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Posted

Think so, but the tension bars don't show the 'pulse rate' like in AC as far as I know.

Posted

i vaguely recall mike z saying tension pulse is gone.

 

meter gain is still significantly slowed for a while after using RCs, FD, etc. just like the old games.

Posted

Tension pulse may have been seen as something that gives too large of an advantage to the offensive player or the one who has more knowledge of the game system. Plus with how powerful the new RC options are, having a ton of meter all the time might be seen as too good. Meter already builds pretty quickly anyway.

Posted

I tested tension pulse at E3.  It's gone.

 

Tension proration is still a thing.  YRC, RC, FD, and DA all prorate your tension gain, as does Negative Penalty, though Supers and Blitz Shield do not.  You still gain meter for walking forward, jumping forward, airdashing forward, and other "aggressive" actions.  You do not gain additional meter for continually acting aggressive, and you do not gain less meter when you are close to Negative Penalty.

 

Since I had noticed that the Tension Meter didn't flash back when Xrd footage first came out, Tension Pulse was one of the first things I tested out when I was able to play the demo.

 

 

I think that overall, you get plenty of meter.  The increased meter gain you would get for having a high pulse is kind of offset by the ability to play a little more defensive without taking a hit to tension gain.  I'm actually thinking that you're more likely to build more meter on average, since pushing your Pulse past your character's threshold usually required lots of IB or some SB.  Removing pulse doesn't change the core meter mechanic that sets GG apart from other fighting games, which is getting meter for things other than landing attacks, whiffing special attacks, and getting hit.  I like the Tension Pulse system more, but doing it this way will probably be a little easier for new players.  I mean, look at the way Anti-Air systems work in P4A and BB - you have moves that are clearly labeled with "head" property, and AA that are "head-invul" always beat them clean.  That's way easier for a new player to to grasp than "6P can beat this j.S, but not if the j.S is spaced right".  Losing anyway when you use the right move is frustrating, even though the emergent gameplay here can be pretty deep.  You might want to use a faster poke like 5P to beat a deep jump in, or use a slower AA on prediction, or IB > punish instead of trying to beat it clean, etc.

 

So anyway, it's one less complex thing for a new player to learn, and it punishes you less for backing away, which new players are going to do if they play characters like Faust, Axl, and Venom.

Posted

And, while I think nurturing newer players is a great pro the Internet provided in this era, NO one HAS to help ANYONE if they do not choose. No one should feel entitled to answers, lol. People just tend to be extremely generous. How many people get paid to spread information and coach people to play fighting games? This ain't Starcraft.

Except, information get's posted to the internet by people.  You're still relying on people's help.

Posted

Except, information get's posted to the internet by people.  You're still relying on people's help.

Well, yeah... I think that people do rely on others. No one person on this forum know everything, and it is our job to find out from other people. But just because we want or need to know something doesn't mean that the other person or people HAVE to divulge any of their information, which is the only point I was making. Relying is a bit different from wanting. Saying one should help is a lot different than one saying that they need help. Any free content given in this forum is usually given by the kindness of another person. Would you help someone here if they demanded info from you, as opposed to asking or just waiting?

Posted

So much crying about frcs and some changes..the game still plays like gg it feels like gg..they took away some stuff they added some stuff. The game feels fantastic. The combos feel great ur gonna have a good variety of mix up..the yrc may favor some chars more then others but still is awesome. Overall there is really nothing that i can complain about. Play the game..get a feel.for it then bitch about it. Give the game a chance ppls. They are trying something new within the same aspect. Game is still in depth w lots of variety and its a new gg :)

Posted

His victory quote starts out with "It's my win, Sol." I can't make out the exact wording after that but he's basically saying he's getting a little irritated with Sol holding back all the time.

Oh ok, yeah I made out "it's my win, Sol" but I know he also says something about Sol's power.

Thanks.

Posted

So much crying about frcs and some changes

Here?

One troll who is continuously re-banned does not "so much crying" make. 

If elsewhere, you might want to give context.

Posted

I tested tension pulse at E3.  It's gone.

 

Earlier today, I asked VR-Raiden to test how many uses of Gun Flame (Feint) it takes to get from 0% Tension to 100% Tension in GGXrd, to see if its base Tension Gain seemed any different compared to previous games. He tested several times and got a different number every time, but the figure was roughly what I was expecting. I clarified that because Gun Flame (Feint) has a back in the motion, what was likely happening was that the further he moved backwards through imperfect buffering, the more uses it would take to max out the Tension Gauge because of a reduced Tension Pulse. So, as you might expect, seeing this post gave me great pause.

Of course, many people up to this point have already noticed that the occasional but consistent pulse in GGXrd's Tension Gauge is noticably different from the frequent but changing pulse in AC's Tension Gauge and seems to be unrelated to Tension Pulse, and so there's been a lot of speculation about whether or not it still exists. xlolxlolx asked Ruu about Tension Pulse when he met him in-person at GUTS, and Ruu told him that Tension Pulse does indeed exist in GGXrd. Of course, not just wanting to go by word-of-mouth, I figured the easiest way to find out once and for all would be a straight-forward test. And so, a few hours ago, VR-Raiden kindly accepted my request of testing Tension Pulse the old fashioned way (dashing from 0% to 100%) and recording his findings. These are the results. There is a deficit of roughly 2 seconds when dashing after performing 3 backsteps compared to dashing from starting position. A small but noticable difference.

In short, Tension Pulse exists in Guilty Gear Xrd. It may not be as significant as before, but it's there. I suppose I can't discount the possibility that it was removed in the E3 build for whatever reason and then put back in for the demo, but that seems like an awfully arbitrary decision to make.

Come to think of it, xlolxlolx told me some months ago that he'd read a comment that claimed that successfully Blitz Shielding a projectile greatly increases your Tension Pulse, although he wasn't sure whether or not that also applies to strikes. A cursory search shows that this information has since spread to several Japanese wikis and articles, these not explictly mentioning either projectiles or strikes (and therefore presumably applying to both). On request, he asked Ruu about Tension Pulse again, this time also asking about the Blitz Shield thing.

テンションバランスは存在します。ただ、ブリッツシールドでどれくらいテンションバランス上がるのかはよく分かってない

"Tension Balance (Pulse) exists. However, I don't really know if Blitz Shield increases Tension Balance."

It's a bit hard to test whether or not Blitz Shield increases Tension Pulse using the resources available in the demo due to a multitude of variables and restrictions (for example, any lesson that resets your Tension Gauge to a specific amount also seems to reset Tension Pulse), but it's worth looking into further.

Posted

If the difference is that small, it's highly likely that I simply missed it.  That conclusion seems more likely to me than this mechanic being absent from a demo build that's based on a functional arcade release build...  unless it was just a demo specific bug (more likely than the mechanic being removed intentionally for ??? reason).  I couldn't test in a vacuum the way I'm used to - I had to observe other players, and when given the opportunity to test while playing other people, couldn't waste too much of their time (they were playing the demo to try it, not deal with "that guy" who wanted to measure everything about the game).

 

I had back dashed until Negative Warning at the start of a round and walked forward, then later tried walking forward after playing rush down and instant blocking a lot, then tried walking forward at the start of a round.  I couldn't film it for review later either.  Not the most scientific way of doing things, but it's all I had.  It's really noticeable in AC, so when I couldn't eyeball a difference I kinda figured it was gone.  Really, the amount of meter gain looked identical, and it's kind of astonishing to see how much meter you get for walking forward when putting yourself into Negative Warning.  In retrospect, I also did all of my tests on Tension Pulse with I-No.  She could have different values, or there could have been bug preventing it from applying to her (or at all).  I also went into the test with the bias of thinking that it wasn't in the game, based on the prior youtube footage I had seen.  Even with footage of people in training mode which made it much more observable, it was still fudged by youtube not being 60fps, and if the effect is that small I'm not surprised that I missed it there too.  Also, while it's no excuse for doing a shitty job, I was working crunch leading up to E3 so I was definitely tired (making any attempt at eyeballing results a little weaker).

 

 

Anyway thanks, that's good news.  I was actually pretty sad thinking it was gone.  Also, if anyone else with the demo wants to try to test this out, it's a lot easier to get footage now that PS4 has video recording built in.  If you upload to your computer instead of to youtube you could probably get approximate values down to the frame.  Or we could wait for a MOOK to be published.  When do those usually come out?  Around launch day?

Posted

No problem man, mistakes happen. I just wanted to nip the whole thing in the bud before people got the wrong idea.

As for mooks: In the past, mooks for Arc System Works games have usually been released sometime between arcade release and consumer release, often several months before consumer release. To my knowledge, there's been no word on a GGXrd mook yet, so I guess they're going about it differently this time. Considering how modern Arc System Works tend to go about their releases now (release in arcades, add additional characters to consoles, re-balance arcades with the console characters added, patch changes to console), maybe they intend on holding out until they can drop more information on the currently console-exclusive content.

Posted

Is it just me or are 1f jumps gone in GGXrd? I was testing in the demo and I use the lack of smoke as the indicator that the 1f jump was successful. Every time I tried I kept getting smoke so not sure if it's gone, different, or if I was screwing it up.

Posted

So is Xrd going to have a tutorial mode for every character?

Unsure, other than the basic "Lesson" mode, we'll have to wait and see.

Posted

Unsure, other than the basic "Lesson" mode, we'll have to wait and see.

If you consider challenge mode then sure
Posted

Anyone with the demo should be able to test 1-frame jumping pretty easily since video recording is built into the PS4.  Double tap the "share button" to start recording, attempt some 1-frame jumps, then tap share again to stop recording.  Save it and watch it frame by frame (there might be a function in PS4 to do this, but if not, move it to your PC).  If you leave the ground a frame early, you're good.  The mechanic might have been removed, or they might have just made it so the dust cloud always happens.

 

Also, anyone with the demo should be able to double check against Sol's available frame data this way.  Can't get all of it without actual training mode (to set blocking, etc), but it's a start if anyone wants to.

Posted

Anyone with the demo should be able to test 1-frame jumping pretty easily since video recording is built into the PS4.  Double tap the "share button" to start recording, attempt some 1-frame jumps, then tap share again to stop recording.  Save it and watch it frame by frame (there might be a function in PS4 to do this, but if not, move it to your PC).  If you leave the ground a frame early, you're good.  The mechanic might have been removed, or they might have just made it so the dust cloud always happens.

 

Also, anyone with the demo should be able to double check against Sol's available frame data this way.  Can't get all of it without actual training mode (to set blocking, etc), but it's a start if anyone wants to.

You cant move it to your PC from PS4 yet.  You have to upload it to your facebook and the download from downvids.

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