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Fordítási probléma jelentése
You ask why do anything that optimal and difficult for 10-15% more effort and to that i say, isn't that exactly what people are arguing is missing from this game? Maybe im missing something here
I am saying the work is not worth the pay out. If I play a game like blazblue, you can do some basic stuff and do 20% of someones life, but if you put in a lot more practice and effort you can start to do 60-80% of someones life, very clearly a large pay off. The difference here, that same effort in blazblue does 10-15% more damage (Equalling 30-40% of someones life) with the high effort only yielding 10-15% more damage. (Equalling 50-55% of someone's health). I want to note, I am not counting raging strikes in any of these combos as those alone deal basically 10% easily on their own.
Ignoring combos entirely, because combos are a very very small part of depth in any fighting game, this game doesn;t have many interesting systems to explore to create interesting dynamics. dash attacks are overtuned, 2h is overtuned and raging strike is overtuned. That's pretty much it, this game is designed to be basic, so basic it is.
Now, GBVSR has made some changes that are actually things found in faster fighting games, like Hokuto no Ken. While there's no such thing as boost cancels, there are alpha counters and unblockables, the dash attacks have also increased the speed of the game significantly where it more or less matches HnK. I would even dare say that this game is a mix between the two previously mentioned FGs with a tad of GGXXAC mixed in if we're considering the forcebreaks and sheer speed at which the game can be played.
Make no mistake, this game plays FASTER than most other FGs out there, it's faster than Rev2 and may even match GGXXAC+R in speed. All this together does make for a particularly intensive and fun game.
There are neutral skips in this game and some characters rely on them. But they cannot be called upon on a whim as opponents can punish them, especially if they see them coming. In some cases matchups are literally about one character looking for an opening for his/her neutral skip as the other character simply has better neutral tools. And this is not unlike the older fightinggames.
So as far as the combat goes, everything that needs to be there is there for an enjoyable game. Now if we're looking at singleplayer content... you're better off buying the original GBVS or an entirely different game that actually has singleplayer content. I don't know who calls the shots at Cygames, but whoever decided to strip the RPG content and replace it with a badly written story mode with NO replay value (and where misaligned subs indicate you never were supposed to reach the end) needs to be fired from a cannon.
well what can i say about the question and the marked answer...
first off sounds like you judge a game base off its looks. just because the game has anime aesthetic doesn't mean it has to be played like a ultrafast comboing airdashing game which is how most games with anime looks were...
I played many fighting games over the years and I rarely was so engaged in the combo system. Especially since I play Narmaya. I have two times as many cooldowns to track, I have to always be mindful of the stance I am in and the framedata and ranges of my whiff punishes, H punishes but specifically L starters. I have to specifically become creative about my corner carry depending on where I get the confirm, what resources I have and what I am willing to spend in order to achieve whatever (close the round, hard knockdown into oki, reset/setplay, quick punish, corner carry, max damage).
You want high/low, left/right shenanigans? Well, these do exist in GB to a degree but since it is less important it becomes more of an effective surprise option to throw opponents off during their defense. But if you really prefer a fighting game which rewards offense much more than defense, then you will be happy with MK1. It is all about hard to block overhead/low setups and safe permanent pressure with assist calls. Some characters call their assist (kameo) from a safe distance and hitconfirm full screen/mid screen off a hit. It is basically heavily weighted RPS in favor of the attacker. And then, of course, you get plenty of neutral skips in MK1 you might like, since you do not seem to enjoy the core concepts of fighting games.
Not every fighting game has to be for the elite crowd. This is the first FG I've been into since Street Fighter Third Strike. I would never call myself a fighting game player, so please understand that its really nice that theres a FG out there for me and people like me.
free
I think it is the best fighting game for beginners to really get into fighting games as it also builds good habbits and helps you with fundamentals a lot you can apply in other games. Somewhere along the way that got lost with modern fighting games. Even Street Fighter and Tekken, unfortunately. Everything is about neutral skips, cheap and cheesy stuff and knowledge checks all day.
In Granblue you can jump on and have fun relatively quickly. Once you learn a new concept and manage to consistently apply it in your matches, you will immediately climb in rank and this is how you build actual skill. Imho, this also is the most rewarding and sensical feedback loop a fighting game can give a newer player. But also veterans get rewarded for coming in with a solid background in fundamentals.
if you're looking for a game that won't die after 2-3 months, I guess this isn't for you. Try bigger franchise like tekken or SF6 you will be fine.
It is far better to do links and juggles. More than most other games, you want every hit to be as big as it can be, so one hit H/M juggle buttons are optimal. Corner auto combos are more what you see beginners doing.
Smash has auto basic combos, but you wouldn't say the gameplay revolves around it either.
Actually the triple attack is really bad for both damage and blocking pressure. You want to use them as little as possible.
Mid screen, they are there as filler to push people closer to the corner, but even then there are often better options.
Let's differentiate. One should certainly not overuse the whole triple sequence as true blockstrings. But it can be smart to condition opponents. Also you might want to go for the overhead and low as 3rd hit when they turtle too much. Sometime I stagger one L and dash in between the first L of triple because it is so much pllus. This is also not too useful other than poking them into reversals or spot dodges one can then punish. usually I go for two out of three and then throw if they block and go for a frame trap after the second attack if they mash. This can lead into a combo.
Midscreen I prefer using the full triple strike most of the time for corner carry alone. Whether on block or on hit in combos.
And some combos deal more damage if you maximize the hits from triple strike. It highly depends how many juggles are left and how much scaling already applies.
But yeah, this game does not have many links between normals. But mostly the biggest damage comes from chaining as many Hs cancelled into H specials. as possible. And of course meter use and Bravery points can help close the rounds if you do not have the SSBA.
It seems like half of the cast is playing a different game. Its like some characters like Vas, Gran, Matera, Katalina, and such are playing a variation of Street Fighter; while others like Lancelot, Seox, Siegfried, and Neir are playing a toned down Guilty Gear. It sorta feels like they wanted to make this game faster, but forgot to bring some of the cast up to that speed.
I'm also seeing why people are annoyed by 66L. Half of the neutral in my games are decided by random 66L. Then that leads to stagger pressure back into 66L; where guessing wrong leads to 30% + oki. It feels super weird in a game like this.
I'm still not that keen on the combo system either. It's not quite as rigid as I first thought but it doesn't "flow" well either.
I am having more fun than before though. So that's something.
I can agree with you on the balance points. Hopefully, they can spend some time tweaking the more modern characters in line with the game's philosophy.
On the combo system I still disagree. Rising demands a lot more from the player when it comes to situational awareness. In Strive, Blazblue and SF you get away by learning a number of permutations from 2-3 different starters and you just may be doing a different combo in the corner than midscreen. In Rising you always have to decide how much you value corner carry over resources and how close you are to a chipping out the opponent past the guts mechanic is consumed. Also spending 50 meter raw may sometimes be a huge investment as a flip when you have 100 meter for an SBA but about to get your SSBA. Then of course you can extend combos with Bravery Points which may in return make you more susceptible to damage the next turn.
I think there is quite a lot to it if you think about it. But I get that you might miss the stronger offensive options for opening up the opponents coming from GG or BB. I love Strive and I played a lot BB a decade ago. But what they specifically did to Strive I cannot agree with. They made it more offense based with the recent updates than ever before.