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Posted

The only thing i dislike about YRC's is that it enables option selects, and option selects, i think, tend to water the complexity of a game down(burst option select being the worst offender). Otherwise, I think they're doing a really good job of putting more focus on the neutral aspect of the game.

 

Yeah I like this new RC system. Before it was like "dude your RC has to be BLUE not RED you fucked up!". Now with this system Purple is the "save your ass" color, and Red is basically the "confirm any hit into good damage" color, while yellow is the setup and gimmick color. Now each has its uses, I think it's good.

I do understand why some people would dislike the slowdown, but I've already gotten used to it (without even playing the game even).

 

I agree with all of this, it's just that i'd like my "extend pressure and combos" 25% meter option, too. The new cancel system is good, i just want to have a bit of what FRC's brought to the game and i'm sad that the option isn't there anymore.

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Posted

I haven't watched as much Xrd videos as of late, due to the relatively minimal high level Ky gameplay, but I haven't seen that much burst baits via YRC. It does happen, but not as often as people are making it sound. An whenever I see it, it usually gets people hype.

 

Correct me if I'm wrong.

 

Now if you excuse me, I'm about to *Dandy Step* out of here.

Posted

YRCs could also receive a bit less slowdown for future iterations while the RC slowdowns stay the same - I could see that happening. 

I hope they flat-out remove the ability to mash 3 buttons during a combo at 25 - 49% tension to bait bursts though. Any game that has you constantly mash the same input during a specific duration in case opponent happens to do X was designed poorly in regards to that scenario IMO. They could easily implement a system where you have 1 chance to do it during a combo string, and then if it didn't come out, you can't have that input register again (just for YRC) in the same combo string.
That or just make it impossible to YRC after the opponent begins to burst altogether. 

Posted

I hope they flat-out remove the ability to mash 3 buttons during a combo at 25 - 49% tension to bait bursts though. Any game that has you constantly mash the same input during a specific duration in case opponent happens to do X was designed poorly in regards to that scenario IMO. They could easily implement a system where you have 1 chance to do it during a combo string, and then if it didn't come out, you can't have that input register again (just for YRC) in the same combo string.

That or just make it impossible to YRC after the opponent begins to burst altogether. 

 

I don't really like those ideas, but if they made it so that you get RC during Bursts instead of YRC, that'd probably fix it in a way most people would be ok with.  Costs you 50% to bait a burst, same as before if you were going to RC, though the time slow will make it easier to not **** up.  That Burst Bait OS is the result of the "RC during opponent's hitstun/blockstun, PRC during recovery frames, else YRC" thing they came up with.  It gets the job done but it's inelegant.

 

 

Hey, you can't YRC Blitz Shield right?  I just thought about the scenario where you would be doing some block pressure and decide to go for a big slow move like Bandit Bringer, or might go for your 5D overhead (that'll leave a gap), or even might go for a trap like 2P > 6H with Pot (think they're scared of the tick throw and will try to backdash), and the other guy could IB > BS.  You can then YRC and punish them.  In some of those situations they couldn't IB > YRC because of the startup on YRC (not enough of a frame gap), so it could potentially make BS less useful.

 

Again, just theory crafting.  The game isn't out yet.  It's just another thing that might be an issue.  BS is cool but it seems pretty high risk, given that you waste 25% and get hit if you're called out on doing it wrong.

We know that you're invul from frame 1 with BS, but do we know on which frame BS telegraphs with the character changing color?

Posted

That Burst Bait OS is the result of the "RC during opponent's hitstun/blockstun, PRC during recovery frames, else YRC" thing they came up with. It gets the job done but it's inelegant.

That's not how it works at all, YRC range is on a per-move basis, some moves you can't even YRC during active frames and so on.

and option selects, i think, tend to water the complexity of a game down(burst option select being the worst offender). Otherwise, I think they're doing a really good job of putting more focus on the neutral aspect of the game.

Well known watered down fighting games Guilty Gear #Reload and Virtual Fighter for example.

Posted

Regarding YRC Wild Throw OS, it is possible to YRC before the throw becomes active if you input it too fast, and if you don't time it properly, you will PRC instead, so it's not foolproof. Still takes some practice to do. Plus if they do jump and you YRC, air throw may be guaranteed, but unless you have another 50% meter, you don't get a really big reward, so that reduces the cost effectiveness of it. If you have 50% meter or more, it may be better to just use regular throw/5K OS and then RC the throw for big damage if you succeed.

Posted

I doubt the air throw would be guaranteed in most situations.  You will either be at a similar level to air throw as you opponent, or you will be able to get an air jab out.  It's not a great situation, but I think the chances of guaranteed airthrows is fairly low. 

Posted

It's amusing to see even a top player like Ogawa refuse to block sometimes.

That match vs Roi, I assume? Was pretty whack near the end.

Posted

Well known watered down fighting games Guilty Gear #Reload and Virtual Fighter for example.

 

Sure. I think both (and any) of those games would be better off without them.

Posted

I don't know if anyone has suggested this yet, but there is a pretty simple way to remove the YRC burst OS without changing anything else.

programmatically, you define burst as 'not being in neutral' and the OS is gone.

Posted

I don't know if anyone has suggested this yet, but there is a pretty simple way to remove the YRC burst OS without changing anything else.

programmatically, you define burst as 'not being in neutral' and the OS is gone.

Then you won't be able to yrc when the opponent is mid attack.
Posted

Yes they will, I'm talking about a special case for burst only. This doesn't affect the properties of any other moves/ states.

then it's not really being in neutral state is it. it's just like what somebody else said a few posts ago, making burst an exception

Posted

Does anyone of you know whether the game will be available on PSN? I overheard a bunch of people who said that they will just buy US PSN credit and get the game that way (the way you would usually buy DLC). I was under the impression that you need a physical copy, ergo have to import it if youre european. If there's a way around having to do so I would really like to know. CBA waiting multiple weeks because customs needs ages to send out a notification again.

Posted

then it's not really being in neutral state is it. it's just like what somebody else said a few posts ago, making burst an exception

That's exactly the point, hence me using the words "define burst as 'not being in neutral'".

Didn't see that the idea had already been mentioned though.

Posted

That's exactly the point, hence me using the words "define burst as 'not being in neutral'".

Didn't see that the idea had already been mentioned though.

or you could, you know, just define burst as being burst and make it an exception.

i feel like you have a different definition of neutral state than i do and that's causing the miscommunication.

Posted

Burst will still be burst :p

I'll try and explain where I'm coming from.

For any given character frame of animation in the game, there will be multiple associated properties with it. Whether it is hit invincible, throw invincible, locations of hitboxes, hurtboxes etc. Burst for example is hit invincible but not throw invincible.

There is another property which I am referring to, about whether or not the frame of animation counts as being in a neutral state or not, which is used to determine whether or not the opponent can YRC. In this context, neutral state is pretty much everything except being in hitstun, blockstun, or grounded (there may be a few others; stun, blitz?).

Burst, at the moment, counts as being in neutral state. Hence the opponent being allowed to YRC.

So yes, like you said it would be an exception to the rule; the rule being that even though the opponent isn't in hitstun / whatever during burst, they are technically not neutral, as to not allow the opponent to YRC.

Posted

Sure. I think both (and any) of those games would be better off without them.

You are obviously not getting the joke here so let me try again.

Well known watered down fighting games <every single fighting game ever>.

There are dozens and dozens of different kinds of option selects and they've been around in basically every fighting game since Street Fighter 2. Suggesting that they 'water down' any particular fighting game is pretty ridiculous considering they are a core aspect of some very, very good ones. Some times they are degenerate and bad for the game, sometimes they're good for the game and make it more interesting.

Unless you're trying to suggest that Super Turbo is a heavily watered down fighter considering how many OSes are in that.

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