shtkn Posted November 14, 2013 Posted November 14, 2013 you can see it quickly performed three times in this video, it's pretty short http://youtu.be/0Q9FYo5_nN0?t=2m4s
king of heart Posted November 18, 2013 Posted November 18, 2013 (edited) Wait, it's shorter? I thought this thing was a significant fraction of a second. Well that's what i meant when i said shorter Also the damage is pretty high compared to AC+R but kinda similar to #R Edited November 18, 2013 by king of heart
TheRealBobMan Posted November 18, 2013 Posted November 18, 2013 Oh, thought of another I-No question for the guys that were there. Does the follow up to HCL track the opponent's location in any way, or is it always at right about the max horizontal range of the move? Did you see anyone cancel the follow up? I'm wondering if it'd come out yellow or red/purple, or if you just can't cancel that move.
ElvenShadow Posted November 19, 2013 Posted November 19, 2013 Oh, thought of another I-No question for the guys that were there. Does the follow up to HCL track the opponent's location in any way, or is it always at right about the max horizontal range of the move? Did you see anyone cancel the follow up? I'm wondering if it'd come out yellow or red/purple, or if you just can't cancel that move. Comes out right over them. Don't know cancel info.
Dreiko Posted November 19, 2013 Posted November 19, 2013 I have checked back 30some pages but no mention so I'll have to ask. What about Slayer's BBU? Is it not in the game? I saw some vids with him used by actual people but nobody did it. If you've done it or seen it, I'm interestead in hearing opinions about it. Pilebunker seemed somewhat underwhelming in range and effect so I hope it's not the same story here too.
Rhannmah Posted November 19, 2013 Posted November 19, 2013 all forcebreaks are gone from the game, the moves on them along with it
Dreiko Posted November 19, 2013 Posted November 19, 2013 Oh... They're...bringing em back eventually though right? This is like, a temporary loctest thing, right? Have they officialy stated that they're cut?
TheRealBobMan Posted November 19, 2013 Posted November 19, 2013 They could always add them back in, but it seems unlikely since they're not listed in the move lists. I would think that they're building the game with whatever moves they want, so there's no real reason to add moves in later. They'd already be in if Arcsys was intending for them to be a part of the game balance. Some characters got all new moves, and some had moves removed that weren't forcebreaks. I think they also mentioned in interviews that they wanted to add more emphasis on the Roman Cancel mechanic. Removing moves that cost 25% to use seems like a way of doing that.
Ronove Posted November 19, 2013 Posted November 19, 2013 (edited) Oh... They're...bringing em back eventually though right? This is like, a temporary loctest thing, right? Have they officialy stated that they're cut? They haven't officially stated that but at the same time they've said that the game is #R based rather than AC based so it's pretty unlikely that we'll be seeing forcebreaks in Xrd. Besides, there's already a lot of new mechanics that use meter, so forcebreaks would probably be a tad too much (and mind you that I'm not glad that Millia lost her FB Pretty Maze), even taking into account that the game is supposedly intended to attract new players. Edited November 19, 2013 by Ronove
Dreiko Posted November 19, 2013 Posted November 19, 2013 Welp, I see. Honestly, I think roman cancels would scare people off way more than force breaks lol. Take Slayer's BBU for example, people who couldn't do links for crap still do BBU 4 times in a row and they could do footsies and mixups. I feel losing that, he's actually considerably LESS beginner friendly lol. In the end, this is a new game so I'll just have to wait and see how it works I guess. Having never played Reload isn't doing me any favors either since when people liken it to it all I see is a big question mark inside smoke, lol.
FattMatt1887 Posted November 19, 2013 Posted November 19, 2013 Yeah I pretty disappointed with it's removal, I found AC Slayer much funner to play than #R Slayer, primarily because of that forcebreak, but I'm willing to see what new places they take my favorite character.
Luminos564 Posted November 19, 2013 Posted November 19, 2013 In the end, this is a new game so I'll just have to wait and see how it works I guess. Having never played Reload isn't doing me any favors either since when people liken it to it all I see is a big question mark inside smoke, lol. Well, I never got around to playing #Reload either but it's not that big a deal. If you've already played the past GG, then chances are you got your foundations down and will adapt to the new stuff very quickly. Kinda like riding a bike, only this time you removed one part from it in favor of another. Come to think of it, if you play ASW fighters in general, then I think you'd be alright.
LeonD Posted November 19, 2013 Posted November 19, 2013 (edited) Nah.... Slay's Good Ol' Damage is back so I pretty much don't care about the loss of his BBU.... like 6HS for half a heatlth bar, lol! And Millia isn't quite a loser even if her FB rings are lost! PS: still being one of those GG Reload Online Players! Edited November 19, 2013 by LeonD
Orrax Posted November 19, 2013 Posted November 19, 2013 (edited) Slayer was way easier to play in #Reload than in AC, imho. He had a lot fewer links to worry about, and a lot of his combos weren't very difficult. Bite loop and BDC took some timing, but the rest of his stuff wasn't too hard from what I recall. As someone who has played both AC and #Reload extensively, I'd actually say a lot of characters were simpler and easier to play in #Reload. There are some exceptions, but that's the general trend. And Millia was really damn good in #Reload (top 3 with Eddie and Jam above her), so losing her FBs isn't necessarily a detriment. Edited November 19, 2013 by Orrax
Amadeus46Art Posted November 19, 2013 Posted November 19, 2013 Jam's BIG threat though was her damage I thought? Nothing like losing 80% of your life cause you didn't block a 5D... But yeah if Jam is in Xrd I'm kinda worried about not giving her AC 6H, and even more worried about Choujin/236P special move. They're both really handy for her. But we'll see, first she needs to get in the game.
Orrax Posted November 19, 2013 Posted November 19, 2013 (edited) Jam had big damage in #Reload off of almost anything as long as she had 50% and a charged dragon kick (which did 100 damage by itself). Her normals were also better in general (particularly j.H's hitbox and 5K's plus frames), and she had no proration on her throws. Oh, and puffball super had tons of invulnerability and was almost impossible to punish as well. So, yeah, if Xrd Jam is anything like #Reload Jam, I wouldn't be too worried about losing 236P or AC 6H. Edited November 19, 2013 by Orrax
DeadlyCreampuff Posted November 20, 2013 Posted November 20, 2013 Jam had big damage in #Reload off of almost anything as long as she had 50% and a charged dragon kick (which did 100 damage by itself). Her normals were also better in general (particularly j.H's hitbox and 5K's plus frames), and she had no proration on her throws. Oh, and puffball super had tons of invulnerability and was almost impossible to punish as well. So, yeah, if Xrd Jam is anything like #Reload Jam, I wouldn't be too worried about losing 236P or AC 6H. It also won't hurt to get back no card kick specials canceling into each other Looking forward to seeing Xrd Jam, really curious what she loses and potentially gains with all the new stuff showing up.
Kitsoru Posted November 20, 2013 Posted November 20, 2013 It also won't hurt to get back no card kick specials canceling into each other Amen to that.
LionHeartx Posted November 20, 2013 Posted November 20, 2013 AC being my first GG I dont know how I'll cope with the loss of Jackhound. In previous versions did Johnny have anyway of doing damage from max range without lvl2 mist finer? It's just such a huge part of his game for me. Maybe they'll give it to him as a normal special move like in Slash? (lol)
4r5 Posted November 20, 2013 Posted November 20, 2013 (edited) AC being my first GG I dont know how I'll cope with the loss of Jackhound. In previous versions did Johnny have anyway of doing damage from max range without lvl2 mist finer? It's just such a huge part of his game for me. Maybe they'll give it to him as a normal special move like in Slash? (lol) Land a CH, or RC a non CH. But most cases you'd either be comboing to coin, or using the hit to setup for a throw>coin or counter counter-throw bait. edit: oh, hey. remove forcebreaks and the red cancels come back edit2: oh man, relying on counter hits, what ever happened to that? Xrd, please!! Edited November 20, 2013 by 4r5
STenSatsu Posted November 20, 2013 Posted November 20, 2013 I think #R Johnny mainly relied on x>5h>623h>h>frc with JI in there somewhere to start his damage. Been a while since I played #R though.
Amadeus46Art Posted November 20, 2013 Posted November 20, 2013 Give Xrd Jam a low parry lol Also wasn't Jackhound just a normal special before AC? You wouldn't really lose it I thought.
LeonD Posted November 20, 2013 Posted November 20, 2013 (edited) Give Xrd Jam a low parry lol Also wasn't Jackhound just a normal special before AC? You wouldn't really lose it I thought. LOL low parry = 5213 AAAAAAAAnyhow, I would be delighted to see Johnny's Jackhound Ver. Slash! Edited November 20, 2013 by LeonD
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