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Posted

So is it possible to hit with dust twice in a combo? Even using RC, can you connect with another one after they've slid down from the wallstick?

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Posted

They have to be grounded for a dust combo to make them in the float state or the wall sticking state. So I'm gonna say no. Does anyone know what Millis move is where they stick to the wall..? Not the roll follow up. It appears she has another one...and u get close animation w it as well like a super

Posted
I don't like the timeslow on them personally, but something else that I can't articulate is making it kind of dull to watch Xrd vids atm...

Felt the same at first (regarding dumb poses) but now i'm getting used to it. You'll get used to timeslow and whatever else.

Posted

Sounds like her side dust. Her dust has a very different animation in XRD, reminding me of testament/justice instead of the flip she used to do. Also it seems like she rolls back when she does it too. In the daiji vids theres a bit where hes just practicing dust vs zato dummy and you can see it a lot.

Posted
snip

This.

I see a huge change in the metagame of GG with the new RC system, it's quite refreshing honestly. It's both easier to learn, and creates new forms of mind games and setups. At first I was worried about the game becoming linear but I can see that it won't be the case down the round. Shoutouts to Daisuke.

Posted
This.

I see a huge change in the metagame of GG with the new RC system, it's quite refreshing honestly. It's both easier to learn, and creates new forms of mind games and setups. At first I was worried about the game becoming linear but I can see that it won't be the case down the round. Shoutouts to Daisuke.

And people were complaining about taking out FRCs and using #Reload.

Posted

Human beings are profoundly conservative creatures who hate change. I'm certain we could look at every GG iteration and see huge quantities of complaints initially for changes in game mechanics.

As the game gets fleshed out, Xrd will win more people. But right now people are still trying to play their character as how they've been played for the last 7 years, in an entirely new game. This is a whole different type of GG, where every character has a fresh take on them to compliment their playstyles.

Posted

I'm so ridiculously optimistic about every change I see. There are some things where I think, "Hey, this might suck. I hope it changes slightly." But I know there are probably some things in place to make up for a loss, or that a loss isn't as bad, maybe even better than I thought it was.

I still wish I could play the game though. It'd be sch a faster learning experience than hoping someone on a stream does it, or asking people to attempt to try it out for you.

Posted
I'm astounded that nobody has really been discussing just how versatile the new RC system is. Most players don't seem to be taking advantage of it that much, but the ability to YRC just about ANYTHING is amazing. Hammerfall YRC to Pot Buster? 5D YRC to command throw or to low? Airdash YRC to ground mixup? 1F jump YRC (I think jump YRC cancels upwards momentum) to make something whiff to immediate overhead/punish/whatever? Removing the limitations on what can be YRC'd is clearly going to lead to some ridiculous mindgame wars, since the timeslow gets cancelled the moment the player who RC'd does another input. The only thing I'm upset about is no Grand Viper YRC, because low profile low to YRC whatever would actually give Sol a standard mixup. :v:

Go watch the G-Stage and Mikado 3on3 vids if you think this game is dull. Combos are shorter than AC/+R and damage is higher, but the players who are clearly going to be paving the metagame are the ones who are using the new RC system to its max, and it's glorious to observe.

Even so, the highest level of play is obviously nowhere near where it's going to be in a few months from now. I think I've seen maybe two successful Blitz Shields out of less than ten attempts, and maybe three players taking advantage of YRC'ing normals to new mixups. Everybody is playing it nearly exactly the same as reload when it's clear that this RC system is pretty big game changer. Of course, the game's been out for less than a week. Gotta give it some time.

The way it looks to me from this first week is that the new RC system allows for even more creativity and freestyle than old RC/FRC system allowed to.

In one of the recent vids I've seen a Millia YRCing at the end of her Turbofall (in the previous GG you could only FRC at the very beginning of the move, making it pretty useless) on a jumping opponent to do a crossunder antiair.

It was beautiful. Seeing things like this after the first week really makes you think about the many layers that are hidden within this new system.

Posted

The old RC wasnt as good because FRCs and then force breaks existed, which made those the most effecient use of meter. Guessing YRCs will become that, but less egregious (since a lot of what you get off a YRC seems to not be guaranteed, but instead a potential mixup). Hopefully the YRC system makes RCs better. It seems like all stuff limited by meter has more varied appliance.

Posted (edited)
The old RC wasnt as good because FRCs and then force breaks existed, which made those the most effecient use of meter. Guessing YRCs will become that, but less egregious (since a lot of what you get off a YRC seems to not be guaranteed, but instead a potential mixup). Hopefully the YRC system makes RCs better. It seems like all stuff limited by meter has more varied appliance.

Agreed.

Right now people are still experimenting and somehow taking bets when using YRCs in new uncommon situations, but it's thanks to this system that lies the potential to add a few layers of depth.

And I am not talking only about strategies but also playing styles. You know, as much as I love AC and +R I've always felt that Millia's gameplan in these iterations has always been pretty straightforward with very little room for variety only in specific situations. With the new tools they've given her and the current YRC system I'm already witnessing two completely different ways in meter management, both with pros and cons but both efficient. This is the sort of depth that I personally like.

Edited by Ronove
Posted
The old RC wasnt as good because FRCs and then force breaks existed, which made those the most effecient use of meter. Guessing YRCs will become that, but less egregious (since a lot of what you get off a YRC seems to not be guaranteed, but instead a potential mixup). Hopefully the YRC system makes RCs better. It seems like all stuff limited by meter has more varied appliance.

I think the main thing is that you can't really spend 25% meter for extra damage like in AC. This means RC and Supers are your only real ways to use meter for more damage. Only thing is that RC still seems better than supers in almost every situation outside of reversals while in hellfire.

Posted (edited)
Seems like when opponent is sandwiched between Zato and shadow, opponent gets pushed towards Zato instead of away, kinda like Carl and the puppet. Does 1st hit of Shadow Gallery give knockdown?

Yikes, now that I am not sure of. Of all the Xrd footage, I have only seen one Zato use Shadow Gallery, and he RC'd it during the initial hit in (an attempt) to do an air juggle.

edit- nevermind, I guess I didn't notice Eddie has posts in his forum now! According to the first post of Eddie general/changes:

Shadow Gallery (Air 41236S)

- 2nd hit now knocks down again, similar to pre-AC - but only at midscreen.

- 2nd hit causes wall stick if close to a corner and is techable after the enemy slides down the wall a bit.

edit again- err, not Eddie, Zato, sorry. Goddammit.

Edited by Jocelot
Posted
since the timeslow gets cancelled the moment the player who RC'd does another input.

This is not as straightforward as you think it is. Even for regular RC there's a timeframe where you can't act. You can see it in videos, too. Players will RC something and then walk forward instead of dash, because the game ate their first input. It's jarring. I'm beginning to think the RC change makes RCs a bit more difficult in a way, because the timing of the followup to your RC is different depending on the type of RC you get.

Posted
This is not as straightforward as you think it is. Even for regular RC there's a timeframe where you can't act. You can see it in videos, too. Players will RC something and then walk forward instead of dash, because the game ate their first input. It's jarring. I'm beginning to think the RC change makes RCs a bit more difficult in a way, because the timing of the followup to your RC is different depending on the type of RC you get.

I did happen to notice this, and it still seems like it can be kind of beneficial. It'll force those of us used to XX RCs to slow down our movements a bit, sure. But it also gives an extra bit of input window to go for something else.

One example is BR RC Airdash. In AC, I like to RC the second hit of BR and airdash for a fuzzy guard, but I have to input 66 after the RC; I can't do it before I RC unlike an FRC which has a buffer beforehand, and usually end up landing and getting thrown like a normal punish anyway. While, from what I'm understanding, that the RC pose itself eats up a bit of input time, the leniency afterwards makes some of this stuff a little more tolerant.

A fencing coach of mine always said that, "if you can do something slowly, you can do it quickly." He encouraged us to go through motions fluidly and elegantly before rushing through it. While you've touched the game and I'm only theorizing here, I can't imagine it being a problem in the long run and jarring effect you're mentioning sounds like a relatively small hurdle. The emphasis sounds like it's supposed to be on using that small bit of slow to assess the situation quickly, even if you're in a combo and RC'ing just to continue a string.

Two questions I have though: can you buffer inputs during the startup pose? 66 during the pose obviously drops the dash, but does hitting 6 during the pose, and then forward again after push you forward?

Also, does absolutely any input cancel timeslow? Will just blocking resume regular time?

Posted

its only harder if youre used to not having the screen freeze+slowdown. someone learning it from sqaure one will obviously have an easier time with this system compared to frc/rc~dash or using button slide tricks to perform moves immediately after an frc or rc

Posted (edited)

The problem I'm running into is there's no visual or tactile cue anymore for when you can act again. For chain combos it's the instant the hit lands, for RCs it used to be the instant you pushed the buttons (or so close that it usually didn't matter), but now it's ... some nebulous time after you hit the RC command which changes depending on the type of RC... which isn't an impossible hurdle, I agree, but even for new players they're going to start doing it faster and faster and eventually they too will need to wrestle with this ambiguity. It's not exactly a dealbreaker but mechanically it seems unnecessary to have an uncancelable delay on ANY of the RCs. They could still keep it easy for beginners by keeping the slowdown but make it intuitive by allowing actions from frame 1.

Edited by Xtra_Zero
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