SamSho character balance and online casual lobbies patch is out (patch notes in the link). It looks really good all around. It’s definitely worth giving the game another shot if you bounced off it before because there have been some major universal changes.
Walk speeds are faster
When you get disarmed the weapon falls on top of you
Dodge recovers faster and is useful now
Rage explosion can’t punish some heavy DPs
Genjuro and a few others got nerfed
most everyone else got buffs (Kyoshiro and Shiki are playable now)
Casual lobbies aren’t a pain in the butt to use anymore
The event is over now but over the weekend you could find Shadow Lady version of Chun-li from Marvel vs Capcom 1 as a special event boss. She seemed pretty faithful to the Vs series games with most of her weird attacks somehow intact and chained air combos:
Shadow Lady is what I want more out of from SF5’s Extra Battles. They’re in like year 4 I don’t recall any of the previous special enemies being this interesting.
SamSho’s Switch boxart by Eisuke Ogura is channeling the king. I don’t think it’s quite as good though. It would have benefited from better framing of the characters.
For reference, this is the king. Quite possibly the best box art in fighting game history??? Even outside the artistry of it, this is such a cool way thematically to present the new main character and old main character. Actually now that I think about it Yashamaru is also considered a main or hero character, so it’s a similar relationship in that sense too.
How do people feel about stage transitions in such a “serious” competitive fighting game like this? Injustice is pretty much the only other 2D one that has done that, right?
EDIT: I wonder what is happening at 0:42 there when Ky like, sticks Sol to the wall and then busts him through?
On the face of it it might just be pulling over stage transitions from ASW’s other fighter, Dragon Ball Fighterz. But it would be cool if they develop the system more (maybe new GG is just a Nidhogg like).
0:42 is probably just a wallslam. That already exists in the game as a regular thing that can happen off certain moves.
This is just theory crafting but it’s looking like the stage transitions are a way to keep people from being locked in a corner. The attacker gets to have one corner mixup before the wall breaks for a small damage bonus while returning both to mid screen. This is gonna be a game changer for characters like Millia and Chipp but sounds like it will help to steer the game away from a lockdown style.
Tekken 7 has wall and floor breaks. And they can even be advantageous for certain characters whom have moves which initiate them much more easily. (see: a floor break results in an automatic, small launch for a juggle/follow up move.)
Ishiwatari: More than calling it a new Guilty Gear title, I’d rather emphasize that this title is a new fighting game by Arc System Works.
Ah.
—May appeared in the recent trailer, and it looked like some time had passed and she is more mature. Time-wise, does the story take place after Rev2 ?
Ishiwatari: “It’s not that the time period has changed, but the design has changed. As for the world setting, it continues from past titles, and the story doesn’t take place in the distant future. The story takes place after Rev2 .”
—There’s going to be a playable demo at ARC Revo America 2019. (2019.11.16-17)
Stage breaks are a fantastic mechanic and I’m really happy they’re coming to GG. I’m really hoping the game has some pseudo 3D mechanics like Fatal Fury. That would make my day