Kaizen Posted July 7, 2014 Posted July 7, 2014 Also, for anybody still doubting that Axl's stance chains are kinda cruddy (translated in game as Sparrow Hawk Stance), ignoring the video proof that you can BS/DP/Counter hit poke it: At one point, I got bored and started spamming Sol's j.D at full screen. My friend thought this was a great time to go into stance and do anti-air chain. He got counter hit. Life's good.
greatfernman Posted July 7, 2014 Posted July 7, 2014 Eight way double airdash sounds really fun. It's not a double airdash, he just has an eight way jump thing instead of an airdash or double jump. If you want double eight way air movement go play soku
AllyOfJustice Posted July 7, 2014 Posted July 7, 2014 the impact of noises is another thing I love about gg so im happy they are keeping it From the footage I've seen Xrd Tyrant Rave isn't as big and loud. Same with Grand Viper and other moves. The loud thing is the last hit when the round finishes.
AllyOfJustice Posted July 7, 2014 Posted July 7, 2014 It's not a double airdash, he just has an eight way jump thing instead of an airdash or double jump. If you want double eight way air movement go play soku Yeah I just liked the idea of being able to airdash twice diagonally. That must feel comfy
greatfernman Posted July 7, 2014 Posted July 7, 2014 Yeah I just liked the idea of being able to airdash twice diagonally. That must feel comfy It is really fun, soku has super fun neutral just because of the mobility. More on topic: The thing about bedmans forward dash I found really weird is that not only does it go really far for a step type dash, it has a guard point that, when triggered, activates the teleport dash. It's cool though.
D.R.F. Posted July 7, 2014 Posted July 7, 2014 From the footage I've seen Xrd Tyrant Rave isn't as big and loud. Same with Grand Viper and other moves. The loud thing is the last hit when the round finishes. .... oh... im pretty sad now:/
Uncivilized Elk Posted July 7, 2014 Posted July 7, 2014 So... do the character voices not sound like garbled audio recorded on a potato anymore? That's my biggest question when it comes to sound.
White Man Posted July 7, 2014 Posted July 7, 2014 From the footage I've seen Xrd Tyrant Rave isn't as big and loud. Same with Grand Viper and other moves. That's a shame. Every new GG player should get to have the experience of landing Tyrant Rave for the first time and having their speakers nearly blow out. Much as I love this game's soundtrack, I have a feeling I'll be cranking the SE volume quite a bit higher than the other levels.
SoWL Posted July 7, 2014 Posted July 7, 2014 That is a given for the past 12 years. This is GG and tiers do not make chars go extinct in competitive play, but as a vet this is a striking departure to what Arcsys has been feeding us since XX. Just because you can win with said character doesnt mean you wont go grey and pull your hair out doing it. If they wanted to start from scratch with this game, it should have been across the board because some characters really just got it too good with all of the tools. (Fuck you SIdewinder) You say that as if XX and the rest had no balance issues.
Poultrygeist Posted July 7, 2014 Posted July 7, 2014 Question for those who have played the game, sorry for asking but I couldn't find an answer through Google/searching. How is YRC timing in relation to FRCs in the older games? Is it lax enough that I can play my netplay buddies without having to remove it from my game, or is it closer to FRC where it has a specific point?
stickystaines Posted July 7, 2014 Posted July 7, 2014 According to my understanding, you can do it at any point within the startup frames of the move (and even in the startup frames if the move whiffs). Once the opponent goes into hit or block stun, the RC available to you is the red RC that costs 50 meter. Once you go into the recovery frames of a move the purple RC is available. Technically you don't even need to be in the startup frames of a move to YRC, since you can YRC even at neutral. Really, as long as the opponent is not in hit or blockstun and you are not recovering from a move, then you can YRC.
ElvenShadow Posted July 7, 2014 Posted July 7, 2014 YRC timing has a MUCH longer window than FRCs in general. It all depends on each move though. Using it online shouldn't be a problem... and the netcode should hopefully be leagues better than AC/+R
FKGunBlaze Posted July 7, 2014 Posted July 7, 2014 Wait what is the purple rc do? Cancels the recovery of a move as long as the opponent is not in hitstun or blockstun. Costs 50% Tension.
D.R.F. Posted July 7, 2014 Posted July 7, 2014 Wait what is the purple rc do? You cancel the recovery of a move
4r5 Posted July 7, 2014 Posted July 7, 2014 Hey guys, we do have a wiki! http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)#Roman_Cancel The rundown: YRC, 25% meter, do-able during startup/active frames AND opponent is not in hit/blockstun. RRC, 50% meter, same conditions as YRC, but your opponent IS in hit/blockstuin; has least startup and most slowdown, 80% forced proration PRC, 50% meter, recovery frames; the most startup (like, a lot!) and the least slowdown
D.R.F. Posted July 7, 2014 Posted July 7, 2014 Hey guys, we do have a wiki! http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)#Roman_Cancel The rundown: YRC, 25% meter, do-able during startup/active frames AND opponent is not in hit/blockstun. RRC, 50% meter, same conditions as YRC, but your opponent IS in hit/blockstuin; has least startup and most slowdown, 80% forced proration PRC, 50% meter, recovery frames; the most startup (like, a lot!) and the least slowdown Lol
FKGunBlaze Posted July 7, 2014 Posted July 7, 2014 Hey guys, we do have a wiki! http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)#Roman_Cancel The rundown: YRC, 25% meter, do-able during startup/active frames AND opponent is not in hit/blockstun. RRC, 50% meter, same conditions as YRC, but your opponent IS in hit/blockstuin; has least startup and most slowdown, 80% forced proration PRC, 50% meter, recovery frames; the most startup (like, a lot!) and the least slowdown TBH, I haven't read the wiki in quite some time.
xlolxlolx Posted July 7, 2014 Posted July 7, 2014 Hey guys, we do have a wiki! http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)#Roman_Cancel The rundown: YRC, 25% meter, do-able during startup/active frames AND opponent is not in hit/blockstun. RRC, 50% meter, same conditions as YRC, but your opponent IS in hit/blockstuin; has least startup and most slowdown, 80% forced proration PRC, 50% meter, recovery frames; the most startup (like, a lot!) and the least slowdown yrc has the least slowdown actually, prc is inbetween the two. and all roman cancels are subject to 80% forced proration during the slowdown
Coffeeling Posted July 7, 2014 Posted July 7, 2014 I just realized that Xrd does, in fact, suck. Why? It doesn't have Still in the Dark
SoWL Posted July 7, 2014 Posted July 7, 2014 I just realized that Xrd does, in fact, suck. Why? It doesn't have Still in the Dark We can still hope for BGM DLC.
Layer Posted July 7, 2014 Posted July 7, 2014 I'm actually quite content with Millia and Zato's new VS song. I feel it's a nice progression for them in terms of story and dynamic: longing and abit regretful. The only song I'm disappointed in is May's new jam. Just not as catchy.
Poultrygeist Posted July 7, 2014 Posted July 7, 2014 YRC timing has a MUCH longer window than FRCs in general. It all depends on each move though. Using it online shouldn't be a problem... and the netcode should hopefully be leagues better than AC/+R That's pretty cool. I know Xrd makes a lot of things easier and maybe even dumbed down which in some areas is definitely disappointing, but I think the removal of FRCs will make the game a lot less intimidating for new players and make them want to jump in and stick around longer.
D.R.F. Posted July 7, 2014 Posted July 7, 2014 I'm actually quite content with Millia and Zato's new VS song. I feel it's a nice progression for them in terms of story and dynamic: longing and abit regretful. The only song I'm disappointed in is May's new jam. Just not as catchy. Mays new theme is amazing imo, but isn't this something that should be taken to ost discussion anyway?
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