It feels like this game was made by an entirely new and inexperienced team. They learned nothing from previous games.
I guess Granblue and DBFZ 2 took most of their ressources.
I have no other explanation.
It feels like this game was made by an entirely new and inexperienced team. They learned nothing from previous games.
Is DBFZ2 even in development right now?I guess Granblue and DBFZ 2 took most of their ressources.
I have no other explanation.
It's fucking stupid. I kept doing stuff like 2P>5P>2D and having to remind myself that it doesn't work just because.
I don't understand Arc Sys's obession with virtual lobbies. Why make things so much cumbersome and all these additional assets? Just give me some classic lobbies.
I'm guessing it's like what can be linked together? Explains why my P never linked with S.
exactlyIt's fucking stupid. I kept doing stuff like 2P>5P>2D and having to remind myself that it doesn't work just because.
no, those are chipp's gatling routeI'm guessing it's like what can be linked together? Explains why my P never linked with S.
Ah my bad, I didn't even think it was for a specific character. I haven't really kept up with GGS and overall i'm quite unfamiliar with it. Thank you for clarifying.exactly
arcsys and ishiwatari need to realize that atm they're changing things just because, not for any particular good reason
no, those are chipp's gatling route
gatling is basically target combo in street fighter term, normal moves that you can cancel into other normal move
a gatling is not a link
there might be a 5P cl.5S link for chipp since sol has it, but because it's a link then you need to time it right
They could limit gatlings in way more intuitive ways. Like all P buttons and K buttons chain into each other but you can't repeat the same button twice, same goes for S/HS. Way easier to remember and understand, still limits combo routes so that P/K starters can't lead to big combos, don't gotta memorize a flow chart.
P and k starters prorated the damaged for long combos so you would be sacrificing something like 20% of the combo damage for starting from a light move. That was fine before. Limiting gatlings makes no sense to me.They could limit gatlings in way more intuitive ways. Like all P buttons and K buttons chain into each other but you can't repeat the same button twice, same goes for S/HS. Way easier to remember and understand, still limits combo routes so that P/K starters can't lead to big combos, don't gotta memorize a flow chart.
People keep talking about Rollback. I thought the Rollback netcode didn't actually make it into the beta?
also, is GG now a link game like SF4? I see people mentioning no gatling, but I didn't realize what exactly that meant until I started playing. Can't chain l>m>h.
The feedback this game is going to get is gonna delay it to next year 100%.
This is rough. My lobby (which absolutely need to be reimagined lol) crashed and I got into 0 matches. Will be trying to play again tomorrow, let's hope it's fixed by then.
At this point with the feedback ArcSys will be receiving, I'm expecting Guilty Gear Strive to be delayed to next year.
because your fastest option then becomes your best option in all situations and you end up with games like ultra jabjabjabuppercut fighter iv.I don't get why big combos starting with P/K are a bad thing? The proration system takes care of everything and you won't get huge damage unless you spend meter (just like this game)
because your fastest option then becomes your best option in all situations and you end up with games like ultra jabjabjabuppercut fighter iv.
why bother using any other move if your can convert full combos off of a light