Hintalove Posted March 5, 2014 Posted March 5, 2014 I'd just like to address some of the talk about meter options/use. Yes, fd push block is really strong. The thing you have to remember though is it kills your meter fast. If you start fdi g a string with 25% meter you'll probably run out by the end of the block string. Your opponent can also blow meter to stay in on you after you run out of meter to pus him out. I think things feel pretty normal. Maybe fding burns bar a little faster than ac. Regarding the new rc system, you have to keep in mind that while 25% Meyer uses to extend combos might be gone, RCA are insanely powerful. The time slow is insane. You can get a strong combo off pretty mush any hit. If I rc vapor thrust I have time to land and run over to catch you in a combo at mid screen because of you slowly arcing through the air. You can even combo into 5d because of the slow down off most things. Even doing something as simple as yrcing an air stun edge gives me a chance to see exactly what you're doing and move accordingly. I wouldn't mind getting frcs back, but I definitely don't feel like I miss them specifically.
TheRealBobMan Posted March 5, 2014 Posted March 5, 2014 yeah the new guard bar confuses me a bit. maybe not the guard bar itself but the moves that affect it and what a cranked guard gauge does to damage/scaling. i saw a venom charge up a stinger almost all the way and on block it hardly raised the bar at all . so maybe projectiles in general dont raise much bar? of course we know that little eddie doesnt anymore. that said i know that some of faust's items raise a ton of guard bar. he and slayer seem to be the characters who can consistently do that. how that affects their damage i have no clue. i have a lot of little gripes with Xrd but i do think that its a solid platform to build from. mostly i just wish that things were a bit clearer and better communicated ie: the guard bar/health bar. i also still get the feeling that the screen is a bit cramped but thats probably just me. Most projectiles didn't build meter in AC (moves that counted as projectiles like I-No's f.S did, whereas things like Stun Edge or Note didn't). In +R we got some special cases like FB-Note that build meter. Seeing projectiles barely build up the guard bar seems really reasonable to me to prevent things like Pdive knockdown > 5hit note oki > 80% combos for 25% meter in the corner, which I saw Koichi do in Slash. Also, I'm pretty sure I saw Eddie's drill build a little bit of guard bar in Xrd, though that might have been from loketest footage? I can't remember now. Then you have to factor guard balance, which is a mechanic that few people seem to even know about, and even then it's not very well understood. I wouldn't be surprised if it's still in Xrd. It affected how fast the guard bar builds up for each character at the very least, and I think had some other effect. Then, we don't know how much each move builds the RISC gauge yet, or if there are still mechanics in place to reduce RISC building. I didn't know about it until recently, but the guard bar goes up by only 50% if you block string one move into another without gaps. This makes frame-traps a little more worth using, and also adds a negative to instant blocking. Hell, when you do see the RISC gauge built up, there might be unknown proration values on whatever started the combo. We have a lot of unknowns at the moment. Give it some time. Not everyone has the QA-Tester mentality of thoroughly testing new mechanics in every way possible, or testing old mechanics for changes. Eventually a MOOK will come out with hard data, and eventually we'll get some footage of players experimenting more, or tournament footage with the results of their experiments.
reaVer Posted March 5, 2014 Posted March 5, 2014 Xtra_Zero plays Xrd. You can see it with characters like Millia, May and Potemkin, they get in and can barely hit a couple of times (on block *FD* or hit) before being out of range. I've done tests in AC and regular guard gives less pushback than a hit, yet a FD gives more pusback than a hit. This is something you can abuse with Sol jumpins where if the player is greedy, you can block jS, get hit by 2K and have Sol whiff the 2H where you can whiff punish. My experience with AC is that 3 hits from OS on FD puts the opponent out of range for any subsequent attacks (string used was 5K-S2S). Furthermore it seems that all of Sol's basic combos are still intact (which wouldn't be would the general pushback have increased). So it might be that the characters you mention suffer from increased pushback, but that would be a character specific nerf rather than a change in mechanics.
RoBoBOBR Posted March 5, 2014 Posted March 5, 2014 when does CH pile cause tumble? - it does so midscreen.
DaiAndOh Posted March 5, 2014 Posted March 5, 2014 Dark Angel cranked guard in before AC.... ?? Dark Angel has always cranked guard. Even now. ....well that's just silly now!
mof0nzo Posted March 5, 2014 Posted March 5, 2014 maybe it's just cause i'm a new guy, but i have watched a decent amount of GG and this is the first game i've seen where people get timed out >___> i hope it's just scrubs and not a sign of things to come
STenSatsu Posted March 5, 2014 Posted March 5, 2014 Almost always happens at the beginning of a new game. People still getting used to the new systems for combos and creating openings. Even Marvel went through the same thing.
axel Posted March 5, 2014 Posted March 5, 2014 http://www.nicovideo.jp/watch/sm22981559 At 8:24, would it be possible for FAB to activate and land his IK after RCing the Giganter Bullet?
Henaki Posted March 5, 2014 Posted March 5, 2014 maybe it's just cause i'm a new guy, but i have watched a decent amount of GG and this is the first game i've seen where people get timed out >___> i hope it's just scrubs and not a sign of things to come this happens in every combo heavy game when people don't know real combos.
GreasyGyro718 Posted March 5, 2014 Posted March 5, 2014 http://www.nicovideo.jp/watch/sm22981559 At 8:24, would it be possible for FAB to activate and land his IK after RCing the Giganter Bullet? Yes.
RoBoBOBR Posted March 5, 2014 Posted March 5, 2014 No. Giganter is 50%, RC is another 50%. IK activation is instant ONLY when you have 50% tension (or more), and it consumes those 50%. Regular activation (free one) is slow, so it wouldn't combo.
TAI-X Posted March 5, 2014 Posted March 5, 2014 this happens in every combo heavy game when people don't know real combos. Unless it's SFxT, where timeouts happen nearly every single match no matter how good the players are.
D.R.F. Posted March 5, 2014 Posted March 5, 2014 Unless it's SFxT, where timeouts happen nearly every single match no matter how good the players are. Gee Gee Sent from my SAMSUNG-SGH-I747 using Tapatalk
Pichy Posted March 6, 2014 Posted March 6, 2014 this happens in every combo heavy game when people don't know real combos. It's also been known to happen in Bridget-heavy games.
Xtra_Zero Posted March 6, 2014 Posted March 6, 2014 It's also been known to happen in Bridget-heavy games. Xrd doesn't have Bridget, so we're fine right? ... right???
Appledash- Posted March 6, 2014 Posted March 6, 2014 Oh geez, Bridget in HD is going to be amazing/really weird Sent from my RM-917_nam_usa_100 using Tapatalk
mof0nzo Posted March 6, 2014 Posted March 6, 2014 yo one of you guys blessed enough to be in Japan right now, ask someone on stream / recording set-up to play Chipp. someone fly in samitto or endou or somethin gatdamn i'm too impatient.
Sanger Zonvolt Posted March 6, 2014 Posted March 6, 2014 Xrd doesn't have Bridget, so we're fine right? ... right??? I'm sure he will be the first added into the console version.
Stellarcircle5 Posted March 6, 2014 Posted March 6, 2014 I'm sure he will be the first added into the console version. That's a good point to make. He definitely seems like one of the characters Arcsys would add down the line. Jam, Baiken, and Johnny also come to mind.
BladeOfJustice7 Posted March 6, 2014 Posted March 6, 2014 yo one of you guys blessed enough to be in Japan right now, ask someone on stream / recording set-up to play Chipp. someone fly in samitto or endou or somethin gatdamn i'm too impatient. Speaking of which, I haven't seen any prominent Chipp players at all. I know Endou has a fairly high RR, but I haven't seen Samitto at all. Is he still calling it Xturd or does he like the game?
Xtra_Zero Posted March 6, 2014 Posted March 6, 2014 Speaking of which, I haven't seen any prominent Chipp players at all. I know Endou has a fairly high RR, but I haven't seen Samitto at all. Is he still calling it Xturd or does he like the game? Not really sure why, either. He seems pretty decent this time around, despite being slower.
Destin Posted March 6, 2014 Posted March 6, 2014 I always found May's slowing down the match a lot in older games.
qwerty Posted March 6, 2014 Posted March 6, 2014 I'm still trying to figure out what they did to 6P's in this game. Sol, Ky, and Venom's (possibly others as well) 6P have like no vertical hitbox at all. But the really weird thing is that 6P usually won't lose to jump ins, it'll just cause both moves to whiff. Zato's 6P doesn't seem to have this issue, so I'm lost on any reasoning for this.
youcanwonder Posted March 6, 2014 Posted March 6, 2014 Has anyone heard of air grabs having option selects again?...and yes they need to put baiken in this asap lol
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