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Posted
What? ... i didn't play sf3 much, but i'do like the parry system in it that makes the game can be played aggressively unlike SFIV ... and missed a SB is a low risk? ... not trying to be a jerk here, but dude if u missed a slashback sometimes it means u throwing a round or most of the times it will cost a good chunk of your lifebar.

I'd like to add that parries aren't exactly "low risk".

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Posted

I suppose calling Slashbacks "low risk" wasn't the right way to phrase it... I guess simply in terms of the resources (read: meter) required to use the technique, the payoff can be very significant for relatively little cost. I personally rarely attempt Slashbacks unless it's against something with a lengthy and very obvious startup animation (i.e. Bandit Bringer), but I've seen people on this board talk about the ease with which high level players can SB their way out of practically anything with more than 2 frames of startup. If you're playing theory fighter, that's essentially giving people a tool that allows them to never get hit with a special virtually for free.

As for a missed SB costing you a ton of life, I'm not sure about that. The situations where a good player is more likely to miss one is in the case of a very quick attack that's difficult to react to, and GG generally isn't a game where players can net huge damage off of jabs and pokes. Though I suppose that's splitting hairs.

Maybe it's beside the point, but the parry system in SF3 is something I will condemn as broken. I've seen too many pro players complain that parrying is something that basically nullifies zoning and can very easily net someone a nice chunk of damage as a reward for a lucky guess. And yes, I have won SF3 matches against more experienced players thanks to guessing. But nothing in GG functions like the parry system, so again, that's beside the point.

I guess my hope for Blitz Shield is something similar to SB that removes some of the difficulty of the execution and makes it a more strategic tool. Basically, it's easy enough to use that you can realistically expect to counter just about anything your opponent throws at you if you know what to look for, but the meter consumption creates a situation where you have to be smart about when you use it. The question then changes from "Can I counter this next attack?" to "Should I counter this next attack?"

Of course, I have no idea if this is anything even vaguely resembling how the technique will actually work. That's just a pinch of speculation on my part combined with my personal hope.

Posted
....

As for a missed SB costing you a ton of life, I'm not sure about that. The situations where a good player is more likely to miss one is in the case of a very quick attack that's difficult to react to, and GG generally isn't a game where players can net huge damage off of jabs and pokes. Though I suppose that's splitting hairs...

U got your point there, but i'm not talking about immediate result to convert jabs to tons of damage, but hit confirming random hits into knockdown isn't that hard and then u got your Oki there. U know how brutal Oki games in GG is :v:

Posted

Let me just say that even here in Japan you don't see slash back that often. Only certain players use it very often and it's usually only one someone is being really predictable (or in the case of FAB, fairly often)

Posted

Slashback being 2F? heck no. At least not in normal AC (haven't tested in ACR)

See, dudes. as soon as Blitz lasts a bit longer than that AND it doesn't have that stupid 1 (or 2?) frames of "cooling down" (AKA you can't defend, like in AC), the 25% tension consumption is well justified. IMO

Posted (edited)

I actually thought the cooldown was thirty frames. Is the amount you specified a cooldown for a successful attempt?

Edited by InWithTheAshes
Posted

30 frames? HOLY SHIT, that's even worse.

Ashes, I was wrong, thought it was just like 1 frame of being defenseless . If Blitz is taking such retarded amount of bar, that 30 frames bullshit should be removed.

Posted

I don't want to start that whole conversation again, but I will just leave it at this. SB's prevent preset trap situations. Trap situations are a limiting of options for a small amount of time, having the game de-volve into a mini game of sorts (which some people like, some people do not). Traps for oki are most commonly used by projectile characters, which is the reason I am hoping the new BS doesn't break projectiles.

(Sf4 is slow not because of parry's, but because of GIANT throw escape windows, super good backdashes, and incredible dp -> damage moves. The defensive options are just through the roof strong versus the offensive options)

Posted

If I had to guess, I would say that the new feature is not going to work on projectiles since it causes that extreme clash state. I guess we will find out in less than 10 hours! I just checked into the manga kissa down the street from Club Sega. Gonna be there nice and early!

Posted

I don't see how some people on these boards can be spouting misinformation from their mouths (fingers) when the are OFFICIAL JP mooks for respective games with all data AND.the DL Wiki which members of this community spend hours of tier personal time updating.

Yes, Slashbacks have 2-3 frame window (4 in the air), unable to guard for 30 frames but can attempt another slashback immediately at the expense of less shortened blockstun. Read the mook/wiki it's right there.

Yes, Slashbacks are high risk/variable reward being that sometimes I use SB to punish bursts (necessary for I-no meter less punishes), and predictable strings. But more often that not it is for defensive purposes to escape pressure.

Had to let this be known to clear the air since the speculation on a game engine present for at least 7 years is sad and kinda rediculous.

-now I too am guilty for derailing this thread. Apologies.

Posted

I'd like to know if:

Slayer has j.2K, probably doesn't. If his airdash is like #R or like AC.

What I-no's HCL follow-up/derivative is. If her dives are like in #R or AC. And if she can airdash out of her hoverdash.

If you can't answer these, oh well. Thanks in advance for getting info in general for us, Elevenshadow!

Posted
I'd like to know if:

Slayer has j.2K, probably doesn't. If his airdash is like #R or like AC.

What I-no's HCL follow-up/derivative is. If her dives are like in #R or AC. And if she can airdash out of her hoverdash.

If you can't answer these, oh well. Thanks in advance for getting info in general for us, Elevenshadow!

Would also like to know the above I-No stuff, and if she has double airdash following a jump (which I doubt she will).

-9

Posted

Elvenshadow please check if blitz shield works on supers, attacks that hit múltiple times like mad struggle or moves with super armor like hammer fall. Also if you could tell us how fast the repel animation is it'd be coolio, I want to know if you can JC a move to avoid it, if you can tell us if you have to FD it in the air.

Also please TEST DANGER TIME, that thing's driving me nuts, random? Really ASW?

Posted

Things I'd like to know:

Faust item additions (or maybe subtractions), and the existence J.2K if that didn't exist post - Reload, although I'm almost sure you'd test every inch of him.

As Amadeous mentioned, backdash cancels.

The effects (or maybe lack of such) of BS on projectiles.

Posted
Yes, Slashbacks have 2-3 frame window (4 in the air), unable to guard for 30 frames but can attempt another slashback immediately at the expense of less shortened blockstun. Read the mook/wiki it's right there.

I hate to derail the thread again, but the wiki says the window is 2-3 frames, with no mention of the window changing in the air. The only mention of a difference in the air is that the air blockstun is reduced to 4 frames instead of 2 when SB is used successfully.

To get back on topic, the translation of the system mechanics mentions, "While performing an action, movement, or recovery action, you can completely interrupt it." Did anyone try to RC a dash/backdash in the last test? Can you try that out?

Posted

Yeah, considering the game is based off #R, and Slayer lost basically every cool thing he's gained since #R, I would hope he has good BDC back.

Posted
Yeah, considering the game is based off #R, and Slayer lost basically every cool thing he's gained since #R, I would hope he has good BDC back.

they'll make sure he won't be as bare-bones as he used to be i hope. the most important thing about him are his normals, if at least some of them come from the newer iterations, we're good. not all is back to reload by the way, which is reassuring - for example, chipp can combo after 2D,236S, which he wasn't able to in reload yet.

Posted
Did anyone try to RC a dash/backdash in the last test? Can you try that out?

iirc players were doing that last location test

Posted

Does RCing a movement qualify as a regular or yellow RC?

I'd really like it if stuff like all movement/startup cancels qualify as Yellow, and active/recovery qualify as Red. Quick gimmicks should be cheap.

Posted

I never got to *learn* #R, but it was only in AC and onwards that they removed the ability for Stun Dipper to combo into itself from any range and wasn't just spacing dependant like how it is now in AC correct? If this is the case could someone just confirm/clarify that for me, that's all I could think of.

Posted
I never got to *learn* #R, but it was only in AC and onwards that they removed the ability for Stun Dipper to combo into itself from any range and wasn't just spacing dependant like how it is now in AC correct? If this is the case could someone just confirm/clarify that for me, that's all I could think of.

Its startup was changed in AC, so that you couldn't combo it off fS at most ranges. I think that's the only change. You kind of had to space it in #R as well (couldn't be too close). I'm watching a clip of Stun Dipper in Xrd now and the startup looks fast enough to be #R.

While I'm here Xrd Ky 2H is the Slash version (2 hits, JC'able)

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