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Posted

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.

2 lows creates almost the same effect, but yes I was talking about strictly AC, ACR realized it was silly and changed it back thankfully.  And this game does it right too, so that's good news!!

Posted

How good is pot buster this version?

The damage seemed worse, but it really isn't. 140, same as it was in every game except +R. The range is the same as before, as well. The only real changes are to the invuln. It used to be 1~15 throw invuln, and 3~5 strike invuln, which made it easier to squeeze in grabs during pressure. Now it's just 1~3 throw invuln. I don't think it'll really hurt it - Buster's only got one active frame, and command grabs rank higher than strikes on the same frame, so he can still grab people out of stuff. He just loses some safety on whiff, which I'm fine with.

Posted

The damage seemed worse, but it really isn't. 140, same as it was in every game except +R. The range is the same as before, as well. The only real changes are to the invuln. It used to be 1~15 throw invuln, and 3~5 strike invuln, which made it easier to squeeze in grabs during pressure. Now it's just 1~3 throw invuln. I don't think it'll really hurt it - Buster's only got one active frame, and command grabs rank higher than strikes on the same frame, so he can still grab people out of stuff. He just loses some safety on whiff, which I'm fine with.

Hmm. I think it is more that the guts in this game is more how should I say, apparent (?), so it's scaled a lot more.
Posted

Hmm. I think it is more that the guts in this game is more how should I say, apparent (?), so it's scaled a lot more.

That's part of it. Also the lifebars are skewed a little different compared to past games, I think. Even at full health, Buster doesn't seem to take a big hit out of the bar.

Posted

I used to think the guts was really major in Xrd, but after paying more close attention to lifebars in +R, it's really not that much more. Nowhere near the impression I initially had. 

Posted

2 lows creates almost the same effect, but yes I was talking about strictly AC, ACR realized it was silly and changed it back thankfully.  And this game does it right too, so that's good news!!

 

-H- Drill Special was added back to +R and it was LLM just like it used to be in XX/#R/Slash.  But yeah in Xrd it's actually been changed (nerfed) to LMM.

Posted

-H- Drill Special was added back to +R and it was LLM just like it used to be in XX/#R/Slash. But yeah in Xrd it's actually been changed (nerfed) to LMM.

OK that makes more sense than the first replay I got when i asked.
Posted

I'm rather rustled that on a lot of the gameplay videos on YT (ripped from stream) when people get their opponent who is in hellfire mode dizzy, they choose to just combo the person to death rather than doing the IK move.
Every time I'm like "Come on!"

When the opponent is at hellfire HP they can't shake off the dizziness during the time freeze for IK activation, can they?

Posted

When the opponent is at hellfire HP they can't shake off the dizziness during the time freeze for IK activation, can they?

As long as the person performing the IK has 50% meter and is on match point.Only IK mode freezes though, the IK will have it's own slow startup.

Posted

I recall both ik mode and ik itself having super freeze when I saw it done in Sol/Ky/Ram's IK combo (wild throw/throw, rc, ik).

It's been a while though.

Sent from my RM-917_nam_usa_100 using Tapatalk

Posted

Same thing as always, I've seen much of people both in past games and here as well that they could just do the IK when their opponents are in dizzy and instead they just want to do a combo that ends with a Blue Burst, and why is that?... I honestly don't know, ask the same players.

Posted

I recall both ik mode and ik itself having super freeze when I saw it done in Sol/Ky/Ram's IK combo (wild throw/throw, rc, ik).

It's been a while though.

Sent from my RM-917_nam_usa_100 using Tapatalk

From the amount of times I dropped it in the demo I can assure you that while the Ik has a Superflash(like brief startup, but not frozen till it goes active) it does not freeze them like IK mode does. man I'm still angry at the demo for forcing me to Sol when i want to Millia :3

Posted

Now that the game is going to be out soon and we've seen a plethora of gameplay and had a very long time with ACR.

 

I was wondering if I could get people's opinions on balances in this game as opposed to ACR. Specifically ACR's balancing route by giving everyone more options to help them, more FB's, more normals that were removed from previous versions of GG and so forth. As opposed to Xrd's removal of movesets post-XX#R and giving characters, for the most part, fewer new moves but interesting ones that change their gameplay. People's thoughts on balances can obviously only be referred to veteran characters like Millia and Ky.

 

I main Ky, so personally I prefer what ArcSys has done with Xrd as opposed to ACR. While Ky did get some fixes that made him kinda suck in AC, he ultimately still has very bad matchups in ACR that haven't changed despite getting S javelin, FB greed sever, wallstick charge drive (FB super), and his old 6hs back. The "tweaks" they gave him ultimately didn't change anything in terms of making him a better character against the rest of the cast,. In a sense same old dog, but new tricks. 

But the manner in which he has received grinder seals and Durandal Call projectiles have really helped him in his bad matchups and really added to his gameplay making him more fun, at least in the short period of time I played Xrd. Ky suffers once a character has better neutral than him and/or shuts his neutral game down. However, this new projectile mechanic and split ciel his only new special really flshes him out, strengthening what he does best and can capitalize on it.

I feel that this is the same case with Sol, whom I sub, FB fafnir and the return of meterless fafnir along with it being able to cancel into it from normals while it is good, it doesn't fix Sol's inherent problem of being zoned out or having difficulty getting in. Kudakero however, has really opened up his options on getting in on opponents in the air.

 

@Dai/Venom players, From what I understand I think the balances made to Ky and Sol in ACR and Xrd can be applied to Venom as well, from what I understand ACR is the weakest version of Venom despite getting new moves. BUt i don't think it matches up to QV, Xrd's j.d, and YRC ball setups. Correct me if I'm wrong.

Posted

I feel that while ky got seals added, venom lost his electric balls in exchange. ASW was like "why does the pool stick guy even have electric attacks let's give those to ky".

Just change the electric balls for grinder seals, and dubious curve for split ciel, pretty similar.

Posted

Now that the game is going to be out soon and we've seen a plethora of gameplay and had a very long time with ACR.

 

I was wondering if I could get people's opinions on balances in this game as opposed to ACR. Specifically ACR's balancing route by giving everyone more options to help them, more FB's, more normals that were removed from previous versions of GG and so forth. As opposed to Xrd's removal of movesets post-XX#R and giving characters, for the most part, fewer new moves but interesting ones that change their gameplay. People's thoughts on balances can obviously only be referred to veteran characters like Millia and Ky.

 

 

@Dai/Venom players, From what I understand I think the balances made to Ky and Sol in ACR and Xrd can be applied to Venom as well, from what I understand ACR is the weakest version of Venom despite getting new moves. BUt i don't think it matches up to QV, Xrd's j.d, and YRC ball setups. Correct me if I'm wrong.

 

Although Venom had more options in many situations, his nerfs applied to fundamental fighting game concepts (such as weaker average damage, and a weaker anti-air game).

In Xrd, examples of his stability increasing: his meterless damage on standing characters as well as his corner carry in various situations is up thanks to j.D. His reward off anti-air is somewhat more stable (but could be better) with 6P->6HS gatling (doesn't combo on non-ch or non-ball hit). QV is lower reward than Dubious curve for hitting, but QV combos help his meterless damage on corner crouchers.

 

QV charging....could benefit with some playing around with meaty tricks perhaps, if you can do 2D, QV level 2 or 3 charge and get plus frames from the meaty and a big ball, but QV charging isn't used unless you think your opponent is going to respect you heavily.

So basically +R mostly took away stability and added fluff as far as Venom goes.

 

Note that movesets aren't completely gone from #R, see Axl, Slayer, and I-No for notable properties/moves from Slash and AC.

I feel that while ky got seals added, venom lost his electric balls in exchange. ASW was like "why does the pool stick guy even have electric attacks let's give those to ky".

Just change the electric balls for grinder seals, and dubious curve for split ciel, pretty similar.

 

uhhhhhhhh ok? Venom can still set you on fire with Bishop Run Out and can warp space to summon objects and teleport. But electrifying a ball is weird?

Posted

I was just makin a lil' joke there, but I still believe that the mechanics for dubious curve and grinder seals are similar.

Also I didn't even know that bishop lits people on fire, I never see the damn thing.

Posted

Venom can still set you on fire with Bishop Run Out

 

 I never see the damn thing

 

Speaking of which, why aren't Venom players using it? It seems like a good super.

Posted

I'm rather rustled that on a lot of the gameplay videos on YT (ripped from stream) when people get their opponent who is in hellfire mode dizzy, they choose to just combo the person to death rather than doing the IK move.

Every time I'm like "Come on!"

When the opponent is at hellfire HP they can't shake off the dizziness during the time freeze for IK activation, can they?

I think they would rather just play it safe and kill them.

 

I always go for the IK myself though haha, sometimes they shake out in time.

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