TeeJay Posted August 8, 2014 Posted August 8, 2014 Well, I'm sure that however good or not good it is, people are going to create game-plans/mind games around it. If there's a way to beat it, the high-level minds are going to implore it. I'm actually looking forward to quite a bit of changes, though I doubt even most of these things will stick. We'll see what happens in all of the loketests. Next thing you know, loketest #2 might actually give Tsubaki a "Hakumen" or my joke 236A or 214A moves fafnir properties.
zaeris Posted August 8, 2014 Posted August 8, 2014 I suppose you could do it that way too, and it sounds legit and can be random as hell too but that doesn't mean it will happen all the time. You are depending on your foe to not know about this mechanic and just keep pressing buttons, which will happen for awhile. People are going to design strings around beating this trick. You see I already gave examples on what could potentially work and won't. You would have to be on point with reaction time, know what your foe is going to do next, or guard cancel obvious strings to get moves to whiff consistently, not counting random occurances. There are still going to be moves that even on whiff can be normal canceled and most moves can indeed be special canceled into a semi tight blockstrings still. I am not forgoing this. But this is not going to happen 100% of the time, normals whiffing everywhere through the cancel. Perhaps for certain characters because I don't know everyone admittedly, plus there are new characters (someone gave an example of lambda having 5d odc'd),but even then it would still be just useful and not broken. My point earlier was that there are options against this, and one is going to need to be a little smart about when to use this, or just lucky, or have a dp. I still stand by my point. This is not a game breaking mechanic by any means. Just a really good sounding one. I could be wrong. I hope I'm not.well to me the good players will exploit this into a punish, and train or just react to certain moves or special. in the end its can be like a burst where some people will do bad bursting and good ones, your end point is "anything can be baited" which is true to current counter assault system, burst and others but it doesn't make them less good of a move if it can be baited. Anyway I'm just throwing ideas, but I'm going to for sure gun down those laggy move or make my opponent be wary not to throw out bad move with long recovery. Which will be punish, a good player will use and time things correctly, the meta game will perhaps evolve to these area where OD raid will be use as a punish and the only way to avoid it is not to use unsafe strings. atm I'm just leaning on it is very good atm, because just as many at evo have seem reversal OD use to punish whiff, this was just using the gaps in string now but with 2.0 in block stun so you can just gun down a "C" normal whiff or a special that is laggy and punish. Now all of this depends on how invul the moves is, a normal OD has 15 frames of invul or so, an OD raid should have less but if its the same it is going to be quite lol, plus that vid earlier shown it invul through kokonoe attack, so it seems to have lots of invul frames. I will wait and see but as the above im leaning on it is quite good. also with super in OD that can do over 5k this entire exploit does look hilarious, plus you can't burst also ^^, EDIT: typing on ipad lol, correcting a few things
xlolxlolx Posted August 8, 2014 Posted August 8, 2014 gcod as it currently stands is broken in loketest 1, you can practically punish any non-jcable move and if their character doesn't have a dp they're completely fucked and if they do it just turns it into a shitfest guessing game off normals
TagerTime Posted August 8, 2014 Posted August 8, 2014 Something about tagers J2C the guy forgot to add in his summary i posted earlier. i hope its not a nerf. 書き忘れてたの。 J2C……判定弱く。前はテイガーの下半分ほど攻撃に攻撃判定あったけど、今度からは肘と上半身の表面だけしか判定ない。例えば6C>J2Cが最速でスカる。ディレイ必要 あと全部の磁力付与時間減少 the time on his link is off a bit. https://www.youtube.com/watch?v=P2MfZBjNpI0&t=1m3s
TD Posted August 8, 2014 Posted August 8, 2014 I'm fully expecting that invul to get turned down. It won't last as it currently is, seriously. So I'm not even worried about that. The damage for a successful punish could get quite ridiculous. Easy odc into fatal into death because why not. I believe they are trying to make od more useful as a second burst and not an X factor. More useful in general for those who don't use it much for anything but combos. I for one will be pissed if it stays like this invul wise, but a small tone down and it should be ok and my points would be valid. Frankly it should only have invul up to its activation, and if it doesn't now... It should. Anyway, it will definitely help chars like mu and lambda who only have burst to get some offensive momentum and still carry them full screen to start their game. Perhaps compensation will be paid to that. But because of the huge lopsided buff this would give to dp chars, it would be sad indeed.
AchedSphinx Posted August 8, 2014 Posted August 8, 2014 I think a saw a video earlier of a Lambda player fighting someone and that person did GCOD between her 5C blades. When the GCOD animation ended, only the last blade of her 5C actually connected. So I guess between the 1st blade and the 8th blade is the amount of block stun GCOD eats.
bakahyl Posted August 8, 2014 Posted August 8, 2014 I think a saw a video earlier of a Lambda player fighting someone and that person did GCOD between her 5C blades. When the GCOD animation ended, only the last blade of her 5C actually connected. So I guess between the 1st blade and the 8th blade is the amount of block stun GCOD eats. i guess it was this one? https://www.youtube.com/watch?v=ePSraLuuoEQ&list=UUtPyU9cJgvvgH03PQKgaucA&t=1m1s
AchedSphinx Posted August 8, 2014 Posted August 8, 2014 i guess it was this one? https://www.youtube.com/watch?v=ePSraLuuoEQ&list=UUtPyU9cJgvvgH03PQKgaucA&t=1m1s Ah yeah that's the one. I also remembered it wrong. First two hits hit, Celica did GCOD, last two hits hit.
zaeris Posted August 8, 2014 Posted August 8, 2014 well I wont go into termilogy since block stun and active frames are two different thing. anyway estimate from that vid, since nu 5c is 1 hit every 4 frames up to a total of 8 hits? trying to remembers anyway, minus the first 2 hits and last 2 hits so thats means OD invul inbetween 4 active 5c, so 16 frames approximately -/+ 3 give or take, the invul frame does look quite big, minus any recover frames. looks like it has the same invul as normal OD but perhaps the same duration as an OD cancel. the problem with overdrive raid is that it removes human error of getting burst, so before it was fail get a burst or correctly time and get an OD, which made it technical to use. with OD raid if it fail get OD with less duration or an OD with full duration.
TagerTime Posted August 8, 2014 Posted August 8, 2014 well I wont go into termilogy since block stun and active frames are two different thing. anyway estimate from that vid, since nu 5c is 1 hit every 4 frames up to a total of 8 hits? trying to remembers anyway, minus the first 2 hits and last 2 hits so thats means OD invul inbetween 4 active 5c, so 16 frames approximately -/+ 3 give or take, the invul frame does look quite big, minus any recover frames. looks like it has the same invul as normal OD but perhaps the same duration as an OD cancel. the problem with overdrive raid is that it removes human error of getting burst, so before it was fail get a burst or correctly time and get an OD, which made it technical to use. with OD raid if it fail get OD with less duration or an OD with full duration. This interview already directly addresses your post. No one translated it yet but suprisingly google translate was easy to read so i include it below http://www.famitsu.com/news/201408/07058595.html a new bargaining is born in the new system "guard Cancel overdrive"? - In Next, please tell us also about changing the system.Kato "You can activate the overdrive cancel the guard" It's the biggest this time, And I wanted to use the overdrive a little more, such as interruption of cooperation, but it was not used very much because there is a risk of break burst go off by accident. It is a new system to solve this problem, it is the point. - I hear you should use for an easy collaboration.Kato Yes. For example, in Laguna if you trigger the guard cancel overdrive with the A guard for cooperation, such as "A → 6B squatting", squatting, you can be interrupted for 6B. I think side that attack to reverse, and can also be is! Invites outbursts of overdrive to stop the A squatting.- Elements of the new reading each other using the overdrive seems to increase. By the way, triggering time when you activate this effect by guard cancel, how it is shorter than usual?Kato Location Test version, has become Triggering the same time as the overdrive normal. Because I want to adjust to see the reaction of Roketesuto around here, and I want you to go eyeing rapidly.
Loli Bacon Posted August 8, 2014 Posted August 8, 2014 gcod as it currently stands is broken in loketest 1, you can practically punish any non-jcable move and if their character doesn't have a dp they're completely fucked and if they do it just turns it into a shitfest guessing game off normals Why is this a bad thing? Not everything in the game needs an answer on reaction. Sometimes the answer is how you play around it and once you get caught in it you're fucked. This seems fine to me.
zaeris Posted August 8, 2014 Posted August 8, 2014 I'm not sure what to make of it honestly, I already knew it was a new direction from reading this thread a few days ago, but can't say I agree with it, I don't agree with BB in general for dumbing down things, rather unlike gg keeping it technical yet rewarding. In the end I will just play it as it is. I have no problem with using the system mechanics, but I don't agree it is the best direction. Anyway that is all from me regarding Over Drive Raid
mAc Chaos Posted August 8, 2014 Posted August 8, 2014 Could you guys put any trustworthy info into the loketest news thread if it's not in there yet?
Dreiko Posted August 8, 2014 Posted August 8, 2014 OD raid is getting flak ffor being "like xfactor" but people are missing out on what the purpose of an OD is. Xfactor is equally good used as a guard cancel but OD with short duration won't actually give you as much damage. Sure, Hazama can OD houtenjin and get epic damage but most others will likely just get a 5A starter to land, if that. Also, I was thinking Raid should consume meter. Unsure if 50 would be too much but 25 should definitely be fine.
Airk Posted August 8, 2014 Posted August 8, 2014 Am I the only one supper indifferent to CP 2.0? I mean once Xrd and P4AU drop I will barely have time for other games. Let alone other fighting games. Honestly as long as Makoto doesn't get more nerfs I'm happy. If you're going to jump ship for other games, jump ship for other games and go bitch about them instead, in their own areas, thanks.
FKGunBlaze Posted August 8, 2014 Posted August 8, 2014 This! All you have to do is replace Valk with Hazama, and that's exactly how i feel as well ^^ Well said, fellow Hazama main
Skye Posted August 8, 2014 Posted August 8, 2014 https://twitter.com/Skye_pls/status/497769374711701505 I think Souji just said that Arakune's 6d is jump cancelable, he even has a combo for it Someone with better Japanese please confirm.
STenSatsu Posted August 8, 2014 Posted August 8, 2014 Since so many people in the thread seem to be new to ASW loketests, they tend to have a bunch of batshit insane loketests and then suddenly the final version comes out and it is relatively fine. So I wouldn't worry too much.
Rhannmah Posted August 8, 2014 Posted August 8, 2014 The only thing that worries me is overdrive raid. I don't see how that mechanic can be balanced. It's either way too good (allows you to punish many moves on block) or completely useless if it has recovery. At any rate, I don't think it brings anything interesting to the table. Even in a game like marvel 3, where you can cancel anything into anything and make everything safe, x-factor is still a huge game changer in situations where you have burned yours and your opponent has not. You have to completely play around it and even then it can cost you the match extremely fast. Of course overdrive is nowhere near as powerful as x-factor, but in a game where constant blockstring pressure is the name of the game, having to play around a tool like that seems too much. If they are looking for ways to reduce the amount of time players spend stuck in a blockstring, it shouldn't be a threat of a complete role-reversal anytime you have your burst available. Increasing the pushback strength of barrier would be infinitely better.
Errol Posted August 8, 2014 Posted August 8, 2014 as usual people don't know that character balance is relative so we've got people using chars that made off relatively well whining about being nerfed. FYI, Everyone did.
Zouf Posted August 8, 2014 Posted August 8, 2014 Increasing the pushback strength of barrier would be infinitely better. That shit already killed most rushdown characters in BBCP. We don't need to increase it any further, thanks. On the contrary, i'd be so happy that barrier gauge decreases much much faster than it does now. It's a too powerful tool at almost no cost.
RifleAvenger Posted August 8, 2014 Posted August 8, 2014 as usual people don't know that character balance is relative so we've got people using chars that made off relatively well whining about being nerfed. FYI, Everyone did.I'm not worried about either of my characters in terms of where they'll fall; Jin's damage got slashed, but his game is the same, and Azrael is still a damn gorilla. I'm worried the game overall is going to have a lot of the fun drained out of it.
mAc Chaos Posted August 8, 2014 Posted August 8, 2014 That's true. It doesn't matter if your character is great if everyone drops the game because it's ass.But loketests, etc.
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