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Posted

I wonder if with this new YRC info, maybe Eddie Zato has some extra YRC potential after all? It was said at the previous loketest that he couldn't YRC drills, but with this new change does that mean he can now?

edit- guess I missed the part where it was said it wasn't universal, my bad. Still, I wonder...

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Posted

I'm sure Rabletherl will be playable some time after the Arcade Release. It's like with how they delayed the unlocking of Nu, Mu and Izayoi in CP.

Posted
big post don't want to clutter with.

Thanks for the info. I think it scaling already makes me feel a bit better about it (if it had dead angle scaling I would have little problem). The thing is I really like some of the strings people came up with, so I hope those don't go away from fear of BS. It is definitely a mechanic that if decent, will get stronger as the game progresses and the flow is learned. I didn't really mind dead angle that much because it took a bunch of meter and generally didn't lead into much.

Like, if I knocked someone down in the corner with venom, jump K'd a ball into them, then went for a high low mixup, could they just BS the ball and then air throw me? Is gunflame going to be largely useless at range if the opponent has 25% and you don't? I think I am old ST fashioned in that I like some of the more 'canned' strings and pressures. Sometimes I think, well your ass got knocked down in the corner sol, now you have to try and deal with BR spaced pressure or some shit. Maybe I am mentally thinking it is too strong, though SB definitely had a huge impact on how I played against drew.

Posted (edited)
@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.

In battle there are conventional tactics and unconventional tactics. As DI is not some sort of "always use this because it's the best option" type of ability, it doesn't break the game, so there's nothing fraudulent about it. Sometimes that sort of high risk bullshit lets a player beat someone that otherwise is more consistent and skilled at the majority of skills tested by a game, but let's not be scrubs and complain about SCV rushing or other absurd tactics when they do work. It's super entertaining when you're not the guy that lost, and if you lost you should have practiced against the unconventional more.

But yeah, supreme bullshit is what Sol is all about. :yaaay:

*Edit*

Is gunflame going to be largely useless at range if the opponent has 25% and you don't?

Couldn't you like... confirm that they waited for the GF to get close enough to block with BS and then hit them low? Or, if you're still in recovery, aren't they too far away to get anything worthwhile off of spending that meter? How is this any different from simply blocking it? Also, blocking it is probably sub-optimal at that range anyway. Not sure about other characters, but if you're dumb enough to use a non-FRC'd gunflame as Sol vs I-No, she gets to Sdive at you for a 30-50% combo. Other characters probably have options to get around it and punish your recovery too.

Edited by TheRealBobMan
Posted

i think we still need more system specifics before we can make any sort of informed judgement. like does a successful BS put you in azrael growler state? or is it a frame 1 autoguard that is affected by projectile hitstop meaning you are still vulnerable later in the BS animation?

the other thing is someone mentioned YRC'ing to bait BS but since RCs freeze time wouldn't your BS input get eaten? kinda like, uh... king's slide in kof13. you can delay the fireball so the gc roll eats your input. if true this kills situations like when pot gets the jump on you and all your buttons lose to j.D. or maybe it's like BB super freeze?

Posted
I wonder if with this new YRC info, maybe Eddie Zato has some extra YRC potential after all? It was said at the previous loketest that he couldn't YRC drills, but with this new change does that mean he can now?

edit- guess I missed the part where it was said it wasn't universal, my bad. Still, I wonder...

speaking of which, the whole deal with yrc seems kinda convoluted. i.e. no really clear rules on when you can do it and exceptions to go along with it. it sounds sort of like frc's except you cant do them in 'certain' situations. though i suppose its only prerelease, maybe itll make more sense to me later

Posted
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.

I imagine this will be an option that can be toggled in the console release, but I look forward to hearing it a lot none the less.

Well, with my main out I'm not sure who I'll be playing when this game comes out. Sol, Faust, and Slayer are all characters I'm familiar enough with that I could adjust easily to their new styles, but I'm considering trying out Zato. I've been mashing Eddie a lot in my AC+ survival runs lately, and it seems like an interesting challenge to master the button hold/release technique required to play him efficiently...

Posted

I'm not sure, I don't want to sound super pessimistic or anything, I am 140% hype for this game. Honestly, assuming there is significant proration on BS, it doesn't sound that bad. Even if I overall end up thinking it's not a great mechanic for the game, I don't think it's going to make or break it at this point.

Posted
speaking of which, the whole deal with yrc seems kinda convoluted. i.e. no really clear rules on when you can do it and exceptions to go along with it. it sounds sort of like frc's except you cant do them in 'certain' situations. though i suppose its only prerelease, maybe itll make more sense to me later

yeah despite the complaints against frc's etc. being an artificial wall/ deterrent for new players at least the rules behind RC's/FRC's were very simple to understand. it seems like by trying to simplify that system they've kind of made it a lot more arbitrary and needlessly complex. maybe they could have just made frc windows quite a bit larger or something.

of course i dont want to pass judgement too soon because i havent even touched the game or seen much of it even.

Posted
yeah despite the complaints against frc's etc. being an artificial wall/ deterrent for new players at least the rules behind RC's/FRC's were very simple to understand. it seems like by trying to simplify that system they've kind of made it a lot more arbitrary and needlessly complex. maybe they could have just made frc windows quite a bit larger or something.

of course i dont want to pass judgement too soon because i havent even touched the game or seen much of it even.

I still say that they should have just made the execution easier by giving it a special command or buffering.

Of course, FRCs were often incredibly powerful and tended to overshadow regular cancels and other 50% meter options.

Posted

One thing that i find hilarious of the new RC system is that many people who complained of AC adding FRC to "everything" are happy with YRC who are on everything minus 2 or 3 moves :v:

Hilarious i tell you :toot:

Posted

So everything's red RC if the opponent is on blockstun? Even proyectiles? Doesn't that make Gunflame kinda shitty for pressure? I'm disliking that change tbh.

Posted
One thing that i find hilarious of the new RC system is that many people who complained of AC adding FRC to "everything" are happy with YRC who are on everything minus 2 or 3 moves :v:

Hilarious i tell you :toot:

From my understanding YRC's are signficantly easier to perform than FRC's, so yes it makes sense for that to happen. ACR just made GG even more complex to get into for new players, with even more FRC's to master, which they did in the name of rebalancing the game.

Posted

I feel I should point out the possibility that most of the confusion regarding the seemingly arbitrary rules behind what can and cannot be Yellow Roman Canceled might be attributed to players not understanding the conditions of Yellow Roman Cancel itself. Early reports that "X move cannot be YRC'd" could easily have been erroneous if the player testing it always did it in a situation where the opponent was in blockstun or hitstun. I'm not saying this is necessarily the case, but it could be a lot more clear cut than we think.

Posted

Maybe I'm wrong but I could have sworn that YRC law is:

-Has to be executed before the recovery frames of a Special move

-Enemy has to be in a neutral state

Posted (edited)
From my understanding YRC's are signficantly easier to perform than FRC's, so yes it makes sense for that to happen. ACR just made GG even more complex to get into for new players, with even more FRC's to master, which they did in the name of rebalancing the game.

LMAO, the complex excuse is always funny.

As long as the players keep mystifying GG as a hugely complex game the newcomers will keep believing it, the game has its share of complex stuff like any other game, i say its complexity is way overrated and is not more complex to learn than MVC3 for example, which gets a descent share of new players.

I feel I should point out the possibility that most of the confusion regarding the seemingly arbitrary rules behind what can and cannot be Yellow Roman Canceled might be attributed to players not understanding the conditions of Yellow Roman Cancel itself. Early reports that "X move cannot be YRC'd" could easily have been erroneous if the player testing it always did it in a situation where the opponent was in blockstun or hitstun. I'm not saying this is necessarily the case, but it could be a lot more clear cut than we think.

i thought that it was explained clearly on the site that is only during the initial frames before the move becomes active.

With some few moves like the VV and the Invite to Hell being impossible to YRC

Edited by Hecatom
Posted (edited)

So basically, for low-cost projectile pressure you need a gap in the string. You need to do the RC after they leave blockstun from your previous move, but before the projectile hits. Seems like smart design. Remember that projectile-based pressure is resistant to Blitz Shields, since your opponent can only absorb your projectile, not put you into the blowback state. Also, depending on the pressure setup, the window might still be very tight. I myself would rather not have YRCs and would rather some moves just have a "Blue RC" tag that makes them always cost 25% to RC and RCable on whiff, but this does seem interesting. We'll see. At any rate, nicer than FRCs.

Edited by HolyOrderChipp
Posted

I wonder if they still have the retarded YRC on the backdash, that shit doesn't make sense.

Posted

That is a good question, i would assume that the same rules for blocking applies, where mids can standing or low BS but perhaps is different

Posted
I wonder if they still have the retarded YRC on the backdash, that shit doesn't make sense.

How so? isn't is reinforcing a defensive option at the expense of meter?

Posted

You couldn't YRC but you could RC.I remember from impressions that backdash RC was really strong as you cancelled out recovery AND due to the slowdown you could maybe make a counterplay on your opponent.I also remember they were taken out after the first loketest.

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