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#which makes faust's choice of weapon even more interesting
leonvarcas · 11 months
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thinking about how Faust is so aloof and distant with everyone, and wields a big fuck-off zweihander, but nearly all of her IDs and EGOs are supportive in nature (with the notable exception of L corp remnant), providing debuffs or sanity healing as opposed to direct damage. is it a facade and she actually cares? or are the supportive abilities more like a representation of her strategic genius? (the latter feels much more applicable to Grip faust than the former) i don’t know, but i find it interesting nonetheless
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youmustinteract · 2 years
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why wouldn't you date them but with your favorite ocs cause I wanna know more about them
OH THAT'S CLEVER
your wish is my command ☆w☆
RENNON - THE KNIGHT
i love a good wierdo, but he can be so jealous and insecure >>"
also, he -as a person- is in no shape to be in a relationship.
he needs therapy BAD!! he has a severe attatchment disorder, as well as social anxiety, general anxiety, depression, c-ptsd, just off the top of my head.. man. is. going. through. it.
ngl i feel exausted thinking about his emotions- i'm not even feeling them @_@
but i will see those emotions when he inevitably blows up cause i need my space. he has no concept of it when it comes to romantic relations.
the One benefit he has that everyone else on this list tho, is that his height doesn't make my stomache churn<3 he's 5'8! (the tallest in his region LOLLLL)
DAVID FAUST - THE DETECTIVE
look.. i like my privacy.
i know a detective has to be nosey, but after losing his two kids to a kidnapping he feels the near obsessive need to know Everything about Everyone he gives a shit about.
and while that's nice in theory, i do NOT accept people going thru my shit, and i know bc i'm ~mysterious~ he WILL bc in a relationship he'll b so worried..
i mean, if he found out certain things about me that would be warrented- but i can't with the boundary crossing
even if he's the prettiest dilf on the block 😔
also, he's an ex cop and was their star detective. as an interrogator..? all i have to say is good luck winning any fights against him. his word is his weapon of choice and he knows how to use it.
also also, he's 6'4. tall people intimidate me and he's justt past the precipice of me going chihuahua o_o"
ADAM - THE DEAD KING
dude is 7'6. that is enough for me.
also, WHITE white. -1 points. (i already argue with enough of my white friends on culture smh.)
MR GARRISON - THE DOCTOR
Adams uncle. honorary dilf. He's 7'11 9_9 "
Whiter than adam. lord help me im gonna go blind
he doesent give a fuck who you are, if he likes you or not. he's got plans and he's gonna follow them through.
which i understand, that's not the problem.
the problem is that he's a mad scientist and he'll fuckin do experiments on me if he finds i qualify >0<
he scares me soo much, especially cause we both act the same irl (cold, not very emotional, doesent interect with others unless interacted With- or as necessary)
he's got the sharpest glare too, my dumbass cant BEGIN to survive under his 12+ degrees (yes. degrees. this man takes college courses like vitamins)
which is a shame, cause he can't do p much any art medium and finds artists interesting..
(thirstily) fuck man,,,, FUCK!!!!
thanks for the ask~☆ *cries*
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keegames · 7 years
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Guilty Gear: Why It’s The Wildest Fighter On The Market
While it’s never enjoyed the popularity of Street Fighter, Mortal Kombat, or Tekken, Arc System Works’s debut fighting series, Guilty Gear, has spent the better part of two decades carving out a niche for itself. Its fast-paced, weapons-based, mobile combat took influence from some of both Capcom and SNK’s more experimental fighters and wrapped it up in an aesthetic that combined 90’s anime with American heavy metal. After a rocky first entry, the series came into its own with Guilty Gear X and has been iterating ever since (ignoring the detour into 3D action-RTS hybrid that was Guilty Gear 2 Overture).
If there’s one word that describes how Guilty Gear plays, it’s “wild.” The game regularly brings its players into situations that require them to think on the fly. High-level matches frequently end with both players scrambling for that final hit, players drop combos and leave gaps in their setups, and minor mistakes completely change the tide of entire tournaments. While some of this can be attributed to the nature of competitive fighters, I think that Guilty Gear in particular has a number of design decisions that make the game more unpredictable. What’s super interesting is that none of these choices  use randomness to cause unpredictability.* This write-up on what these choices are will likely use various terms known to fighting game players, so bear with me. If you have a question as to what something means, let me know. And with that, let’s take a look.
Manual Air Teching
“Air teching” describes the ability to flip out of air combos that you’re on the receiving end of. Aerial hits in Guilty Gear have a certain amount of time where you’re forced to be in hitstun (and therefore can be juggled, guaranteed), but after that time is up, you have to press an attack button to escape from hitstun, or else you can be juggled in what’s known as an “invalid combo” (because you COULD’VE avoided it, but you didn’t). This feature has carried over to Arc System Works’s other games like Blazblue and Persona 4 Arena (as well as plenty of other fighters influenced by ASW’s work). Persona 4 Arena and later Blazblue entries have made a quality-of-life change to the feature, however; they allow you to hold any button during hitstun to automatically escape at the first possible moment. Despite being released after some of those games, however, Guilty Gear Xrd has not added hold-to-tech; you MUST press the button to escape air combos. To some, this may seem like an arbitrary clinging to tradition, but I think it’s a deliberate choice. This extra input causes extra uncertainty, as the game doesn’t give any visual indication that hitstun is no longer “true.” You’re more likely to be late and eat extra damage, or to be mashing a button and end up throwing out an attack that you didn’t want to.
Guts
Guts is a system that boosts your defense when your health is low, allowing for comeback situations. This is nothing new to fighting games, having been around since Street Fighter 2. However, Guilty Gear takes it a step further by having different Guts boosts for each character. This, when combined with characters having different defense values, makes it very hard to determine exactly when a combo will KO your opponent. The Guts system means matches can be dragged out to the bitter end when they weren’t expected to.
Juggle Weights and Wakeup Timing
As in many fighters, certain moves in Guilty Gear can launch the opponent into the air, while hits done in the air cause the opponent to rise slightly, allowing for high-flying aerial combos. But characters in Guilty Gear can have different weights; they rise different amounts on hit, meaning that some combos that work on some characters won’t work on others because they’ll hit the ground too fast. Meanwhile, after being knocked down, every character in Guilty Gear gets up at a slightly different speed. A large part of Guilty Gear (and many other 2D fighters) is forcing your opponent to block attacks as soon as they get up so you can continue offensive pressure. These differences in wakeup timing can be the difference between the opponent blocking with no options and them being able to jab you out of whatever attack you try to do. It’s almost impossible for players to exactly remember and adjust for every single character’s properties, so even offense becomes unpredictable.
Attack Clashing
When two active attack hitboxes in Guilty Gear touch each other, they clash, which is accompanied by a special sound effect, a unique spark, and a quick freeze of time. Players can cancel clashes into any of their moves freely, even if they otherwise wouldn’t be able to cancel that move. It’s generally impossible to purposely clash moves, so reacting to this special event is tough, let alone picking the right move to follow up with.
What does it all mean?
I think it’s no coincidence that all these mechanics exist in Guilty Gear as they are. The game is deliberately designed to be unpredictable and to prevent players from becoming complacent. These mechanics cause extra mistakes from even the best players, and it keeps everyone on their toes. Not only that, it commendably does this without adding actual randomness to the game.* The better player in Guilty Gear is not just the one that knows all the combos and setups and out-thinks their opponent; they’re also the one who can take into account all the bits of uncertainty and handle unexpected situations on the fly. You can’t get comfortable in Guilty Gear; you have to be ready for anything. All these design decisions keep the game wild on a level that most other fighting games can’t reach. Guilty Gear has a clear commitment in its design that shows in these mechanics, and I think that’s extremely smart design.
*Guilty Gear Xrd did add a mechanic that is completely random called Danger Time, which activates occasionally whenever attacks clash. The series also features a character named Faust who has a move that throws random objects with different effects. While it’s not completely free of randomness, the fact remains that Guilty Gear is a great example of how unpredictability can be added to a game without dice rolls.
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