YesNoOk
avatar

Guilty Gear Strive: Steam/Play4/5/and Rollback-Netcode (Read 275827 times)

Started by yaret, August 05, 2019, 04:39:21 AM
Share this topic:
Re: Guilty Gear Strive: Steam/Play4/5/and Rollback-Netcode
#141  April 30, 2022, 11:15:57 PM
  • *****
  • Back to the Beginnings
    • Skype - trinitro.man
    • https://discord.gg/hnyK7JZ
...can we instead talk about how Guilty Gear Strive has removed insta-kills for seemingly no reason?

Like, why did they remove insta-kills anyway? They are a quintessential part of Guilty Gear, you can't just remove them like that.

Honestly, Arc System Works fucked up big time there.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Guilty Gear Strive: Steam/Play4/5/and Rollback-Netcode
#142  May 01, 2022, 01:50:46 AM
  • *****
    • Puerto Rico
    • www.youtube.com/user/Darkflares
Instant Kills were useless, only served for a flashy finish and were only viable when they could be canceled into after fulfilling the conditions to enable being canceled into in Xrd.

Nobody actually seriously used them except for a hail mary and their exclusion in Strive doesn't actually take away anything from the game

Next question.
Re: Guilty Gear Strive: Steam/Play4/5/and Rollback-Netcode
#143  May 01, 2022, 02:27:42 AM
  • *****
  • EL FUCKO GRANDE
  • I'm back, nerds
    • Canada
Nobody actually seriously used them except for a hail mary and their exclusion in Strive doesn't actually take away anything from the game
That's not true, though. IKs were just as good for the competitive scene as they were for the casual space.
They saw an insane amount of use in AC and beyond due to how wildly the pace of the game changed, and one nasty setup and the inability to mash insanely hard during stun (think full Ground Viper inputs) meant you died, and that's not something that's so easy to escape in realistic situations. Most Eddie players in AC got carried by the fact that not only did he have easy stun over a sneaky ]H[ into 6P spam, he also had the fastest activation in the whole series.

Even if you didn't use them, popping IK mode by itself is a hell of a mindgame that can absolutely mess with someone's head, even top players, eg. Kusoru vs. Steve H at Final Round XV when the former allegedly mashed it and the latter essentially didn't know what to expect, only to get chipped out

In Xrd, most IKs gained insane invuln on startup, making them even scarier to run into raw. Never mind the fact they would make them comboable on final rounds as if they were BB Astrals, so even if you did anticipate a Hail Mary, nothing would prepare you for an actual kill setup.


Instant Kills are intrinsically part of Guilty Gear's personality since the very beginning and the lack of IKs was one of Strive's biggest points of contention before release next to the switch to footsies and the vastly changed air game. While their exclusion wouldn't take anything away from it gameplay-wise, it did sour the mood of most diehards, regardless of their competence in the series as a whole.

To say what you just said in good conscience with all that in mind is just plain disingenuous.

On the other hand, I don't mind their removal much anymore as you can already kill somebody in less than ten ingame seconds with a gold burst and a wallbreak so lol ggs shake my hand