![]() ![]() The "fifth" attack button is, when pressed in neutral, a universal sky-launching "uppercut" for all characters. Even more so than a game like, say, Street Fighter, air offense is a vital part of a match, to the point that Guilty Gear and other games with a similarly large number of air mobility options ( Melty Blood, BlazBlue, etc.) are said to have "air footsies." note "Footsies" being a term used in the Fighting Game Community to refer to the ground-based aspect of fighters, both players out of mid-range and trying to strategically control the flow of battle by committing to their longest-ranged, generally safest moves (known as pokes) and reacting accordingly. The series features a huge number of air control options, all of which are variously good for offense, defense, etc., and various characters have different air performance envelopes, as one of the purposes of the series is to better simulate the crazy shonen anime air battles seen in works like Dragon Ball. While Guilty Gear was not the first game to feature improved air mobility or dashing in the air, it's considered the first fighting game series to get it right and to control well, particularly starting with Guilty Gear X. The first and most notable aspect of Guilty Gear is that Air-Dashing and air mobility are fundamental to the series. ![]()
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