Granblue Fantasy Versus: Rising

Granblue Fantasy Versus: Rising

Zobrazit statistiky:
Why this over any other fighting game?
I'm genuinely curious, because I just don't see the appeal besides the IP. I was told this was a good fighting game that didn't get it's proper chance because the previous version came out at an inopportune time.

However playing this for the past few hours, I just don't see it? It feels incredibly stiff to play for an "anime fighter". No dash canceling, no air dash, 5L 5L 5L auto combos, and... some these mechanics just make no sense.

High / Low mix seems almost non existent? Ok, so its more of a strike/throw type of game, that's fine. But then throw teching is also done by just mashing? Alright, so the basics of strike / throw kind of don't work here. So to make up for this, there's a guard break mechanic? But isn't that just strike / throw with extra steps for no reason?

Then theres the combo system. From gameplay it looked like fun, but actually playing it is... awkward? Like it feels just one step about Fantasy Strike in how simple it is. Any button goes into a 3 hit combo, that goes into a skill, which then goes into another variation of the 3 hit combo, and end with a skill again. Thats the long and short of it. People called this "deep"? Combine this with the simple inputs option and it's really obvious it's designed to not be "deep" at all.

I heard they changed a lot from the base Granblue Versus. I'm going to take a wild guess and say they made offense faster and better? If I'm right, I can tell because it feels like a game that isn't designed to be "fast" but is trying to be "fast".

So people who like this game, tell me why. It's pretty, fun to watch, but playing it feels like playing in molasses. I'll give it a little more time but, iuno. Not great atm.
Naposledy upravil Inuakurei; 24. pro. 2023 v 12.18
Původně napsal Skama:
This is a game for people who want to be able to pretend to play fighting games with cute anime girls. If that suits you, play it.
< >
Zobrazeno 4660 z 69 komentářů
Infevo původně napsal:
Inuakurei původně napsal:
Ok so. After playing around in high A rank for a while I do retract some of my feelings. I can see how some people might find GBVSR more enjoyable than say, Strive or SF. It's not quite as trash as I first thought. I like it better than SF at least. It still feels super weird sometimes though, and I think I know why.

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.

Yea the balancing seems really off sometimes. Sometimes I'll face a Gran or Kat and come out thinking we had a good game there; and other times I'll face a Neir that is just abusing 66L over and over.

In regards to the combo system, I see now that it's more varied than I originally thought; but it's not so much the combos themselves as much as the freedom of how things link together that isn't my cup of tea.

I'll give an example. In BBCF I played all the doll characters. Carl, Relius, and Celica. Carl and Celica mostly. With Celica I learned a cool combo with her called the burn loop, then found out how to get into that combo from a varying situations. Air to air, anti air, 2B low, grab, etc. Eventually I could improvise just about any situation into that single burn loop combo I liked. It feels nice because of how most things will just combo into each other, so you can easily improvise and create your own flow.

GBVSR doesn't quite work like that. It's more like SF where there are pre-determined routes that work, and some things just don't link into other things because that's not what the devs want the move to do. Which is fine, it just isn't my favorite type of system.

With all that being said, I do like that this game isn't just "corner carry the game". Which is what most systems like BBCF, and somewhat Strive, end up being.
Inuakurei původně napsal:
Infevo původně napsal:

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.

Yea the balancing seems really off sometimes. Sometimes I'll face a Gran or Kat and come out thinking we had a good game there; and other times I'll face a Neir that is just abusing 66L over and over.

In regards to the combo system, I see now that it's more varied than I originally thought; but it's not so much the combos themselves as much as the freedom of how things link together that isn't my cup of tea.

I'll give an example. In BBCF I played all the doll characters. Carl, Relius, and Celica. Carl and Celica mostly. With Celica I learned a cool combo with her called the burn loop, then found out how to get into that combo from a varying situations. Air to air, anti air, 2B low, grab, etc. Eventually I could improvise just about any situation into that single burn loop combo I liked. It feels nice because of how most things will just combo into each other, so you can easily improvise and create your own flow.

GBVSR doesn't quite work like that. It's more like SF where there are pre-determined routes that work, and some things just don't link into other things because that's not what the devs want the move to do. Which is fine, it just isn't my favorite type of system.

With all that being said, I do like that this game isn't just "corner carry the game". Which is what most systems like BBCF, and somewhat Strive, end up being.
It's good to see you came around a bit. I can agree with that notion of combo routing and how you can't exactly create your own on the fly. Try playing Vaseraga though man, his combo'ing is so unintuitive, i win most my games just 22H'ing my way to victory after a hit confirm since he has like no big midscreen combos that don't cost a BP (unless im an absolute idiot)
Squidvasion původně napsal:
Inuakurei původně napsal:

Yea the balancing seems really off sometimes. Sometimes I'll face a Gran or Kat and come out thinking we had a good game there; and other times I'll face a Neir that is just abusing 66L over and over.

In regards to the combo system, I see now that it's more varied than I originally thought; but it's not so much the combos themselves as much as the freedom of how things link together that isn't my cup of tea.

I'll give an example. In BBCF I played all the doll characters. Carl, Relius, and Celica. Carl and Celica mostly. With Celica I learned a cool combo with her called the burn loop, then found out how to get into that combo from a varying situations. Air to air, anti air, 2B low, grab, etc. Eventually I could improvise just about any situation into that single burn loop combo I liked. It feels nice because of how most things will just combo into each other, so you can easily improvise and create your own flow.

GBVSR doesn't quite work like that. It's more like SF where there are pre-determined routes that work, and some things just don't link into other things because that's not what the devs want the move to do. Which is fine, it just isn't my favorite type of system.

With all that being said, I do like that this game isn't just "corner carry the game". Which is what most systems like BBCF, and somewhat Strive, end up being.
It's good to see you came around a bit. I can agree with that notion of combo routing and how you can't exactly create your own on the fly. Try playing Vaseraga though man, his combo'ing is so unintuitive, i win most my games just 22H'ing my way to victory after a hit confirm since he has like no big midscreen combos that don't cost a BP (unless im an absolute idiot)

Its funny that you mention Vas, because that's who I play too; and yeah it's my prime example of what I mean. Stuff just doesn't route like you'd think it should.

But again, this just goes back to the balance issues. Some characters designs just don't transition as well over to Rising's new systems. I'm no expert, but I feel Vas is one of those characters.
Absolute 0ne původně napsal:
People get caught up in auto combos, I only really use them mid screen. They are there mostly to help you confirm stuff and so new players can actually do something.

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.

Fyi, there are next to like no links in this game. For example you cant standing M into standing H. It is auto combo linking and that's it. Auto comboing is specifically for when you get in and hit. You will xxx > 236L most of the time and in corners is where you will do main combos.

There are no better options than auto combo for your basic carry, the thing is getting in to auto combo isn't easy so it is mostly M and H neutral to get hits chip damage, force movements then get in to auto combo push to a corner. There are NO main damage corner combos that don't use auto comboing at some point in the combo.
Naposledy upravil Manslayer; 26. pro. 2023 v 3.15
Inuakurei původně napsal:
Squidvasion původně napsal:
It's good to see you came around a bit. I can agree with that notion of combo routing and how you can't exactly create your own on the fly. Try playing Vaseraga though man, his combo'ing is so unintuitive, i win most my games just 22H'ing my way to victory after a hit confirm since he has like no big midscreen combos that don't cost a BP (unless im an absolute idiot)

Its funny that you mention Vas, because that's who I play too; and yeah it's my prime example of what I mean. Stuff just doesn't route like you'd think it should.

But again, this just goes back to the balance issues. Some characters designs just don't transition as well over to Rising's new systems. I'm no expert, but I feel Vas is one of those characters.

I think it is rather funny that you play Vaseraga and judge the game's combo system based your limited experience with this very special outlier of a grappler. He does not fit any archetype really but most certainly is not representative of the game's more intricate pressure mechanics. Play any shoto instead to really learn the game. Vas is going to make you build horrific habbits and not understand the game at all. And if you genuinely believe to have a high combo IQ then I dare you to play Narmaya. In my opinion she is one of the more engaging ASW characters.
Infevo původně napsal:
Inuakurei původně napsal:

Its funny that you mention Vas, because that's who I play too; and yeah it's my prime example of what I mean. Stuff just doesn't route like you'd think it should.

But again, this just goes back to the balance issues. Some characters designs just don't transition as well over to Rising's new systems. I'm no expert, but I feel Vas is one of those characters.

I think it is rather funny that you play Vaseraga and judge the game's combo system based your limited experience with this very special outlier of a grappler. He does not fit any archetype really but most certainly is not representative of the game's more intricate pressure mechanics. Play any shoto instead to really learn the game. Vas is going to make you build horrific habbits and not understand the game at all. And if you genuinely believe to have a high combo IQ then I dare you to play Narmaya. In my opinion she is one of the more engaging ASW characters.

Eh I disagree. Even in other games characters like Tager and Pot / Nago have routing that flows together in a coherent way. If the answer to a system feeling weird is "don't play that character", then its a flaw on the game.

All you've done is highlight the exact point I made. I'm well aware that a shoto character like Gran / Dej, or something like Seox / Lancelot meshes better with the flow of the game, and that's the exact problem I mentioned earlier. This game has a weird problem in that half the cast is playing a different game than the other half.

Also I really don't have any interest in any of the other characters. Especially not Narmaya.
Vaseraga is a bit of an outlier as far as routing goes. I've always heard he's kind of awkward even in the original version of the game.
Inuakurei původně napsal:

Eh I disagree. Even in other games characters like Tager and Pot / Nago have routing that flows together in a coherent way. If the answer to a system feeling weird is "don't play that character", then its a flaw on the game.

All you've done is highlight the exact point I made. I'm well aware that a shoto character like Gran / Dej, or something like Seox / Lancelot meshes better with the flow of the game, and that's the exact problem I mentioned earlier. This game has a weird problem in that half the cast is playing a different game than the other half.

Also I really don't have any interest in any of the other characters. Especially not Narmaya.

Vas does not play by the same rules. He simply is not the example to base one's judgement of the system mechanics on. So if anything then it is the character you won't warm up to. Maybe the character is "flawed".

If you are not interested in other characters, that is absolutely fair. But you cannot demand a grappler be just as effective abusing generic system mechanics while also having his own tricks and gimmicks up the sleeve. That's obviously asinine. It neither is particularly sensical for Pot in GG to exert a similar pressure as Sol or even Millia upclose by chaining plus frames and bait counters. Neither does Tager zone anyone in BB.

Yes, this game has a generic shoto archetype which defines the game like no other. But even characters like Grimnir, Cagliostro and Siegfried are infinitely more representative of the game than Vas is. It actually is hysterical. I would neither go to BB, pick up Carl and complain about the game in general when I cannot unga like Ragna.
as clunky and goofy as Vas is when it comes to combo'ing, he certainly fulfills the role thematically of playing as a berserker tank. his Savage Rampage is one of the most unique abilities ive seen in a fighter, the move is just so cool even if all it is, is a moving hi/low/throw guessing game.
Imo sf6 is better but gbvs rising is really good and have everything a good fighting game need.

Atm the brave counter is too strong but the game is fun to play, its easy to learn hard to master which is cool if you dont want to spend your life just to be able to play the game.
Manslayer původně napsal:
Absolute 0ne původně napsal:
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.
Fyi, there are next to like no links in this game. For example you cant standing M into standing H. It is auto combo linking and that's it.
You're confusing links with cancels.
https://glossary.infil.net/?t=Link
https://glossary.infil.net/?t=Cancel
You pathetic fragile weebs give this guy a clown award for daring to give their opinion on the game? I refunded this game. Enjoy another DNF. Imma rock Project L and Multiversus. So I can avoid you weebs.
BillHicks původně napsal:
You pathetic fragile weebs give this guy a clown award for daring to give their opinion on the game? I refunded this game. Enjoy another DNF. Imma rock Project L and Multiversus. So I can avoid you weebs.
blow this grip
Manslayer původně napsal:
Absolute 0ne původně napsal:
People get caught up in auto combos, I only really use them mid screen. They are there mostly to help you confirm stuff and so new players can actually do something.

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.

Fyi, there are next to like no links in this game. For example you cant standing M into standing H. It is auto combo linking and that's it. Auto comboing is specifically for when you get in and hit. You will xxx > 236L most of the time and in corners is where you will do main combos.

There are no better options than auto combo for your basic carry, the thing is getting in to auto combo isn't easy so it is mostly M and H neutral to get hits chip damage, force movements then get in to auto combo push to a corner. There are NO main damage corner combos that don't use auto comboing at some point in the combo.

There are plenty of links.
66L on hit links to fL or cM depending characters. On my character 2M and sweep links from CH 66L or on crouchers. Counter hit cM and cH link into themselves cM links into 2M/Sweep on CH and into cL. L links into itself and 2L. On CH L links into sweep.
Then you have all the links from hitting a late into active frames meaty, anti air links, juggles, and RS/RC combos.

Percival for example can end a corner carry combo with a 66H juggle into fM/2M/2U link.
Naposledy upravil Absolute 0ne; 26. pro. 2023 v 18.52
< >
Zobrazeno 4660 z 69 komentářů
Na stránku: 1530 50

Datum zveřejnění: 24. pro. 2023 v 12.16
Počet příspěvků: 69