BladeOfJustice7 Posted February 10, 2014 Posted February 10, 2014 Why does it do that anyway? Yeah I get the idea it's like blood kain but minus the health steal but it's still got merits...like the j.214k slam! If you're referring to why Sol gets knocked out of DI when sweeped, that's because it is a poorly designed power-up super, and it lasts longer the less health he has so they had to give it some glaring weakness. If you're asking why DI is made fun of on the wiki, that's because it's a poorly designed power up super that usually leads to your tragic death even when you're ont eh verge of victory, but you might occasionally get a fraudulent victory comeback. Anyways thanks for the DI info Elven. Looks like we'll be seeing more than 012 use DI now.
D.R.F. Posted February 10, 2014 Posted February 10, 2014 But bring a fraud is so gewd!:D that and ridiculing di is the most hilarious thing to read Sent from my SAMSUNG-SGH-I747 using Tapatalk
Lucalibur Posted February 10, 2014 Posted February 10, 2014 Don't worry, I'm sure ID is still going to suck 70% of the time unless the enemy can't burst during combos in ID.
Liminal18 Posted February 10, 2014 Posted February 10, 2014 (edited) http://shoryuken.com/2014/02/09/guilty-gear-isukas-steam-publisher-looking-into-providing-pc-versions-of-more-arc-system-works-fighters-fan-campaign-organized/ I am sure this is old news by now, but can't seem to find a thread for it. Kiss ltd (they brought Isuka to steam / PC) will contact arc system works about bringing Xrd to Steam along with accent core plus r and chromophantasma. "more titles" that involve fight sticks to steam. My bad if pseudo-petition / showing your support posts aren't allowed. Btw direct link to the kiss guy on steam: https://steamcommunity.com/app/267900/discussions/0/648817377547529367/ They are also in talks with French bread about under night in-birth localization for PC. Direct to kiss guys comments: http://steamcommunity.com/app/267900/discussions/search/?author=33598445 Direct quote: I would love to see calamity trigger on steam. So yeas shoryuken is claiming Xrd Kiss is saying BB CT. We'll see. Edited February 10, 2014 by Liminal18
HoudiniJr100 Posted February 10, 2014 Posted February 10, 2014 If you're referring to why Sol gets knocked out of DI when sweeped, that's because it is a poorly designed power-up super, and it lasts longer the less health he has so they had to give it some glaring weakness. If you're asking why DI is made fun of on the wiki, that's because it's a poorly designed power up super that usually leads to your tragic death even when you're ont eh verge of victory, but you might occasionally get a fraudulent victory comeback. Anyways thanks for the DI info Elven. Looks like we'll be seeing more than 012 use DI now. The latter is good, thank you. The former had ABSOLUTELY nothing to do with my question.
Pete278 Posted February 10, 2014 Posted February 10, 2014 Your question was 'why does it do that?' and then gave no indication what 'it' was, so he gave you two answers for the two possible 'it's.
D.R.F. Posted February 10, 2014 Posted February 10, 2014 Does it do what Sent from my SAMSUNG-SGH-I747 using Tapatalk
BladeOfJustice7 Posted February 10, 2014 Posted February 10, 2014 But bring a fraud is so gewd!:D that and ridiculing di is the most hilarious thing to read Sent from my SAMSUNG-SGH-I747 using Tapatalk Getting a fraud comeback via DI makes me want to hit my opponent with a car and cut my wrists vertically. Don't worry, I'm sure ID is still going to suck 70% of the time unless the enemy can't burst during combos in ID. I doubt that, I can see some of the designs of Ragna are bleeding into Sol, like Kudakero is sounding not only like a divekick (which it clearly is) but also similar to Belial Edge, since you can clearly AA both, but I'm guess (outside of DI due to the massive explosion) it's made to be a combo extender, particularly int he corner. I see DI becoming just as useful as BK throughout the BB iterations for Ragna. What with Tyrant Rave becoming hella strong in DI, along with the buffs he gets to all of his special moves this time around, and the fact that he's less gimmicky overall. http://shoryuken.com/2014/02/09/guilty-gear-isukas-steam-publisher-looking-into-providing-pc-versions-of-more-arc-system-works-fighters-fan-campaign-organized/ I am sure this is old news by now, but can't seem to find a thread for it. Kiss ltd (they brought Isuka to steam / PC) will contact arc system works about bringing Xrd to Steam along with accent core plus r and chromophantasma. "more titles" that involve fight sticks to steam. My bad if pseudo-petition / showing your support posts aren't allowed. Btw direct link to the kiss guy on steam: https://steamcommunity.com/app/267900/discussions/0/648817377547529367/ They are also in talks with French bread about under night in-birth localization for PC. Direct to kiss guys comments: http://steamcommunity.com/app/267900/discussions/search/?author=33598445 Direct quote: I would love to see calamity trigger on steam. So yeas shoryuken is claiming Xrd Kiss is saying BB CT. We'll see. Not a bad post but it's better for that to go in the AC forum since that has a higher chance of getting on steam than Xrd. I don't know why people want Isuka so bad of all GG iterations. But this doesn't necessarily have to do with Xrd. The latter is good, thank you. The former had ABSOLUTELY nothing to do with my question. ... Your question was 'why does it do that?' and then gave no indication what 'it' was, so he gave you two answers for the two possible 'it's. What he said. *Forum mind games and high level posts* Glad I answered your question though. Does it do what Sent from my SAMSUNG-SGH-I747 using Tapatalk What??? What's with people making posts with nebulous questions -___-
D.R.F. Posted February 10, 2014 Posted February 10, 2014 I didn't understand what he was asking after justice answered so it came out in a stupid looking question Sent from my SAMSUNG-SGH-I747 using Tapatalk
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 I played a bunch of matches yesterday against NOB's Sol and he was using DI a bit. He probably used it in about 4 or 5 rounds. I remember 2 or 3 times being cheesed out by Tyrant Rave chip damage. If you have low meter and low health and Sol has that move, you are pretty fucked. I was able to wait him out once and kill him after DI wore off and he was in tired mode. I think DI is still really gimmicky but it seems to be the strongest version of it yet and it might actually be useful this time around. Maybe not always the best use of meter though but I would expect to see it more often than previously outside of random Sol scrub play.
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 Elven, you said something about absorbing a projectile then I-no getting a free hit? If this is the case than I already feel better, I thought people would be able to absorb then jump out of any following pressure for 25%, which would be a shame because some of the projectile pressures in Guilty Gear were awesome and crazy. I'm not afraid of what BS is now, I am afraid of what it will become when we all know each other's setups. I know the general consensus is "Mix up your offense more", but generally these heavy handed solutions to defense lead into sf3 territory, where most of the offense is just low/throw because anything else will get parried. If I play dizzy (if she makes it someday), and all I get to do on knockdown is low/throw, I will be a sad camper. I wish on hit BS just knocked the opponent down close to you, giving you enough time to set up an offense of sorts, but no guaranteed free damage. I don't want the sort of chicken situation kenji talked about, that sounds lame. 25% meter is just too low for what they are talking about, you ALWAYS have 25% meter. Destin, so the reason why I-no can do this is because the follow up is a separate projectile and so the BS wont absorb it. It can absorb multi-hit ones but not more than one separate projectile. It IS possible to BS a projectile close enough to the opponent and punish. I absorbed a gunflame vs Sol about one character length away and was able to punish with Faust's drill kick. That doesn't stop Sol from canceling the gunflame though if he has meter. It isn't going to outright shut down projectile traps. The timing has to still be spot on for the person who is BSing and they most likely will need a good read. And even so, unless the are extremely close, most characters will find themselves having a hard time punishing with more than a single hit or a very very small combo, especially short range characters. It will help them to get in though. The game is not going to be reduced to nothing but low / throw. Keep in mind that you still have to BS low or high so BSing mixups won't be super free. The active window to BS is actually not very long. I had plenty of times where I tried to BS something in anticipation but I did it just a few frames early and ended up getting punished simply by the opponent continuing pressure and their attack coming out later than I thought. And as I said, I think BS combos are scaled and in a lot of scenarios, you won't find yourself being able to land an optimal damage combo off it, though I suppose it depends on the character and it also really depends on the position of you and the opponent when the BS connects. Your time to react to hit them when they are in the reel back state is also pretty short. You do not have time to run up and do anything. You don't even have time to do certain moves. Even Faust's 6HS seems like it could be cutting it short to hit in time. I once landed a BS and hesitated for a very small fraction of a second and when I went in for the punish, I got counter BSed because the opponent hit BS as soon as they reel back state wore off. It really is just another defensive option. People already change their offensive game up slightly when the opponent has 50% meter to dead angle or when they have a burst. It just makes it so that you have to proceed with a little more caution. Keep in mind BS is not possible on wakeup and that it also loses to throws and supers. I found myself attempting to use it much more often than most of my opponents. Not a lot of people were doing it often. Not that I was trying to over use it but I just wanted to test out the mechanic as much as I could and I found that I only consistently was successfully landing it against weaker opponents. Another thing to keep in mind is that when someone is put under really good pressure and don't have a good read or have a lot of time to react, their first instinct will most likely to block and FD. FDing seems to drain meter fairly fast. I want to say maybe even more than AC but don't take this as fact. In any case, if someone was planning to BS, they might find that it is n longer possible because they just burned a sliver of meter on FD and no longer have enough. The bottom line is that as of now, I don't think that BS is going to be extremely game breaking or change things very drastically. It is going to take a while to see how more top players implement it into their games and in what situations and match ups it seems useful in. I think that we will see it in matches more often than slashbacks though. One good example that I can think of where BS is useful is Faust vs Zato. For this matchup in AC, if I am in the air and Zato/Eddie is under me, one of my best ways to get back down safely is to use forcebreak pogo. Now that that is gone, my mobility options are quite limited. I can air dash and maybe float downward a bit slowly with FDC, maybe throw a bomb bag and I can try to come down with j.D, but for the most part, this is a very disadvantageous position for Faust because Eddie can easily air throw me or anti-air me with tons of stuff. Now that I have BS, I can at least try to counter when he super jumps and tries to catch me with a j.D, but of course I still need to be weary of air throws. It adds another dimension to the game but I think it is nice because we will probably find that it gives many characters more options to deal with situations where they would otherwise be put at a very bit disadvantage. tl;dr BS seems useful but not broken, but it is too early to say just yet for sure.
BladeOfJustice7 Posted February 10, 2014 Posted February 10, 2014 Thanks for your own personal input on DI Elven, what are your thoughts on Sol this time around. I found the changes they made to Ky, what with the grinders and 236d, really gave him what he always needed in terms of screen control. But Sol has always struggled to get in on both highly mobile characters like Millia and characters with strong screen control, like Axl/Venom. How is Sol looking this time around based off your exp playing a skilled Sol player like NOB?
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 Sorry for multiple posts but here is something else that you might find interesting. It shows very specific data in your profile on the Xrd site. For me... Number of times that I attempted a Blitz Shield 144 times Number of times that I landed a successful Blitz Shield 50 times Number of times that got hit by a Blitz Shield 3 times As you can see, I only landed it about 1/3 of the time. Though keep in mind that sometimes I just threw it out to test things as well so the real number should be a higher, but in any case, it should at least show that it isn't as free to land as some people may think. Also, out of 187 matches, Danger Time only happened 12 times. Keep in mind this is 187 MATCHES not individual rounds, so you can see that it is quite rare. If you go to the rankings page on the portal site and click on anyone's name, you can see a ton more very specific stats. I am not going to clutter the thread with all of them but go check them out if you want more specific data. If you can't read it, you can just use translate software and it should make sense well enough. Hopefully that is useful.
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 Thanks for your own personal input on DI Elven, what are your thoughts on Sol this time around. I found the changes they made to Ky, what with the grinders and 236d, really gave him what he always needed in terms of screen control. But Sol has always struggled to get in on both highly mobile characters like Millia and characters with strong screen control, like Axl/Venom. How is Sol looking this time around based off your exp playing a skilled Sol player like NOB? I think Sol is really solid in this game. He does high damage and his moves seem to have a lot of priority. I think Sol players will be happy.
RoBoBOBR Posted February 10, 2014 Posted February 10, 2014 How about Slayer, Elven? Is he closer to #re days, or AC days? He lost a ton of gimmicks and feints, did he get anything in return?
Bloodcrave Posted February 10, 2014 Posted February 10, 2014 I think Sol is really solid in this game. He does high damage and his moves seem to have a lot of priority. I think Sol players will be happy. music to my ears
BladeOfJustice7 Posted February 10, 2014 Posted February 10, 2014 I think Sol is really solid in this game. He does high damage and his moves seem to have a lot of priority. I think Sol players will be happy. Thanks for the feedback, The site updated. The characters have extra stuff in their page, I think it has to do with their role in the game's plot or something.
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 (edited) Any impression of M.O.M.? I actually played a lot of MOM... lol. It is sorta fun I guess. It has like this grid system and when you beat an opponent on one part of the grid you get medals and sometimes rare items. The medals can be used to buy stuff that allows you to use sub weapons. you can equip up to 4 at a time and they are used by pressing start as neutral or start plus 3 directions. Most of the items allow you to use other characters moves like fausts bomb, ky's stun edge, etc. The characters you fight have like multiple life bars and on the last life bar they glow red and have hyper armor and cant block. They also always have at least one sub weapon so it is kinda funny watch Slayer throw a stun edge or something like that. There are some original items too. If you have a card, it keeps track of your progress so that you can continue where you left off. I played it a lot mainly because it was the mode that allowed me to stay on the machine the longest between vs matches and I was also able to still test stuff out on the MOM opponents. Sparring mode is pretty basic... all you can do is choose which opponent and their difficulty level (level 1 they just stand there). You can't make them jump or crouch or block so it is hard to test specific things. As for Slayer, he seems OK I guess... I didn't fight Slayer as much as some other characters, just a few matches. I really have no idea how good his new stuff is yet. Just wait a few weeks until the game is out and you can see some vids and impressions from top Slayer players I'm sure. He seems more similar to reload Slayer though. Most characters are based on reload... Edited February 10, 2014 by ElvenShadow
Banoffee Posted February 10, 2014 Posted February 10, 2014 This is probably too specific but did you notice how air IB pushback works in Xrd? In X/XX it always reduces pushback to zero, which is nice for punishing bursts, bringer etc, but in one of the earlier loketest vids Zato air-IB's Greed Sever and gets pushed away as much as a regular block. Any change since that loketest?
ElvenShadow Posted February 10, 2014 Posted February 10, 2014 This is probably too specific but did you notice how air IB pushback works in Xrd? In X/XX it always reduces pushback to zero, which is nice for punishing bursts, bringer etc, but in one of the earlier loketest vids Zato air-IB's Greed Sever and gets pushed away as much as a regular block. Any change since that loketest? man.. I dunno, I would have to go back and specifically check with that in mind. In the heat of a match after like 180 matches you sorta forget little details like that.
youcanwonder Posted February 10, 2014 Posted February 10, 2014 R hanks Fenrir for the info and thanks bozac and everyone else for all the updates
TheRealBobMan Posted February 10, 2014 Posted February 10, 2014 If you're referring to why Sol gets knocked out of DI when sweeped, that's because it is a poorly designed power-up super, and it lasts longer the less health he has so they had to give it some glaring weakness. If you're asking why DI is made fun of on the wiki, that's because it's a poorly designed power up super that usually leads to your tragic death even when you're ont eh verge of victory, but you might occasionally get a fraudulent victory comeback. Anyways thanks for the DI info Elven. Looks like we'll be seeing more than 012 use DI now. Actually, I thought that it was that way so he wouldn't get completely ****ed. Waking up without DI is probably better than waking up into DI recovery animation if DI happened to end during the combo ending in Sol's knockdown, causing him to eat a 50% follow-up combo. As for glaring weaknesses, you have that cool-down animation, lose your meter when it ends, and are put into severe negative warning where 1 backash gives you negative penalty. It also ramps your dizzy up super high, so getting CH probably means you get dizzied into an IK. It's good for unconventional tactics leading to silly comebacks, chipping someone to death with gunflame / bandit revolver pressure, and in +R I think Sol can confirm it out of certain counter hits into a guarantee dizzy combo on the characters with low dizzy resist, but you better kill someone or you're probably dead.
BladeOfJustice7 Posted February 10, 2014 Posted February 10, 2014 @TheRealBobMan Oh yeah, I forgot about he negative penalty that comes with going backwards ever so slightly. I love how you used the words "unconventional" and "silly" when you really just mean *fraudulent* lol. I'm kinda hyped and worried that Heavy Day plays when Sol enters DI, is this still the case? Because I could grow to hate that song over time if it were still true.
Numbatisa Posted February 10, 2014 Posted February 10, 2014 Bedman looks badass. combining two of my favorite things, fighting games and sleeping. wish Ramletherl was playable.
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