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Posted
Speaking of that, when does the HELL FIRE!! text appear? I've seen it on a screenshot of Faust performing a kanchou on I-No.
According to the notes for the second location test on GGXXWiki, when your life gets low enough that your remaining life starts flashing, your Overdrives get stronger. The "HELL FIRE" message is supposed to be an indication that the Overdrive being used is the buffed version.

While we're talking about UI changes, the "REJECTED!" message for a successful repel with Blitz Shield has already been mentioned, and apparently there's also a "JUST!" message for a successful Instant Block as well.

I also noticed that the Super Counter that occurs during Danger Time has been renamed Mortal Counter on the System page for the GGXrd website.

Posted
According to the notes for the second location test on GGXXWiki, when your life gets low enough that your remaining life starts flashing, your Overdrives get stronger. The "HELL FIRE" message is supposed to be an indication that the Overdrive being used is the buffed version.

While we're talking about UI changes, the "REJECTED!" message for a successful repel with Blitz Shield has already been mentioned, and apparently there's also a "JUST!" message for a successful Instant Block as well.

I also noticed that the Super Counter that occurs during Danger Time has been renamed Mortal Counter on the System page for the GGXrd website.

Thanks for the further specification of details

Posted
Yo for real. As it is now, that super should cost 100% tension imo

Would that help though? IIRC, activating IKs has never needed meter. All having meter when turning your Tension gauge into the IK gauge did was add more time for you to input the IK and once it ran out, you just lost health to compensate and could still activate the IK.

Posted
Would that help though? IIRC, activating IKs has never needed meter. All having meter when turning your Tension gauge into the IK gauge did was add more time for you to input the IK and once it ran out, you just lost health to compensate and could still activate the IK.

I think he means the super is so good that bedman shouldn't be able to use it as often.

Posted
I think he means the super is so good that bedman shouldn't be able to use it as often.

But then, even if it cost 100% Tension instead of 50%, the super is still incredibly good, yeah? Get hit by it at any point once Bedman has 100% tension (which isn't that hard to get), he activates IK and GGs.

Posted
But then, even if it cost 100% Tension instead of 50%, the super is still incredibly good, yeah? Get hit by it at any point once Bedman has 100% tension (which isn't that hard to get), he activates IK and GGs.

Yes destin is correct. Im saying that as it is now its too good. Better to change it as I previously suggested to be non easy dizzy state and just give a free combo. What I'm saying is, if they keep it as is, it should AT LeAST cost 100%

Posted

its basically a safer "IK" as it is, no? and a good one at that, being unblockable.

Posted
its basically a safer "IK" as it is, no? and a good one at that, being unblockable.

The point is that IK state activation is nearly instant so if the oppononet is dizzied they will die

Posted
Yes destin is correct. Im saying that as it is now its too good. Better to change it as I previously suggested to be non easy dizzy state and just give a free combo. What I'm saying is, if they keep it as is, it should AT LeAST cost 100%

Ah alright, gotcha chief. And you said the creature that is summoned during Bedman's super was unblockable? Yeah I can see how that would be bad and easy to land since it always seems to be summoned from behind the opponent.

The point is that IK state activation is nearly instant so if the oppononet is dizzied they will die

Wow. So does that make IKs semi-practical or is Bedman that got the sweet pass that makes it seem a lot more OP than it should be?

And of course, thanks for all the info.

Posted

Well currently, in XX series, Ky can activate and IK on a sick read against a whiffed burst.

So now that you can RC whenever, you probably going to get more of that from more characters, maybe even reactable?(????)

Posted (edited)

It's too bad you can't Burst during a Faint. Or at least enable Burst at all times when the opponent goes IK Mode.

Edited by Blade
Posted

Well, the only kinda feasible way I could think to balance the obviously IK focussed Bedman [near instant IK mode activation, seriously!] would really reduce the dizzy on the super, say like 20% of the way...so to get the IK setup, you'd have to push, hard and get a chunky as all hell combo into the beast. But against a squishy, stance focused character, learn to expect and out dance that super and he...by theory, be putty in your hands; afterall, not like characters have been getting really quite tasty buffs; and damage potential has gotten more aggressive.

Posted

So now that you can RC whenever, you probably going to get more of that from more characters, maybe even reactable?(????)

I never read anything about being able to RC during IK mode, because historically, you can't use anything meter related once you're in IK mode. So I don't know about all of that, unless there's something I missed.

Posted

I mean react to a burst, RC whatever it is that you are doing, activate IK, then IK them in their burst recovery.

Posted

Can you RC a burst? Can you RC Blitz Shield? Can you cancel into Blitz Shield like FDC?

When Bedman does the clone versions of his moves, does he actually animate too, or can he pull those out while doing other moves like Zato does with Eddie?

Also, I was thinking about it and Slashbacks probably wont come back as long as RCs slow down time. Now that we can cancel moves on startup and during active even on whiff, you could cancel a move > reactive slashback in time slow. Considering that RC slowdown seems to be one of the biggest mechanics changes, and a really damn cool one at that, I can't see them bringing back SB at all. It's a shame since it's a really useful tool and I thought it was good for gameplay, but whatever. I get the feeling that the time slow on RCs and the other RC changes will be fine.

We also have new oki options, since you could meaty an attack > RC right after they wake up. If they do a reversal, they're invincible and you RC the whiff > blocking (which is going to be yellow and only cost 25%?). If they blocked, you block confirm into a mixup with the time slow. If they get hit, you hit confirm into optimum damage with the time slow. This makes it easier to bait bursts and dead angles... I feel like they'll need to change some things around if I'm right. If any move on startup is a yellow cancel, any normal on hit is red, and any move in recovery is purple, you'd be able to bait dead angles, which cost 50%, for 25%, possibly on reaction. And because of the time slow, if you cancel to bait on prediction and they don't actually burst or dead angle, you can react to them not doing anything and keep going with your combo/pressure.

Posted

By chance has anyone notice if Sol still dodges low moves during his run animation when both his feet are in the air?

Posted
Thanks a ton for the Sol info. I'm curious how Dragon Install in air and ground recovery feels, like are you able to combo into activation then continue off certain starters? Probably wouldn't be too easy to test but either way thanks again for all the info.

Yeah probably you can.

I tried corner 5K > 6P > DI > 5K > 2HS

And it worked just like +R but 6P doesn't have that long untechable time.

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