Guilty Gear XX: Accent Core
I have been meaning to get around to a thread for this, so here we go.
The games first loc test was about a month ago, and now I think we have a fair enough amount of information to start a thread. This games name, accent core, comes from the dramatic changes made to the game system. The changes are much larger than from X to XX, or from XX to slash, so if anyone was looking for thier next game in the series, I would consider this it.
The rough changes give the game a very SFIII feel. They have put in Ex moves, Parrying, and throw breaks. The Ex moves are called Force Breaks, take a quarter tension, and in a bit of difference from SFIII, make many moves completely different. For example, if one Force breaks sol's fafnir (half circle forwards H, 41236H), on hit, it connects into his super, for a suprising 50% damage. I would say each character had roughly 75% of his slash incarnation, 25% new/dramatically changed. This is by far the biggest update of normals and specials to hit the series, so it may be a good chance for people to get into the game if they ever wanted to.
Parrying is done by hitting back, high slash, and normal slash. The character blinks gold, and reduces guard stun if a guard is made (to roughly the same levels of a parry). The downside, is if the parry is missed, there is a period where you cannot block. I believe it can be preformed high, low, and in the air.
Throw breaks are like in cvs2, throwing when the opponent attempts to leads to a break, air throws can also be broken, command throws cannot, and there is no whiff throw animation.
As the game is only location tested, there is little information on a possible new soundtrack, although the rumors are floating about.
Graphically, the game appears as if it might have been bumped to 60fps. Either that, or more frames of animation were added to the existing moves to give it a more fluid feel. (Even 2d fighting games running at 30fps do not visually change at that rate, they often have far fewer frames of real animation per move, but the possibility is there). Every background appears completely redone, as well as new character art, character selection screen, and on screen bars. The effects for hits, dusts, and specials have become much flashier, although the counter hit flash appears to have been toned down.
There do no look like there are any new characters at the moment, although the japanese have reported at this time the tiers look better than ever. (which is great, because guilty gear is still considered the most diverse balanced fighter in japan, so a movement towards more balance is impressive)
---- End of info, on to my opinions
Not sure the release date for this, although apparently chicago's nickle city, new jersey's super arcade, and texas's arcade will all be getting a cabinet soon after release, so if you are in those areas, check it out.
Personally, I am not sure if I will continue playing. In general, I do not like parrying in 2d fighting games. It feels like it removes traps and structured play in favor of safe poking. Thats why I would always take SFII over SFIII. Also, throw breaks, although good in slow paced games, help to balance the game towards defenders, but as guilty gear already has more defence based escape maneuvers than most 2d fighters, adding another level, in addition to parries, make take away the rushdown that makes the game so fun and exciting to watch. Overall, it remains to be seen, but these were the changes that were asked by many of the fans of the series, so perhaps it is for the better.
The new animation, character art, and Ex moves look great though, I can't wait to try those out.
Anyways, If there is a specific character that someone is interested in, I can translate/find the changes made to him/her, but I dont have time to do all 23 atm. Match videos can be found on youtube under a search of ggxxac.
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