Granblue fantasy versus
Granblue fantasy versus
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I hate grapple spamming ladivas so much
Has anyone else had trouble with controller support on pc? It seems like third party pads never work, but xbox works just fine. I was trying to get a friend in as player 2 and none of his had any luck.
>youtube.com
Lowain is high tier.
Secretly high tier masked behind a surfer bro attitude.
Im using a DS4, seems fine.
why the fuck hasnt it released on eu yet? :(
>Djeeta got eternal version
When Gran finally got something than fighter?
>soriz got the best dlc char trailer so far
wtf bros i was the least hyped for him but he looks so fun...
Because the publisher is incompetent in every way. They've fucked up the release in every region after the original launch.
that model looks surprisingly normal for having so much removed, gives me a little hope for alt outfits
Is there a single better name for a special move than MACHO ULTIMATUM?
I want to try one of those because xbox dpad placement doesn't feel too suited to fighters.
Hellzone Grenade
Just buy the PC version. You're a fool to buy the PS4 version in europe because the game will be dead since everyone has just gotten the PC version which released weeks ago.
>make a simplified control scheme that ditches all the acculumated garbage fighting game controls usually have (dp motions, charge inputs etc.)
>still includes the outdated garbage controls for veteran players
>neuters the simplified controls so you have to use the garbage controls if you actually want to play seriously
Its like if in counter-strike you could reload your weapon by pressing r or by typing shift-RELOAD, and shift-RELOAD method made the reload animation go faster. Yas Forums will still defend this nonsense.
>>neuters the simplified controls so you have to use the garbage controls if you actually want to play seriously
That's not always the case. For example simplified SBA deal less damage but only if used late in a combo chain. So there's no downside to using the simplified input if you're going for a whiff punish for example.
yeah, but there is no scenario where the simplified input is actually better, so you have no reason to ever use it. It's just baffling to me that the designers seem to understand that the traditional fighting game controls are awful but are still unwilling to completely abandon them, its like some sort of bizarre stockholm syndrome.
Git good or fuck off
It rewards good execution but still lets you play without grinding the execution for hours.
If you can't do a DP you can still wakeup reverseal
If you can't do double QCF, you can still do a combo into a super. Everything works, but the damage values are tweaked and you are encouraged to get better.
it has some use on charge characters or half circle inputs
Simplified SBA does the same damage as input. The only difference between the two is how much priority you have and how long the I-frames last. What you percieved as less damage during a combo is the game's natural scaling and guts system in play.
>yeah, but there is no scenario where the simplified input is actually better, so you have no reason to ever use it.
I just described one. Being able to throw out a SBA on reaction instantly from a light by just doing one QCF motion is a thousand times more accurate than having to buffer the double QCF motion every time you're trying to poke.
There's plenty of scenarios where simplified is more optimal. You're just shit.
>What you percieved as less damage during a combo is the game's natural scaling and guts system in play.
No, throwing out a simplified SBA late in a combo will heavily increase the scaling, thus making the SBA do minimal damage compared to a normal SBA. If you throw a simplified SBA early in a combo, it will not modify the scaling and do full damage though. Try it out in the lab.
pressing 63214123632141236 to do a DP would also reward execution, but everyone can understand that that would be retarded, but somehow 623 is different. 623 and charge mechanics are akward relics of the past and belong in a trashbin, but for some fucking reason designers keep including them even though they serve no purpose.
My 60% combo literally does the same damage whether I do input or shortcut. Using a SBA early in a combo will, of course, not scale as hard because that's how combo scaling works.
I've been going back to some simple moves because many of my inputs are too similar. I always accidentally SBA technical when I want something else to come out
simplified input is optimal, but the move you get from the simplified input is always worse than the move you get from the traditional input. There is no actual reason to use simplified input in any scenario if you have good enough reflexes. The only exception is charge moves, and that just showcases why charge moves are retarded.
We get it you're bad at fighting games. Smash bros is that way.
Their purpose is to reward execution on the player's part to differentiate good and shit players. Guess which one you are
nice argument, you have totally convinced me. why not have 63214123632141236 as the DP input then? wouldnt that reward good execution even more and thus do more to differentiate good players from the bad?
No, it'd slow the game down as the additional inputs cannot physically be read in time ensuring a large delay on the DP, making it nearly useless in terms of being a reversal.
sounds like you just need to git gud if you cant do it fast enough ;^)
That's not true except for in extreme cases. A slightly longer cooldown or a bit less damage really won't deter the match with how neutral plays out. It only gets really extreme when it changes stuff like how much advantage you have after the move or the range for when the cinematic activates.
No, that's an extreme motion for such a simple special move. Ending a combo with a DP with that input would be an absolute pain, so much so that people would just not waste their time using the move at all.
I just did the test and it does deal less damage, both the SSBA and the SBA.
No, as in there are physical limits to what can be done, and such a long input would make it useless as a reversal. It would actively gimp what the move does.
Just reached A1 with Zeta. I am dropping ranked in this game until the new patch, jesus christ that was stressful. Fuck the Ferry matchup forever.
>That's not true except for in extreme cases. A slightly longer cooldown or a bit less damage really won't deter the match with how neutral plays out. It only gets really extreme when it changes stuff like how much advantage you have after the move or the range for when the cinematic activates.
The point is that the simplified input is strictly worse than the traditional input. If you as a designer have identified that your controls suck and need to be simplified, why gimp the simplified controls. If on the other hand there is nothing wrong with the old controls why even include the simplified versions?
>No, that's an extreme motion for such a simple special move. Ending a combo with a DP with that input would be an absolute pain, so much so that people would just not waste their time using the move at all.
that pretty much describes the normal dp motion for a beginner.
Like you said, they've stood the test of time still being relevant in present day. They do their job by filtering bad players who aren't willing to put the time in to master it.
The inputs are put in proportionally to the strength of the move. Supers can sometimes has long inputs similar to your joke example because they do proportional damage or effects. DP is more complicated than a pressing a button because its invincible frame 1. Thats the logic and the reason they've been around and will continue to stick around.
>practice zeta corner stuff
>still can't do it online
>win anyway because ez conversion and laser
>also I'm still c1
Which character? My charlotta bnbs off of demon flip does the same damage (6372 or 7225) regardless of input, but a different route does yield different numbers so I guess it never made a difference to me.
Zeta
Thats a terrible way to balance the game though, especially the DP motion, since its the same amount of inputs as a qcf, and thus is as equally as quick and easy to perform if you are playing on a hitbox/keyboard, but harder if youre playing with controller/stick. In general, there will be people who can do the moves as fast as the game allows and you will have to balance with those people in mind. If you have a command grab with 3f startup, you have balance it with the assumption that players will use it 3f gaps, regardless of the input, which just begs the question why even include a complicated input in the first place if youre going to have to balance it as if it didnt exist. This is especially true in GFV because all moves can be done with the simplified input.
>The point is that the simplified input is strictly worse than the traditional input. If you as a designer have identified that your controls suck and need to be simplified, why gimp the simplified controls. If on the other hand there is nothing wrong with the old controls why even include the simplified versions?
But they aren't except for in extreme cases like I said. They are not so sub optimal that you wouldn't just not use them. By including the simplified controls they are giving beginners a way to put in the same work with less execution with minimal costs.
>that pretty much describes the normal dp motion for a beginner.
Then it's your choice as a "beginner" to either lab the input so it's easy to input or you could just do with simplified inputs or just whine in general. 623 is about as beginner as it gets.
What combo route? I've tested Zeta with simplified inputs and I found no differences so I just use the RB for supers (even though both are them are hot garbage).
>What combo route?
In the corner.
5H > 22H-8X-2X > 5H > 214H > j.H > 5H > 236236H/U (or shortcut)
enable generic game pad in controller settings in big picture and open the big picture overlay in-game, and go to controller options and choose forced on. might help
>But they aren't except for in extreme cases like I said. They are not so sub optimal that you wouldn't just not use them. By including the simplified controls they are giving beginners a way to put in the same work with less execution with minimal costs.
The moves you get from simplified inputs are strickly worse, as in the move you get when performing simplified input is always worse than the move you get with traditional input. The move is worse at least in one aspect(cooldown) while being better in zero aspects.
>Then it's your choice as a "beginner" to either lab the input so it's easy to input or you could just do with simplified inputs or just whine in general. 623 is about as beginner as it gets.
but the same could be said about a 63214123632141236 DP input. If hard to execute moves are what constitutes as "skill" in fighting games, why are we using such simple controls as 236 instead of more complex ones? The truth is that we all know that execution is not what fighting games are about, but for some reason many people are very vocal about removing arbitrary execution barriers, presumably because all that time they spend in practice mode practicing inputs would be wasted.
I'll give it a try tonight!
Depends on the character and the move used. For example, Ladiva's SSBA does less damage with the shortcut, same with Naru's Setsuna, 1000 damage with the regular input and 900 with the shortcut.
Just testing a variety of routes it's weird what the game decides to scale and not scale. Combos started from the autocombo chain seem to be the most susceptible for this difference, but any combo I start from a unique move doesn't scale.
It's still combo-dependant apparently because they do the same damage when used raw or in very short combos.
Auto-combos increase the scaling a lot. It's better to not use them unless you REALLY need that extra bit of corner carry or aren't reactive enough to cancel the first hit.
A simple auto-combo into a single special doesn't seem to change the damage though. Scaling is a bit weird.
Flagrantly trying to equate easy inputs like 623 to your retarded shit doesn't make it a viable argument. Moves are designed with inputs for a reason otherwise you'd get 3DS Guile. The execution barrier is designed to work in tandem with how a character functions but even that is too hard a concept for you weenies to grasp who just want to press 1 button and win.
>The moves you get from simplified inputs are strickly worse, as in the move you get when performing simplified input is always worse than the move you get with traditional input. The move is worse at least in one aspect(cooldown) while being better in zero aspects.
But even the cooldowns are negligent because the recovery of certain moves isn't up by the time some cooldowns are done. For example you still can't spam fireballs, so as long as the fireball is on screen you can't do another, so the cooldown and recovery are practically the same.
>but the same could be said about a 63214123632141236 DP input.
For starters you have to toss this garbage argument. As a designer the input and execution tied to the move must be inherent to that move's "viability". You can't latch a huge input to a simple DP motion because DPs do minor damage and are best used for reversals.
Again, 623 isn't a hard to execute move. It's really weird to me how you're saying 236 is simple but 623 isn't. These are very barebones inputs.
If you think people spend all of their time in training mode practicing "inputs" you're wrong. They're labbing frame data, neutral, hitconfirms, optimal combos. You're focusing on a simple DP motion but do you know when you can and can't press a button in pressure? That's all included in execution, not just traditional inputs.
RPG mode seems to reference alot of past events, should I watch the anime first?
where the fuck are you getting these mods
Google nude mod.
The anime doesn't go far into the main plot of the gacha game. There's like 130 story chapters and 70ish events of 6-9 chapters each and about 200 characters with 2-3 chapters each.
The anime only covers the first 30ish chapters of the main story.
>new players can play any character without having to care about motions at the beginning to learn the basics properly
>they will learn the way of fighting games by practicing motions if they want to get better at it
>they can now play any fighting game
It's fucking great, retard.
Haven't played this game, But with regards to the discussion about simplified inputs. How does this impact charge moves? Like I know Charlotta has a [2]8 that can be done from 5S so doesn't that mean you can just throw it out even if you are standing? For 236 or 623 notions I don't usually mind simple inputs but charge moves tend to impact whether or not a player has to be in a defensive or offensive mode (Down/Down-back vs Forward charge) or whether they have to buffer the move during a string of normals.
I've always been wary of simplifying charge notation moves just because the direction is more important to the logic of those moves than most other inputs.
Just treat it like you would any other fighting game story. It's basically the same as playing Xrd as your first Guilty Gear. Most of the story background and existing character background won't feel like it makes sense to you and you'll have to use the glossary for all the unique terms but you can still follow the game specific story even if you don't know how it fits into the whole universe.
The anime and manga are both poor from what I hear and personally I don't think it's worth it to get into the mobage for the story. It's much too work to be worth it for this game alone. If anything play through the story and then figure out if you want to go deeper.
it just mostly shows some guy's Patreon
you actually can reload faster in CS by doing reload+switch weapon+switch back, so you are not only a brainlet but plain wrong.
GIT GUD