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Posted

OPTIMIZING SHAREPLAY - As a guide, we recommend at least 2Mbps upload speed, while 5Mbps will give the best performance; your network provider can confirm your upload speed if you’re not sure. You should also limit the use of other network-connected devices – like smartphones, tablets and computers – while using Share Play.  source:Playstation.com

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Posted

A friend asked me if there's a system mechanics doc for this game. I didn't know of any, so I made one. It's mostly based on playing and testing stuff in training mode. I haven't watched much game footage, so there might be some character-specific exceptions that are different from what I wrote, but it's probably accurate.

https://docs.google.com/document/d/12kVQoVmrSwWdWb6HDe9Uegd0aKeZp721B5tVRg0_HTU/edit?usp=sharing

Posted
6 hours ago, Keo-bas said:

doesn't 1A+B OS now make grabs useless? I can't see a reason to use them now.

I don't see how an OS makes them useless. Can you elaborate? 

 

Anyone who's tried shareplay: Does it make delay worse than normal netplay would? I'm not sure how the feature works.

If I got the digital version on JP PSN on my ps3, assuming I bought a ps4, would I have to rebuy the game on ps4? I like Blade Arcus, but it's not cheap. :(

Posted
7 hours ago, Keo-bas said:

doesn't 1A+B OS now make grabs useless? I can't see a reason to use them now.

I'd like to test whether 1A+B after blocking a 2A causes 1A to come out once you leave blockstun, in which case you'd get counter-hit by a frame trap. The throw tech window seems relatively small, too.

Posted
12 hours ago, Bill307 said:

A friend asked me if there's a system mechanics doc for this game. I didn't know of any, so I made one. It's mostly based on playing and testing stuff in training mode. I haven't watched much game footage, so there might be some character-specific exceptions that are different from what I wrote, but it's probably accurate.

https://docs.google.com/document/d/12kVQoVmrSwWdWb6HDe9Uegd0aKeZp721B5tVRg0_HTU/edit?usp=sharing

Nice guide. Some things I wanted to mention mostly dealing with terminology:

5B+C: Rejection Guard. Blocks high/low and in left and right directions, meaning it's effective against cross-ups as well. Successful RG puts you at an advantage. However the opponent is invulnerable all the way until he lands. You won't be able to convert and can only go for meaties.

6B+C: Reversal Strike. Fully invulnerable while charging (can beat out Supers). Can still be thrown.

Support Link Attack (Strong): C+D in neutral or just D during a Force Action (Special move). Pressing D during a normal attack will just call out the Medium supporting attack. I feel you should also make a distinction between "Support Link Attack (Strong)" and "Support Interrupt". SI's deal no damage, and crumples the opponent so no follow ups can be done.

The assist supers are called "Link Force Action". 

Like you said, the Support Link Gauge fills up when you block or get hit. I just feel your other sentence is unnecessary or too simplistic: "This makes sense because it's primarily used to break combos." It's very useful for breaking combos, but you also use the gauge for offensive purposes. Depending on the supporting character you can use it for high/low mixups, (Xiaomei's Medium SLA is awesome for this), projectiles, combo continuation, and timed buffs among other things. The words "this makes sense" just leaves a bad taste in my mouth.

Really good job overall. Thanks!

Posted

Im online right now on PlayStation 4, would anyone like to fight me #VSMode?  #Shareplay 

Posted
6 hours ago, WOLFKRONE said:

Look flashy but doesn't seem all that great. the amount of resource use for 5.k. 

You can get 5k with just 2 level bar assist into throw.
https://youtu.be/JcNcaK4Iejc

Edit:

But if you need something little easier and confirm into you have these.
https://www.youtube.com/watch?v=64UA6Wm4p_E&feature=youtu.be

misc*

Use A+C late into the throw or ese 6B+C will whiff.
In order to command cancel from 6B+C. Players have to tiger klnee the command. This pretty standard technique use in fighter such as Fate unmlimtied codes. 

Posted
9 minutes ago, Kyosuke Kagami said:

Dudes... how can I pick Sonia? I redeemed my code but I didn't see her in the char select screen (in story mode, anyway)

You cannot use Sonia in Story Mode.

Posted

Damn, trying to read the system guide with my limited moonrunes knowledge. Game has more things that I imagined (like that weird A+C cancel thing).

How does that Rejection Guard work? Like Mahvel's pushing?

Posted
1 hour ago, Kyosuke Kagami said:

Damn, trying to read the system guide with my limited moonrunes knowledge. Game has more things that I imagined (like that weird A+C cancel thing).

How does that Rejection Guard work? Like Mahvel's pushing?

even after redeeming code you still need to download sonia from PSN store. 

Rejection guard is parry like move that'll allow the user to nullify the opponents attack. A successful rejection guard on non projectile attack forces the opponent into air reset state. The user instantly recover from the guard and can start applying offense from it. 

 

Their is no pushblock in blade Arcus, The game has pretty  low Guard stun so simply blocking and pokes are strong option. But you also have 4A+C and Assisst interrupt as your option during guard stun. Be mindful the game has very little to no invul frame attack so frame traps are pretty strong too. 

Posted

Yeah I already noticed that.

Gonna write everything down and try it in Training later. Will probably make a stream lol (in spanish though)

Game is fun. Liking Sonia and Misty.

Posted

So maybe you guys can help me to understand the 
"This game is bad mentality" I mean I learned to pay people no mind on subjectitve stuff but the majority seem to say this game is bad. I can admit this game is aesthetically unimpressive but why is the game play bad? I keep hearing stuff like " Its too stiff or too slow".  Has ASW game play now become the expectation?

 

Posted
1 hour ago, Keo-bas said:

So maybe you guys can help me to understand the 
"This game is bad mentality" I mean I learned to pay people no mind on subjectitve stuff but the majority seem to say this game is bad. I can admit this game is aesthetically unimpressive but why is the game play bad? I keep hearing stuff like " Its too stiff or too slow".  Has ASW game play now become the expectation?

 

I don't know what you mean by "bad mentality", but, it's a combination of things. Aesthetics aren't just graphics, but are things like how the animations are really stiff and janky, and slow. The gameplay isn't tight at all, things just sort of happen. So, someone who can zone well is at an automatic advantage. ASW gameplay would be nice, but, different gameplay types are also fine, this just is a mess.

Posted

Damn, I wish this game had online. I am actually having fun with it, despite of it feeling kinda weird.

Is it me or Misty is kinda lol? Her weird projectiles are abusable.

Posted
15 hours ago, Keo-bas said:

So maybe you guys can help me to understand the 
"This game is bad mentality" I mean I learned to pay people no mind on subjectitve stuff but the majority seem to say this game is bad. I can admit this game is aesthetically unimpressive but why is the game play bad? I keep hearing stuff like " Its too stiff or too slow".  Has ASW game play now become the expectation?

 

It looks visually unimpressive, and the animations are pretty stiff, so it gives a pretty bad first impression. Combine that with the lack of netplay and people just won't give it a chance.

I don't exactly blame people for it. My first impression of it was that it looked like shit, and I went to an offline meetup where someone had just gotten this game fully expecting to have a laugh at how terrible it was. I ended up loving it and buying it myself. I judged it too quickly.

The gameplay itself is more reminiscent of Aquapazza or Street fighter than an ASW title, and somehow that's not well received. If I wanted to be a cynical prick, I could say something about them darned kids not being able to RTSD all day pressing all the buttons in the world for once in their life and crying about it.

Balance wise, I have no idea. I feel it's too early in the game's life to say.

Posted
16 hours ago, TekkamanArk said:

I don't know what you mean by "bad mentality", but, it's a combination of things. Aesthetics aren't just graphics, but are things like how the animations are really stiff and janky, and slow. The gameplay isn't tight at all, things just sort of happen. So, someone who can zone well is at an automatic advantage. ASW gameplay would be nice, but, different gameplay types are also fine, this just is a mess.

`I use poor wording.

What I was trying to say was I've met many people who told me the game was bad because of the mention stuff. (slow, stiff animation, janky) I can count how many times i hear people call game bad base on this stuff that they didn't under stand or just didn't like it, then again my perception on on good and bad seem skew too. 

Posted
4 hours ago, Icekin said:

Balance wise, I have no idea. I feel it's too early in the game's life to say.

Since there weren't any balance changes from arcade to console, afaik, we already know what the balance is like: it's terrible!

What I like about Blade Arcus:

- As a Rouna player, personally, I like the system mechanics (except for the fact that they allow grounded infinites). With some tweaking, I think they have great potential.

- I think it's really cool that you can customize the voices; I encourage everyone to make Ryuga yell like a maniac whenever he wins and to make Fenrir sound like Bruce Lee. (Tournaments should enforce default voices for all the specials and supers, though: some reactions can depend on them.)

I'm indifferent about the animations and "physics", although they definitely look silly at times. E.g. knock Altina down on her back/side: her "lying down" pose makes no sense, lol.

What I strongly dislike about Blade Arcus:

- The awful input interpreter. Part of the issue is that it's unusually strict, e.g. 3214 does not give you 63214, 6236 gives you 236 and not 623 (at least for Rouna), and you need to press the button almost immediately after the motion. But the biggest issue by far is the way it buffers inputs. Here's a test: whiff a move, then try to buffer a 2C so it happens immediately after, like 5A (whiff) 2C. But don't hold down: tap down, i.e. 5A (whiff) 2C~5. In any other fighting game, this would consistently give you 2C. In Blade Arcus, if timed correctly, you get 5C instead: the game buffers the C input but does NOT remember the direction you held when you pressed C: it seems to use whichever direction you're holding when the move actually comes out. This is a big problem when you try to do e.g. 2C 63214C or 2C 22C in a combo: naturally you want to tap down to input 2C and then start the special move input. In any other FG, this works; in Blade Arcus, you need to hold down [2] until your 2C starts, THEN input your next move. And because the cancel windows on most moves are really short, sometimes you'll miss your 63214C or 22C because you didn't do it fast enough -- but you can't do it as fast as possible because of the messed-up input buffer! I really hate this game's input interpreter.

- The character balance. It sucks. The arcade version -- even the latest one -- has a reputation for having large gaps between the tiers and the console version is basically the same. Basically, most of the cast seems to lack proper tools to fight vs the top tiers (SS: Rage, Sakuya, Roselinde; S: Fenrir, Urayukihime). Consider this: Rouna, an A-tier, has an airdash, an air projectile, a command run, and good resets/mixups. The Rage matchup is still a struggle: it makes my character feel like a low-tier. Now consider that most characters -- B-tier and below -- have none of these tools. I have no idea what they can do vs Rage.

Here's a good example of a character lacking proper tools: Melty has item drops, but they don't reach all the way across the stage. In fact, her farthest item drop has less reach than Rage's and Urayukihime's pokes!

Another example: Isaac has setplay without any mixups (no overheads).

Another example: Misty has no ground anti-air (except umbrella super): she has to hit jump-ins air-to-air. But she has no air normal that hits above or in front of her: they're all angled down for some reason. Super aside, it's basically impossible for her to anti-air Fenrir. If he does jB just before the apex of his jump arc, the 1st hit is almost a rising jB -- which makes it very difficult to air-to-air it -- and the 2nd hit still comes down low enough to hit crouching opponents. If Fenrir does super-jump jC, again just before the apex of his jump arc, it has a disjointed hitbox that's active for most of his fall. Misty has no way to hit this move air-to-air at all.

Rouna is another character with no anti-air and thus no way to consistently beat Fenrir's jump-ins. Every other character I can anti-air with jB jC into a nice combo, but Fenrir can press jB so early that it always wins air-to-air unless I take a guess with a rising jB at the right time. I imagine Fenrir can jump in on other characters with impunity, too.

Basically, if you play a character that's A-tier or better, you can enjoy this game. I happen to enjoy using Rouna a lot, and Fenrir and Sakuya are fun to mess around with. But if your character is B-tier or worse, you will probably enjoy this game until you fight a competent top-tier, then realize your character's tools are seriously lacking and probably stop playing. To put it another way, Rouna (A-tier) feels like a low-tier character to me compared to the top-tiers: the B-tier characters seem significantly worse than the low-tiers of other games like UNIEL and Arcana. If you know Rikir, the UNIEL Chaos player, he believes Chaos (garbage tier) is still far better in UNIEL than Misty is in Blade Arcus, and I agree.

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