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Everything posted by Xtra_Zero
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[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
I'm not sure yet, I'm still in the process of learning to not use GV like I used to. You can still gatling it from any normal, yes. You can probably RC into some kind of combo as long as it hits. I'll try it out. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
It's almost strictly a YOLO move. It has application for going under projectiles and high hitboxes but it usually requires a read like in AC. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
They messed with the overdrive damage values. Some seem really good (I-No, DI Sol) some seem even less useful than in AC, some characters don't even need them anymore (Axl lmfao this guy), and some just don't know what to do with them yet (Bishop Runout lol) Just in case nobody's posted this yet: The uppercut part of Garbage Viper is not RCable on block lmao. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Not really sure why, either. He seems pretty decent this time around, despite being slower. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Xrd doesn't have Bridget, so we're fine right? ... right??? -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
It's really, REALLY hard to crank for two main reasons: - Guard bar damage seems about half on average compared to XX, very few moves give high crank, even Dark Angel doesn't do much. - Pushback is really high, so staying in to keep cranking is really hard. And the reason you don't see an EFFECT even when it IS cranked a bit is because there's very little damage scaling for it to have an effect on in the first place. In XX, getting an extra unscaled hit is HUGE because you can use your most damaging move again for essentially 1.5x damage, whereas in Xrd getting another unscaled hit just amounts to about another hit on either end of the combo string, because all the moves do about the same damage anyway and scaling is already almost nonexistent. They were probably worried about things getting too crazy with the new RC system and overnerfed the pressure game as a precautionary measure. Then again this is still the first month. Stuff might change. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
As I play more, I find myself wanting some general things: - More damage on supers - More magnified damage scaling (I wish the first hit did more damage and the last hit did less) - Less pushback on both hits and blocks - More RISC crankability -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
If you know BS is coming, you can probably punish it harder with Fafnir/Bandit Bringer, but I'm not sure they're fast enough to do silly stuff like Fafnir YRC Fafnir, BB YRC Fafnir, or Fafnir YRC BB. If you just want some damage though, WT is the best (only lol) mixup Sol has in Xrd. I think j.D has a better crossup hitbox than in XX, but again, BS kind of covers that. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
It gives the Xrd "tumble" state on hit and for a really long time on CH. On CH it's comboable midscreen and on normal hit it's comboable in the corner, but that's it. I haven't heard about it having throw invul, but I can't imagine anyone but Kusoru throwing it out in a situation like that lol. Pre-AC, Sol had a nifty trick where he could FRC Fafnir either before or after the hitbox came out, because the FRC point straddled the line, but no such luck in Xrd because of the new RC rules. Unless you don't mind blowing 50% on a meaty lol. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
You can't use it in blockstrings anymore because this is #R mode. The ability to cancel normals into Fafnir was added in +R. Before that, Fafnir had really questionable use. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
I'm really frustrated with playing Sol in Xrd. It feels like it doesn't matter how I start my combo or what moves I use in it, it ends up doing the same damage. Even dustloop damage is basically the same as j.k j.s j.k j.s j.h vv. Tyrant Rave does no damage either. Basic rules for playing Sol in this game: - Outside of BB, Fafnir, and Wild Throw, it doesn't matter what you start combos with. - Don't use BB or Fafnir because Blitz Shield. - Just mash k and s in air combos, try to get the hit counter as high as you can. - Don't use j.d in combos. Damage is the same as other moves and it has too much blowback. J.d = less hits. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Wow that's the first time I've seen the RISC bar cranked so high lmao. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
The game's damage scaling system seems really different. It tends to reward number of hits more than XX and it feels like the damage difference between K S H and D is significantly less, at least for Sol. I really wish training mode was a bit more robust so I could give you better impressions than "it seems like" but that's what we're working with. I'll mess around a bit with Sol and see what I can come up with. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Why do we care about throw teching again? -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
The problem I'm running into is there's no visual or tactile cue anymore for when you can act again. For chain combos it's the instant the hit lands, for RCs it used to be the instant you pushed the buttons (or so close that it usually didn't matter), but now it's ... some nebulous time after you hit the RC command which changes depending on the type of RC... which isn't an impossible hurdle, I agree, but even for new players they're going to start doing it faster and faster and eventually they too will need to wrestle with this ambiguity. It's not exactly a dealbreaker but mechanically it seems unnecessary to have an uncancelable delay on ANY of the RCs. They could still keep it easy for beginners by keeping the slowdown but make it intuitive by allowing actions from frame 1. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
This is not as straightforward as you think it is. Even for regular RC there's a timeframe where you can't act. You can see it in videos, too. Players will RC something and then walk forward instead of dash, because the game ate their first input. It's jarring. I'm beginning to think the RC change makes RCs a bit more difficult in a way, because the timing of the followup to your RC is different depending on the type of RC you get. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Pretty sure FD Brake is still in, not sure about 1f jump. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
In Xrd. I've only heard people say it's doable but I'd like to see it. I can't remember which character I did it on. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Why is it so likely that the PS3 version is going to have problems? That assumption doesn't make any sense. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
I'm curious to see if PS3/PS4 players can fight each other? I don't see why they wouldn't be able to if they manage to make the game run smoothly on both consoles. ... and really I'm not expecting this to be too hard for the PS3 to run. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Does anyone have a link to a video of Sol (crouching) CH 5H Bandit Bringer working? I swear I just did it on the CPU and it didn't combo. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Well, yeah. But for some reason I seem to be falling for her shit more often and she seems harder to hit in Xrd. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
Speaking of Millia, she seems really strong in general. Dat beach mad quick yo. Mixups all day. Dust got raaaaaaange mang. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
It seems pretty good. Aiming the projectiles into the seals is tricky, but if you can do it it's extremely effective. The big durandal call is really scary, it does DAMAGE man. The potential is definitely there, I just have yet to see good setups with it. -
[Xrd] News & (Theoretical) Gameplay Discussion
Xtra_Zero replied to Shinjin's topic in Guilty Gear General
I think the timing is exactly the same each time. I wouldn't call old VV high risk/high reward though. I'd call it medium-high risk/medium reward, as it's not quite high high risk as a regular DP because of the kick gamble you can use and the hitbox and speed are REALLY good, but it's still a DP and if the opponent is on point you're taking some damage, whereas if you hit with it you get a prorated air combo for 50% meter at best, usually just DP damage into knockdown. It was one of my favorite things about Sol. I don't even really care about the kick, it's the hitbox and reliability I miss.