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Posted
You know, if I said something stupid or wrong, posting that doesn't really help for future discussions. I'd rather be put on blast then get a response like that.

But it has to be a clash of two attacks with high attack power in order to activate Danger Time, so not as much as you think. But regardless GG doesn't need a mechanic like that. I do wonder, if Danger Time could be activated by two Overdrives clashing, or an Overdrive clashing with a normal with high attack power or special? Just a random thought is all.

If anything that would be silly and hype af lmao

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Posted
MvC3 and MvC2 are fast games. GG doesn't need to be slow or slower to break into the "mainstream" FGC. Only a Capcom logo breaks into the mainstream FGC and that's not even a guarantee.

Not going to comment on MvC2 because I don't know much about it but comparing GG to MvC3 isn't a good example to prove your point. MvC3 is a fast game but has significantly less emphasis on neutral, having to deal with pressure and even knowing what the other character is capable of when compared to GG. In MvC3, you could go into training mode and grind out high damaging combos and do decent when you try to transition into fighting other people by just converting random hits. You might not win but it'll still feel like you actually had a chance or you accomplished something and that little bit of positive reinforcement will be enough to keep people going, at least a little while longer.

In GG, you could go into training mode and grind out high damaging combos and then you'd proceed to get wrecked because you never bothered to learn anything that actually matters. At which point, you will probably proceed to either call the game BS or not for you and move on to another game.

Posted
I don't think Danger Time really slows down the pace in a bad way tbh; it actually intensifies it.

If anything its gonna be hype cuz it doesn't happen all the time

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Posted
I don't think Danger Time really slows down the pace in a bad way tbh; it actually intensifies it.

It's just the cutaway is really awkward and detracting. It could be like half the time and be a lot better. I don't mind the way it comes up though.

Posted
You know, if I said something stupid or wrong, posting that doesn't really help for future discussions. I'd rather be put on blast then get a response like that.

Fair enough. I didn't want to get into another forum argument, but I felt I had to say something. Sorry about that; it was a bit rude.

Posted
It's just the cutaway is really awkward and detracting. It could be like half the time and be a lot better. I don't mind the way it comes up though.

The slowdown would only be acceptable if the announcer screams 'DAANGER TIIIIIIIIIIIME' as it happens. Seriously though this mechanic seems to aimed at spectatorship more so than anything, it should rile a crowd; and GG isn't repetitive by nature so it won't always lead to the same result but we'll see.

Posted
I only have an issue with Danger Time both an unnecessary mechanic and an unnecessary slow down in pace. I don't find the game to be incredibly slow.

@Fenrir, it may not be people acting like sheep, it may also be that no one wants to be the party pooper if you will that criticizes the new GG game. I see a slow down in pace as well which, varies depending honestly on who recorded the matches. Some videos the game seems to run faster than others, but a slight slowdown would be beneficial for this franchise, I won't lie. To expect to be as fast as AC and finally break through into the mainstream FGC, is a fool's dream. The question is "How far is Daisuke going to take things, when taking into account he must please long time dedicated fans like ourselves".

I was not refering to everyone, I like criticism and this will be the new GG installement for the next 10 years, so it's normal to be in apprension. I am too

I was referring to all the people that started yelling out OMG NERF MY CHAR IS USELESS RIP (random char) WTF ARCSYS XTURD HURRRR DURRRRRR suddenly and without a reason, just following the trend after some well posed criticism from some players, and without even considering that:

1) game is not out yet. It's a locktest

2)even if it was out, it's the day 2 of a game with a new game engine new mechanics, moves and such.

3) They haven't played the game yet. Just saw a 40 second video (witch is now taken down)

4)I doubt that some of them even may have reached a comprehension of the previous game to do some of that statements

I don't want to sound a dick (sometimes I probably am), but other 20 pages of usuless rant can be annoying

THAT said, from the information that we had from the twitter, do Valentine seems to be usable? I mean if she has a gameplay that can be used by normal player and not just as a boss.

An example may be Megalomania I-No (usable boss) VS Justice/Leopaldon

Posted

Her air backdash looked kinda short and kinda slow, but I think I saw her air backdash straight backwards and down-backwards. I wonder if she has an 8-way airdash like Bedman?

I also wonder what was with that miniature, multi-hitting black hole thing was. Maybe a command grab or something...? Not gonna lie the footage only served to confuse me more, lol.

Posted

*watches videos*

Wow, really guys? I was expecting to be super disappointed watching these vids, but thankfully it was nowhere near as bad as some people here are making it out to be. Hype remains.

Posted
I also wonder what was with that miniature, multi-hitting black hole thing was. Maybe a command grab or something...?

I do recall one of the early JP loketest tweets mentioned her having a command grab, so it may indeed be that. Looked like one to me too.

Posted

My AC main and sub are both out (for now), but I'm still super excited for this game. Danger Time is interesting, but probably unnecessary. RC poses don't bother me, but that might be because I used to sub Order Sol and saw his Charge animation out of everything a billion times a match. Blitz Shield sounds really strong, but its both a loketest and we don't exactly have extensive evidence to show it being poorly implemented and/or ridiculous. As for the game speed, how it runs really seems to vary from video to video and I personally haven't played it, so the jury is out.

As for Raml, I'd be genuinely surprised if she was Leopaldon/XX-Justice perma-boss status and not time-released. Her movement seems lacking (slow air dashes and a step instead of a proper ground dash), so spacing with her enormous swords seems like a key to her game plan, and boss-only characters usually don't bother with mundane things like strategy, haha.

Posted

Tbh I didn't think the game ran that slow judging from the footage. The nerf to speed isn't as bad as any game out there. Take KoF13 for example, it's way slower and floatier than past KoF's but it still turned out to be an enjoyable game. Xrd is still faster than SFIV; BBCP; KoF13 and many other games out there. Also, there might be some wisdom to the pace. Either way, even if most our worries are true, I still think there's enough in there that it'll still be a good game...and we should support it regardless, because Xrd isn't a cop out.

Posted

i think that general game speed and pace are kinda seperate things. guilty's pace is pretty high because the movement etc is fast (obviously) but also the length of combos is considerably shorter than other games of similar speed. from what i saw of those vids the pace seemed like gg to me...

Posted
Yeah, the game feels kinda sluggish, at first I was wondering if it was because bad players were playing it, but if players are complaining about it too, I hope ASW corrects the issue.

Also, am I the only one worried about that pose/freeze during all types of roman cancels? The enemy slowdown is nice and innovative, but I feel that your character freezing and posing really neuters the whole purpose of cancel mixups. I mean, what's the point in canceling, for example, the startup of I-No's ground slide(stroke the big tree) to go into throw or instant overhead or what have you if there's a ~30-60f pause that allows you to collect your thoughts and not have to worry about that possibility ever and just reacting to it visually?

I can concede that FRC's were too hard for the casual player, but seriously, their real purpose was mindgames as well as combo extenders. If you take out the mindgames part, you neuter the gameplay.

Indeed. The thing I hated the most about the cancels were the weird poses. Though after the first wave of leaked vids I became more accepting of them...still I'm not gonna lie they still look a bit weird to me. One thing I'm still undecided about is the RC freeze. The game doesn't look that slow but I do see (even if by a little) some slow down in the gameplay. Then again it's been a long time since I played XX#R.

Posted
Tbh I didn't think the game ran that slow judging from the footage. The nerf to speed isn't as bad as any game out there. Take KoF13 for example, it's way slower and floatier than past KoF's but it still turned out to be an enjoyable game. Xrd is still faster than SFIV; BBCP; KoF13 and many other games out there. Also, there might be some wisdom to the pace. Either way, even if most our worries are true, I still think there's enough in there that it'll still be a good game...and we should support it regardless, because Xrd isn't a cop out.

Those are my thoughts exactly!

Posted

The jumps look really floaty, but ground play looks fast. Also the gatlings look fast despite the slow Jumping. Maybe this is just how Ky looks though. :KY:

Posted (edited)

From Zinac's twitter, translating some of Nemo's thoughts:

"He feels that long ranged characters have a lot of uses for the new RCs, but people who play short ranged characters will be unsatisfied. The cancels add more strategy for those long ranged characters, going to be hard for short ranged characters to approach."

Although I do believe that the new RC's system with shorter ranged characters is not as explored because the strategies aren't as obvious. I also believe that there is definitely potential advantage for shorter ranged characters when it comes to RTSD and CQC; I already have quite a few ideas I'm keeping to myself for now lol.

Edited by Climhazzardous
Posted (edited)

Definitely think the shorter range characters will find a benefit from the new RC's. I mean (in my opinion at least) when you have a universal mechanic that slows time for a little while it opens up possibilities for everyone. Range characters like Venom, Axl or Ky'll just seem more apparent. A rush character like Chipp or Sol can alternatively use the slow period to get in like the range character would use it to get out/ keep people away.

Besides combo application, I wonder if you could use the slow period as a sort of basic command throw set up? Like using Grand Viper with Sol then RC as your opponent blocks it, then Wild Throw the second they leave blockstun.

Edited by Jocelot
Posted

You don't need the time slow to do GV > RC > WT. Honestly, since jump start-up is throw invincible and the slow-down gives you more time to think, it might make the mixup a straight up 50/50 rather than something more uncertain. I mean, Sol could currently run in and do 5K during your block stun, or he could do WT at some point after the 5 frame restriction window, which gives the defender some window to attempt to do something to counter it, or he could even not RC at point X and wait until 1-2 hits later and RC then, or RC on the last hit. The difference in timing, which occurs so quickly you can't react to it with "perfect" precision, also means you might mess up whatever you intend to do, even if it's the right action to counter what Sol does.

Now, if there's the time slow, Sol might be able to attempt WT with perfect timing after the 5-frame throw restriction (assuming it's still there in Xrd) because it'll be much easier to detect a visual cue that the block-stun is ending in practice, and so it'll be easier to memorize the timing to make it frame perfect. However, that slowdown gives the defender more time to plan an action, so theoretically there should be the same advantage in not messing up. There's not as much risk of attempting an input early when predicting the RC to come early during GV, causing you to get hit if Sol does the RC late or not at all, since you can visually confirm the RC occurring. You would have the option to wait a little bit before making that decision since Sol would have to wait for your block stun to end before WT would work. High/Low could potentially be better (even with Sol's weak mixup) because you wouldn't have to wait for block-stun to end. Hell, you might be able to do your 632146 reversal input 100% of the time on reaction to the RC. This would suck if Sol was using 5K during block stun / WT after block stun as a mixup. If he does 5K during block stun, you're still in active block stun so you don't get ****ed for going for the reversal, and if he went for WT, the reversal comes out because the gap had to exist for that mixup to work. Sol could probably just VV through the reversal anyway, but the risk/reward ratio for this isn't as good.

Then again, we don't know exactly how block-stun works during the time slow. We'll get definitive footage within the month, since they wont be "leaked" videos that get shut down when the game actually launches. :yaaay:

Posted

Guys the games speed is good (definitely not Blazblue)

it's the long hitstop is what makes the games look slow

also you are seeing more in between frames than before

Posted (edited)

http://ggxrd.com/pg/

The ggxrd players guild is there. Matches played and rankings for players who registered their an-ime card. First link takes you to rankings.

Character usage stats

Sol = Baddogai: 16.71%

â–  Kai = Kiske: 13.1%

â–  accelerator = low: 9.92%

â–  Slayer: 8.72%

â–  Faust: 8.24%

â–  = Millia Rage: 7.8%

â–  May: 6.6%

â–  Bed Man: 6.16%

â–  Ino: 5.66%

â–  Zato = ONE: 4.98%

â–  Venom: 4.4%

â–  Potemkin: 3.98%

â–  Tip = Zanafu: 3.73%

Lots of ppl using Axl hmm?

Edited by phantomBlade
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