king of heart Posted October 31, 2014 Posted October 31, 2014 GG Xrd wiki in 4gamer. A lot of cool stuff in the characters page.http://wiki.4gamer.net/ggxrd/ It also has a full detailed frame data!
Leopold Posted October 31, 2014 Posted October 31, 2014 GG Xrd wiki in 4gamer. A lot of cool stuff in the characters page. http://wiki.4gamer.net/ggxrd/ Very nice!!! Hopefully this gets the dustloop wikis going. Who is on charge of them anyways?
king of heart Posted October 31, 2014 Posted October 31, 2014 Even basic combo videos for every character.
xlolxlolx Posted October 31, 2014 Posted October 31, 2014 oh man full frame data, ill probably convert it into a google doc or something in the next couple days since ive been really lazy about finishing up the stuff kedako did
OneSanitarium Posted October 31, 2014 Posted October 31, 2014 Oh hey, that wiki uses 'YRC' instead of just RC for YRC's. I've not seen a JP thing use that before. It's only used on the main page, and for notation in Bedman/Millia combos though. Still nice.
king of heart Posted October 31, 2014 Posted October 31, 2014 Correct me if I was wrong. Eddie's super drill used to be 3 low hits in reload. Right ? Because unblockables were really easy in Training mode. But in Xrd its the first hit only is low according to the wiki and that's explain why I keep missing it.
DaiAndOh Posted October 31, 2014 Posted October 31, 2014 So can someone explain this to me? It says S Carcass Raid (Venom S up ball) is essentially the same data (level is one less, but level count starts at 0 rather than 1), but is listed as +0 rather than +8 as it is in other games....any explanation on how this works?
Anne Posted October 31, 2014 Posted October 31, 2014 Very nice!!! Hopefully this gets the dustloop wikis going. Who is on charge of them anyways?Users like you.
TITANIUM BEAST!!! Posted October 31, 2014 Posted October 31, 2014 I dislike the new glow effect before all Dust attacks. As if they were so hard to block before. =/
king of heart Posted October 31, 2014 Posted October 31, 2014 I dislike the new glow effect before all Dust attacks. As if they were so hard to block before. =/ If you think about it many Dust moves improved drastically. I see Sol's new dust way better and has more range compared to the old dust. Ky's new dust has a very long range and it's hard to punish on block and gives him a seal set. Millia's new dust is godlike.
Clousephinat Posted October 31, 2014 Posted October 31, 2014 U-zen is a Kansai player and i only saw him once during the after Arc Revo party but never seen him play. I played against OSCA before and couldn't beat him. But when you see him play against Hasegawa you can definitely see the gap between them OSCA some times starts fooling around by yelling and crying every time he start getting beat up by Hasegawa then goes to him and it's like: "dude stop beating me up like that it's not cool" Well, I don't know how each player must be in real life of course, nor do I have the right to declare things like every I-No player are as such just because they like doing "hard" work and subsequently because some people seems they will be more happier for themselves believing so (broadly speaking), not also to say something like me or anyone else is the best I-No player when I don't even have the chance with the shit of AC/+R netcode to play against much people without a poor conection especially when I'm from EU. I already said many times as for me of why I picked I-No as my main, and it doesn't have anything to do for being easy or hard to play with. If someone really plays a character just because is easier above personal amusement though, yeah, I honestly feel very sorry for them.
Flick Posted October 31, 2014 Posted October 31, 2014 Correct me if I was wrong. Eddie's super drill used to be 3 low hits in reload. Right ? Because unblockables were really easy in Training mode. But in Xrd its the first hit only is low according to the wiki and that's explain why I keep missing it. In #R only the first hit is low
OneSanitarium Posted October 31, 2014 Posted October 31, 2014 Furthest column to the right, '備考'. It'll list the things with a fairly large number. Circuitous thinks it's at a ratio of 1750x1, so dividing them will give the value in a more familiar number to what you'd see in older games. I.e. Sol's old throw range was 43 pixels. The 4gamer wiki lists it as 75,250. 75,250/1750=43.
Destin Posted October 31, 2014 Posted October 31, 2014 Correct me if I was wrong. Eddie's super drill used to be 3 low hits in reload. Right ? Because unblockables were really easy in Training mode. But in Xrd its the first hit only is low according to the wiki and that's explain why I keep missing it. Eddie's drill being 3 low hits was one of the things that pissed me off most about AC. It was very difficult but feasible to block his unblockables before that, after that? Basically impossible.
Kazuki Slice Posted October 31, 2014 Posted October 31, 2014 Furthest column to the right, '備考'. It'll list the things with a fairly large number. Circuitous thinks it's at a ratio of 1750x1, so dividing them will give the value in a more familiar number to what you'd see in older games. I.e. Sol's old throw range was 43 pixels. The 4gamer wiki lists it as 75,250. 75,250/1750=43. Does this same formula apply to air throw as well?
Roldy Posted October 31, 2014 Posted October 31, 2014 So can someone explain this to me? It says S Carcass Raid (Venom S up ball) is essentially the same data (level is one less, but level count starts at 0 rather than 1), but is listed as +0 rather than +8 as it is in other games....any explanation on how this works?Pretty sure previous GG iterations had level 0 moves, most of them being P moves Edit: Never mind, there are some moves with 0F hitstop but those are special I think, not technically level 0. I guess levels are different now?
D.R.F. Posted October 31, 2014 Posted October 31, 2014 Levels are different now. The scale goes from 0 to 4
Clousephinat Posted October 31, 2014 Posted October 31, 2014 https://www.youtube.com/watch?v=1vK-oQijE5Q Reminds me of Ultimate Fortissimo "hat shield" if doesn't work, it seems like YRC are going to be quite important after using some particular overdrives, either to combo with or just to protect yourself. Most people will probably use YRC 5P/j.P when you are low of health as well.
OneSanitarium Posted November 1, 2014 Posted November 1, 2014 Does this same formula apply to air throw as well? I see no reason why it wouldn't. So air throw wise, Bedman/May are 1st place, I-no/Potemkin are 2nd. I-no's command grab listing actual grab range means it might be an actual grab, and it's the largest reaching one in that case.
OneSanitarium Posted November 1, 2014 Posted November 1, 2014 Same range. Potemkin forums have damage/invul property changes.
dehumanizer Posted November 1, 2014 Posted November 1, 2014 Eddie's drill being 3 low hits was one of the things that pissed me off most about AC. It was very difficult but feasible to block his unblockables before that, after that? Basically impossible. Eddie didn't have 3 low hits on his FB drill in AC. He had 2 lows and 1 all block. In ACR his FB drill changed to 1 low and 2 all block. His summon drill was 2 low and 1 all block. I don't think he ever had a version with 3 lows in his drill special. Make the dummy block it in training mode and you'll get these results. They always stand on the last hit for blocking and the second hit depending on which drill and version.
xlolxlolx Posted November 1, 2014 Posted November 1, 2014 https://docs.google.com/spreadsheets/d/1bLI6KFcuPKRMJydrWQSRS8OYJom-qq4XxJtyQp2YH7I/edit?usp=sharing WIP, sol and ky are done.....ill get to the rest in the next few days
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