the challenge and angst people face when playing Guilty Gear. In the community in general, we talk a lot about character playstyles, but people mostly seem to be talking through each other. For example, I'm aware everyone seems to have a vague sense of what a "rushdown" character is, but I’d argue that this term, which manages to describe just about every character depending on who you ask, is fuzzy to the point of being useless.

    This is a problem ...
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    Advanced Blocking in (at least) Guilty Gear 

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    Digital Watches
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    Published on 01-03-2013 08:15 PM
    1. Categories:
    2. Gameplay,
    3. Guilty Gear

    About a month ago someone in the GG forum asked about different block types, and apparently people liked my response, so I made it into an article. I've barely edited this so it works better for the front page, including adding a bit of preface to make up for the lack of, you know, a question being asked in a thread as context: ...
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    Bodied By BF Skinner: Applied Behavioral Psychology in Fighting Games 

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    Digital Watches
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    Published on 08-17-2010 06:13 PM
    1. Categories:
    2. Gameplay

    INTRO:
    Tournament finals, Axl v. Slayer. It's just a regional, but both players are bringing their A-Game, and everyone in the room is hype. It's down to the wire, the last round of the last match. Both players are about halfway down their HP bar, and a single combo can decide the outcome. Axl gets a lucky knockdown, and throws down a 2H to oki Slayer at the last second. But the Slayer's seen this before. He pulls out a perfectly timed reversal super. It's going to be a counterhit, and the combo after will end the game.

    But right before the superflash, there's a smaller, familiar blue flash. Axl has FRC'd the 2H, and blocks the super. The Slayer yells “You bastard!” as he takes a big anti-air combo and loses the match. What happened there? A psychic reversal gets beat by an even more psychic bait? Nope. What happened there wasn't a coincidence, and it wasn't anyone being psychic. It was operant conditioning in action, and it's an important part of higher-level mindgames.
    ...
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    Bursting: Damned if you do, Damned if you don't 

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    Digital Watches
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    Published on 06-17-2010 10:10 AM
    1. Categories:
    2. Gameplay,
    3. Guilty Gear

    Burst is easily one of the more characteristic features of Guilty Gear (and games inspired by it). At first glance, it's a renewable, separate meter bar that gives you an occasional “Get out of combo free card” that you can use approximately once a round. If you use it when you're not getting hit, you can even fill your meter with it! This is how most inexperienced players see it, and it makes sense, from a design standpoint, why that may be a useful thing. Unfortunately for inexperienced players (And fortunately for the metagame), it's not that simple.

    If you don't care about higher-level mind games in Guilty Gear and want to stop reading here, just take this advice: Never burst against anyone good. You'll probably win more than if you burst like a scrub.

    ...
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