Hecatom Posted August 12, 2013 Posted August 12, 2013 Agreed, #R Millia just seems really dry compared to AC and AC+R Millia. I hope that she'll at least get airdash cancels again in the final version.. You can imagine how i feel at knowing that they went to #R Chipp which is probably the worst version of Chipp ever
Rhiya Posted August 12, 2013 Posted August 12, 2013 I feel like I go through cycles of hype and wtf with this game. >THIS IS GORGEOUS, HYPE >...this system isn't as good, wtf >oh, they're compensating for the issues, and HOLY SHIT THAT HPB ANIMATION, HYPE >Millia no longer has ADC, wtf
Hecatom Posted August 12, 2013 Posted August 12, 2013 In that same vein, has anyone said whether you auto-run out of RCs if you hold left or right (like in P4A)? I never knew about this feature
Beautiful Death Posted August 12, 2013 Posted August 12, 2013 -Has hitstop really been increased? I find that hard to believe. I thought AC had a fuckton of hitstun always. -What is the orange "warning" triangle for. I'm inclined to think it's like in BB or Persona when you don't block properly. I see it pop up sometimes when dudes get hit and it has always been a low. I haven't seen a different colored one for overheads but maybe they just weren't blocking. It could be the signal for negative penalty, danger time, or uh who knows what else but somehow I doubt that. -Chipp went through Potemkin's Hammerfall with his command grab. Is it because it's the way it is currently in AC+ with the strike invinc. or did it go through because Hammerfall has only superarmor and no grab invinc? Too bad the Potemkin didn't use a different attack then I would know for sure.
xAKUM3TSUx Posted August 12, 2013 Posted August 12, 2013 -Has hitstop really been increased? I find that hard to believe. I thought AC had a fuckton of hitstun always. -What is the orange "warning" triangle for. I'm inclined to think it's like in BB or Persona when you don't block properly. I see it pop up sometimes when dudes get hit and it has always been a low. I haven't seen a different colored one for overheads but maybe they just weren't blocking. It could be the signal for negative penalty, danger time, or uh who knows what else but somehow I doubt that. -Chipp went through Potemkin's Hammerfall with his command grab. Is it because it's the way it is currently in AC+ with the strike invinc. or did it go through because Hammerfall has only superarmor and no grab invinc? Too bad the Potemkin didn't use a different attack then I would know for sure. Hitstop I cant say for sure either... I think your "warning sign" theory is correct as it seemed to come up every time someone was either hit with a sweep or something. I guess the main thing to keep in mind is that they might do a lot of tweaking for future builds.
Tari Posted August 12, 2013 Posted August 12, 2013 Some of the folks at the loketest stated that exclamation marks pop up for failed blocking, so your theory is correct.
danceljoy Posted August 12, 2013 Posted August 12, 2013 Does anybody know what's written on the floor?
ElvenShadow Posted August 12, 2013 Posted August 12, 2013 Hit stop was increased Yellow sign indicates you blocked the wrong way
edollarports Posted August 12, 2013 Posted August 12, 2013 You could always throw hammerfall, so nothing new.
Beautiful Death Posted August 12, 2013 Posted August 12, 2013 Well the thing is Chipp's command grab has strike invulnerability after some point so because of that who knows what the reason is for him going through it. What I mean is that if he did a normal then there would not be any doubt at all as to what happened. Ah who cares. Anyway I cannot believe hitstun was increased. Wut. Why.
Dreiko Posted August 12, 2013 Posted August 12, 2013 Does DI Sol's dual punch super have some sort of projectile property that goes full screen? It seemed this way in one of the vids. Also, how is his DP when in DI? Does it still do like 16 hits and fly way up?
White Man Posted August 12, 2013 Posted August 12, 2013 Re-watching some of the videos, I noticed something interesting... When your health drops below a certain point, your HP bar starts flashing and your opponent's tension gauge glows. It doesn't look like the gauges fill automatically or gain tension more/less quickly, so I have no idea what the glowing effect signifies. Possibly a new IK mechanic that hasn't been implemented yet? (Sorry if this has been brought up or resolved earlier; this thread's exploding page count makes brief mentions of anything easy to overlook.)
Most Unknown Posted August 12, 2013 Posted August 12, 2013 -Has hitstop really been increased? I find that hard to believe. I thought AC had a fuckton of hitstun always. -What is the orange "warning" triangle for. I'm inclined to think it's like in BB or Persona when you don't block properly. I see it pop up sometimes when dudes get hit and it has always been a low. I haven't seen a different colored one for overheads but maybe they just weren't blocking. It could be the signal for negative penalty, danger time, or uh who knows what else but somehow I doubt that. -Chipp went through Potemkin's Hammerfall with his command grab. Is it because it's the way it is currently in AC+ with the strike invinc. or did it go through because Hammerfall has only superarmor and no grab invinc? Too bad the Potemkin didn't use a different attack then I would know for sure. AC didn't have a "fuckton" of hitstun...Xrd has more then AC, but less then BB...so I assume its easier for noobs to combo off hit confirms in Xrd..After thinking about how the new RC tech works...I think FRC's will be for special moves just like the old games...while the YRC, PRC and regular RC's will be on whiff, normals, and moves that don't have FRC points...Can't wait to see some juice in Xrd...
Most Unknown Posted August 12, 2013 Posted August 12, 2013 A lot of people on the cabs are going to be using matches to test things and see what does and doesn't work. The players might agree ahead of time to give P1 a round to try stuff, P2 a round to try stuff, and use the third round to actually play, for example. Most of the vids show players playing against the computer...Maybe some will surface...
Destin Posted August 12, 2013 Posted August 12, 2013 I think YRC's are move specific. I wouldn't be horribly surprised if they replaced the FRC. I wouldn't worry about the balance of the version of the reload characters. Beyond HUGE move changes happening to many chars, they can always tweak damage. If this game was just a balance patch on Reload it would be amazing. But the new moves and ideas they have look AMAZING in caps. I just can't believe how they are adding all sorts of new things that I approve of 100%. I really want to see someone using chipp's wall cling well, and may's movement options well! I would kill for them to loc test in nyc.
LeonD Posted August 12, 2013 Posted August 12, 2013 Re-watching some of the videos, I noticed something interesting... When your health drops below a certain point, your HP bar starts flashing and your opponent's tension gauge glows. It doesn't look like the gauges fill automatically or gain tension more/less quickly, so I have no idea what the glowing effect signifies. Possibly a new IK mechanic that hasn't been implemented yet? (Sorry if this has been brought up or resolved earlier; this thread's exploding page count makes brief mentions of anything easy to overlook.) Tension increases at higher rates... trust me.
Blade Posted August 12, 2013 Posted August 12, 2013 (edited) The old rule ("Kakusei Mode" in GG) was that you regenerate Tension/gain it faster at low health. I don't know if that's still in anymore... or how that effects an opponent. Well it's better than having "INFINITE" Tension at low health and spamming Gamma Ray. Edited August 12, 2013 by Blade
stickystaines Posted August 12, 2013 Posted August 12, 2013 Did no one see that he said that the OPPONENTS bar flashes when the health is low. If it was like some comeback thing where you get increased tension rate at low health, why would it go to the opponent? IK/Astral makes more sense in this situation.
werewolfgold Posted August 12, 2013 Posted August 12, 2013 Well it's better than having "INFINITE" Tension at low health and spamming Gamma Ray. Oh lawd, why you even bring that up, mang...? lol
Klaige Posted August 12, 2013 Posted August 12, 2013 Keep in mind that it's not at all uncommon for loketests to have meter gain very rapidly so that people can test more things with meter use.
stickystaines Posted August 12, 2013 Posted August 12, 2013 http://www.youtube.com/watch?v=TxXQD7wtrm8 Seems you can combo quite easily from Fafnir
Henaki Posted August 12, 2013 Posted August 12, 2013 Keep in mind that it's not at all uncommon for loketests to have meter gain very rapidly so that people can test more things with meter use. The damage for attacks is unusually high as well. Potemkin is doing extra damage for sure, probably to speed things along.
edollarports Posted August 12, 2013 Posted August 12, 2013 That and Sol's dragon tyrant beam doing 60%. I can't wait to see what else they do.
Hecatom Posted August 12, 2013 Posted August 12, 2013 AC didn't have a "fuckton" of hitstun...Xrd has more then AC, but less then BB...so I assume its easier for noobs to combo off hit confirms in Xrd..After thinking about how the new RC tech works...I think FRC's will be for special moves just like the old games...while the YRC, PRC and regular RC's will be on whiff, normals, and moves that don't have FRC points...Can't wait to see some juice in Xrd... I am pretty sure that FRC are not coming back, since the YRC works as a getho FRC.
xAKUM3TSUx Posted August 12, 2013 Posted August 12, 2013 I guess knockdown in "Dragon Install" makes Sol revert like in AC...or is the time spent in it decreased? Sorry if this was said before. I vaguely remember in X2 or Isuka knockdown had no effect on DI, but it's been so long since I played those games.
Recommended Posts