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Posted

Usually, the US PSN Store updates at around 10AM-2PM PST (1-5 EST), It can update content any time from that time period.

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Posted

Sorry boys but I heard you can use NA dlc for a different region Xrd? That isn't true, right?

Posted

wasn't there a shitload of i-no's running around? They flocked to milia now? Who's next? Chipp then maybe zato?

I'm surprised by the lack of Ramlethals, I'm the only one I've seen (though I only do player match)

Posted

PS Stores varies in when they get updated. Generally in the afternoon however and usually no later than 3 or 4 PST. Though they've gotten significantly earlier and earlier in their store updated since PS4 launched.

Posted

Its the small things though, I just know coming from a KOF background Millia would appeal more to my background than other characters since movement is simple, and chainable short normals.  I could go on an entire tirade on why it makes sense for there to be more Millia players than Ram players, but I'll keep it short and say:  Comparatively, Millia is an easier character to execute effectively than other members in the cast.

Posted

I actually think she feels harder in Xrd compared to AC. Her new routes are super height and character specific, plus neutral is a whole different beast with pin and anti airs being nerfed. 

Posted

Ok, so I just tested out Tension Pulse (I think Japan calls it Tension Balance - I'm going by what I read on the wiki some time back).  This is a significant difference from my testing at E3, and consistent with what people have said since then (but much more drastic than the shown videos).  That little flash that moves through the tension meter actually correlates to how high your pulse is.  If I backdash till I get Negative Penalty, then wait ten seconds and start walking forward (waiting for the 80% proration to wear off), I'll get meter as expected.  If I hover dash with I-No after that, it'll take like maybe 8 full (regular, not upward) dashes in the corner (don't get meter for the dash unless it's moving toward the opponent) to build 25%.  At neutral pulse when resetting training mode, 2 full dashes in the corner gives 25%.  When I have my pulse at max I get like 20% for one full dash. Walking and jumping forward are affected as well (at neutral you get like 1/6 of a bar or around 4% for jumping forward).  As far as attacks go, STBT gives maybe 1/3 of a bar at neutral (expected - base value is listed as 2% for use +7.2% on hit), but with my pulse racing I get half a bar.  This is basically expected behavior when referring to how it was in AC/+R, except that instead of the meter flashing (subtle but we can always see it) now we have this little arrow that moves through the meter.  Maybe it's more obvious what it does, like with RISC compared to GB, but it gives us less information than before.  I could forgive that with RISC even though it kinda sucks (not having the meter tell you how much the hitstun and damage are scaling once RISC is gone), but I think that really sucks with tension.  If your pulse is really low, you wont see the arrow moving for a long time, like maybe 8+ seconds.  With it racing it'll be passing through your tension bar maybe every 2 seconds.

 

 

Something new though:  Negative Penalty might not be directly tied to Tension Pulse/Balance.  I'm finding that if I crank my pulse, then backdash until Negative Warning, then start moving forward again, my tension gain is around the neutral amount when resetting training mode, and it's relatively easy to bring it back up.  If I reset training mode and backdash until Negative Warning from that point, my tension gain is lower than the neutral value and it takes serious effort to bring it up.  It seemed like in AC/+R, if you got your pulse racing and then starting backdashing or playing defensive, it dropped sharply, and Negative Warning occurred when it was nearly flat-lining.  I guess I'd say it was a linear progression before, whereas now Negative Warning may just be a separately calculated thing?

 

 

*Edit*  Anyway, I haven't tested Instant Block outside of using it to crank the CPU's Pulse while he's just sitting there, so I can confirm that's still a thing.  I don't know if it raises you past your max threshold or not though.

 

*The Update*

So, I don't think IB raises your Tension Pulse past it's max threshold (which was character specific) anymore.  If it does, I can't tell.  It looks like Blitz Shield does raise Pulse/Balance, and it seems like it might be a little bit more than IB gives, though it might be the same amount.  It's difficult to test objectively, so I'd need to really sit down and hammer it out rather than do a quick n' dirty test like this.

Posted

Zato is always easy as fuck at low to mid level.  Just because you aren't doing Ogawa perfect shit doesn't mean you can't get stupid good offense just releasing K and mixing up high low.... 

Posted

Zato is always easy as fuck at low to mid level.  Just because you aren't doing Ogawa perfect shit doesn't mean you can't get stupid good offense just releasing K and mixing up high low.... 

 

Those Eddie moves do broken levels of damage at low tier. 1 hit does more damage than any newb could pull of in a single combo.

Posted

Zato is always easy as fuck at low to mid level.  Just because you aren't doing Ogawa perfect shit doesn't mean you can't get stupid good offense just releasing K and mixing up high low.... 

Thats the great thing about Ogawa though, he rarely goes for overly complicated stuff and just wins by playing a great basic zato game and knowing matchups. It's more the awareness he has with zato and the balance between his zato and eddie. Basically if you already play a basic zato, you can watch Ogawa and rarely ever say 'man, i'll never be able to execute that'.

Posted

Thats the great thing about Ogawa though, he rarely goes for overly complicated stuff and just wins by playing a great basic zato game and knowing matchups. It's more the awareness he has with zato and the balance between his zato and eddie. Basically if you already play a basic zato, you can watch Ogawa and rarely ever say 'man, i'll never be able to execute that'.

And he never use the kill combo even though can pull it off pretty easily but doesn't.

And I was wondering where can I see the console opening.

I keep getting the arcade one one the game starts.

Posted

And he never use the kill combo even though can pull it off pretty easily but doesn't.

And I was wondering where can I see the console opening.

I keep getting the arcade one one the game starts.

There's no console opening.

Which is totall bull. What the hell Arc? The song is there, even a simple montage would've been enough...

Posted

There's no console opening.

Which is totall bull. What the hell Arc? The song is there, even a simple montage would've been enough...

They should have saved it for the next version.

Wasted a great song!

Posted

They should have saved it for the next version.

Wasted a great song!

The most ridiculing part is that Big Blast Sonic is even mentioned in the credits as "OP song". That's a bad joke if I ever heard one.

Posted

While it feels odd that there's no console opening, the game is already visually amazing enough in the storymode that I forgive it.

Posted

Ok, so I just tested out Tension Pulse (I think Japan calls it Tension Balance - I'm going by what I read on the wiki some time back). This is a significant difference from my testing at E3, and consistent with what people have said since then (but much more drastic than the shown videos). That little flash that moves through the tension meter actually correlates to how high your pulse is. If I backdash till I get Negative Penalty, then wait ten seconds and start walking forward (waiting for the 80% proration to wear off), I'll get meter as expected. If I hover dash with I-No after that, it'll take like maybe 8 full (regular, not upward) dashes in the corner (don't get meter for the dash unless it's moving toward the opponent) to build 25%. At neutral pulse when resetting training mode, 2 full dashes in the corner gives 25%. When I have my pulse at max I get like 20% for one full dash. Walking and jumping forward are affected as well (at neutral you get like 1/6 of a bar or around 4% for jumping forward). As far as attacks go, STBT gives maybe 1/3 of a bar at neutral (expected - base value is listed as 2% for use +7.2% on hit), but with my pulse racing I get half a bar. This is basically expected behavior when referring to how it was in AC/+R, except that instead of the meter flashing (subtle but we can always see it) now we have this little arrow that moves through the meter. Maybe it's more obvious what it does, like with RISC compared to GB, but it gives us less information than before. I could forgive that with RISC even though it kinda sucks (not having the meter tell you how much the hitstun and damage are scaling once RISC is gone), but I think that really sucks with tension. If your pulse is really low, you wont see the arrow moving for a long time, like maybe 8+ seconds. With it racing it'll be passing through your tension bar maybe every 2 seconds.

Something new though: Negative Penalty might not be directly tied to Tension Pulse/Balance. I'm finding that if I crank my pulse, then backdash until Negative Warning, then start moving forward again, my tension gain is around the neutral amount when resetting training mode, and it's relatively easy to bring it back up. If I reset training mode and backdash until Negative Warning from that point, my tension gain is lower than the neutral value and it takes serious effort to bring it up. It seemed like in AC/+R, if you got your pulse racing and then starting backdashing or playing defensive, it dropped sharply, and Negative Warning occurred when it was nearly flat-lining. I guess I'd say it was a linear progression before, whereas now Negative Warning may just be a separately calculated thing?

*Edit* Anyway, I haven't tested Instant Block outside of using it to crank the CPU's Pulse while he's just sitting there, so I can confirm that's still a thing. I don't know if it raises you past your max threshold or not though.

*The Update*

So, I don't think IB raises your Tension Pulse past it's max threshold (which was character specific) anymore. If it does, I can't tell. It looks like Blitz Shield does raise Pulse/Balance, and it seems like it might be a little bit more than IB gives, though it might be the same amount. It's difficult to test objectively, so I'd need to really sit down and hammer it out rather than do a quick n' dirty test like this.

Good Job man. And thanks.

Posted

Ok, so I just tested out Tension Pulse (I think Japan calls it Tension Balance - I'm going by what I read on the wiki some time back). This is a significant difference from my testing at E3, and consistent with what people have said since then (but much more drastic than the shown videos). That little flash that moves through the tension meter actually correlates to how high your pulse is. If I backdash till I get Negative Penalty, then wait ten seconds and start walking forward (waiting for the 80% proration to wear off), I'll get meter as expected. If I hover dash with I-No after that, it'll take like maybe 8 full (regular, not upward) dashes in the corner (don't get meter for the dash unless it's moving toward the opponent) to build 25%. At neutral pulse when resetting training mode, 2 full dashes in the corner gives 25%. When I have my pulse at max I get like 20% for one full dash. Walking and jumping forward are affected as well (at neutral you get like 1/6 of a bar or around 4% for jumping forward). As far as attacks go, STBT gives maybe 1/3 of a bar at neutral (expected - base value is listed as 2% for use +7.2% on hit), but with my pulse racing I get half a bar. This is basically expected behavior when referring to how it was in AC/+R, except that instead of the meter flashing (subtle but we can always see it) now we have this little arrow that moves through the meter. Maybe it's more obvious what it does, like with RISC compared to GB, but it gives us less information than before. I could forgive that with RISC even though it kinda sucks (not having the meter tell you how much the hitstun and damage are scaling once RISC is gone), but I think that really sucks with tension. If your pulse is really low, you wont see the arrow moving for a long time, like maybe 8+ seconds. With it racing it'll be passing through your tension bar maybe every 2 seconds.

Something new though: Negative Penalty might not be directly tied to Tension Pulse/Balance. I'm finding that if I crank my pulse, then backdash until Negative Warning, then start moving forward again, my tension gain is around the neutral amount when resetting training mode, and it's relatively easy to bring it back up. If I reset training mode and backdash until Negative Warning from that point, my tension gain is lower than the neutral value and it takes serious effort to bring it up. It seemed like in AC/+R, if you got your pulse racing and then starting backdashing or playing defensive, it dropped sharply, and Negative Warning occurred when it was nearly flat-lining. I guess I'd say it was a linear progression before, whereas now Negative Warning may just be a separately calculated thing?

*Edit* Anyway, I haven't tested Instant Block outside of using it to crank the CPU's Pulse while he's just sitting there, so I can confirm that's still a thing. I don't know if it raises you past your max threshold or not though.

*The Update*

So, I don't think IB raises your Tension Pulse past it's max threshold (which was character specific) anymore. If it does, I can't tell. It looks like Blitz Shield does raise Pulse/Balance, and it seems like it might be a little bit more than IB gives, though it might be the same amount. It's difficult to test objectively, so I'd need to really sit down and hammer it out rather than do a quick n' dirty test like this.

Good Job man. And thanks.

Posted

You know why two of my newbie friends picked up Millia way back in 2008? Because you can mash S. Also, her new outfit is cute.

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