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stoutfish
Oct 8, 2012

by zen death robot
at one point i forgot you can't block fireballs in air in this game

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Mintergalactic
Dec 26, 2012

stoutfish posted:

i could not mash uppercut fast enough and he jumped at me

If only you were playing Rising Thunder, the hit new game where complicated finger puzzles are thrown out the window in favor of moba ability cooldowns

Mintergalactic
Dec 26, 2012

stoutfish posted:

at one point i forgot you can't block fireballs in air in this game

You can't block at all in the air

lesbian baphomet
Nov 30, 2011

Sharky since when do you play fightgames?

Sharkopath
May 27, 2009

lesbian baphomet posted:

Sharky since when do you play fightgames?

for a while, i just got back into them recently

Sharkopath
May 27, 2009

i used to play a lot of skullgirls but then decided it wasnt very good

Mintergalactic
Dec 26, 2012

same

everythingWasBees
Jan 9, 2013




i got ultimax and the two cute girl dlcs, and am now gonna go play it with my sisters
we will pick our waifus and husbandos and fight to the death

everythingWasBees
Jan 9, 2013




I don't understand persona. Can somebody give me a quick rundown on all the characters. And they have shadow modes?

everythingWasBees
Jan 9, 2013




Why are there auto, those is there any way to get rid of them or are those important

Mintergalactic
Dec 26, 2012

They actually are important

About shadow characters: don't use them

everythingWasBees
Jan 9, 2013




What the gently caress is this why are there so many mechanics

everythingWasBees
Jan 9, 2013




Like this is really really silly

everythingWasBees
Jan 9, 2013




Oh my god there are even status ailments

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Welcome to a fighting game developed by the Blazblue team, they are terrible at not having 30 different mechanics in one game

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Do you still want a rundown of the characters or do you feel in over your head?

everythingWasBees
Jan 9, 2013




Beef Chief posted:

Do you still want a rundown of the characters or do you feel in over your head?

Sure, also very much so. I miss simple games. Like Guilty.

Mintergalactic
Dec 26, 2012

everythingWasBees posted:

Sure, also very much so. I miss simple games. Like Guilty.

Pfffffffffffff

everythingWasBees
Jan 9, 2013





What

everythingWasBees
Jan 9, 2013




My tiny insect brain can't handle all of this. I want to cry

Mintergalactic
Dec 26, 2012

Calling guilty gear a simple game is kind of hilarious sorry

everythingWasBees
Jan 9, 2013




mango gay touchies posted:

Calling guilty gear a simple game is kind of hilarious sorry

Relatively speaking it is

stoutfish
Oct 8, 2012

by zen death robot

everythingWasBees posted:

My tiny insect brain can't handle all of this. I want to cry

may i recommend marvel vs capcom?

Mintergalactic
Dec 26, 2012

I wouldn't call ultimax more complex so much as it is needlessly bogged down

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Yu - Beginner-Level, Jack of All Trade Master of All of them. Yu has a ton of options, one of the best DPs in the game, insane damage output with or without meter, and multiple battle plans. One of the best characters in the game.
Yosuke - Beginner to Intermediate. Rushdown character incarnate. Yosuke is based entirely on speed, he has a mechanic where he gets even faster which allows for more comboability, damage output, a new super used for combo enders, and is overall loving crazy fast. One of the best characters in the game.
Chie - Beginner to Intermediate. Rushdown character with emphasis on power. Chie's damage output is nuts especially with the power charge mechanic where she can double and triple the strength of her specials and supers. Needless to say it is not hard to kill someone from full health with one combo with her. Good anti-air and air to air options along with some of the best Oki in the game. One of the best characters in the game.
Yukiko - Intermediate. Zoning character. Yukiko relies on her Persona for damage output and pressure. With agi, her fans, and Dia she can play a good keepaway game, but to maximize damage potential you need to understand how to use positioning and juggle to achieve the high damage. She's okay.
Kanji - Beginner to Intermediate. Grappler. Kanji has very little in the way of pressure so you have to play guessing games with him. He of course does best against rushdown characters and even has a diving grapple which lets him cross the screen to make big plays. Damage output is good, but comboability is not very great, of course. The best of the worst characters.
Teddie - Intermediate. Random items. Teddie is basically Faust and Platinum in one character. He tosses a ton of poo poo onto the screen to force his opponent into a certain reaction that he can capitalize on for pressure and damage. He's alright.
Naoto - Intermediate. Zoning mixed with Instant Death. Naoto is unique in that she has a mechanic that isn't really relateable to past Arcsys games. Basically everytime she hits with a special she takes down the Fate Meter which starts at 13 and when it hits 0 she is able to instant kill the opponent with Mudoon and Hamaon supers. Really good character.

Aegis - Intermediate. Zoning mixed with Rushdown. Aegis is stupid loving good because you are pretty much forced into making bad moves against her and if she capitalizes on it then you just get hosed forever. She has godlike supers, specials, a projectile normal, and Orgia mode combos are loving stupid. One of the best characters in the game.
Mitsuru - Beginner to Intermediate. Zoning charge character. One of the dumbest characters in this series. Mitsuru has so many ways to play low-risk high-reward horseshit. She has one of the best DPs in the game, has a super that is air-unblockable and covers the loving screen, and her Persona is basically Scorpion but his spear can anti-air too. One of the best characters in the game.
Akihiko - Intermediate to Advanced. Rushdown rekka boxer. Akihiko is a pretty simple character, you go in and do the damage, and you don't make any mistakes because losing momentum is the easiest way to lose as Akihiko. He has a power up mechanic in cyclone that lets him power up his specials the more they are cancelled into one another and his supers are both really good especially since the SB version of Maziodyne causes paralysis. He's okay.
Yukari - Intermediate. Zoning character. Yukari's goal is to get combos from her own normals when you come at her and blast you in the face with arrows, wind, or tornadoes every other momentum. She is basically Hawkeye if Arcsys made him. She's pretty good.
Junpei - Advanced. Level up rushdown. Junpei is so loving hard to describe without going into an entire paragraph so I will make a separate entry for him.
Ken - Intermediate to Advanced. Puppet character. Koromaru's one of the best puppets in a while because he's small as hell and you can remove him from the fight and call him back in mid combo. Ken's got long-reaching normals and specials too with his spear and they can apply crazy pressure with fighting in tandem to catch you off guard very easily, it sucks fighting a good Ken. Really good character.

Labrys - Beginner. Game basics. Labrys is not a good character to play, ost of her stuff is really janky to try and use, her one good super lets her charge right through enemy attacks though. Her goal is supposed to be high-risk high-reward, but her damage output isn't good either without Red Axe. One of the worst characters in the game.
Shadow Labrys - Intermediate to Advanced. Capcom JoJo character. Shadow Labrys is the opposite of regular Labrys. She's scary even without axe buff thanks to Asterius. Can pressure easily with him and do stupid damage without the need for meter. Has tons of persona cards so him being taken down is not a large possibility. All of her supers are good and she even has tandem from the JoJo Capcom fighter. She's really loving good.
Sho - Beginner to Intermediate. Blazblue Character. Sho does not have a persona so his persona buttons are replaced with a third attack button and a command dodge that gives him frames of invincibility. Sho is meant to put pressure with some of the best normals in the game, a projectile that he change the speeds of, and some really loving gimmicky mixups that work. Really solid character.
Minazuki - Beginner. Teleport character. America's Hero, Minazuki has all of Sho's really good normals, but in place of the command dodge and third attack, he has a persona, a really loving good one at that. Minazuki can teleport, launch his opponents into the air, gently caress you for making a small mistake, he's basically Arcsys' version of umvc3 Vergil, it's pretty drat silly. SUper good, maybe one of the best characters in the game.

Elizabeth - Advanced. Mishmash of poo poo, mostly comeback based. Liz is a weird character with a ton of tools that don't seem to really have focus anywhere. You're mainly gonna use her tools to knock the opponent around, but her meter gain is poor and her damage is not good and she needs both of those. Her normals are wonky as poo poo and she's at her best when she's in awakening mode because the 50SP boost and access to both of her awakening supers makes her very manageable, but only character specialists make her work of course. One of the worst characters in the game.
Adachi - Intermediate to Advanced. Degenerate jank character. They somehow managed to condense Adachi's character into gameplay form because he is disgusting and weird. A lot of Adachi's normals are deceptively decent, he has one of the best jumping normals in the game with j.C, some of the best supers and his big thing is entering awakening mode makes him one of the best characters in the game thanks to Magatsu Mandala. When Adachi gets his buffs he is really scary and good. Really good, if not gimmicky character.
Marie - Intermediate. Gimmicks. Marie is kind of weird in that she sort of doesn't fit into any particular category. Her strength changes depending on the weather of the fight which is her main mechanic. Different weather gives her different properties. She has one of the best awakening supers in the game, weird normals and specials that can be used for oki shenanigans, and a really good DP. She's alright, I guess.
Margaret - Intermediate to Advanced. Boss character. Margaret is weird in that this game has never had a dedicated boss character, but a lot of her moves and normals make her feel like one. She can do the Big Band stomp to your character, has persona attacks which take up the residency of the screen and some really weird loving setups. I don't really know how to classify her because she's just so loving weird to play.

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
I'm sorry that's not more organized and pleasing to look at, but i'm tired and writing this poo poo off the top of my head

lesbian baphomet
Nov 30, 2011

everythingWasBees posted:

Relatively speaking it is

Persona is incredibly less complicated and more straightforward than Guilty Gear, even though it has more weird little systems like status effects

stoutfish
Oct 8, 2012

by zen death robot
yukari is definitively advanced level difficulty, she is actually impossible to play online

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
I don't count online because Japanese based netcode is always a mess and arcsys is more often than not the big offender

lesbian baphomet
Nov 30, 2011

stoutfish posted:

yukari is definitively advanced level difficulty, she is actually impossible to play online

she's plenty playable online because for somebody to get in on her they need to have better blocking and reactions than what an internet connection often allows. if anything she's one of the best characters for abusing latency and netcode

stoutfish
Oct 8, 2012

by zen death robot

lesbian baphomet posted:

she's plenty playable online because for somebody to get in on her they need to have better blocking and reactions than what an internet connection often allows. if anything she's one of the best characters for abusing latency and netcode

:shrug:

also you forgot rise

everythingWasBees
Jan 9, 2013




lesbian baphomet posted:

Persona is incredibly less complicated and more straightforward than Guilty Gear, even though it has more weird little systems like status effects

not at all though. it's a four button game but it has a shitton of different mechanics (hops, evasive moves, all sorts of guard cancels and such), all sorts of ways to power up moves, and just, there's a lot there. it also has roman cancels and bursts and pretty much everything guilty has too. and awakening unique supers and all sorts of recoveries.
and status effects.
and then it has stands.
like what part of it is at all simpler than guilty?

lesbian baphomet
Nov 30, 2011

also I'd categorize aigis as an Advanced character rather than Intermediate for sure.

an average player could still get something going with her and win matches, but to really be playing aigis as aigis, you need to be fully insane when it comes to understanding and using her huge variety of movement options. And staying on top of her orgia meter management, learning when it needs to be on or off.

everythingWasBees
Jan 9, 2013




just from playing them, and looking at your list backs this up a little, akihiko and margaret seem like the most fun. margaret was real fun for whatever reason. and akihiko was pretty familiar.

Captain Baal
Oct 23, 2010

I Failed At Anime 2022

lesbian baphomet posted:

also I'd categorize aigis as an Advanced character rather than Intermediate for sure.

an average player could still get something going with her and win matches, but to really be playing aigis as aigis, you need to be fully insane when it comes to understanding and using her huge variety of movement options. And staying on top of her orgia meter management, learning when it needs to be on or off.


Yeah that's fair and I don't really disagree.


stoutfish posted:

:shrug:

also you forgot rise

Rise is stupid good because she has soul satellites, a degenerate DP, the DDR Super which does a million damage, and a bunch of other horseshit. It's crazy she's not like the best character in the game.

lesbian baphomet
Nov 30, 2011

everythingWasBees posted:

not at all though. it's a four button game but it has a shitton of different mechanics (hops, evasive moves, all sorts of guard cancels and such), all sorts of ways to power up moves, and just, there's a lot there. it also has roman cancels and bursts and pretty much everything guilty has too. and awakening unique supers and all sorts of recoveries.
and status effects.
and then it has stands.
like what part of it is at all simpler than guilty?

I feel like you're getting overwhelmed by the way the game actually presents the number of systems to you (they do it really poorly by overwhelming you with all of them back-to-back-to-back in the tutorial to the point that its hard to remember what most of them actually are). Just try to get a feel for them as you play - stick to the basics and then gradually pick a thing like Allout or dash-roll or whatever and try to start incorporating it into your fights until you're used to using it naturally.

But the main thing is that persona's four button system is way easier to understand than guilty's four button system, imo. It's 2 sets of 2 buttons, with very distinct purposes for each set and relatively few directional normals - there's generally only about 2 ground normals per button (besides normals that only happen during auto) and 1-2 per button in the air, sometimes with the air versions being almost the same thing. Allout is a universal overhead and down+Allout is a universal sweep. And special inputs are immediately obvious: If it's something your character does, it'll have an A and B and AB ("EX", in street fighter terms) version, or if it's something that involves your persona and/or casts a spell, it'll have a C and D and CD (EX) version.

Guilty has four buttons that are basically all just different versions of the same concept (your character swinging a physical attack of varying strengths) or character-specific gimmicks like Ramlethal swords. That combined with the fact that there's often a forward+Button and downforward+Button and sometimes other directional variatons, and the sheer number of different normals in the game makes it feel really unapproachable. And on top of that, some of the specials will only come out with one of those buttons rather than in varying strengths. Maybe this is just my impression of it as somebody who doesn't have the patience to learn a character I don't care about in a game I don't really care about, but there's nothing at all intuitive about the basic attacks and how they control or what button will make them happen or how they'll actually happen once that button is hit. For almost every persona character, it's pretty easy to figure out what somebody did just by watching the gameplay even if you don't specifically know the inputs for that character, but it's not at all obvious when watching a character in Guilty unless you've already spent time experimenting with that character's moves. That alone I think makes it a lot simpler, no matter how many little systems and options they pile on top of the core gameplay.

lesbian baphomet fucked around with this message at 07:52 on Jul 30, 2015

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
GG's a cleaner fighting game overall because its mechanics are more refined and less cluttered, while Ultimax's really come down on you hard with there being a ton one after the other, they're all pretty simple though.

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Danger Time will always be stupid though.

everythingWasBees
Jan 9, 2013




Beef Chief posted:

Danger Time will always be stupid though.

Yeah.

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lesbian baphomet
Nov 30, 2011

Beef Chief posted:

Danger Time will always be stupid though.

weren't they getting rid of that in the next edition of the game? or did they just decide to keep it

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