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Favorite Game? Fe6. Rival? Laurent. Hotel? Trivago 21 Kimberly/Ram/Ekko Enthusiast
New Jersey, America Katılım Şubat 2015
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The revolution will be televised bitch niggas
Avatar Legends: The Fighting Game@avatar_fighters
The revolution begins. 🌪 Use devastating airbending mixups to take your opponent's breath away... With the help of a few rebellious allies, of course. 🌊🔥💥 Watch Zaheer's character reveal trailer now.
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@Mightfo @jchensor i don't think he's saying that the long normal cancel windows itself is the issue, it's that heavy counters are like fatal counter on steroids (and normal counters almost feel fatal counter esque) and that being the case would warp offense and defense in a boring way for strive
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@jchensor Ehhh, youre wrong about the impact of long normal cancel windows. BB and P4 are other arcsys games with very long normal cancel windows and its fine, and the overall context is not THAT different. Other airdashers like uni too.
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I have a theory of why Strive’s Gatlings are so limited. But it’s a long journey so sit back for another classic jchensor novel:
They really wanted to go with the big COUNTER message on Counter Hits and such to produce meaningful impact and more casual-spectator-friendly presentation. So many of the decisions made in Strive you can tell were really trying to make the game more viewer friendly, a decision I totally understand.
The problem is that any system that has any sort of impactful COUNTER hits creates a game FULL of super easy Option Selects. Delayed chaining and canceling becomes super easy to do if you get a Counter Hit and nothing happens if you don’t. So they had to make sure that wasn’t the case.
Their solution to that was an interesting choice: implement a Marvel Vs.-esque system in which moves that connect on the opponent can be canceled at ANY TIME during their recovery. *This did not exist in previous Guilty Gear games.* You could only Chain or Cancel on the frames that hit, much like a Street Fighter game. Implementing this later cancelability meant you couldn’t Option Select it anymore because a delayed press would still get you the cancel or chain if there was no Counter Hit.
Now. With this in mind, imagine a Guilty Gear game with the full freedom of Gatlings that allows you to chain moves at any time during recovery.
The game would be miserable. Every chain would become some weird delayed Frame Trap mixup that could lead into nothing and let players get away with so many unsafe normals. Characters that could chain, say, 5 moves in a Block String would just do P… S… 2S… H… 2D… Special… The game would play so badly because every time you make someone block, people would be watching someone slowly chain moves in hopes of getting a Frame Trap.
So they chose to limit the Gatlings to prevent this.
So now, players knew if they blocked a 2K, they could just expect a 2D into a Special and that’s it. It would prevent the game from having a horrible tempo from people delaying Chains and Cancels all day. Now… whether that was the right call to do as opposed to just removing the COUNTER hit impact delays… that’s obviously going to depend on the person you ask.
Now I did mention it’s very Marvel-esque. So why doesn’t this happen in Marvel? The answer: Push Block. You make the opponent block one thing and BOOP you’re half a screen away. It removes that pressure and any temptation to use that kind of pressure.
But I don’t think many people would think that Push Block being in a Guilty Gear game would improve it. In fact, I think we’d all know that the game would be significantly worse. And even if Faultless Defense worked more like before and increased pushback to mitigate it enough, a Faultless Defense that pushes people back that far would wreak havoc across the game, IMO, moreso than limited Gatlings.
I really do think that’s why we ended up with how Strive’s Gatlings work. I’m not saying they made the right decision, I’m intentionally leaving any personal opinions out of this post, but I do think that’s the logical path that lead to the limited Gatlings.
Because let’s be honest: it certainly wasn’t implemented to make the game more beginner friendly. No one would think limited Gatlings that you have to memorize would be more beginner friendly than a more open and freeform system of P -> K -> S -> H -> D.
Anyhow, just spewing out random late night thoughts. Hope this was interesting to anyone who actually read it. LOL!
Jamestrombone@jamestrombonee
I'll probably truly never get over strives gatling system and what's even crazier is that this just how the franchise is gonna be now
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I think she's really neat, is the thing.
@Zimmly out here making peak character design

Zimmly - Perrin Fan Ultra 💙💚@Zimmly
Cindy Quill
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