Here we are with 10 big tips for ya now that Granblue Rising is now officially out! Hope these tips help you out in your gameplay because while granblue is a simpler fighting game, even a simple fighting game can be more complex than most other games lol. Give the vid a watch and enjoy!
Same! I was prepared to stick with the free version for a while, but then I put on Rooflemongers GBFVR character breakdown and realized I need all the characters. So much fun
the game released at the worst time for me. Christmas with a big family is expensive as it is, but this month my controller started to act up and i finally decided to get a hitbox and next month im going to get Tekken 8, so im kinda broke. played the beta and didnt enjoy it much, but when a friend came over with his hitbox (so i could text if i would enjoy plaing with it) i downloaded the free version and we just played rankeds while drinking beer and it was definetly fun. If only i could buy just one character so i could get Soriz and get grinding, that would be cool
@@SimonClericif you trust someone on the Internet I could buy you the game if you send me half the price upfront, then I'll send the code and you can send the other half later. It's €50 where I live
I have been on the hunt for good info on this game as a brand new player, and this channel is the best I've found. These are actually useful, tangible tips that I can think about and implement in my training and matches. Others often don't explain enough of the reasoning or outright ignore important subtle mechanics. Very good video.
The game itself also has fantastic tutorials, glossary, basic guides and tells you stuff like what part or version of the move is invulnerable etc. also the combos taught are actually useful unlike some other games. Rooflemonger is great though
Alright now the "trilogy" of beginner guides is complete. Not sure how much other specific guides I will commit to but I wouldn't mind doing a character guide for Anila and Ladiva if I can find the time! Still gotta do that quan chi guide too, doubly so cause the servers were down on launch day and I didn't even get to play him day 1 lol. Anyways if you ever got ideas im open to anything just lemme know
This is a game worth buying. Been grinding Nier the whole time. She’s lvl 133-134 already. So much fun I recommend to anyone whose looking for a new fighting game. Nier level update: 301
12:30 - To add: If you're out of bravery points and your opponent lands a guard break while you are blocking - you will be at a 15 frames (instead of 8) disadvantage. Your opponent will not need to spend an extra 25% of his gauge in order to put you into hit-stun, instead he can just land an M or an H and chain it into an ultimate.
I think for people new to the game a couple of the most practical but potent tips would be to use easy inputs for your reversal/anti airs. Especially if there's notation overlap that can cause an input error into a move you didn't want. Second would be get used to using the guard button on defense if you're getting hit by left right mixups. There are also a lot of pokes to special cancels that are frame tight enough to be frame traps but arent true strings that can be spot dodged/rolled through. If you're new and find yourself getting gimmicked out try to keep this in mind.
This has to be my favourite video about this game so far. I'm a pretty casual player who simply plays fighting games for fun on drunk parties, and this game in general immediately appealed to me as casual friendly. But this video taught me a lot without going into weird terminology or crazy combos in a very simple way. Love it.
Dude, thank you so much for this video! I'm a player returning from vanilla GBFV, and there's so much stuff that I didn't realize about bravery points and ultimate skills. It explains so much of what I have been experiencing. Thank you so much!
By the way, for people picking up Zeta, you may actually want to avoid using the running light, and instead use close light instead. Running light gives her +1 on block, whereas close light gives her +4. Furthermore, you can link 2 close lights (without going into the auto combo), to help you hit confirm/add pressure, and if you notice that the second close light is a hit, you can convert it to a full combo.
The simplicity is not only good if you're new. It's also an amazing breath of fresh air if you're a fighting game veteran who misses games like Vampire Savior and Children of the Atom, that were faster than SF, but not quite 90 second combo airdashers where you need to know the opponent's horoscope and what lunar phase we're on right now like some modern anime games.
Having a free to play option for fighting games be the standard would be SO good for the fgc, bringing more attention to it. Maybe with it games like dnf duel could’ve had a second chance
Nice! Didn't know about extra frames on crouch hits! Living the game so far. Spent 8 hours playing Ladiva last night. Haven't even touched gran bruises yet.
Another thing to note on cooldowns and ultimate skills in particular is that even if a move is on cooldown you can still use the ultimate version of the skill, it will reset the cooldown again but it can definitely be useful for combo conversions whenever your move is currently down and you have the meter to spend.
Yup, I went to get Guilty Gear when it was on sale, and saw this had a free version! I remembered someone (Roofle or Maxmillion?) said this game actually had unusually good tutorials for a fighting game and got it. Two nights playing this trying it out, havmt jumped into Guilty Gear yet hah.
Technical inputs ONLY do more damage in neutral. In combos, both ways are the exact same amount of damage, so technical inputs is mainly only useful for maybe fireballs and some other rare moves, but overall there is not a lot of advantages to using them
Great video as usual rooflemonger! Hoepfully you'll get a chance to enjoy some of these games because FGC is popping off rn. There doesn't seem to be a shortage of content for you to make videos of between all these and even more coming next month with T8, UNIB2, DLC's for everything else, etc.
actually play a fighting game instead of grinding videos? maybe I can manage that in 2024 for a few hours 🙊. Thats one of my goals for 2024 though, is fix my work-life balance. I barely even stream anymore cause its just work and sleep.
@@rooflemongerI'm sure this year has been weird for you since there have been so many FG releases. Hoped lly once we're back to mostly DLC you'll manage to find more time. We appreciate the work you put into getting these out though! You're my go to for new FGS.
@@ramkindalethal732 to be all the way real, unless they give me a key for uni 2 a few weeks before tekken launches, there's just gonna be no way I can cover it. Tekken has to take precedence and I can't put out like 2 multiple hour videos back to back in 2 days ill die
The ultimate skills slowing down enemies like roman cancels would in GG helped me understand why many people say Anila's ultimate sheep fireball is incredibly good in neutral (on top of refunding some amount of meter very consistently since I've really only seen it used in neutral). I will now abuse this knowledge, thank you :)
While you mentioned SSBAs draining two BP, you failed to mention that SBAs also drain one, even while showing it happen in the next segment. The catch is that the super has to play out the full animation, if it has a full animation, for it to work. Ferry's orb doesn't have a different animation depending upon distance so it always drains a BP on hit, but Katalina's SBA only does full animation, and drains BP, if it hits close.
Great video, always appreciate advice. If you ask me though light dash attakcs are too oppressive haha. I can't wrap my brain around the fact they are basically frame traps on every single character. Gonna take a long time to get used to it!
I need to spend meter. There has been so many matches I've lost by holding bar and trying to use it situationally. I need to cash out more frequently instead of corner loops only. Great guide btw. I play on the PS5 controller so I also need to know where to map skill button at. I'll skim my button layout this weekend.
I think you get refund on ultimate skills mid combos too, if you juggle with them (not cancel from a normal). For example, Zeta's Ultimate Fireball (Counter Hit) from mid range into the Forward Ultimate Special will only cost 50% bar and not 75%
@@soraneptune4178 I mean the combo is a neutral ultimate skill into a juggled ultimate skill, which should cost you 50 (refund 25 on hit) and then 50 according to the video, which is not the case It is 50 (refund 25) and 50 (refund 25) which totals to 50 at the end
@@ftank9083 yes I know how the refund mechanics work you said 75% at the end of your comment. Therefore I simply pointed this out and said that ulti moves cost 50 not 75. Edit: OK tbh I didn't really read the full comment, you were saying that a neutral ulti fireball into a combo into another ulti special move as part of a free juggle in the combo are both reduced totalling 50%.
Love the content roofle. I noticed a discrepancy from what was mentioned about BP recovery for supers. I'm testing Vira's Install super in training and she does recovery a bravery point in neutral or in a combo.
I was hoping it was a business model similar to KI where i could just buy the character i wanted. I intend on buying the full game after the holidays so ill be a siegfried main for the week and see what future rotations have in store
I can never quite get the charge inputs on charge characters down to the point where I can do them as rapidly as I see them done at a high level. I don't know why. But the easy inputs let me spam those moves and I'll take it. In Eustace's case his fireball is even chargeable after it starts up so the time you save doing the easy input can be spent charging the attack anyway.
Chances are it’s because you’re not “hiding” the charging inside of other things. When charging (let’s say backwards) for a move, you only have to be HOLDING backwards, regardless of what is actually on screen. That means inside of normals, it’s own animation, other special animations…. Hell you can even hold backwards during the “Round 1, FIGHT” screen and the game still counts it. Those players aren’t charging for less time than you, they’re just economizing the time better. So in the case of a character like spamming Eustace fireball like you mentioned, the millisecond the fireball leaves his gun they are already holding down+back again so that the second the fireball fizzles out they’ve already charged for long enough to just shoot another one. Hopefully this is helpful :)
Let's respect the work this brother puts into making these videos & let's get his subscriber count to 1 million because he definitely deserves it 👍🏿💪🏿🙏🏿🙏🏿🙏🏿
I installed the free version yesterday and honestly the game looks amazing. I just have two questions 1. Even though I put the highest quality I see that the character models are a bit blurry, but during the cinematics they look perfect, what's up with that?? 2. What setup of buttons should I use? I tried both stick and controller and I really can't find a way to have all the buttons I need closely enough (for example the ones on the bottom right), got any advice about this?
1. Try changing the game's hidden native resolution! You gotta edit the engine.ini file found in the GBVSR folder located in the appdata folder, then add the following text in the file: [ConsoleVariables] r.ScreenPercentage=200 2. Tried to play on a microbox but controller feels the most natural to me!
Don't be afraid about usinh easy inputs because we're going to see them eventually in every upcoming fighting game, if you are looking to playing project L you should already start using easy inputs because that will be very similar in that game
Small request: please change your input display to show universal buttons (L, M, H etc) rather than platform specific (Playstation) buttons. I wish every FG youtuber would do this as standard!
The problem I have had with inputs; if I use both technical and easy the technical version will trgger when I go from crouching light to standing light/medium to easy input anti air it will trigger my SBA if its available its annoying AF. I recently just turned technical inputs off and now I think I might just play on a gamepad instead of my hitbox.
Dear Rooflemonger, I have downloaded GBVSR recently but the only fighting game I'm used to was MK X and 11. This feels like a ridiculously alien game. The hitbox seems like completely weird cuz you can only chain combo when clipping into the other character. I got a liking to Vira, can you help me with her and some b&b combos?
I disagree. This game has so many mechanics and so many small important things like the additional plus frame on crouchers. It makes the game have extreme depth that a lot of games are lacking.
el juego es casi un 10 para mi y di go seria por una cosa que me molesta mucho y es el echo del formato digital yo quisiera el juego en formato fisico es posible que en algun futuro salga en formato sico completo? cuando ayan salido todos los dlc edition deluxe complete edition and dlc incluide de granblue fantasy versus rising
Slipping rooflemonger a crisp 50 dollars to drop the narmaya character guide (i want to main her but im an idiot and need excellent quality guides with simple bnb combos, general gameplan, strengths and weaknesses to succeed)
@@rooflemongerwell. This is unfortunate for me. Still, your other guides have already taught me very important aspects of the game (bravery points and guard breaks being a big one) so that does by extension make learning everyone a bit easier
I feel like saying "10% damage nerf" makes it sound like a massive downside, but also feels inaccurate. The damage numbers make more sense if you describe doing the input as a 10% damage buff. The example video of the command grab, easy input does 2300, whereas motion does 2530, which to me is MUCH better described as 2300 being the base rather than the reduced damage from 2530.
Technical inputs don't matter in the slightest just FYI, what he has provided is false 9 times out of 10 ur not gonna get the 10% dmg bonus unless ur starting ur combo with an technical input move, thats how they designed the game to be. so sorry guys! unless you wanna put yourself through unecessary hell don't bother learning the technical inputs, does literally jack shit.
Honestly I've downloaded the free version and it's a fun game. I highly recommend you try it out. The worst thing can happen is the game isn't your cup of tea as they say.
I wouldn't phrase easy inputs as having a 10% damage penalty, rather they are intended as the default so they were designed with no downside. In fact, the up side is of course faster input for important moves like your invincibles or even fireballs. Likewise command inputs give you a 10% damage bonus, which is basically only relevant for maximizing combo damage. But it needs to be emphasized you do not lose out for using the Skill button, you're just rewarded in different ways.
The way it maths out is the normal input is a 10% buff over simple. ladiva command grab is 2300 with simple, 10% of that is 230, 2300+230 is 2530 which is how much 360 grab does. 10% of 2530 is 253, simple grab does not do 2277 damage, its mosrly neglibile, but noticeable from a design angle.
@@ftank9083 I actually didn't know that, I've just been doing command inputs because that's how I've been used to playing fighting games for so long now.
I thought "easy input" damage reduction got taken out of the game? They said it has no Cons to play easy inputs? I mean I still play with technical so I dont care but just for everyone else.
The devs themselves have framed it as a 10% bonus to tech inputs, I don't know why I see so many content creators flipping it around lol. At any rate it only applies if the move is used in a neutral state, so cancels get nothing, but doing it raw/as a link in a combo gets the 10%
Okay seriously, what is this? Is this a new game or an update? Like do I have to buy another copy to play? I haven't played the game since launch (not that I had a choice-- it was stolen) and I'm about to get back in it, but I comeback to find this.
@@rooflemonger thank you, I tried controller, but dp and all that seems easier with hitbox, the easy move button isn’t to hard to use with leverless eitehr
My biggest problem is figuring out how to keep track of 8 buttons. The only FG ive played before this was idol showdown, and adding 2 more buttons and in a different layout makes it hard to pick up
Keep in mind that many of the systems can be done with combinations of the standard 4 buttons(throwing, braves, etc.) The only other two you really need are the skill button and the block button. So, 6.
@@Razzorn34 thanks, I'll check over those options. I think there's a good chance I just remap everything to match what I'm used to and to easier to reach keys. I keep dashing when I try to anti-air thanks to all my hard work building the muscle memory lol
Dude i was low blocking 24/7 comming from streetfighter... tried out everything but anything i did got fucked i literally couldnt play the game. Most toxic experience ive ever had WTF. Is there no framedata in replays? I cant find it.
They only added the motion inputs to appease the angry mob of entitled elitists who felt their "expertise" had to be praised and rewarded somehow. The game was not designed or balanced considering motion inputs, so you don't need them. At all. Also, the 10% difference only applies to raw specials done in isolation (or very expertly linked so it doesn't count as a combo). In cancel sequences or combos the damage difference doesn't apply.
That's not true at all. The creators of granblue are fighting game fans. They insisted on the easy inputs because the core fanbase of the gacha game aren't used to playing fighting games. Let your anger go bro and be happy the game is smart enough to cater to both elitists and newcomers.