SoWL Posted August 2, 2013 Posted August 2, 2013 Speaking of rosters, who are you expecting to be revealed next? I feel like they need to have a varied roster for the loketest's sake, so I expect something like this: - Eddie (because we have Millia and the PV teaser) - Potemkin (because we need a heavy-hitter) - Faust (because I main him But really, we need a proper zoner, so Dizzy or Testament might fit, too) - Someone brand new. That, or another less technical heavy-hitter, like May or Slayer.
Kitsoru Posted August 2, 2013 Posted August 2, 2013 My guess is one "new" character (hoping for/expecting Sin) Eddie because he was in trailer? And 2 more, possibly Potemkin+Faust, maybe Axl, maybe Jam or Dizzy Would be interesting to see Queen Dizzy....
Pichy Posted August 2, 2013 Posted August 2, 2013 (edited) I'd be delighted to see Justice return, but I'd honestly expect to see someone like Slayer, Anji or Bridget (since he did, you know, win that character poll and all) instead of her and Justice. As for RCs, it's definitely clear that there's different types given that there's Red and Yellow examples, and one of said examples is pretty much gunflame FRC. Could be varying meter costs on whiff/hit, or maybe there's no time slow on whiff as Akujikan suggested. It's also entirely possible that there's three kinds: - Red: On hit. Slows time. Probably has the harshest penalty to tension pulse. - Yellow: On whiff. No time slow. Similar tension pulse adjustment? - Blue: FRCs still there if timed correctly. Same costs as AC, lower tension pulse adjustment? I mean, it'd make sense if you want to keep a mechanic that determined move balance for the last decade without intimidating newcomers too much. Plus Survival mode in AC+ had yellow RCs that worked anywhere anytime to set some sort of inspiration for the mechanic. For the reamining four characters, I'd expect them to be characters of varying archetypes who people already know how to play. Having a small roster for a loketest this early suggests to me that the primary goal is to make sure the base mechanics are robust before all the new madness gets thrown into the mix. So something like: - Potemkin (grappler) - Zato(Pressure, hunting for unblockables, possibly reworking him to be more of a zoner like GG1?) - Faust/Axl (pokes) and then possibly Chipp (if they feel they need to test rushdown that has less insane oki than Milia), Bridget (if they want to test pure keepaway), Testament (similar reasons) or Dizzy (long-ranged okizeme character, also fanboys). Edited August 2, 2013 by Pichy
Destin Posted August 2, 2013 Posted August 2, 2013 (edited) Yeah, I thought that was obvious about the YRC system. It was still done very elegantly, and could really look incredible in motion. It would give the audience a good clue that some cool shit was about to happen as well. (I was responding to kyle) Edited August 2, 2013 by Destin
Calamitus Posted August 2, 2013 Posted August 2, 2013 How about most popular Guilty Gear character? I cant imagine his older version though.
Ultima Posted August 2, 2013 Posted August 2, 2013 I wouldn't worry about comparisons to KoFXII per se. KoFXII was SNK biting off waaaaay more than it could chew since, as evidenced by XIII, they really need another 16 months to get the game closer to what they wanted. Arc seems to pace themselves a lot better. It also helps that their games don't usually have 35+ characters. That said, Xrd will no doubt be much like BlazBlue's character progression: Start off with a small cast, then build on it over multiple iterations. Well okay, that's every fighting game ever, but I think BB is the most appropriate comparison since BB is the only modern popular fighter that started off with a really small cast, although that could also be because it was a new IP. Hopefully we'll at least get XX's cast back - I don't think we need Order Sol or Robo-Ky back yet, though I'd be surprised if they didn't return eventually. Dunno about A.B.A. Concerning the scale back to XX#R, I have no problem with the removal of Force Breaks, Throw Breaks, Slash Backs, etc. However, I doubt that FRCs are gone - they were in XX and XX#R, so why would they remove them? If they want to make it easier to get into, they can loosen up their timing. That seems like a huge step back to me compared to the others, but I guess we need to see how the new YRCs work first. I really wanna find out more about their new graphics process. If it's decently efficient, I want Capcom and SNK to steal it so I can get games from them that look like Xrd.
Orrax Posted August 2, 2013 Posted August 2, 2013 That being the only screenshot with meter between 50 and 0, it's not clear where or not it's actually showing an increment there. It could be green from the start until turning red at 50. Also, something I'm curious about: whenever Sol is shown RCing, he's in the same pose. Either RCs make you airborne, or they have a burst-like animation. Wonder which? My personal guess is that it's the animation, and that's the "slowdown for everyone except you" effect -- that is, your opponent basically freezes while it does an RC animation, which should make RCs easy to hitconfirm.
the_d3v Posted August 2, 2013 Posted August 2, 2013 No reason for Xrd not to have the entire cast from previous games since they're now using 3D models. The only reason SFIV lost characters compared to previous SFs is that SF has a huge cast. Having to put every character that has ever appeared in SF would be expensive and difficult to balance.
Suzaku Posted August 2, 2013 Posted August 2, 2013 Finished translating the system page: http://www.dustloop.com/forums/showthread.php?16461-Xrd-News-Thread&p=1525247&viewfull=1#post1525247 Let me know if there are any glaring mistakes.
Circuitous Posted August 2, 2013 Posted August 2, 2013 Based on the (quite thorough) translation on SRK it seems that all RCs slow down time, and projectiles can be canceled in their recovery (with a yellow effect). Possibly other moves as well. Edit: Suzaku backs it up. Curious, though: "While performing any sort of action, you can completely interrupt that action just before it executes." Can we get a double-check on this, Suzaku? The description doesn't make much sense.
Suzaku Posted August 2, 2013 Posted August 2, 2013 Unless I'm mistaken, it means you can Roman Cancel anything (movement, attacks), but I've already forgotten the actual wording used (I've been up all night and am on my way out the door). SRK's is probably more technically accurate since my knowledge of the Japanese fighting game terms is not entirely complete.
Pichy Posted August 2, 2013 Posted August 2, 2013 Well that description makes sense for all the FRCs that occur before the active frames of a move (Milia 236S and 214P and so on), so perhaps it does just mean that you can RC on whiff.
Circuitous Posted August 2, 2013 Posted August 2, 2013 Seems that way. 50% ghetto timestop FRCs to the rescue.
TekkamanArk Posted August 2, 2013 Posted August 2, 2013 I think the other 4 will be Eddie, Anji, a new character, and Dizzy
Ultima Posted August 2, 2013 Posted August 2, 2013 Sol's air qcb+K - is this a new move? Or might it be something from EX Sol or GG Sol that I've forgotten about?
Kitsoru Posted August 2, 2013 Posted August 2, 2013 Sol's air qcb+K - is this a new move? Or might it be something from EX Sol or GG Sol that I've forgotten about? Seems new, I didn't recognize it. On that note, can someone confirm if DI is BOTH ground and air, or is it just air now? Talking with people and we're not sure now. I wonder if air DI + that new DI-only special will = massively damaging overhead combo, but it still seems in theory like it'd be so risky? Wonder if DI has new properties since it seems they're trying to make it more effective overall.
Kyle Posted August 2, 2013 Posted August 2, 2013 IIRC ex-sol has a divekick. I would assume, that the tension cost of YRC/RC varies depending on the move. YRC only moves.. basically it's an easy FRC
Pichy Posted August 2, 2013 Posted August 2, 2013 That's probably his groundbounce kick while in Dragon Install from AC+R. Or at least I hope it is.
Circuitous Posted August 2, 2013 Posted August 2, 2013 Kudakero seems to be a move he had in Overture. It was the divekick.
Kitsoru Posted August 2, 2013 Posted August 2, 2013 Kudakero seems to be a move he had in Overture. It was the divekick. Ahh. Nice carryover.
Circuitous Posted August 2, 2013 Posted August 2, 2013 Also if EX Sol has a divekick, I don't know how to do it. Can't check Gold/Shadow Sol since I don't have them unlocked apparently.
TPPR10 Posted August 2, 2013 Posted August 2, 2013 I guess for character wishes, I hope the loketest hast one new character and maybe one character from Overtune (maybe Sin) And I hope Robo-Ky is somewhere in the final game
Rhiya Posted August 2, 2013 Posted August 2, 2013 Dunno how I feel about RCs slowing time. I get that it looks hype, but when the game is yelling BLOCK THIS RC MIXUP at you with flashy effects, yet you can't, because you're in timeslow, that just sounds like a recipe for salt. I felt that way about timeslow in Arcana. If I wanted input delay, I'd play on netplay lolololol
STenSatsu Posted August 2, 2013 Posted August 2, 2013 Depends on if it it slows blocking or not I suppose. We'll just have to see. I am really excited about being able to RC 'anything' for 50% if that is how it ends up being. That would be an amazing way to simplify FRCs and keep everything at 50% meter while bringing in even more freedom. New dust followup could be cool too. I'm just going to assume it acts like AoA now without the mashing for FC. Not sure if I like the clashing system but meh. No more clash combo vids though! =(
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