king of heart Posted December 11, 2014 Posted December 11, 2014 Depends on the super. Dragon Install, for example, has a relatively long, YRC-able startup before superflash. So the longer pre-flash startup is, the more time you have to YRC. Now it's all about camera movement. It consumes meter at the moment the camera start moving.
Renly Posted December 11, 2014 Posted December 11, 2014 Got GGXrd yesterday and the online is pretty good. I get 2-4 frames lag in west coast area and 2-7 lag on east coast. I don't really know the combos but I get combo'd for days. Went 0-20 before I got a win but I'm getting better just need to get a fightstick because I can't do Zato combos with pad
synchronomanica Posted December 11, 2014 Posted December 11, 2014 hi guys, tell me pls what is the red circle that appears from time to time in GGxrd under the health bar ? thx ^^ Guard gauge. http://dustloop.com/guides/ggac/data/dast.html
youcanwonder Posted December 12, 2014 Posted December 12, 2014 So yeah,the gamestops here were selling Xrd yesterday. I wake up ready to go make my purchase when I'm told by a friend that the store was sent an E-Mail not to sell till tuesday. Well, excuse me while I silently weep elsewhere. I got mine today and so did quite if few others i know. Most of us in the fgc in omaha
Killerwatt Posted December 12, 2014 Posted December 12, 2014 You probably know A3 is playing Sin and enjoying him. Midrange character with a transport, big damage, those are some pretty Johnny style qualities I gotta say. But hey, mess around, you never know what you'll find. Hope to see you soon! Other players got their colors too (Ogawa color finally!) Thanks! Great to hear. Yes, I do hope to see you guys soon; once life settles down for me.
Uncivilized Elk Posted December 12, 2014 Posted December 12, 2014 Are these limited Xmas and PS+ colors coming to the West as well or no word about that?
NeoStrayCat Posted December 12, 2014 Posted December 12, 2014 Are these limited Xmas and PS+ colors coming to the West as well or no word about that? Not sure yet, but hopefully Aksys might say something about this hopefully soon.
Goldnail Posted December 12, 2014 Posted December 12, 2014 Not sure if it's common knowledge/been stated previously but setting a button to "play" and using it in challenge mode gives you a demo. Doesn't work in mission mode, sadly.
Aze Posted December 12, 2014 Posted December 12, 2014 Not sure if it's common knowledge/been stated previously but setting a button to "play" and using it in challenge mode gives you a demo. Doesn't work in mission mode, sadly. adding to the "not sure if it's common knowledge", you can hold right or left and press select to put yourself in either corner during practice mode.
OneSanitarium Posted December 12, 2014 Posted December 12, 2014 Maybe I'm over thinking this, but there are some wonky things in this game. First of all, I think throws are actually 1f in this game, and not 0f like in other games. I can only see this by plinking 6H~Start so I pause on the next frame, and before anyone is thrown, characters have an animation before the opponent is put into a thrown state and the burst bar is just starting to be crossed out. This is different from previous GG's where, and this can be tested through frame advance, if you input a throw the first frame where inputs are detected, they're instantly in the throw states. I've also not been able to get two throws to happen on the same frame. From my shoddy methods, I've gotten a freeze frame which looks like the 1f of a throw and the 1f of 6H happening at the same time. It also seems like the person who gets thrown is random. I totally can't get two Dusts to trade either, and I'm almost positive I'm getting them to start at the same time. Also random outcomes. If anyone has the ability to guarantee same frame inputs or whatever, I'd love to be told I'm just crazy or stupid.
Circuitous Posted December 12, 2014 Posted December 12, 2014 Maybe I'm over thinking this, but there are some wonky things in this game. First of all, I think throws are actually 1f in this game, and not 0f like in other games. I can only see this by plinking 6H~Start so I pause on the next frame, and before anyone is thrown, characters have an animation before the opponent is put into a thrown state and the burst bar is just starting to be crossed out. This is different from previous GG's where, and this can be tested through frame advance, if you input a throw the first frame where inputs are detected, they're instantly in the throw states. If the Burst icon is being crossed-out, I think it's safe to assume that the opponent is in a thrown state, even if the first frame of 6H is appearing.
TheRealBobMan Posted December 12, 2014 Posted December 12, 2014 OneSanitarium, what input devices are you using? Are they the same, or are you doing one set of inputs on an arcade stick and another on pad? I remember someone posting about input delay being different between different models of arcade stick. If we can rule that out, then the next step would be figuring out how to split an output so that it can be received by both players at the same time, sort of like an audio jack splitter. If there's the possibility of some strange goings on, maybe we could look into building a device that could do that. It'd be great to have around for general testing anyway.
Mumm-Ra Posted December 12, 2014 Posted December 12, 2014 I'm seeing it right now, I do it as OneSanitarium says and Ram has her arms up (NOT 6HS) like she can't believe this shit, and is about to grab Sol, but Sol is still in his idle animation, Burst is already crossed out though (it seems there's a little fade in instead of just appearing there like in older games), so even if there's an animation for throws I guess that once they go active the opponent is considered thrown, even if they still haven't been thrown?
OneSanitarium Posted December 12, 2014 Posted December 12, 2014 I'm just using one arcade stick and using the record/replay inputs over and over until I can find frames that I can verify would make sense. I couldn't get a throw on the same frame from using a Dualshock as P2 to get a throw at the same time either. I'm pretty confident in being able to do things at the same frame by getting two Fausts to have 5D come out at the same time, and at the first frame, assuming he still has the massive hitbox change at frame 1. Also, if you try to throw someone so it happens as they land, you can get that 'pre throw' or throw start up frame while the opponent is still in the air. It's probably only on the exact frame before they land though, since you don't get it if you input jump on the same frame. Oh, hey, speaking of Faust. I removed burst refill so I could do 6+HD macro to get a throw or a dust. You can see the first frame of his dust, and then the opponent gets thrown. If both Fausts use the macro, you see both go into the giant first frame of dust and someone is randomly thrown. Game is weird. edit: Yeah, the start up of the thrown probably consists of it being unescapable once it comes out, I was more using it as a way to start of talking about potential random nature of same frame throws. i.e. One character getting that frame with the other getting a normal, and then vice versa.
Soviet Bear Posted December 12, 2014 Posted December 12, 2014 http://www.arcsystemworks.jp/index.cgi?eid=1340 Patch notes. PS4 tomorrow and PS3 soon to follow.
Dudestory Posted December 12, 2014 Posted December 12, 2014 I really hope this patch address the lag, playing online just makes me so sad knowing a lot of people won't support a game with bad netcode
Soviet Bear Posted December 12, 2014 Posted December 12, 2014 From what I understand, there's an "improved networking" note there, so I guess they are addressing it? Gonna have to wait and see.
eliram Posted December 12, 2014 Posted December 12, 2014 dont know if this is a thing already but Ive never seen this posted, found a way to get a guranteed reversal blitz shield.https://www.youtube.com/watch?v=WdBQZsSJDlE
___Chester___ Posted December 12, 2014 Posted December 12, 2014 http://www.arcsystemworks.jp/index.cgi?eid=1340 Patch notes. PS4 tomorrow and PS3 soon to follow. Invite option for PS4 version, please.
Soviet Bear Posted December 12, 2014 Posted December 12, 2014 Invite option for PS4 version, please. They're adding it.
Circuitous Posted December 12, 2014 Posted December 12, 2014 So here's a thing. Throws only do their full listed damage if the opponent has some R.I.S.C. built up. Throwing them at neutral R.I.S.C. does about 7% less damage. This includes command throws, and even Heavenly Potemkin Buster. Each point of R.I.S.C. increases the damage, until full damage occurs at 5 R.I.S.C. (out of 100). There's no increase in damage beyond that.
Bido Posted December 12, 2014 Posted December 12, 2014 Patch notes also mentions the M.O.M mode crashes being fixed and graphics not being properly displayed is mentioned as well.
RoBoBOBR Posted December 12, 2014 Posted December 12, 2014 Circuitous, maybe that has something to do with throw damage being listed as 0,140,0 (buster). 0 part has some GB-, so damage part is prorated.
sren Posted December 12, 2014 Posted December 12, 2014 seems FAB as special guest w/ Kazu at http://www.twitch.tv/godsgarden
Circuitous Posted December 12, 2014 Posted December 12, 2014 Circuitous, maybe that has something to do with throw damage being listed as 0,140,0 (buster). 0 part has some GB-, so damage part is prorated. Could have something to do with it. Heavenly doesn't have a no-damage first hit and still gets its full damage from having a higher R.I.S.C. gauge, though. (Also it does 170 damage and not the 140 damage 4gamer lists, but that's another matter.) Edit: giving it some more thought, this is probably all it is. Looking at the frame data and found /all/ throws have a zero damage first hit. So I'm not technically wrong, I'm just not completely right. orz
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