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Posted

That's irrelevant given that Bob was talking about using it as a meaty. And 6K is +1 on block at worst, meaning she gets even more advantage using it as a meaty than 5K would've given.

Posted

That's irrelevant given that Bob was talking about using it as a meaty. And 6K is +1 on block at worst, meaning she gets even more advantage using it as a meaty than 5K would've given.

It's not irrelevant because it's much easier to react to a meaty 20 frame move than a meaty 9 frame move. If you make 6K meaty, it's +5 at best, which yes is very good. That also makes it a 24 frame move, so they can see that you do it and not throw it. It's still a good setup especially since 6K is an overhead, and you can intentionally whiff 6K to land a low, but to say that it's as strong a meaty as 5K was seems wrong to me.

You also need all those extra frames to set up meaty 6K, which leaves you less time to actually get into position.

Anyway, this is all off topic at this point. My bad.

Posted

Everyone seems to be used at least sometimes, with the exception of Leo Whitefang. I've seen him maybe once, probably due to fact you have to pay for him.

Posted

I don't understand how to to perform option select yrc's, i watched a video on how it is performed but i still don't get it  :confused: 

Posted

Button Priority: D > P > K > S > H

 

Say you want to bait a burst in a combo, since P is higher up on the priority, if your chain has you hit them with 6P for example, you can input PKS instead. Doing so causes the button priority to have P come out. Assuming you have 25 to 49.9% meter when you do this, if the opponent bursts, they leave hitstun and return to neutral, so you instantly YRC instead of 6P, block the burst and steal their soul.

Posted

Speaking of priority, has anyone ever tried doing a throw kara FD OS? I know you can't kara H moves at all (so 4H~S just gives you 4H) but I'm wondering if something like 6S+H~4S+H would work since you'd get a kara-able S move if the throw whiffs.

Posted

i've tried before and couldn't get it to work but it may be because my hands can't move fast enough on stick

we should try it on the shitbox

 

probably doesn't work though

Posted

Question about throw hitboxesin Xrd. Is it like Capcom fighters where, if you hit a normal, be it 5K or whatever, your grabbable box is enlarged? Or does it always remain the same?

 

P.S: I'm used to seeing hitbox details from Street Fighter and it seems that's not a big thing with GG cos I can't find anything solid (character specific hitboxes). For example, for Millia I'd like to know which of her jumping normals has the best air priority/reaches furthest.

Posted

Yes, your hurtbox may change with different attacks. I see it come up a lot with Potemkin tick throws as sometimes they may only work if you try to attack him. In general, your strike/projectile hurtbox and throw hurtbox are the same, except in cases of moves with specific invulnerability.

Another example is using Slayer's dash to crossup and make the enemy whiff. Sometimes the enemy's whiffed move will hit Slayer out of his attack startup, which shows that Slayer's attack made his hurtbox extend.

Posted

Throws in Xrd do not have a box. Throws are done as a calculation of distance, but I forget if it's from the edge of your collision box to their collision box edge or if it was from your collision center to their center. Pretty sure it's edge, though.

Regardless, it's a calculation of distance that determines a throw connecting. For the most part, it's functionally the same as a throw-box. Except for stuff like crossing over Potemkin during his P.Buster, but still getting grabbed even though you're behind him.

Posted

Oh man, how long has this information been available?  There are a lot of discrepancies that need to be investigated, and a lot of updates that need to be made.

 

 

Had to look up the guts values to compare them, and they're not consistent with my testing.  That's pretty odd.  They have one fewer tier listed, and as such they've lumped some characters together.  The some of the values are off by as much as 3%, which really isn't a whole lot, but still makes a difference.

Posted

Oh man, how long has this information been available?  There are a lot of discrepancies that need to be investigated, and a lot of updates that need to be made.

 

 

Had to look up the guts values to compare them, and they're not consistent with my testing.  That's pretty odd.  They have one fewer tier listed, and as such they've lumped some characters together.  The some of the values are off by as much as 3%, which really isn't a whole lot, but still makes a difference.

 

This information was initially made available on February 6th, and all but the visual aids have been up on Dustloop Wiki since the 9th. (A few hours after someone first drew attention to it in the [Xrd] News & Gameplay Discussion thread, if memory serves.)

Posted

What character(s) are good to play against to get better at blocking and/or disrespecting? Thinking about my matches, I tend to fold quite quickly without meter, and I notice I always respect. Like 90% of the time.

Posted

What character(s) are good to play against to get better at blocking and/or disrespecting? Thinking about my matches, I tend to fold quite quickly without meter, and I notice I always respect. Like 90% of the time.

 

Once upon a time Sol almost gave a shit, and then he VV'd. The end. 

 

In all seriousness, Sol and Slayer are really good reactive characters. They can capitalize on mistakes with explosive damage.

Posted

Actually I rarely FD unless necessary, and IBing I have to remember to do, instead of it being a second nature. Instead, I just dont mash. Period. I think not being offensive in an offensive based game is a bad habit for me

Posted

Not mashing is good, but you do have to learn to identify where your opportunity to poke or jump out is, hopefully in a safe manner. It just kind of comes with time. I used to eat counterhits as venom all the time thinking i had a good time to turn things around, but nowadays it's screamingly obvious when I have a chance and i can just focus on blocking the mixups. Mindlessly mashing just gets you murdered by most of the cast, especially offline where pressure strings will be tighter.

 

If you're a projectile character, I've found it helps to toss out your quickest projectile and YRC it when you know that you have the distance to get it out, and they aren't going to negate it with their own projectile yrc they were gonna use for pressure.

Posted

What character(s) are good to play against to get better at blocking and/or disrespecting? Thinking about my matches, I tend to fold quite quickly without meter, and I notice I always respect. Like 90% of the time.

 

If you want to learn how to block, punsih and have a good time Potemkin is the way. IB->Pot bust->profit

Online can be quite difficult (aka "almost impossible") thought, it works only in decent 2f/offline scenarios

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