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Posted

I don't know why we have pages on danger time, it happens so rarely...

Because it's stupid.

Chipp is nutz lul

That kunai rain overdrive is insane, Find Me is totally bonkers, air combos, and his corner pressure and combos are just LOL thanks to wall cling follow ups (ALPH-ALPHA BLADE!)

Also at first I was sad they made him more Engrish but the Gaijinese is still there (KABUKI!)

He really is nuts, Samitto really showed off Chipp at Mikado. Find me is hella strong this time, and the ability to combo off his command grab in the corner is crazy.

Whenever I get danger time I mash RTL like a madman

This made me laugh so hard...

@Final Ultima

I thought Hellfire Mode enhanced OD damage, along with the enhanced IK properties. Hence why whenever you hit someone with an OD during Hellfire mode, it says "HELLFIRE MODE!!!" :/

Posted

Hellfire does seem to enhance damage on supers. Overall I don't mind hellfire mode

Danger time is random on ANY clash. I heard from someone it has a 1/16 chance of happening. It is pretty rare but as I stated in that interview, I would prefer if they change how it works. It is my least favorite new thing about Xrd. However, it's not bad enough to ruin the game or anything like that.

Posted (edited)

@Final Ultima

I thought Hellfire Mode enhanced OD damage, along with the enhanced IK properties. Hence why whenever you hit someone with an OD during Hellfire mode, it says "HELLFIRE MODE!!!" :/

I think it does. It basically raises OD damage to what it was in XX.

I heard from someone it has a 1/16 chance of happening.

In my experience it happens rather frequently, like 1/2 or 1/3 of the few clashes I've had.

Edited by Xtra_Zero
Posted

It's random, maybe just a bad streak?

I feel like he's trying to mimic the kind of "Oh shit!!" you get from random dizzies in ST, but without one guy losing a round.

Posted (edited)
@Final Ultima

I thought Hellfire Mode enhanced OD damage, along with the enhanced IK properties. Hence why whenever you hit someone with an OD during Hellfire mode, it says "HELLFIRE MODE!!!" :/

I wasn't saying otherwise.

"HELL FIRE does not affect the properties of Overdrives. As far as combos are concerned, HELL FIRE only contributes damage. "

By properties, I mean how the Overdrive functions: untechable time, whether it bounces, causes wall stick, slide etc. Interestingly, the "HELL FIRE!!" message only appears during the first Overdrive you land in a combo, a second one in the same combo does not display the message.

Edited by Final Ultima
Posted

^This.

Ride the Fire and DI are already hype enough for the game. And no one seems to like Danger Time, both people who can actually play the game and those of us who can only watch (for now). it just does not belong in GG.

Luckily its the only bad implementation in Xrd. Overall the game is dope. Everyone looks solid honestly.

Posted
they need to get that random shit out of the game.

what is this brawl? dash>TRIP LOLWHOOPS RANDOM FOR THE WIN

It's not nearly as bad as tripping, but it is unelegant.

Posted
Only thing I don't like about danger time is the count down...If it was instant I'd be ok w it...it seems like it disrupts the flow of the game I may be wrong though....but like ppl have said it happens rarely...but damn I'm gonna miss clash videos lol. Has anyone seen or heard of bs n then bs happening right after the first person bsed?

Would you rather have the random mechanic kick in without any warning and cause you to get CH for 100 years of hit stun into a perfectly set-up combo? It disrupts the flow of the match, but if you accept what Danger Time is, that's sort of ok. Danger Time changes what's going on in the match because of how drastic the effect might be, so the pause is there to give newbie spectators a chance to get excited, and more importantly it gives the players a chance to get ready.

I'd rather it be fixed 100% on specific clashes... like only if level 5 moves clash or something. It's irritating if someone triggers it when you're about to perfect them and they turn the match around on one combo, but they'd be able to go for the clash intentionally rather than it be a random effect sometimes on a clash, and you'd have the option to avoid creating the situation by not using level 5 moves. That's not a perfect solution because it might remove some options which could skew some matchups a little bit... that's like a band-aid fix.

Posted

Danger Time should only happen with clashes of lvl5 moves and both players having 50 meter each.

EDIT:

Also with both players being in Hellfire mode.

Posted (edited)
Ramlethal page was added to Xrd site. It seems "Ramletherl" was mistranslation indeed.

I've never put much trust in those official subs since they said "I go where ever they're bounties" in the first trailer; if the finished game that they released in arcades says Ramlethal then it's Ramlethal.

Ramlethal move list

Place Sword - (while sword equipped) 6S/HS

Retrieve Sword - (while sword place) 4S/HS

All Kinds of Combo Attacks - Any combination of P and K up to a max of 3 continued inputs (e.g. PPP, PK, KKK, KPP, 2PPK, etc)

Special Moves

Dauro - 623P

Flama Cargo - 236K

Sildo Detruo - 214K (midair also)

Cassius - 214P

Overdrives:

Calvados - (while sword equipped) 632146HS

Transe - (while sword placed) 632146HS

Explode - 2363214K

Edited by Tokkan
Posted

Huh, Gamma Ray isn't actually called Gamma Ray? Aww, that's lame.

Posted
Ramlethal page was added to Xrd site. It seems "Ramletherl" was mistranslation indeed.

Ramlethal was how I always read it, I wasn't even aware of it being read differently by others. Good to know I got it right though! lol

I mean the "lethal" part in the name made sense to me as part of a GG char name. It fits, you know.

Posted

Awww yiss, Ramlethal.

Hellfire is really fun for me. It gives that feeling that you're tapping into some desperate power (od damage) but it also makes you vulnerable, and fives your opponent the chance to finish you (ik combos).

Danger time is silly, but certainly not a game breaker, just annoying. I wish that they had a more epic effect to signal the start of Danger time though. Like a shockwave and the screen gets darker, rather than just the words "Danger Time" popping up.

Sent from my RM-917_nam_usa_100 using Tapatalk

Posted

There's a random element to damage calculation for dizzy, between 1.0 and 1.3x. Everyone's maximum dizziness is a fixed number.

Posted

I would say if they keep it...change the color of the background sec countdown seems long to me. Personally though I would rather them put out he clashes back in. Always made the matches interesting when ppl kept clashing their moves lol. But I understand why the countdown is in place...but still to long in my eyes

Would you rather have the random mechanic kick in without any warning and cause you to get CH for 100 years of hit stun into a perfectly set-up combo? It disrupts the flow of the match, but if you accept what Danger Time is, that's sort of ok. Danger Time changes what's going on in the match because of how drastic the effect might be, so the pause is there to give newbie spectators a chance to get excited, and more importantly it gives the players a chance to get ready.

I'd rather it be fixed 100% on specific clashes... like only if level 5 moves clash or something. It's irritating if someone triggers it when you're about to perfect them and they turn the match around on one combo, but they'd be able to go for the clash intentionally rather than it be a random effect sometimes on a clash, and you'd have the option to avoid creating the situation by not using level 5 moves. That's not a perfect solution because it might remove some options which could skew some matchups a little bit... that's like a band-aid fix.

Posted

Id rather the timer be halfed and Danger Time to stop after someone lands a hit. I wonder what optimized DT combos will be like, since I imagine they could do some silly damage.

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