ElvenShadow Posted August 10, 2013 Posted August 10, 2013 When one player is very high up and the other is off screen, a small red gear with their face can be seen on the bottom of screen to show location Edit: color if gear varies
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 I have not seen any wall stick. Fafnir does ground slide but it is unclear what combining off it is like
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 When Chipp's rapid ground hit super is blocked, he doesn't do the DP at the end making it harder to punish but I'm not sure exactly how safe it is
LuciferD666 Posted August 10, 2013 Posted August 10, 2013 you're not the only one hoping, I'm crossing fingers for slayer, knowing order sol is likely getting the boot, looks like I'll take up good old sol for a sub Yeah not to confident for Order-Sol either(Although it's a pretty much viable decision imo if he's out). Hey,who knows, A.B.A has an rumored outrage.If that's true. That would probably put her, and other users too, as a prime subject of the story.Obviously is just amateur theory though. Slayer has an Outrage(I think) We know Anji has one. But in reality,since it's a game.Decisions for characters and how many are always compromising other non-technical content.So even if it's in the story. The final decision is left to if it's or good or bad for a game and the general plan for the products strength. If we do get A.B.A tho.I'd really love to see how they handle "Goku Moroha". Not if they can do it our not.I trust they can(based on the game as of now) But how well they rig the transformations and animation. After hearing about the game at its current.I'd be really excited to see that.I'd also like to see if they can make Anji's moves look more Elegant in this. For now I guess, I'll do what Daisuke said:Just imagine for now.
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Aside from his 4 attacks when on the wall, Chipp can climb up and down by pressing up or down. He can also press forward to dismount. He will automatically dismount after a couple seconds. You can throw up to 3 kunais while on wall Speed of shuriken varies for his air special
LeonD Posted August 10, 2013 Posted August 10, 2013 (edited) How about Rasku... I don't remember.. (the taunt ,used when the opponent dies, gives the opponent 50% meter in the next match) Edited August 10, 2013 by LeonD
LuciferD666 Posted August 10, 2013 Posted August 10, 2013 Anything on "Danger Time"? Has anyone tried it?
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Horizontal dolphin looks like it has more start up according to expert May player, Capps Indigo
Chipp12 Posted August 10, 2013 Posted August 10, 2013 Sol's stage is totally a mixed random mess of all things 'Merca! There's even a fat sherrif guy that one bites entire hamburgers at once, and he's very fat. Sitting under his American flag with his feet up on a barrel that says "danger" Isn't his new stage a homage to his 1st GG stage?
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Ok guys. I'm on the train back to my city. I had a great time playing Xrd and just want to make sure that everyone knows you can trust me when I say we have nothing to worry about. The game is on good hands and the bottom line is this IS Guilty Gear! It feels true to the XX games while making things feel fresh and familiar at the same time. It lowers barriers to entry without taking away the complexity that veterans appreciate. Of course this is not even close to the final version but I'm sure based on all the feedback they are getting from surveys that any tweaks will be for the better. All the Tokyo area top players and regulars I fight were there so everyone will be giving smart and constructive feedback. So, today is a good day to be a GG player. Our scene shall thrive as it did in the glory days once more. For now, play that +R and start building your local scenes so that when Xrd drops we can hit the ground running! I hope to see a ton of you at my GG major, Frosty Faustings VI this winter (check tournaments and events forum for details). I can't test anything else but ill be posting a little more info and am happy to answer more Qs based on what I know. My friend Capps is still at the test and said he will be posting some more May stuff soon so check that out later as well. Keep rockin and stay metal.
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Here is all I know about danger time. I only saw it happen one time and never experienced it when playing. When the clash happens the game stops for a moment and a big "Danger" sign appears and the background changes. From there both players start neutral and can move freely. I guess the first one to get a hit gets something but I am not sure what. I'm uncertain but I think danger time wares off after a set ammount of time if no one scores a hit fast enough and I think this is what I witnessed. This is all I know for now.
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 For Millias new rose super, I want to clarify a little more. Its like Rose Install lol. It activates like DI but when it wares off there is no penalty, it just wares off. Millia flashes white while activated. Wherever she moves, she sets roses behind her on the screen. I'm not sure if you need to be doing something specific like hitting buttons or if it constantly comes out. The roses remain for a couple seconds and the opponent gets hit if they touch without blocking. A good way to use it is activate after knockdown and the do roll or the air falling teleport move to cross over the opponent to surround them with roses. From there, mix that shit up. You could also use it to cover your ass when falling back and maybe make a shield to safely activate secret garden. I'm sure there will be others uses and maybe even awsome combos that use it but I haven't seen anyone try any yet.
destruction_adv Posted August 10, 2013 Posted August 10, 2013 For Millias new rose super, I want to clarify a little more. Its like Rose Install lol. It activates like DI but when it wares off there is no penalty, it just wares off. Millia flashes white while activated. Wherever she moves, she sets roses behind her on the screen. I'm not sure if you need to be doing something specific like hitting buttons or if it constantly comes out. The roses remain for a couple seconds and the opponent gets hit if they touch without blocking. A good way to use it is activate after knockdown and the do roll or the air falling teleport move to cross over the opponent to surround them with roses. From there, mix that shit up. You could also use it to cover your ass when falling back and maybe make a shield to safely activate secret garden. I'm sure there will be others uses and maybe even awsome combos that use it but I haven't seen anyone try any yet. That's pretty amazing sounding, can't wait to try that out. Thanks for all the info, it's greatly appreciated by the community.
LuciferD666 Posted August 10, 2013 Posted August 10, 2013 (edited) Omg Thx Elvenshadow I know I was probably daunting about how the refined clashing system works too much. But Thank you very much for something! I actually thought you may not have even got to see it(which is understandable because of the small percentage rate of clashes).Just curious of the punishing factor. One could very well try their hand at timing to clash more for prowess and become good at punishing his opponents(Very hard yes,but it could happen).You've already done enough though. Thanks again. Edited August 10, 2013 by LuciferD666
BladeOfJustice7 Posted August 10, 2013 Posted August 10, 2013 All other DI moves are like AC DI is time based and sol gets tired like always when it wares off Does he get any penalties for when it wears out, like in AC losing all fo his tension and/or increased likelyhood of being dizzy? Still wondering if Ky's DP can still be low profiled Does Venom's Bishop Run Out stay on the screen for the entirety of the remainder of a round? How is Chipp's health, is it still ass? Is Ky's lunge move, Split Ciel I think, a way for him to get in close, akin to Bandit Revolver, as in can he use it to extend his pressure and as a combo extender? How exactly are Ky's projectiles amplified by Grinders, more damage are they bigger, are they faster, increased hitstun/blockstun? I'm really curious about this. Based off of the Xrd announcement trailer, Sol's grand viper is back to its shitty recovery ways, is it as unsafe as it used to be in older games before they changed it in AC?
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 More on RC time slow. All RCs slow time. What it reminds me of is Amaterasu time slow super in Marvel 3 but of course it only lasts a very short time. This is mostly for the YRC like when you use on whiff or projectile cancel. For connected hits that you RC it reminds me of Johnny's air super in +R how the opponent slowly floats but it doesn't last nearly as long and isn't quotes as slow. Essentially it just makes it easier to combo more after an RCed hit. It will probably lead to a few more damaging combos but nothing rediculous and it makes combos with RCs easier for noob players. I also don't see there bring cheap unblockable a resulting from YRC projectiles. It essentially just recreates things like FRC you flame pressure but in a different way. Of course these are just my impressions and observations and anything is subject to change as it is still early. I hope that clarify things.
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Does he get any penalties for when it wears out, like in AC losing all fo his tension and/or increased likelyhood of being dizzy? Still wondering if Ky's DP can still be low profiled Does Venom's Bishop Run Out stay on the screen for the entirety of the remainder of a round? How is Chipp's health, is it still ass? Is Ky's lunge move, Split Ciel I think, a way for him to get in close, akin to Bandit Revolver, as in can he use it to extend his pressure and as a combo extender? How exactly are Ky's projectiles amplified by Grinders, more damage are they bigger, are they faster, increased hitstun/blockstun? I'm really curious about this. Based off of the Xrd announcement trailer, Sol's grand viper is back to its shitty recovery ways, is it as unsafe as it used to be in older games before they changed it in AC? DI, I'm not sure sorry. Ky, not sure what you mean. Venom super ball, hell no lol. It wares off either by time or use but im not sure, but you can hit it several times. It bounces off walls and the opponent Chipp health, still lowest in the cast I'd say. Ky's lunge move is more of a combo ender and nets you a hit and a seal. You can OtG it to set a seal up right on the opponent or you can combo into it from non OTG and it knocks down. Not very safe on block but not super unsafe like his slide. Grand V, it's like reload, unsafe. I'm not sure if you can mash hits either. I couldn't seem to but maybe I suck at it?
Mumm-Ra Posted August 10, 2013 Posted August 10, 2013 I'm sure he's asking if you can crouch to evade Ky's DP.
Jakestation Posted August 10, 2013 Posted August 10, 2013 (edited) ElvenShadow, what do you think of the current potemkin. How does his current combos work, is it same as +r "combo potemkin"? Example 5k 2s 2hs heat or 5k 2s 2hs hammerfall break aircombo? Can he combo from corner potemkin buster still? Is the heavenly pot buster best thing you have ever seen in your life? (No, you dont have to answer to that) Edited August 10, 2013 by Jakestation
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Oh and grinders, regular stun edge is like an instant vertical lightening bolt. Charge stun edge is like a lightening by that stays out for a little and does many hits. I saw Sol jump over Ky charge stun edge and air dash I. To punish but the stun edge got enhanced by a seal and sol landed on it while he hit Ky and was knocked away. Super one is an even bigger one and looks like a sword and does more hits and damage
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Ky DP, I'm not sure honestly but I love abusing that with Faust in AC by doing 2k meaty over Ky on wakeup and seeing his DP completely whiff lol
ElvenShadow Posted August 10, 2013 Posted August 10, 2013 Basic PO combos should work. I did see FAB trying some stuff and missing but it might have been a distance thing and it was in an actual match and not just testing. I did personally ask him his impressions and he says right now PO is so-so in strength and be likes the new design. He says he isn't concerned because he expects many revisions over tests.
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