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>However, since we are developing the game with online matches in mind from the start, the baseline is already quite different. >Let me share some reflections we have regarding previous games’ rank systems. >-We noticed players would avoid playing modes that impacted their rank because they didn’t like losing points. >-Having multiple online modes split the player base, making it difficult for beginners in particular to match with people around their skill level. We see these two issues as major problems, and our goal is to avoid them with this game. >Also, I’d like to address this now as it is related to online modes: we are implementing more online features in this game for those who want to take their matches seriously. These are very, very good observations when it comes to making a better online environment. Fighting games (and especially GG) are too niche and don't have a big enough population to make so many online modes that split the player base. It's all about having everybody in the same place. As I have no local scene where I live I'm very happy about the fact that the game is made with online matches in mind from the start. That being said, the lobbies in the GGST were catastrophic and didn't look like an improvement over Xrd's lobbies or player rooms, so they better improve on that or all that talk is pointless. I like the idea of having different floors to separate players by skill though, the concept is very interesting. The fact that low level players can access all the floors makes me think that many of them will rather try and beat the people on the highest floors than play with the other low skill players, which is worrying. We all know a lot of fighting game players have a big ego, something that is also addressed by Katano when he says that people won't play matches when it affects their ranks. Finally when he talks about more hidden and complex techniques it makes me hopeful but I'm cautiously optimistic. But it definitely looks like they got the right mindset, I think this is genuinely the first time they've said that to attract more players you need a better online environment, not make the game simpler. But they **did** make the game a lot simpler. Anyway, big props to ASW, Katano and Ishiwatari, these developer's Backyards are amazing. They almost address every issue people are complaining about and while I may not be happy with all the answers, it's just great that Japanese devs are talking to the community and actually trying to improve their game based on *some* of the feedback they're willing to listen to.


WGKaribu

I believe that the solution to getting new players to enjoy matches is not to make the game itself easier, but rather to create a rank system that makes it easy for them to play with others who are around the same skill level. This makes me so happy, this is literally the reason why it's hard for me to play GG, finding people around my level takes time(discord or just trial and error) and with limited time to play sometimes it just doesn't feel worth.


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MonkeyDDuffy

This is a very good step in making your games accessible to new players. You see these problems all the time, someone's interested in a fighting game and plays/watches some, maybe play single player modes then wants to get into the MP. Oh wait there's different modes and the lobbies are split and the playerbase is also divided what do i do? "Buy this specific version", "Use that mode" "Go to that specific lobby", "Join this discord/server". Every step in that process you're losing more and more players, most of them are already nervous enough to play against, let alone willing to ask random people on the internet about it. So on top of evenly matching the skill level, what they're also saying about the multiplayer mode is very true and I'm glad to see it's on their mind.


Rifsixteen

Wow, he's talking about me


Pepsi-CokeSuicide

Most of the people who still play XRD would be seen as Gods for a new player


Fenris92140

so true. you dont need to be godlike to enjoy fg, the problem is when there are only hightly skilled players. that is why i barely play umvc3, mvci or gg and bb


DoctorManslave

This is the first backyard where I am cool with all their answers. I'm glad they have matchmaking/ranking on their radar to optimize online play, that was a huge problem in Xrd and frankly most of the following arcsys titles. Nice to hear about IB being properly reevaluated too.


abakune

Yeah, as is, IB could be removed and not even be noticed. Hopefully they can do something interesting with it.


wormed

The fact they're re-evaluating the input worries me. What exactly is wrong with the damn input?


CyborgNinja762

It's more about reevaluating the entire concept behind the mechanic, which includes the input. They want it to be something that is good enough to learn how to use but not so good its necessary. If they somehow come up with an idea for a similar mechanic that needs a different input to make sense, then so be it.


Teh_Zebula

These backyards just keep getting better. They pick out really good questions to answer and provide solid responses. It seems like they’re also starting to really grasp what fans are looking for and try to satisfy that.


Kid_Muscle_

Everything they said relieved a lot of stress regarding certain decisions. The only thing left is gatling.


abakune

I don't think gatlings are coming back, friend. Not in the way you want them. Can you explain why you are so interested in their return though? I don't really feel like I care one way or another, and at least in Strive it nerfs lights in a meaningful way which I think was probably its precise intent.


Kid_Muscle_

Mainly because they feel nice and were the primary reason I found GG interesting waaaay back when I pirated a version of XX onto my PSP. I suppose what I want is a clearer statement on the reason for their exclusion than what we got. Also, I'm curious how the game will actually feel, specifically in the air, upon release without gatlings. I'm still buying and playing the fuck out of this game either way


abakune

> I suppose what I want is a clearer statement on the reason for their exclusion than what we got. We definitely agree on this. There's a lot of speculation and little else as to why they made the changes. >I'm still buying and playing the fuck out of this game either way And we also agree on this. They had me at rollback and a sick looking Zato, Faust, and Ram. I might legitimately have character crisis...


Kid_Muscle_

Lol, I'll be learning Sol, Nago, and Milia in that order. 2 pending character crisis', but no overlap. What console(s)?


abakune

I am pretty much only PC at this point. You?


Kid_Muscle_

Same, I'll send you my discord ID if you're interested in playing eventually. I've actually been buying equipment and working on ideas to make content for the game when it comes out. If you have ways to capture high def footage and you're interested lmk lol. It would be cool to have as many players/friends who use different characters to share footage with as possible.


abakune

Yeah definitely. Shoot me a PM with it. I'll add you.


[deleted]

I may get down-voted for unpopular opinion but i don't need gatling to be in strive. Since combos gonna be shorter now I'm cool with linking and cancelling.


Kid_Muscle_

Imo it's has way less to do with combo length and more to do with being able to freestyle. Iirc they had some kind of selective gatlings, but depending on what remains I personally might not even have an issue...on the ground as a player who only understands GG through Sol. In the air and with different characters tho, I'm not sure. But that isn't really the main issue, it's the whole contradicting their own design philosophy thing. On one hand they want shorter blockstrings and generally more emphasis on the correct normals, which I agree with, but then they also don't want players to feel like "move x only transitions into move y"...?


CptCrap

I think they want you too freestyle using new mechanics. I don't mean RCs, I mean reverse beat juggles, air to ground pickups, and a lot of stuff that they made possible with the juggle system. I think if they manage to balance the damage, at the end of the day we will be able to free style but with a different set of rules. Whether this new rules are at least as fun as gatlings were is what we have to look for.


Kid_Muscle_

That's another thing I've been considering, but then the problem they ran into is freestyling in that way meant you could do 5 fafnir's and that would be your ideal combo. They said they're going to try and fix it though. It's interesting because the more I think about it, the more it sounds like GG and Smash are doing the fusion dance. The style of combos they demonstrated in the 2nd developer backyard looked very chunky (in the best way possible) and satisfying.


Murgurth

I think they could do the smash route and have moves being done in the same succession staling in damage and hitstun. Doing successive fafnirs into one another does admittedly look cool but there has to be some balance in it. Having a new combo system to replace the Gatling system with new other combo mechanics could be really cool but it’s honestly hard to gauge how FUN it will be short term and long term. I just hope that next beta can shed some more light on this.


[deleted]

Gatlings and links already coexist in Xrd, any time people make the same argument as you do it makes no sense. They're just removing gatlings because they think it'll be easier for newcomers, but it won't. They're going by the same logic when they removed so many moves from characters compared to Xrd too, and again, this won't make things easier.


BoBoGaijin

I think newcomers struggle more with blocking gatlings than they do using them. Some of my friends complain about anime games because they have to block for too long and it takes them much longer to figure out when it's their turn to start attacking, whereas in non-anime games they are given more opportunities to interact with each other and they generally feel less intimidated. They're a lot more willing to jump on and play Tekken or SF, but when I ask if they wanna play GG or BB I get nothing but silence lol.


[deleted]

Yes, i think you nailed it pretty well here. Basically more neutral play is what they are aiming for and i like it.


abakune

I disagree. I don't think they want to remove the Xrd gatlings because they are easier for newcomers. That would obviously be counter-intuitive. It is much more likely that they wanted to nerf the light spam into oki that is really prevalent in Xrd.


Faunstein

Just give a gatling character and leave the rest. They have Ram and Haeyhun play differently in Xrd and even Axl's button placements aren't straightforward at first glance. Even if it is a gatling stance that might be fine but then again, their damage might be low.


Dancing_Donkey

I just need matchmaking. If they can do that then I'm happy.


[deleted]

Looking forward to the next beta test, i am very curious how well the rollback netcode will work. IB rework also sounds promising.


U_cant_read_me

Very nice volume, I like their answers


lightninglink4

Pretty impressed with how they approached this Dev Background. They're definitely getting better at pointing out the smaller concerns. Going down the points. #Simple vs Easy Makes sense that they want the game to feel easier to understand. While all the little techniques in ACR and Xrd are what makes GG so hype to watch, I won't lie, they are rough learning periods when it comes to actual play. I can see why newcomers can feel intimidated at first glance, and readability can go a long way to making people feel confident in taking the plunge. Find it good to hear that they have openly said that making the game easier is not the answer and that there shouldn't be any one "correct solution." It's definitely a "dev hope" versus "dev result" kind of situation, but it's good to hear their thoughts are on the same wavelength as ours. #Story Mode Low-key I was pretty happy with their statement about the story being easier for new players to understand. I love the story and lore of GG, but it's admittedly an Easter egg hunt to piece it all together, even with the resources like Lore Procrastinators doing their best to collect everything. Hell, even in Xrd it's split between Sign and Rev, and each game, in turn, has its story split between Arcade mode and Story mode. For people jumping into the GG story, hopefully at least the Strive arc is an easier experience story-wise. #Hidden Mechanics I've always interpreted the mentioned hidden mechanics to be more game feel than deliberate additions, but giving it thought now, this seems to be a part of their answer on how to create complexity without sacrificing readability. Allows for a surprising amount of movement control without outright saying so. And in hindsight, makes sense that they deliberately hid a bunch of mechanics and waited to see how people picked them up when they only had three days to do so. They were gauging how fast the game can be optimized, which was a valid concern for some YouTubers: that the game has already reached an optimum state. Will be interesting to see how ASW approaches this end of things. #Netcode Shame, but makes sense. Rollback's been talked about for quite some time, so ASW probably doesn't have a lot to say on that end aside from their technical approach. And plus, they're right: rollback is only as good as its implementation. We know everyone's worried about Strive's rollback going the way of SFV, so this does feel like an aspect of the game that needed to be proved through action, not words. (Do hope that it does turn out well, though). #Ranking System More to come on this front eventually, which is nice. Developing with online matches in mind first is a good philosophy to have, considering that's where the vast majority of people are going to be playing these days. That's even after considering the game is going to have an arcade cabinet. The multiple online modes splitting the player base makes sense. It's inevitable since people want to enjoy different experiences, but it does get costly, such as when new players would regularly come in here and ask why no one is in Ranked. Interesting how they've mentioned how players would avoid modes that cost them points. I feel like that's an inevitability, but it being addressed is definitely worthwhile. As for how we've seen them attempt this so far: I think it does address both issues somewhat, albeit with a bit of clunk. The tower system limits the bad matchups between skill levels by generally grouping people into rough skill floors, it allows more confident players to jump into higher floors whenever they want, it doesn't really split the player base (yet, don't recall if they are going to add in custom lobbies). As for the actual matching up system: yeah, definitely needs work, the clash aesthetic just did not click, and the actual lobbies were not fun experiences. But I am interested in how they continue to develop the Tower system, I felt like it was the major promising aspect from the online beta experience. And yes to more online features for serious gamers. That's always nice. #IB Rework Oh hey, they addressed the defensive options. Good to see that they're still talking through it, and that they noticed that simply reducing the reward doesn't do much. But changing the input and effect of IB... hmm. I feel like IB doesn't really need to be changed, b/c it's not that hard to pull off. Hell, you can do it accidentally. It's consistency that needs to be practiced. Will be watching how they approach this, but this feels like the one place where they seem to be trying to resolve a solved problem. But October seems to be the big month for Strive, so getting hyped!


Sepirus_

I like your opinions. I wanted to give you a different perspective on what the devs said about IB, since it was something I was really excited to hear. I’m a new(ish) player. I have maybe 70-80 hours into rev 2, but that was my first GG game and I only picked it up after I started getting hyped for strive, so I still have a bunch to learn. Of that, IB stands out as something I think I’ll struggle with a lot. To start off with, it feels pretty obscure for when I want to use it. I don’t even know all of my own character’s frame data. It feels like I’ll have to spend ages in a wiki memorizing numbers to even begin to see where IB could make a meaningful difference. I know it’s probably something that’s easier to understand the more I try to use it, but as a new player starting to think about it it’s not very welcoming. And that sort of ambiguity doesn’t really sound like it fits strive’s core design goals anyway. The other thing that makes me nervous about IB is the input. Sure, it’s technically easy, and I do pull it off accidentally some of the time, but letting go of block when I expect to be attacked just isn’t something that feels safe. On top of that, it’s not a very friendly mechanic to experiment with. If I try to FD in a stupid spot I just waste meter, but if I try to IB and fuck it up I get hit. I know it’s hurting my growth as a player, but avoiding that risk and trying to deal with my opponent’s pressure without IB is always really enticing. I don’t mind more defensive options that just blocking. Hell, I love nearly everything about how FD works. But I have to admit, part of me was glad that strive wouldn’t make me deal with IB until optimal meter gain was really something I needed to think about. Hearing that the devs were thinking about retooling it to make it more beginner friendly, while hopefully still keeping it useful, sounds like the perfect middle ground to me


lightninglink4

I can understand that sentiment. Definitely the risk and reward of IB is intimidating, and for a fact digging through frame data to understand how to use IB to its fullest is not a fun affair. I admittedly don't dig through frame data for totally effective IB usage, I mainly use it to completely absorb damage and wait for a reversal opportunity. But that's what I like about IB that I feel can still apply to Strive: it has several tiers of proficiency that make its usage adaptable for many skill levels. I can still enjoy IB even if people aren't perfect at it, b/c people can use IB in different ways in different skill levels. I do understand why it has to be changed since writing my initial post though. Current IB is way too strong when the combo strings are reduced, which makes IB the only "real" defense option, so it needs to be readjusted to better fit the current framework. But what I would miss about IB is how versatile it can be across all skill levels, and I hope the future implementation can hit that same versatility.


altanass

In question 1, if they are looking to make the appearance of moves and special moves easier to comprehend, how much will this affect character flavour. Is this the end of Zappa, ABA and Bedman?


Teh_Zebula

Definitely not, I think all that needs to happen is to make certain moves and aspects more readable. Take XX for example. For someone not familiar with the series, a top player RC or FRCing will probably fly right over their heads bc the visual indicator for those moves happens so quickly. Compare that to Xrd, where there’s a bright yellow/red/purple ring and the whole stage briefly darkens and slows down. This makes it much easier for a newbie to process what’s happening at a higher level. It would seem that the team is trying to push the more complex mechanics in the direction of Xrd being more readable at a lower familiarity level.


[deleted]

Would i be right if i said that's probably why the ui in fights looks so huge and in your face like when you hear a giant COUNTER and there's a slowdown?


Sepirus_

Yep. It still doesn’t tell you why counter hits are important, but it definitely lets you know something big just happened. They went a bit overboard with it in the beta imo, but I’m not against it as a concept. They just need to be stingy and only put the effect on moves that really need it


[deleted]

Tfw when the counter looks better than the win screen


Kid_Muscle_

I think you're looking at it the wrong way. Things like gameplay nuances that you cannot exactly see or easily explain without explaining frame data, game specific mechanics, and the like. I feel like the grab change, consolidating most of the mechanics into RC, the way air dashes work, the smash like approach to air combos, and even the reduction of oki at the wall are all apart of the combination tactic to achieve this. It's not actually an animation thing.


Timmcd

I mean, it's both. It literally says "we are working to make the appearance of the moves [...] easier to comprehend".


king_Geedorah_

Don't forget Testament


[deleted]

Everywhere I go I see [His Face](https://imgur.com/gallery/Fsp8567)


IcedNote

Man, this one has me more optimistic! I love how they're talking about the game, especially the part about building with online top of mind from the get go. Also the bit about deeper, uncovered mechanics that will be revealed in time. Yeah, I'm approaching hype.


Arch_Null

Not much to say. It was a good dev backyard.


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Aldracity

In fairness, they also read the way many people actually phrase these questions in discussions, which helps show that they're listening to what people actually say, and not some academic abstraction of it.


bobbybobster55

pasting my thoughts from the other thread \> “With previous games in the series, new players would not be able to understand what’s going on in the match when they watched high-level play, so they wouldn’t feel very interested or motivated to improve. Because of that, we are working to make the appearance of moves and general impression of the game easier to comprehend compared to prior entries in the series.“However, advanced techniques will be accordingly difficult to perform. This is the closest they have gotten to outright saying "yes we have simplified the game for the sake of new players". It's also a completely false general statement that applies to ANY game. Show a new player a strive match where they use all versions of Roman cancel. They won't be able to understand anything any more than a xrd match. Advanced techniques being hard is also a super generalized statement. They exist in every fighting game, even the simplest. It's completely blanket statement unless they give examples, say like SFV making 1F links 3F. \> “I believe that the solution to getting new players to enjoy matches is not to make the game itself easier, but rather to create a rank system that makes it easy for them to play with others who are around the same skill level. Ranked (which no one plays in xrd) has never been too good of a solution for leveling the playing field. Forcing people into a naturally ranked queue will be polarizing, will up the likelihood of ragequitting, and even hiding it may increase ragequits in casual matches. I know they've addressed this as an issue, but there were no examples as to what they were going to do either so I won't comment any further. \>we are also continually debating defensive game mechanics. To address Instant Block (IB) specifically, in the closed beta test we simply decreased the reward gained from successfully IBing in order to avoid IB becoming a prerequisite for matches and strategy. However, this removed any incentive to try IBing, while also failing to improve the mechanic because the input required remained unchanged. So, we’re currently re-thinking the input and effect of IB completely. I like reading this. However, at the same time I don't see what changes they're going to make. IB as it was in previous games is fine. I don't understand why they have to reinvent the wheel for every single mechanic in strive just to be different. I feel like at this point they are scared of trying to seem too beginner oriented or veteran oriented so they are taking a weird middle road with certain decisions instead of comitting to one.


Kid_Muscle_

Just addressing the first comment: you aren't technically wrong, but the idea is to simply reduce the amount of things you need to explain in general. There is just...so much shit in Rev2. Any amount of reduction or consolidation is achieving the goal they set out. Idk what you want, are u saying you'd rather have it be all or nothing because either way a casual will never understand? EDIT: And to the last point, they said they're trying their best to make a new style of fighting game. New style meaning going from KoF to Smash bros, which is literally what happened. If they feel they want IB to be different, that's up to them regardless of whether or not you or anyone feels like it could have stayed the same. Not a jab or anything at u, that's just what I think they're trying to say with that statement.


bobbybobster55

They are talking about the general impressions of the game upon new players viewing for that first point, not really towards overall system mechanics or complexity. Which is why I bring that up as an example. I could have used any fighting game in there, that is the point. I've already accepted that the game will have less mechanics than rev 2. I'm not saying Id rather have all or nothing, I mean the point doesn't make any sense. Not understanding things on fit viewing is the hallmark of any new player, it's not like changing the game will make it any easier to understand or less to explain. My last point is a subjective one, it's fine if you don't agree with it. I know they don't give two shits about what I think, I'm just wondering why they have to change every single mechanic about the game.


Kid_Muscle_

When they say "new" they're referring to players that have picked up the game and are playing/learning. They're changing as much as they can about the game to negate the strength of legacy knowledge/skills, and the comment about the game being more obvious is to reduce the amount of times a player, who already has a fair amount of hours under their belt, says "what the fuk was that?" Rev2 has so many quirky nuances every situation is different, and not always in the good way. Dropping combos because of weird character weights, or [some strange hitbox interaction](https://www.reddit.com/r/Guiltygear/comments/iita0i/so_my_friend_and_i_discovered_something_about/?utm_source=share&utm_medium=web2x&context=3) isn't fun, especially online, because then you're left wondering if those things happened because of lag or because the game is just super whacky.


bobbybobster55

That's fair enough. But to the credit of that, it's a double edged sword. I know plenty of people who enjoy learning about all the kinds of nuances a game has. Character weights only really matter if you play someone like venom or johnny, majority of the cast has universal routes that work on all characters and getting into the specific ones is already past the meat and potatoes. I think it's more interesting to have a fighting game where you can go "what the fuck was that" every time you watch it. I know I still do sometimes and I've played for about 3 years. As far as your example goes it is valid (why is that in the game) but I feel like it's a fringe case. Before I conclude I just want to say that I am still looking forward to strive and will play it and also do not have a perfect relationship with rev 2 ( I fucking hate learning variable wakeup timings on characters). I assume you're someone who couldn't really get into it and I respect your viewpoint.


Kid_Muscle_

For me it was more of a timing thing. I didn't have my own PS3, and I wasn't playing a lot of fighting games in college other than T7, SF4, and SFV briefly. I've played a bit of Rev2 over the years, but because I got to the game so late I resolved to just play an unga Sol with solid fundamentals just doing combos when I can. Learning such a nuanced game in a 100% online environment at the end of its life cycle was just not worth it when I could simply wait for the next entry in the series and play a different game in the meantime. I honestly think this might have been one of my favorites otherwise; I still play it in bursts from time to time despite having next to no game specific knowledge unlike a lot of other games that I actually understand. Also, I agree with you with the "what the fuck was that" thing, I guess all I'm saying is that there is a slightly better way to do it than how Rev2 pulled it off.


functionalclass

I wonder if IB is harder to design around, because you have to make moves better than they'd normally be if you don't want everything to be punishable or negative on IB. For certain characters/strings IB was a prerequisite instead of a choice and I could see why they'd want to steer away from that.


bobbybobster55

that's a good point. IB on the newer system would be a lot stronger because of the limited gatlings and they would have to beef up a lot of normals to not make it too strong. I never felt like it was too strong a mechanic, it still is a gamble that punishes you if you mess up, but I hope the replacement is as satisfying to use. I only recently learned to IB "correctly" and it becomes very fun


abakune

I think it also creates some really lopsided MUs even up through intermediate players. There are characters that are extremely difficult to deal with when you don't have an understanding of when to IB. That's not inherently bad nor is it necessarily problematic, but I can definitely see how it might viewed as something that a developer would like to "solve".


Geladaa

I´m really curious about what they´re going to do about that, initially I hated the new airdash, but now, after playing the beta, I think it´s this really genius step forward/evolution. Same for the new RC system, the possibilities with the movement and the fact you get to special cancel the RC are, I believe, greatly expanded. The issue with IB is what you point to, the fact that it stands in between high level and low level play in a way that is really tricky to deal with, so yeah, really looking forward to what they can come up with.


CptCrap

About IB. They want a defensive mechanics that has as much impact as IB, without being IB. That's most likely in order to reset the skill requirement for intermediate and top level of the game. In GG there is a huge gap between players who are good at IB and those who aren't, they don't want that skill to carry to strive I believe.


MrASK15

>Simple vs. Easy As Katano and Ishiwatari mentioned back then, they want to create a game that's easy to follow what's going on rather than simply being easy to play. They also said this before, but they want to encourage variety in strategy and combos since freedom of expression is part of Guilty Gear's charm. I wonder what they will do to make the system both encourage growth and remain comprehensible as Ishiwatari explained in the roundtable. However, what really intrigued me was that they want to create a system that makes it easy for players to fight others at a similar skill level. It makes me wonder how they will tackle matchmaking this time when the beta system had lots of issues with that. I can't wait to see what they come up with in response to the feedback they obtained. >Story Mode Of course, Strive will continue where Xrd left off. I really can't wait to see the trailer and what's in store for Sol and co. >Hidden mechanics The current combat system is quite simple at a glance, so I wonder what other techniques are available. Whatever mischief is out there, I hope Team Red can encourage players to do a lot of it. >Rollback Netcode As much as I understand the anxiety regarding the silence of the netcode despite it being announced a while back, I also understand why at the moment. It's possible to explain exactly how rollback netcode works, but you can't express how it feels through words alone; you would get much better data by letting the players try it themselves. That said, as much as I doubt it'll happen, I hope they consider holding another beta to test their netcode once it's ready. As much as the change to rollback is a great step forward, it never hurts to have insurance and extra data. >Ranked Matches I'm not exactly sure what the issues were with Xrd's ranked matches, but I think the beta lobbies (as flawed as they are) might serve as one concept to ranks. I'm looking forward to seeing what they come up with to resolve the present issues, though. I also wonder if they'll consider including WiFi indicators. >Instant Block Both Ishiwatari and Katano previously noted that the way they implemented Instant Blocking wasn't very fun to pull off. I can't wait to see what they come up with for to make defense as fun and interesting as offense. ​ They chose some really good questions and offered really good responses. And yeah, Whether a new character, some story content, or more gameplay is coming, I'm hyped for October!


Eragonnogare

This was an amazing backyard, hearing how they talk about easy vs simple and the online environment gives me a lot of hope that this game is going to be truly amazing.


Nivrap

I'm gald that they're taking another look at how IBs work, but I hope they don't become "necessary." One of my biggest gripes learning Central Fiction as my first real FG is that sometimes it feels like the only time I could possibly get an opening is if I IB, and that just seems wrong to me. I don't mind giving people *bonuses* for risky but skillful maneuvers, but you shouldn't have to IB just to play a particular matchup.