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phantomBlade

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Everything posted by phantomBlade

  1. I can imagine this game must look very dramatic with all the cancels going off.
  2. B.s. in the air, no ****in way. Thank you for response. This game has made my day!!! (again)
  3. When u YRC, you stay normal speed while opponent is slowed down?
  4. It doesn't look like B.S. possible in air. ...
  5. Button layout You can choose the layout of your choice from the button placement of the five in this work. ※ The explanations are based on the button arrangement TYPE-A to this site. In addition, the command is when the 1P side character. TYPE-A TYPE-B TYPE-C TYPE-D TYPE-E
  6. Does back plus HS and S give FD?
  7. Maybe it's because the game runs so smooth now.
  8. You can use P4U button layout, BB button layout, etc. http://fgamers.saikyou.biz/?GGXrd
  9. http://ggxrd.com/pg/ The ggxrd players guild is there. Matches played and rankings for players who registered their an-ime card. First link takes you to rankings. Character usage stats Sol = Baddogai: 16.71% ■ Kai = Kiske: 13.1% ■ accelerator = low: 9.92% ■ Slayer: 8.72% ■ Faust: 8.24% ■ = Millia Rage: 7.8% ■ May: 6.6% ■ Bed Man: 6.16% ■ Ino: 5.66% ■ Zato = ONE: 4.98% ■ Venom: 4.4% ■ Potemkin: 3.98% ■ Tip = Zanafu: 3.73% Lots of ppl using Axl hmm?
  10. The jumps look really floaty, but ground play looks fast. Also the gatlings look fast despite the slow Jumping. Maybe this is just how Ky looks though. :KY:
  11. It looks like Ky got a free PRC during the beginning of danger time. Also, tension goes up hella fast if you're hitting the opponent. Also cool guitar riffs in the background. Doesn't sound like holy orders or blue sky.
  12. It looks like danger time adds super counter hit status to all attacks for 5 seconds.
  13. Dang that may vs ky match lasted forever. The damage being high doesn't matter!!!! I think the danger time is awesome. I dunno exactly how it works, but the little break that it gives is well received.
  14. "Overhead kiss changed from 63214 to 632146". Good, now all that's needed is to change wild throw from 623 to 62363214 and then let the dust settle, we good.
  15. Impressions guys? I hear it looks a lot slower gameplay. I'm at work and can't use that data. Yo can you do BS in the air?
  16. Regarding YRCs, they might work the same as FRCs worked in AC, for projectile based combos. Mash the YRC after the move comes out, before it hits, and you have your 1-2 frame window, with your move hitting, allowing you to combo after. It might work for physical attacks as well, depending on how fast the YRC cancels the animations of the attack. Again, I haven't had a chance to play so all of this is theoretical.
  17. Yes we can. https://twitter.com/ArcSystemWorksU
  18. Chaos code has a BS mechanic. It takes up a super to use. That game has 4 stock max super, so basically it's the exact same meter usage as Xrd. It also puts the enemy in a stagger state, vulnerable for combo. If you guys wanna experience BS, play chaos code. The mechanic doesn't seem all that broken either (it's baitable/throwable). Add in the fact that (still trying to confirm) in Xrd, almost everything is feint-able through YRC, then the mechanic might be pretty weak against a good offense.
  19. Can you YRC during opponent block stun? Are blue bursts easier to bait because of YRC? Basically I'm asking if I can feint anything, at any time, with YRC.
  20. Gatlings take no work to pull off. No work to BS either. Maybe you can't do BS during blockstun, unlike slashbacks.
  21. Yeah they put the enemy in a vulnerable state so you can combo after. They'll probably change BS because it looks hella easy compared to slash back. Maybe that's what they want? I mean I don't blame them either. It fixes the brainless gatling pressure.
  22. YO normals can be yrc right? And did they make blue bursts faster(i hope so), because if they are the same speed as AC then they probably won't work too well. (Bursting a cancellable move is a bad idea) Yrc > blue burst Maybe normals can't be yrc mid- combo? Japanese know the answer? http://sp.nicovideo.jp/watch/so22770238
  23. Come at me with a predictable move, and I'll blitz guard and then punish your failed attempt to prove... You had the right move, that one had to be right, but guess what, sorry buddy, you've played your last tonight. ← you at a tourney
  24. I think arc sys is going for the simpler, more strategic style gameplay like what capcom did with sf4. So in essence, I'd say this game is more like sf4, than it is like blazblue. Because after seeing the success that capcom had, it's only obvious that the previous games were too difficult for the average fg player, and it's time to go back to square one. Let's make the combos easy and give the newbies a chance. The combos in this game will be simpler, while at the same time, making it harder to start a combo. It will be dangerous to do gatlings and deal pressure in this game because of all the defensive options that are available. But at the same time, we get yrc and prc to mix up our offensive. This game will be so fucking badass, it'll make all the little girls cream. Be glad you already know your gatlings, because one predictable move without a yrc involved and it'll be a dead dream. Those combos are easy to do and the damage is high, but guess what, unless the mix up is as clean as your sisters butt, then you won't be doing anything but die.
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