xlolxlolx Posted February 8, 2014 Posted February 8, 2014 FAB tweets IK activation becomes superflash IK activation with 50 tension when opponent is in hellfire state giganter bullet wallbounce removed, might be able to followup in the corner trishula can combo into j.p and 2hs on hit, so heavenly should combo too. j.hs can cancels into ICPM but doesn't combo. ch j.s>rc>ICPM or ch j.k>j.hs>rc>ICPM works. j.k>j.s doesn't work because they're #reload versions. heat knuckle>extend>rc>high jump ICPM works. FAB has no idea why'd you ever RC to even combo into ICPM lol FAB said he only got danger time about 4 times out of 70 matches, so yeah.....to all you that still think it's a real game changer
Final Ultima Posted February 8, 2014 Posted February 8, 2014 Neutral as in not in any hit or blockstun?That's what it sounds like.
Ronove Posted February 8, 2014 Posted February 8, 2014 Another Fino tweet, if you guys don't mind: 2S→HSステロマキャンが赤キャンになるんだけども。 グリードセバーガードした後50%ないと反撃が2SHSステしかできない...リスクリターン合わないな。 他のキャラでもこういうの多そうだなと思ったXrdのロマキャン関連。 Bearing in mind that I know little about Venom: - 2S>H Stinger FRC now requires a RC instead - after guarding Greed Sever if you don't have 50% all you can do as counter is 2S>H Stinger, the risk-reward is kind of screwed up - He feels the way RC works in Xrd it's going to be like this for other characters as well (about the risk-reward situations)
Kitsoru Posted February 8, 2014 Posted February 8, 2014 Welp some of us do care about story, so thank you for the music/story/cutscene info, Elven! http://www.creativeuncut.com/gallery-27/ggvxt-bardius.html On this Vastedge art the snake guy has a 3 on his mask (unless thats a JP 'symbol'?) was he still at the table? Pretty sure Bardius there would be the one missing since Sol fights (and assumedly kills) him in Vastedge.
DaiAndOh Posted February 8, 2014 Posted February 8, 2014 Bearing in mind that I know little about Venom: - 2S>H Stinger FRC now requires a RC instead - after guarding Greed Sever if you don't have 50% all you can do as counter is 2S>H Stinger, the risk-reward is kind of screwed up - He feels the way RC works in Xrd it's going to be like this for other characters as well (about the risk-reward situations) No YRC equivalent? Wow that's REALLY bad....shit....
Ronove Posted February 8, 2014 Posted February 8, 2014 No YRC equivalent? Wow that's REALLY bad....shit.... Yup, he says Venom can only do a red cancel, no mention of YRC/PRC.
phantomBlade Posted February 9, 2014 Posted February 9, 2014 2s, HS Stinger, d. head morbid should work as far as PRC is concerned.
DaiAndOh Posted February 9, 2014 Posted February 9, 2014 2s, HS Stinger, d. head morbid should work as far as PRC is concerned. Prc is still 50 meter though, right? I'd rather use the red and get sweep for oki. Maybe the time stop lets the combo be bigger?
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 Some new info regarding system mechanics. To continue on from prior info that Ky's 2D > Stun Edge Charge Attack would only produce a YRC if you delayed the Stun Edge Charge Attack, it would appear that the reason for this is that Yellow Roman Cancels can only be performed when the opponent is in neutral. This has not been confirmed universally yet, but that seems to be the case. Also, a change from the previous location test. When your opponent is in HELL FIRE status, the super freeze that previously occurred when you activated Instant Kill Mode now only occurs if you have 50% Tension or more. Any less and it acts as it usually does. About YRC, this is correct. Works the same way with Faust item throw. If you throw it and RC while opponent is in block or hit stun it will cost 50%. So no using it as a cheap combo extended for 25%
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 I also only got danger time 3 times in 60 matches so it isn't that common. I'll test more about wakeup BS today. I want to say you can do it pretty fast after wakeup but let me investigate more carefully. Blocking mixup from YRC is a little odd. It doesn't allow the attacker to be extremely abusable. Like, you can't easily tick throw while they are slow because it takes longer for the blockstun from before the YRC to wear off. Of course you still can but you have to wait longer. I'm on my way to Akihabara now. It's about 11 am and I'll be playing until about 10:00 pm
OneSanitarium Posted February 9, 2014 Posted February 9, 2014 I doubt it'll work this way, but say you try to perform a YRC and the opponent is FD blocking from neutral. Again, I doubt they would miss this, but does it still take 50%?
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 Welp some of us do care about story, so thank you for the music/story/cutscene info, Elven! Pretty sure Bardius there would be the one missing since Sol fights (and assumedly kills) him in Vastedge. Yea if he is there I can't see him. Out of the 3 you can only see the back if the head of one of them. That one COULD be him but I dunno...
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 I doubt it'll work this way, but say you try to perform a YRC and the opponent is FD blocking from neutral. Again, I doubt they would miss this, but does it still take 50%? They have to be in block STUN so on its 25
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 I think they removed Faust raw combining into 5S off scalpel pull. I tried a bunch and can't get it to work. Combing to P still works
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 Axel's old Dp replaced by a fire move DP. Looks really good. Can combo off it on counter hit only.
balofo Posted February 9, 2014 Posted February 9, 2014 ElvenShadow thanks for your hardwork! Any chance of a video showing Sin's model or any story mode cutscenes?
Kitsoru Posted February 9, 2014 Posted February 9, 2014 Since this was rumored before, curious to know are there any Sol players there that can confirm whether Sol's IK in Dragon Install is different from his normal one and roughly what it does?
4r5 Posted February 9, 2014 Posted February 9, 2014 How does the slowdown during YRC affect the mixup game? Do you think it makes it easier to block? Im dying to know Would wager a lot of the motivation for having the slowdown and posing is to lessen the gap between veterans and inexperienced players. In terms of mixups, all the slowdown/posing does is inform everyone that a mixup is about to happen. Like, how many noobs have been destroyed by haircar FRC? The XX series has been around for 10+ years. Old and new will be fighting each other and that experience gap has to be reconciled some how, otherwise GG ends up right back to where we left off. Better than ultra combos.
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 Sol DI IK is the same I think, just he looks like a gear Not taking vids You can't wakeup BS
Klaige Posted February 9, 2014 Posted February 9, 2014 You can't wakeup BS Nice. Thanks for the research Mike. I think this mechanic is starting off in the right place, usable but not overly game changing.
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 Nice. Thanks for the research Mike. I think this mechanic is starting off in the right place, usable but not overly game changing. Yea I think BS is fine My biggest gripes are danger time (unnecessary) and I think the damage is a bit too high.
TheRealBobMan Posted February 9, 2014 Posted February 9, 2014 Cool, thanks for that bit of info. Does it feel like there are any changes to how much tension you build? Have you noticed any differences in how tension pulse works? Does BS affect your tension gauge at all like how it gets prorated when using RCs and Dead Angles? Do supers still not prorate your meter gain? Does Negative Penalty pop up after about the same amount of time if you mash out backdashes repeatedly? Any changes to Negative Penalty?
ElvenShadow Posted February 9, 2014 Posted February 9, 2014 I'm playing vs matches. There's no win limit. It's pretty much like final release. There's 7 head to head cabs. I'll keep an eye out for those things. I don't really have much time to type between matches
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