Guilty Gear Xrd -SIGN-

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Cagar
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Re: Guilty Gear Xrd -SIGN-

Post by Cagar »

Hagane wrote:
Cagar wrote:Yeah, and that is beyond stupid.
More animation frames = slower gameplay.
Explain please :lol:
How the fuck is that related?
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Aliquantic
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Re: Guilty Gear Xrd -SIGN-

Post by Aliquantic »

Hagane, don't forget the one part where SFIV has high execution... guarding its myriad of pseudo unblockable setups, which requires gambling and crouching or backdashing, or doing a weird left-right stick motion so you hit the one-frame window in which you can block it (blocking moves your hitbox slightly backwards, so blocking as a cross-up moves you backwards a little and you get hit, blocking forward means you get crossed up and get hit anyway). Unblockable Ultras were even discovered not that long ago in AE 2012... Pseudo-unblockable setups do take time to practice, but that's a fairly finite requirement.

Unrelated, but did I just see the old dustloop in that trailer? The clash system looks different, too...
Cagar
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Re: Guilty Gear Xrd -SIGN-

Post by Cagar »

Aliquantic wrote:or doing a weird left-right stick motion so you hit the one-frame window in which you can block it (blocking moves your hitbox slightly backwards, so blocking as a cross-up moves you backwards a little and you get hit, blocking forward means you get crossed up and get hit anyway)
Isn't that a glitch/mistake from the developers, and not intended?
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z0mbie90
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Re: Guilty Gear Xrd -SIGN-

Post by z0mbie90 »

But, but thet made so beautiful sprites :cry:

Still looks really nice.
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Aliquantic
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Re: Guilty Gear Xrd -SIGN-

Post by Aliquantic »

Cagar wrote:Isn't that a glitch/mistake from the developers, and not intended?
Yes, like almost everything else related to fighting games... there hasn't been many games where major "unintended" features didn't pop up, from links and special cancels in very early SF2, to option selects and plinking and most of Capcom's VS series and TAC abuse and Valle's CC and infinites and jump install in GG or the Bridget/Juri yoyo glitch (some of those then became first class features). It doesn't really matter how intentional something is when you get hit by it.
Cagar
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Re: Guilty Gear Xrd -SIGN-

Post by Cagar »

Aliquantic wrote:
Cagar wrote:Isn't that a glitch/mistake from the developers, and not intended?
Yes
...was just making sure, no need to heat and throw lots of abbreviations to prove that I KNOW NOTHING :?
edit: I did understand your main point though, which I pretty much knew already
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DragonInstall
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Re: Guilty Gear Xrd -SIGN-

Post by DragonInstall »

With this Arc may redeem itself.

Sorry BB just didn't cut it.

Im really digging the new look, other than Ky's ugly pony tail.
Espgaluda III needs to happen.
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KAI
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Re: Guilty Gear Xrd -SIGN-

Post by KAI »

The ponytail rulz <3
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ChainsawGuitarSP wrote:Also, clashes seem to work on a priority system now since Sol & Ky alternated between being pushed back with their attacks.
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HS>S
HSxHS - both characters are pushed back
This seems to work only when using Heavy Slash.
I'm not liking this at all, yet.
Last edited by KAI on Tue May 21, 2013 12:23 pm, edited 2 times in total.
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MOSQUITO FIGHTER
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Re: Guilty Gear Xrd -SIGN-

Post by MOSQUITO FIGHTER »

Those combos look familiar.
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UnscathedFlyingObject
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Re: Guilty Gear Xrd -SIGN-

Post by UnscathedFlyingObject »

Great sprite emulation there, though you can't beat the real thing at the end of the day. The original sprites are just more sleek looking.

I think they should be doing a a reboot rather than a remake. Something radical like say the transition from Street Fighter 2 to Street Fighter 3. Of course, you don't wanna alienate the fanbase, but SF3 was such a breath of fresh hair after the 100th iteration of SF2. If they just gonna make this new GG game like the old ones, why not just play the old ones?
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Hagane
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Re: Guilty Gear Xrd -SIGN-

Post by Hagane »

Cagar wrote:Explain please :lol:
How the fuck is that related?
Hard normal attacks in 2D fighting games tend to hit in 10~15 frames in average. Lights roughly have a startup of 3~8 frames. Now, what would happen if you took a more "realistic" approach to animation and displayed the whole attack animation without shortcuts, a different picture every new frame? Attacks would necessarily take more time to hit and recover, since they would spend more frames to fully animate. Things like 0 frame special attacks wouldn't even be possible. Transitions from neutral stances to attacks would make things even slower. You would be able to react to nearly everything.

I don't think I need to go into much more detail to show that such an approach would be terrible for this kind of game.
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Skykid
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Re: Guilty Gear Xrd -SIGN-

Post by Skykid »

If you like KOF there's no reason to dislike AC really.
I only approve of 94 - 98 (and a small allowance for 2K2.) Strikers ruined the game, and 99's hop-back roll was idiocy. I don't consider KOF (those I favour) to have anywhere near the level of options and complexity as GG or BB. Depth, of course, but that's another thing altogether.

Keep in mind I was playing GG since it first arrived on PS1 (still got the copy). I probably prefer its less convoluted beginnings (and stripped WS versions) than trying to bend my head around the layering of AC etc. I've enjoyed playing the series mainly for the visuals (less for the audio), but as soon as I watch a YT guide or check an FAQ to try to figure the system, my eyes glaze over at all the jargon.

But that's just me, I like my FG's more static. I can't even find love for the Capcom versus series after all these years either.
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Cagar
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Re: Guilty Gear Xrd -SIGN-

Post by Cagar »

Hagane wrote:
Cagar wrote:Explain please :lol:
How the fuck is that related?
Hard normal attacks in 2D fighting games tend to hit in 10~15 frames in average. Lights roughly have a startup of 3~8 frames. Now, what would happen if you took a more "realistic" approach to animation and displayed the whole attack animation without shortcuts, a different picture every new frame?
No.
In guilty gear, they display 1 animation frame for the time of 3 actual gameplay-frames, that could be filled with smoother animation frames. Even the standing animation looks clunky.
EDIT: And not just guilty gear but almost every 2D fighter
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Hagane
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Re: Guilty Gear Xrd -SIGN-

Post by Hagane »

Cagar wrote: No.
In guilty gear, they display 1 animation frame for the time of 3 actual gameplay-frames, that could be filled with smoother animation frames. Even the standing animation looks clunky.
EDIT: And not just guilty gear but almost every 2D fighter
That's not what you were saying, though. They could tweak a few in-betweens, but not add more animation frames without affecting the speed of the game. Not playing GG for that reason is pretty dumb by the way. The games are fast and you hardly notice that.
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trap15
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Re: Guilty Gear Xrd -SIGN-

Post by trap15 »

That's what I interpreted him to be saying (fill all the frames), so I think it's just you who thought that.
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Re: Guilty Gear Xrd -SIGN-

Post by Nao83 »

A new guilty gear oh yeah !!!! 8)

Thanks a lot for the news :mrgreen:

i read confirmed for arcades and uses Ringedge2 / All.Net P-ras Multi Version 2″ circuit board???
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KAI
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Re: Guilty Gear Xrd -SIGN-

Post by KAI »

http://gematsu.com/2013/06/guilty-gear- ... r-next-gen
Current gen game for next gen console.
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orbus
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Re: Guilty Gear Xrd -SIGN-

Post by orbus »

UnscathedFlyingObject wrote:Great sprite emulation there, though you can't beat the real thing at the end of the day. The original sprites are just more sleek looking.

I think they should be doing a a reboot rather than a remake. Something radical like say the transition from Street Fighter 2 to Street Fighter 3. Of course, you don't wanna alienate the fanbase, but SF3 was such a breath of fresh hair after the 100th iteration of SF2. If they just gonna make this new GG game like the old ones, why not just play the old ones?
Guilty Gear 2: Overture says hi.
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KAI
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Re: Guilty Gear Xrd -SIGN-

Post by KAI »

Location Test in august
http://shoryuken.com/2013/07/25/arc-sys ... or-august/

Confirmed, that stupid dust was real
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Deca
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Re: Guilty Gear Xrd -SIGN-

Post by Deca »

Do we know anything about PS4 compatibility with PS3 sticks? Should we be expecting it or not?

I'd really like to continue using my Q4RAF and not need to find space for another stick.
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Re: Guilty Gear Xrd -SIGN-

Post by BulletMagnet »

Deca wrote:Do we know anything about PS4 compatibility with PS3 sticks? Should we be expecting it or not?
I couldn't quote anything official, but offhand I very much doubt it.
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Pretas
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Re: Guilty Gear Xrd -SIGN-

Post by Pretas »

If the home port of this does in fact end up on PS4/Xbox One, it will be solely a business decision and not one borne of technical limitations.

My bet is that Xrd's port(s) will be current-generation. With the 360 now completely out of the picture for most consumers, and the Wii U a non-starter, the Japanese console market has become very firmly settled into the PS3. It will take a committed effort from many developers, a lot of time, and likely a price drop to detach it. Arc cannot afford to forsake their most reliable market right now.
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Re: Guilty Gear Xrd -SIGN-

Post by ACSeraph »

As it turns out I'm going to be in Tokyo on the morning of the 9th, so I'll be hitting up the location test for sure. Anyone else going?
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shmuppyLove
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Re: Guilty Gear Xrd -SIGN-

Post by shmuppyLove »

BulletMagnet wrote:
Deca wrote:Do we know anything about PS4 compatibility with PS3 sticks? Should we be expecting it or not?
I couldn't quote anything official, but offhand I very much doubt it.
They have officially said that PS3 headsets will work on PS4, so it's not completely out of the question I think.

And given that the PS3 is very forgiving when it comes to USB peripherals, and that the PS4 will be even closer to a standard PC architecture, I'd be willing to bet your PS3 sticks will work on PS4.
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KAI
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Re: Guilty Gear Xrd -SIGN-

Post by KAI »

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Skub
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Re: Guilty Gear Xrd -SIGN-

Post by Skub »

D wrote:Those who played Battle Fantasia know that arc CAN do 3D.
I really wish this game was more popular. It's like ArcSys 3rd Strike.
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BulletMagnet
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Re: Guilty Gear Xrd -SIGN-

Post by BulletMagnet »

Chipp, Venom, May and Potemkin (with a new outfit) are in.
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KAI
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Re: Guilty Gear Xrd -SIGN-

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ACSeraph
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Re: Guilty Gear Xrd -SIGN-

Post by ACSeraph »

I hit up the location test Friday morning. Luckily I got there early because by the time I got to play (the second group in) the line behind me was 400 strong. I had read Daisuke Ishiwatari was supposed to be there but if he was I didn't see him. As for the game, you could tell it was an early build. The framerate seemed pretty low and the gameplay also felt slower than XX. I spent most of my time on the machine fumbling around and not accomplishing much because it really does feel quite different from AC. I managed to win my first match against another guy who appeared to be having as much trouble as me, but lost my second match in the final round. What I played though made me feel good about what will be coming to us a year from now.

Here's a video taken on the last night of the test and a couple pics.


http://www.youtube.com/watch?v=TxXQD7wt ... e=youtu.be


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Re: Guilty Gear Xrd -SIGN-

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