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Posted

 Valentine is the strongest character in the game?! o_O

If you really mean that, those are some hefty words, I know she's very strong for sure, but I find it hard to believe she's the strongest character in the game lol.

 

She's good, but not really not that strong I believe. Ramlethal does good against any character with no good reversal, no air control (or somewhat limited),  a character having bad maneuverability or laggy movesets. The only thing Ramlethal is considered good by most players was because if her rush down mechanic didn't work, her sword set mechanic will or vice versa. If both metagame of hers fails, that will simply be her worst matchup, I believe Chipp will probably be that character. Other than that, she's just like Millia only slower.

 

And about Sin? I hope he'll have a unique move sets and flashy overdrives as well. I like this character really. :)

Posted

What say you ElvenShadow, any water cooler talk in the Arcades about Ramlethal’s strength or lack thereof? Have you fought any good ones?

Posted

Currently (or last I checked a few days ago) the number one ranked player for Risk Rating uses Ram.  I have fought a wide range of Ram players from scrubs to pros.  I think overall she is in the top 5 but I dunno about very best.  Most players seem to agree that she is among the top 5 but opinions vary from person to person.  If you look at results, Sol seems to win more than most characters but he is also the most played character overall so that could have something to do with it as well.

 

(top 5 characters in no particular order are Zato, Faust, Millia, Sol, Ram)

Posted (edited)

This may used BS to reject Eddie's unblockable. I thought you couldn't BS on wake up? (Or that it just doesn't succeed if you do that.)

I wonder if this is a good option to do vs eddie, or if it was just mis-timed or a fluke.

 

http://youtu.be/pTW7e4m9RZE?t=5m4s

Edited by Antitidus
Posted

Generally when I try to BS on wakeup it doesn't come out in time.  In that video, it looks like May was able to do it just in time, like the first frame possible.  When trying it against Zato corner unblockables it doesn't seem to work for me but I can try it out more at some point.

Posted

Is there a place where I can read up on the new mechanics and changes or are we waiting for the english version?

Posted

Yeah, I looked around the thread a bit but I was wondering if there was a single source of complied info. This will work though, thank you.

Posted

Yeah, I looked around the thread a bit but I was wondering if there was a single source of complied info. This will work though, thank you.

 

The Dustloop Wiki page seems to cover everything on the main page for Xrd and then there's more details in the glossary.,

Posted

So the latest Arcadia rankings from their piece on Arc Revo are:

 

S: Sol, Zato, Faust, Ramlethal
S-: Chipp, Milia
A: Ky, May, Axel, Slayer
B: Bedman, I-no, Venom
C: Potemkin

 

Slayer's up somewhat more than Ogawa and Machabo had him last time they published one. I can agree with Ram's position.

Posted

So the latest Arcadia rankings from their piece on Arc Revo are:

 

S: Sol, Zato, Faust, Ramlethal

S-: Chipp, Milia

A: Ky, May, Axel, Slayer

B: Bedman, I-no, Venom

C: Potemkin

 

Slayer's up somewhat more than Ogawa and Machabo had him last time they published one. I can agree with Ram's position.

Honestly, I'm pleased to know Ramlethal is ranked higher. (I'll be using Ramlethal as my main, Sol being 2nd and Ky being 3rd), take this as a grain of salt since Ogawa and Machaboo had a lots of play time and experience and I'm replying this as a viewers point of view, but I find it hard to believe that Ram is an S rank character. In my opinion, she should be placed alongside Chipp and Millia. Xrd is still young and metagame is still changing, it's too early to predict tier lists.

Posted

We've talked before about what Potemkin's lost (hint: just about everything that made him cool in AC and +R). Let's talk about what he gained in Xrd, and what Pachi and co. were likely thinking at the time they gave it to him.

 

He gained Hammerfall YRC. This thing is insane. Every single time Potemkin approaches with Hammerfall, he can now spend 25 meter to stop the move and slow down time. Think of this as like giving him an FB followup to Hammerbreak that slows down time. Whenever he's approaching he can tank a hit, slow down time and react to the opponent's move with either a Potemkin Buster or Heat grab. Just about every time he's gotten in with meter, he's going to land the grip on you. When you're making a videogame that you want to attract lots of starry-eyed new players into playing, this is a terrifying tool to give a character.

 

So what did the team do? They couldn't make an exception to Hammerfall as that would set a precedent for tacking exceptions onto moves. They couldn't just have the old FRC point because that's gone. So instead they decided to nerf everything else about Potemkin just to be safe. Let his tools fail to work for the early stages of the game so they could see which aspects of the character players find to use to complement the Hammerfall YRC game.See what tools would be appropriate to give this new Potemkin with an indirectly improved grab game.

 

Did they go overboard in the compensatory nerfs? Absolutely. My hope is that when they decide to do the first big rebalance (since so far there's only been small bugfixes and tweaks like Bedman's meter gain), they'll have a firm idea of exactly which things to give back to Pot, and what crazy new ideas they can give him (such as Trishula having a use at all). My wish list for the bare minimum is:

 - Heatgrab working as it does in +R (you really don't want AC tension gain back for this thing)

 - 5P hitting crouchers

 - 2S vacuum

 - Another +frame or two on 6K

 - j.H into ICPM as a regular air combo, not exclusive to RCs or Dust combos

 

Of course there's plenty of other dumb stuff I can think of. AC Slidehead, giving air combos off of 2H xx hammerbreak, +R 6H hit properties, old flick shockwave duration, special cancellable sweep for that sweet anti-Faust combo to heatgrab and so on. But I doubt we'll be getting anything more than a couple of buffs for Potemkin any time before the third or fourth revision of Xrd in 5 years' time.

Posted

Is arcsys scared of making a grappler decent/good? Poor Pot on his lonesome

 

Did you know that Arcsys started making fighting games in 1998 not 2010 right ?

 

I am really sick of this BB/P4A mentality.

I  won't bother explaining.

Posted

I thought Venom was up there, like mid-high mid. Though i haven't seen much of him lately

His damage output is a lot lower than most characters, forcing him to work really hard. He is very solid, nonetheless
Posted

Honestly, I'm pleased to know Ramlethal is ranked higher. (I'll be using Ramlethal as my main, Sol being 2nd and Ky being 3rd), take this as a grain of salt since Ogawa and Machaboo had a lots of play time and experience and I'm replying this as a viewers point of view, but I find it hard to believe that Ram is an S rank character. In my opinion, she should be placed alongside Chipp and Millia. Xrd is still young and metagame is still changing, it's too early to predict tier lists.

 

-She has High damage combos that can easily carry to corner and knock down. 

-Her normals with the sword are retarded an she can combo meterless from any hit.

- she has 3 fast over heads and a command grab that launch the opponent.

- Her overdrives are the best in the game (that's why i see her better than Faust and Zato) and with YRC they are retarded.

 

If she had a dp then she would defiantly be broken. 

Posted

Is arcsys scared of making a grappler decent/good? Poor Pot on his lonesome

I've posted something similar before in the BB forum about grapplers being frustrating, it of course got ignored because blazblue forum lol anyway:

You basically have three options towards grapplers: make a grappler that isn't frustrating at low levels of play (design well), have a shitty grappler (in terms of overall power), or have new players quit your game in droves.

 

So let's try and narrow down why the first option is the best, and why the second happens a lot.

 

Let's try and narrow down what is frustrating: Another player of perceived equal or lesser skill beating you, and losing to "random numbers", which is a different kind of losing to something that isn't perceived skill. In the first portion, grapplers are commonly easy to play because they have a very easy to understand and execute goal. Get close, toss a dude, do 1/4th of a lifebar. In this case, you don't need to know a combo, grabs are hard to avoid, and it's difficult to deal with the nuance of fighting a grappler up close. Basically the counterplay is keep him out, but the risk reward for him vs you is skewed in his favor because his goal is much easier to do. this is very common at low levels of play because well, if you can do a grab motion, which is easier than a real combo, you are probably better than the other guy. Since a grappler has an easy to achieve skill ceiling, this means that grapplers are basically more effective at equal skill removing all other equations. So yeah, if at low levels of play, if a dude has six queens in Chess. but then at high level play your boards are even, this is gonna SUCK for new players.

 

The other part is the RNG. Losing to RNG sucks. Period. It feels like it's out of your control, and let's face it, we play video games because life is pretty much 80% out of our control, and 20% in. All of your choices in a video game matter which is empowering. When you subtract those choices. Then things get hairy. There's two forms of choice subtraction when fighting agrappler: things up close no longer work because a dude can just throw you out of what you're doing, which means your gameplan changes more dramatically. You might get new options even, but the subtraction of your obvious and reliable options feels bad. The second part of this is the "RNG" factor. Since a grappler, more than ANY other form of character, relies on double blind choices (rock paper scissors/guessing/mixups, however you wanna phrase it here), when you get hit, it feels like the other person guessed right (they did). So if they guess right and hit you, it feels worse (people also tend to remember bad over good in general which inflates this issue). Like, now you're all "oh god, he just GUESSED RIGHT, that wasn't skill, that wasn't him out chess-ing me". This creates the illusion that the other player isn't SMARTER than you, but LUCKIER. This problem is especially more interesting because the more you subtract the human element of fighting games (not being next to a person), the less it feels like you got out guessed and the more it feels like RNG.

 

Anyway, so this leaves you with a design problem: You either make a not frustrating grappler. this means giving them a higher skill cap at lower levels of play. Basically, making basic stuff as hard to do, if not harder, than other characters. You can also just nerf your grappler (this is the easiest option arc sys opts for), or you can go with the final option: make a game more people quit early on.

 

And before you go "well im not frustrated by potemkin/tager/zangief/insertgrapplerhere". That might be true for -you-. But to the -majority- of people, the reason they quit a game?

 

Because they got very frustrated early on.

Posted

I've posted something similar before in the BB forum about grapplers being frustrating, it of course got ignored because blazblue forum lol

Can't say anything about the others, but just because I didn't reply to it doesn't mean I ignored it. Then again, I don't ask about the reasons grapplers are bad on every corner.
Posted

If anything, guys like Potemkin and Tager taught me about quite a few things:

--proper defense (when using them)

--proper offense (when fighting them)

--other factors (like kara-throws / option selects / Guts rating / faint "dizzy" modifier / etc)

--how NOT to be a sore loser

 

The reason a lot of new people get frustrated with this, besides what was said above, is because they want to win and win quickly.  Grapplers tend to drag the match out longer than you might expect and throw a wrench in your plans and expectations of winning.

Posted

Can't say anything about the others, but just because I didn't reply to it doesn't mean I ignored it. Then again, I don't ask about the reasons grapplers are bad on every corner.

haha, there was some silly argument going on at the time and everyone focused on that, felt like a waste of breath there though.

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