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Posted
Sorry for a n00b question (converting from UMVC3 learning +R), but I'm curious about something button wise from the experts. When hitting "P" in standard layout to people typically use their thumb or forefinger? I'm learning a whole new set of muscle memory so I want to do it right :) Thanks.

I use my thumb, but it can be anything you want really. After all, Xrd has like 5 button setups.

http://www.dustloop.com/wiki/index.php?title=Controls_(GGXRD)#Arcade_Layout

Posted

If anything, I don't like the gg regular setup because the P is on the bottom, making me mash k instead of p (especially after playing sf games

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted
Not to mention Hammerfall FRC pressure.

Nemo's tier list is a clear indicator that characters who were super reliant on FRCs in older games are considerably weaker in Xrd due to lack of meter for RC combos when they land a hit.

Hammerfall FRC is the least of Pot's problems.

As I play more, I find myself wanting some general things:

- More damage on supers

- More magnified damage scaling (I wish the first hit did more damage and the last hit did less)

- Less pushback on both hits and blocks

- More RISC crankability

This. The pushback is ridiculous, not to mention the whole 'damage-output/hp/guts' issues :psyduck:

Right now Xrd is becoming Xturd to me, at least until they change/fix a few things.

Posted
Sorry for a n00b question (converting from UMVC3 learning +R), but I'm curious about something button wise from the experts. When hitting "P" in standard layout to people typically use their thumb or forefinger? I'm learning a whole new set of muscle memory so I want to do it right :) Thanks.

i dont think theres a right or wrong way, just use whats comfortable

Posted

I'm having trouble seeing the guard bar's effect on damage, or just noticing it at all. Seems to fall off really fast, before anyone can land a hit.

Or maybe just too much Potemkins and his strong guard bar. Seeing a lot of potemkins in these vids, for as bad as he is. Maybe it's good that he's kinda crappy.

Posted
I'm having trouble seeing the guard bar's effect on damage, or just noticing it at all. Seems to fall off really fast, before anyone can land a hit.

Or maybe just too much Potemkins and his strong guard bar. Seeing a lot of potemkins in these vids, for as bad as he is. Maybe it's good that he's kinda crappy.

Konsome and FAB != "too much Potemkins".

But agreed on the unnoticeable effect of guard bar.

Posted

match videos never tell the whole story, just so happens theres some pots playing in rotations or long sets in videos. pot is super low in the usage stats

Posted

Sounds about right.

2H in to 6H is like 150 damage alone

Posted

This. The pushback is ridiculous, not to mention the whole 'damage-output/hp/guts' issues :psyduck:

Right now Xrd is becoming Xturd to me, at least until they change/fix a few things.

Someone who has played it to confirm, but I see no difference from FD pushback in Xrd compared to AC and +R.

Posted (edited)

yeah the new guard bar confuses me a bit. maybe not the guard bar itself but the moves that affect it and what a cranked guard gauge does to damage/scaling. i saw a venom charge up a stinger almost all the way and on block it hardly raised the bar at all . so maybe projectiles in general dont raise much bar? of course we know that little eddie doesnt anymore. that said i know that some of faust's items raise a ton of guard bar. he and slayer seem to be the characters who can consistently do that. how that affects their damage i have no clue.

i have a lot of little gripes with Xrd but i do think that its a solid platform to build from. mostly i just wish that things were a bit clearer and better communicated ie: the guard bar/health bar. i also still get the feeling that the screen is a bit cramped but thats probably just me.

Edited by Casper
Posted

If I were to guess, they probably have a comboing system similar to BlazBlue in that they use (forced) proration. So that RISC level is a bar that modifies the initial proration from 100% to 120% or higher.

Posted
Someone who has played it to confirm, but I see no difference from FD pushback in Xrd compared to AC and +R.

Xtra_Zero plays Xrd.

You can see it with characters like Millia, May and Potemkin, they get in and can barely hit a couple of times (on block *FD* or hit) before being out of range.

Posted (edited)
I'm having trouble seeing the guard bar's effect on damage, or just noticing it at all. Seems to fall off really fast, before anyone can land a hit.

Or maybe just too much Potemkins and his strong guard bar. Seeing a lot of potemkins in these vids, for as bad as he is. Maybe it's good that he's kinda crappy.

It's really, REALLY hard to crank for two main reasons:

- Guard bar damage seems about half on average compared to XX, very few moves give high crank, even Dark Angel doesn't do much.

- Pushback is really high, so staying in to keep cranking is really hard.

And the reason you don't see an EFFECT even when it IS cranked a bit is because there's very little damage scaling for it to have an effect on in the first place. In XX, getting an extra unscaled hit is HUGE because you can use your most damaging move again for essentially 1.5x damage, whereas in Xrd getting another unscaled hit just amounts to about another hit on either end of the combo string, because all the moves do about the same damage anyway and scaling is already almost nonexistent.

They were probably worried about things getting too crazy with the new RC system and overnerfed the pressure game as a precautionary measure.

Then again this is still the first month. Stuff might change.

Edited by Xtra_Zero
Posted (edited)

so jonio streams at 60fps. time for frame data!

i mentioned slower bursts earlier in this thread. it turns out that sol hesitated; blue bursts hit on frame 19 18!

hitstop is unchanged. lvl1 moves have 11f hitstop; lvl5 moves have 15f hitstop; etc. assume #R frame data, in general.

(X/Y/Z == startup/active/recovery. can't be 100% certain on active frames fyi; usually just going by keyframes)

sol:

- 5D: red flash 3f; startup 24f

- 6H: 17f startup; lvl5; 20f hitstop

- fafnir: 18/3/12; lvl5; 30f hitstop. (great for wasting time during RC tension gain penalty?)

- kudakero (dive): startup 22f; active til landing; lvl3.

- kudakero (landing): projectile hits on 8f, active at least 9f, lvl2, total recovery 29f. don't whiff!

ky:

- 3H: 15f startup; lvl4

- stun edge: lvl3. lol

- air H stun edge: lvl5.

- greed sever: 1f slower (hits air 19f, standing opponents 22f)

- split ciel: startup/seal 15f; lvl3; 17f recovery after 1st active frame?

- 5D: red flash 4f; startup/seal 28f

- j.D: seal 11f; projectile 38f; landing recovery 8f?

slayer:

- 6[6] dash: invisible (inv?) 6-18f. total duration 24f.

- 2K: 6/2/8; lvl3.

- 6K: 20/2*3/8? might have more recovery. lvl3.

- f.S: 13/2/6; +6/+7 on block/hit.

- pile: 4f startup. CH wallsticks for 40f before opponent starts sliding down. (when does CH pile cause tumble?)

- helter skelter: 25f startup; 18f recovery; lvl4. projectile. forces crouch; +14 on hit; probably +12 on block; j.H is 2f link

potemkin:

- p.buster: 3f startup.

- 6K: 16/8/?? (significant amount); lvl5. special cancellable.

- hammerfall break: 15f total.

- slidehead: earthquake hits in 29f? pretty slow

faust

- f.S: 10/4/18; lvl3. DEAL WITH IT.

- 6H: startup 25f.

zato:

- 5D: red flash 3f; startup 25f.

- nobiru: 9f startup, lvl5

- shadow -H-: underground 2f? underground for 30f. negligible recovery

compiling this was neat, i guess. wonder how these will match up with the mook?

one more thing: BSing a projectile seems to make you completely invincible to strikes for the shield duration. confirm/deny?

Edited by SuperJ
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