Views : 366,219
Genre: Gaming
Date of upload: Jul 15, 2020 ^^
Rating : 4.941 (203/13,481 LTDR)
RYD date created : 2022-04-09T18:27:02.945769Z
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Top Comments of this video!! :3
My absolute favorite part about Guilty Gear's resources is how Tension and Burst work together, Burst is a resource that DOES carry over between rounds, adding extra complexity as well as giving you the opportunity to Gold Burst so that you get more meter now at the cost of a potential lifesaver later. Everything about these mechanics are brilliant and truly show why people love Gear so much.
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"I struggle to make the connection and I imagine many other players do as well."
Hey there! Oreo here from the Them's Fightin' Herds QA team. I've heard your criticisms of the game's defensive mechanics, and wanted to take the opportunity to explain some of the design philosophy behind them. This is by no means an attempt to sway your opinion, but it was presented in a way that seemed welcoming of discussion.
While Guilty Gear has deep and amazing tactical decision making in regards to how you build and spend Tension, we didn't think the style was the best fit for the experience we wanted to make with TFH. The defensive mechanics are closer in application to Capcom's Versus series of games, with pushblocking and alpha counters. While pushblocking is resource-free, the amount of extra blockstun that comes with pushblocking is substantial. The push distance is also variable, with stronger attacks getting pushed out further. This causes the defender to have to carefully pick their spots to pushblock and to avoid being predictable for the best results.
Cross Canters, however, require a lot less thought. They are fast, strike-invincible attacks in a game where block pressure can be very scary, and every reversal requires a resource. While they do require half a bar of meter like Dead Angles do, the game has a maximum of 3 bars of super meter, and meter persists between rounds. So while they may initially seem quite costly compared to pushblocking, the results are more reliable, and guarantees that the game returns to neutral.
Basically, pushblocking is a low risk, low reward option that can be circumvented, while Cross Canters offer a much higher benefit at the cost of a little bit of meter. Since meter gain is relatively high, we figured half a bar was low enough of a cost to incentivize using it to guarantee relief. Especially if the player was already fully stocked or close to fully stocked with multiple bars of meter. We think that the inclusion of Cross Canter, on top of the decision making of level 2 supers offering utility instead of damage, strikes a good balance between nuance and complication when it comes to meter management.
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5:19 did he just roman cancelled a sentence?
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Yes! I get to talk about Hisoutensokuâs meter! It has 5 bars, but instead of being bars, itâs cards, and you draw a card whenever one fills. You make a 20 card deck (beforehand) from a decent card pool out of any combination of âsystem cardsâ which all characters have access to and have mild generic effects when used (like pushback or canceling normals into a dash), âskill cardsâ which are character specific and either level up a special (up to 4 times and with unique effects depending on skill and level) or replace one and give you a new one (which can be leveled up with more copies) âspell cardsâ which are supers that cost various amounts of meter to use (you have to discard other cards to use them). There are 20 system cards and around 16 skill cards and 16 spell cards for each character and your deck wildly changes how you play the game. Also, both you and your opponent can see each otherâs hands and what card you are selecting so you can do some mindgames by putting a reversal on top to get them to try to bait it.
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Kind of random side tangent about GG Strive; I like that they gave the noted beginner-friendly character Giovanna the gimmick where you deal bonus damage for high tension.
How often do you see beginner and even intermediate fighting game players forget that they have a bar outside the occasional super? No meter burn special moves, no special defensive options, it just sits there.
Now hereâs a character where even if you go a whole match without spending meter, whatever meter you gain is still working for you. I think thatâs a really clever mechanic, and it creates decision making at a higher level where spending your meter makes your character weaker in the short term immediately following. Do you âwasteâ meter gain by leaving the tension bar full? Try and spend about as much as you earn to keep tension high? Or is spending that meter worth it and you donât care if your follow up after this FD>RC>Full combo does a bit less damage?
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The part of "Me more damage, me make more meter" killed me so much. But its true to many games. A lot of FG only use thery meter about Supers or offensive options. thats not altomaticly bad, but giving offesinve AND defensive uses of meter is way more intersting for me, since it not only give you more options, but also it can be linked to a playsyle, so players can decided to what meter strategy they want to use more. Im a huge fan of Supers, i really am, but i really fell limited by the system when the only use of the metter is a super, a thing that is not useful all tje time, so having other options can make the meter not only more useful, but also more appreciated.
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I like YRC and all, but I prefer it in older guilty gear games because they don't slow down the opponent, so you can't just be like "fuck your neutral, i'm gonna approach you with no repercussions now"
I also like Advanced mode's meter in KoF 98. You can spend it for guard cancel rolls, guard cancel CD, which is similar to Dead Angle, and do supers, but one of the main things you can do with meter is go into Max Mode. If your opponent gives you some breathing room, or you manage to get them away from you, you can buff your damage temporarily, making your buttons more dangerous and trades more favorable. If you have more meter to spare after Max mode, you can also do powered-up super moves that you can combo into for at least 60% damage, making your opponent deathly afraid of you approaching them.
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@greenpinapple820
3 years ago
"So simple, even DSP cant mess it up." Friendly reminder that DSP is the type of guy to struggle making cup noodle
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