Once you factor in the tech that was shown in dev backyard 2 and the Ky vs Leo Exhibition matches, this compilation of beta matches is by far the best indicator of what this game might eventually turn into, which is not looking too bad tbh. That being said, I feel like one of the unspoken issues with this game is the amount of hitstop. I know they want heavier and more meaningful impacts, but it's just a little too much imo.
yeah arcsys keep making hitstop longer in each game for some reason except maybe from older bb to cf. its already big enough in pre xrd. edit: oops nevermind aside from ch hitstops in this game dont look bigger than in xrd
@@MasterReginald Hoping for a new beta/demo before release to see what changed/improved so far... And i hope it's public this time, 'cause i really want to try the game out :(
@@ergastolo4281 Im pretty sure there is going to be one more beta before its release in april and to get a code it was just to preorder the game but i havent heard news of it since they said that during their last showcase stream. I hope more people get to try it too
Would you consider making another video of this now that there will be another beta run next weekend? I'd imagine a lot has changed, likely for the better
Yes I’m going to do my best to get as much play time as I can and see what’s new with sol and try some other things I thought of I didn’t get too. With training room also available I might put up some combos and setups I might find as well. Also want to test out Zato a little bit.
I havent played any gg game . How does this fair with tekken / dbfz ? Whats simmilar and whats different ? Rounds seem faster ( 33% damage throws lmao ) combos are short and big but i dont get some of thr mechanics
The move lists for each character in GG, and most fighting games really, aren't as big as Tekken's. Movement is simpler when you don't have to consider the third dimension, though, even with GG's fast-paced aerial movement. GG doesn't have auto combos like DBFZ (i.e. you can't mash 1 button to do a full combo), although there was a 'stylish mode' for newer players in Xrd which basically give you auto combos in exchange for your freedom to do other combos. Usually GG combos are very free form, and you can get conversions you didn't even know were possible once you understand your character's combo theory. GG combo length can depend on character and situation (e.g. Sol can't get any long combos off stray hits in neutral, just a knockdown if the opponent is in range, but on counter hit or with meter he can get some good stuff), but STRIVE is universally trying to make combos shorter and reduce the air game, which I personally disagree with. The devs have said the damage in the first beta was exaggerated and is getting toned down, but it's still looking to be a high damage game. There are a lot of mechanics in GG, but only some have made it to STRIVE, sadly. Roman cancel - cancel a move by spending some meter. Strive also gives it a radial stagger and slowdown if you don't act immediately after the cancel. This allows you to extend combos or throw your opponent off when they thought they could take their turn back out of your pressure. Faultless defense - spend meter to put a green bubble around your character, negating chip damage done to you by blocking special moves and increasing the distance each hit on your block creates between you and your opponent, but also increasing your block stun. You can use it to be pushed out too far for your next opponent's hit to connect, creating an opening in their offense, or to survive chip damage at low health. However, due to the extra block stun and pushback, certain moves you might have been able to punish on block now become unpublishable, and if your opponent is aware of the FD they can actually use the extra distance to their advantage. While in the air, you need to FD in the air to block grounded attacks and uppercuts, but I think strive will let you just air block normally. Gatlings - the basic combo structure of GG. I don't know how it has changed in strive, but you can cancel any weaker move into a stronger one at any point after they connect, unlike links you might find in Street Fighter which require stricter timing. Some characters have unique Gatling routes, while others lack common ones (e.g. Sol can unusually do jump S into jump K and vice versa, doing a stronger move into a weaker one. This is called a reverse beat) Guts - makes you take less damage at lower health. This doesn't have real implications except making the health bar unreliable until high level play, where you'll choose to do combos with more hits, that'd normally do very little, to deal more damage to a gutsy opponent. That's all the systems that made it to strive I think, and this comment is bloated enough as is. Hope this helps.
@@Espiofan265 oi thanks a ton :D the whole gattling part seems weird to me thay every hit combos with every hit but guess imma see after it comes out . I plan on playing it anyway
That’s a pretty unique comparison I didn’t think of actually. Yea before I played the footage looked slow but honestly after playing it did feel pretty good and the air dashes are really fast but yea definitely not as fast paced overall like +R and this game feels a lot more grounded for a guilty gear
@@MasterReginald Oooh i see... Yeah...one thing is seeing and another is actually feeling it... that's good news! I am looking forward to this game Oh and yea +R is very fast and even faster than xrd
@2:11 was godlike lol VV into RC into VV for the finish lol good matches!
Amazing matches dude! 👍
Once you factor in the tech that was shown in dev backyard 2 and the Ky vs Leo Exhibition matches, this compilation of beta matches is by far the best indicator of what this game might eventually turn into, which is not looking too bad tbh.
That being said, I feel like one of the unspoken issues with this game is the amount of hitstop. I know they want heavier and more meaningful impacts, but it's just a little too much imo.
yeah arcsys keep making hitstop longer in each game for some reason except maybe from older bb to cf. its already big enough in pre xrd. edit: oops nevermind aside from ch hitstops in this game dont look bigger than in xrd
32:57 that timing tho
Yea I'm glad you noticed that too. The OST is pretty good so far.
@@MasterReginald Hoping for a new beta/demo before release to see what changed/improved so far...
And i hope it's public this time, 'cause i really want to try the game out :(
@@ergastolo4281 Im pretty sure there is going to be one more beta before its release in april and to get a code it was just to preorder the game but i havent heard news of it since they said that during their last showcase stream. I hope more people get to try it too
@@ergastolo4281 update if you preorder on console you can play the beta next week. There are days set.
@@MasterReginald Nice!
Thank You! :D
Would you consider making another video of this now that there will be another beta run next weekend? I'd imagine a lot has changed, likely for the better
Yes I’m going to do my best to get as much play time as I can and see what’s new with sol and try some other things I thought of I didn’t get too. With training room also available I might put up some combos and setups I might find as well.
Also want to test out Zato a little bit.
I havent played any gg game . How does this fair with tekken / dbfz ? Whats simmilar and whats different ? Rounds seem faster ( 33% damage throws lmao ) combos are short and big but i dont get some of thr mechanics
The move lists for each character in GG, and most fighting games really, aren't as big as Tekken's. Movement is simpler when you don't have to consider the third dimension, though, even with GG's fast-paced aerial movement.
GG doesn't have auto combos like DBFZ (i.e. you can't mash 1 button to do a full combo), although there was a 'stylish mode' for newer players in Xrd which basically give you auto combos in exchange for your freedom to do other combos. Usually GG combos are very free form, and you can get conversions you didn't even know were possible once you understand your character's combo theory.
GG combo length can depend on character and situation (e.g. Sol can't get any long combos off stray hits in neutral, just a knockdown if the opponent is in range, but on counter hit or with meter he can get some good stuff), but STRIVE is universally trying to make combos shorter and reduce the air game, which I personally disagree with. The devs have said the damage in the first beta was exaggerated and is getting toned down, but it's still looking to be a high damage game.
There are a lot of mechanics in GG, but only some have made it to STRIVE, sadly.
Roman cancel - cancel a move by spending some meter. Strive also gives it a radial stagger and slowdown if you don't act immediately after the cancel. This allows you to extend combos or throw your opponent off when they thought they could take their turn back out of your pressure.
Faultless defense - spend meter to put a green bubble around your character, negating chip damage done to you by blocking special moves and increasing the distance each hit on your block creates between you and your opponent, but also increasing your block stun. You can use it to be pushed out too far for your next opponent's hit to connect, creating an opening in their offense, or to survive chip damage at low health. However, due to the extra block stun and pushback, certain moves you might have been able to punish on block now become unpublishable, and if your opponent is aware of the FD they can actually use the extra distance to their advantage. While in the air, you need to FD in the air to block grounded attacks and uppercuts, but I think strive will let you just air block normally.
Gatlings - the basic combo structure of GG. I don't know how it has changed in strive, but you can cancel any weaker move into a stronger one at any point after they connect, unlike links you might find in Street Fighter which require stricter timing. Some characters have unique Gatling routes, while others lack common ones (e.g. Sol can unusually do jump S into jump K and vice versa, doing a stronger move into a weaker one. This is called a reverse beat)
Guts - makes you take less damage at lower health. This doesn't have real implications except making the health bar unreliable until high level play, where you'll choose to do combos with more hits, that'd normally do very little, to deal more damage to a gutsy opponent.
That's all the systems that made it to strive I think, and this comment is bloated enough as is. Hope this helps.
@@Espiofan265 oi thanks a ton :D the whole gattling part seems weird to me thay every hit combos with every hit but guess imma see after it comes out . I plan on playing it anyway
Does cross up jK work?
I don't actually remember. It was so scrambly because air options seem so strong in this game and there wasn't too many hard knockdown opportunities.
Confirming it does work and consistently.
The movement files like the hokuto no ken ps2 game.
Like too slow to get close quarters.
That’s a pretty unique comparison I didn’t think of actually. Yea before I played the footage looked slow but honestly after playing it did feel pretty good and the air dashes are really fast but yea definitely not as fast paced overall like +R and this game feels a lot more grounded for a guilty gear
@@MasterReginald Oooh i see...
Yeah...one thing is seeing and another is actually feeling it... that's good news!
I am looking forward to this game
Oh and yea +R is very fast and even faster than xrd
Street fighter strive
Nah, this is still way more complex than SF
You didnt play it bro.
@ and I dont even want to
why do people compare this game to sf have they ever played any of those at all
@@sunthi9619 brain dead slow motion game