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zankoku

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Everything posted by zankoku

  1. RISC inertia is how long a character must stop blocking attacks before the RISC gauge naturally decreases, where lower is less time. RISC gain rate is a modifier for how much RISC is gained per attack blocked, where higher means more RISC is gained from blocking the same attack. RISC presumably ranges from -100 to 100, where you start at 0 and you cannot see varying negative values of RISC (being under 0 RISC will just display as an empty gauge). It begins flashing at +50.
  2. This is a measurement of input delay, not loss of framerate.
  3. Alright, this thing is complete. http://tinyurl.com/xrdstylish Have fun~
  4. Blitz Shield description is a bit inaccurate on the wiki, I'll update it later tonight if nobody else gets to it first. Rather than immediately starting a new Blitz Shield, Rejecting a projectile simply freezes your character during the invul frames of a successful Blitz. This extends the amount of time a full charge takes, but Rejecting a projectile later in the charge doesn't make it take any longer than Rejecting it right away. You can still chain successful (uncharged) Blitz Shields into each other like you could in Sign, but since you no longer gain meter from Rejecting projectiles, this ends up costing the full 25 meter for each subsequent Blitz, rather than effectively only costing only an extra 12.5.
  5. Hi, I did a bunch of research on side dust mechanics, so I figured I'd dump this here. General Explanation Dust itself still has -20 RISC on hit, and an 80% initial hit (starter) proration. On selecting a follow-up (up or side), your character then jumps or dashes after the opponent and the opponent is put into a special “dust” hit-state. On up dust, this shows them spinning through the air, while side dust is either slide or wallstick. During this time, you have a small time limit to use dust-enhanced normals - these normals can freely gatling into any other normals, and instead of applying their usual hitstun, will re-apply dust hit-state. Here’s the important part - hitting them during up dust will keep them spinning, and hitting them during side dust will keep them sliding on the ground, with one exception - if you manage to reach the corner and hit them with a dust-enhanced normal, it instead transitions them to wallstick state! Side Dust Slide During sliding state, an additional 70% damage multiplier is applied to all attacks. Most normals, with a few exceptions, will immediately spike the opponent down on hit. If it’s a dust-enhanced normal, this will continue the sliding state, otherwise it will be treated as an immediate knockdown. Hitting the opponent with a dust-enhanced normal while at the corner will switch them into wallstick state on hit. Wallstick and slide state both seem to run on the same timer, so there’s not really any advantage to starting from a slide. Also, though the slide state can be re-applied using dust-enhanced normals, attacks that normally cause slide, like Fafnir, will still follow the rule that only one slide state can happen per combo, and will immediately knockdown instead. Side Dust Wallstick This works the same way as it did in Xrd Sign, except without the 5 base damage bonus. Dust-enhanced normals in this case continue the wallstick state. In addition, once the opponent is in wallstick state, even if you got there from sliding initially, the 70% damage multiplier of sliding state no longer applies - do note that the normal that causes the switch from slide to wallstick will still be affected by the damage reduction. Combo Applications While it was considered generally useless damage-wise for midscreen side dusts, the unexplored possibility was switching to wallstick part-way in. However, the time limit of dust-enhanced normals is still pretty small - consider that with up dust, you usually went with two H normals or the like before having to go into your normal air combo. The trick for maximizing possible distance with side dust, then, is using what normals you have to bring you forward, and then using your longest-startup normal right before the time limit is over to get the wallstick hit, which with the time limit effectively over will transition into a crouch hit state, and combo from there. Of course, using more light attacks will reduce damage, in addition to the 30% damage reduction on slide state hits, so it’s still not always ideal to go for a side dust route, even if it manages to carry to a corner wallstick ender. On the other hand, getting a full corner carry and proper knockdown is superior for a lot of characters compared to their up dust enders, even if the damage isn’t that much higher. Examples I’m not exactly great at execution or anything, but here’s a quick selection of example combos with an accompanying video to get you started on the possibilities. https://youtu.be/1FYO3tUS7BU Sol 5D~6 > 2H > 6H > 236P > 2H > sj.9 > j.D > j.214K > 623H~214K - 143 damage, VV knockdown Ky 5D~6 > 5H > 3H > 214K > 2H > 623H > c.S > 236D - 121 damage, Split Ciel knockdown Leo 5D~6 > 5H > 5H > 6H > 5P > 5K > f.S > 5H > 236S~236H~214S - 125 damage, rekkas knockdow
  6. - Regarding autocombos varying, any time you do anything that isn't a gatling (like a jump cancel), even if that was part of the autocombo, that's considered the "end" of a Stylish string and you're free to do any move you want again. For example, if Sol autocombos into a jump cancel off of anti-air 2H, the next button you press will decide which air normal you do. - Yeah, Special button DPs have no invul lol. As Brett said when we confirmed you could still do the actual input DPs which did still retain their invul, "that's the mixup!" - Sp input indeed only gives you one special, and if there are multiple versions, you only get one of those versions. Characters only have three ground specials available on their Sp input (5Sp, 2Sp, and 6Sp), but Stylish Mode still allows you to perform the actual input for a special, even if it's not available on the Sp button.
  7. Maybe not much interest for this given the general attitude about Stylish Mode, but figured I'd post what I'd found during my brief playtime with Revelator demo over the weekend, since there's not really any information out there outside of official sources? So first of all, unlike previous implementations of Stylish Mode (BBCF's is similar to XrdR's, but BBCP and earlier are not) all your buttons (in neutral) work exactly the same. You have P, K, S, H, and D, all the normals are still there, you can Burst, Blitz, RC, DAA, FD, and all that good stuff. Hell, you can even still do specials and supers the proper Technical way. What they did instead is add a 6th button, the Sp (Special Attack) button, which gives you access to those one-button specials (and 4Sp gives you a one-button super). This Special button can be assigned in the button config, and does nothing in Technical. Not entirely sure how much they changed in order to account for one-button specials and supers just being straight up easier, but we were at least able to confirm that one-button DPs do not have startup invul. HOWEVER, performing a DP with the actual DP input, even in Stylish Mode, will still give you the proper invulnerable DP. Auto-combos work pretty much the same in XrdR as they did in all other Stylish Modes - once an attack you performed connects, any non-Sp button you press will result in the game doing the next move in a pre-determined combo or blockstring for you. You can force your way out of an auto-combo/auto-blockstring by using the Sp button, manually inputting a special or super, or jump-canceling (or just stop pressing buttons). Auto-combos have been adjusted enough to account for things like meter and distance - for example, when close enough, Sol will auto-combo into 2D > Bandit Revolver, but if too far away to connect with BR, he'll instead cancel 2D into Gunflame Feint; as another example, Jam will combo into 2D and get a card if she doesn't have meter, but will instead combo into a super if she has 50 or more meter. I distinctly remember BBCP could determine things like distance, corner/midscreen, air-ground, and even crouching state, so we'll see how in-depth XrdR gets with their auto routes. Do note that auto-blockstrings are along the lines of super-standard fare like Sol c.S > 5H > Gunflame, or even downright bad ideas like Jam blockstringing into her axe kick or Leo doing 5H > 6H, so Stylish Mode continues to not actually be a superior idea at any level of play that matters in a tournament sense. I didn't really get to test auto-guard, but I imagine it works similarly to BB's - if you're not holding any input at all, you'll automatically standing (or air) guard any attacks. Unlike BB, which automatically forced Barrier for any form of blocking, you're not forced into FD in XrdR's auto-guard. Finally, selecting Stylish Mode will put a cute little green "Stylish", with a circled S, next to your character's portrait on the top HUD. I guess this is a little easier to notice than just changing the color of the character's name from orange to green.
  8. Any specials performed from a dash will enhance his specials and distortions. Interestingly enough, it seems he's able to even cancel dash cancels into enhanced specials/distortions.
  9. Uh, if you haven't taken the time to read the frame data and don't know anything about attack levels (a set of categories for attacks that determine things like hitstun, blockstun, and hitstop; that's been used in pretty much every ArcSys fighter), then yes, I would very much say that you lack an understanding of the mechanics of the game. Knowing how to play and seeing things happen in videos, you may very well learn what works, but without researching anything about attack properties and frames, you won't be able to determine why it works; and balance changes affect what works by directly changing the why. Suggesting changes on attack and character attributes without knowing anything about actual current state and values is akin to rolling dice with balance.
  10. I would agree that someone who isn't familiar with the underlying mechanics of a game is not qualified to suggest changes to the mechanics of the game, yes. Are we really jumping into the "fight me if you think I'm wrong" phase now?
  11. Well, with no strong reasoning or context or even hard source to work off of, I'd have to say those ideas appear rather silly at first glance. How the ramblings of some other guy, reputable player or not, over a phone conversation are at all relevant baffle me, unless you're just trying to draw fire away from your own opinions which happen to be the central topic of this thread.
  12. When and where did Steve H make those suggestions? :v
  13. Incidentally I visualized this motion pretty quickly without needing to look at a numpad. What is a universal notation system, anyway? I don't think things like DPM (623) and Pretzel (1632143) are any more intuitive to understand from an outside viewpoint, and the existence of normals done with diagonally down and forward (Ky 3H) makes numpad notation all the more fitting for the game it is being used for, doesn't it?
  14. Dogura mains Sin. Prior to 1.1, he mained Sol and dabbled with Sin and Leo.
  15. Vertical is top tier to bottom tier Horizontal is "has faults" to "solid", left to right.
  16. Also attempting to anti-anti-air Adachi's 2B with j.C is relatively worthless since you get an air fatal counter, which can only be converted off of with an OMC.
  17. The game isn't crossbuy because it's actually two different versions of the game (plus the PS4 version costing more...), as opposed to the DLC which is simply an unlock.
  18. I'd certainly like to know where you heard that 2.0 is coming to consoles.
  19. guilty jake just demonstrated that you can use FD to induce the blocking stance, even in the air, and thus perform proximity OS in the air. https://www.youtube.com/watch?v=vvdMQSbDPZQ
  20. Weird. I forgot to confirm, but is it still the raw 236H in terms of the attack (+2 on block, can't rekka into 214S, combos into bt.K or bt.S on counterhit (which can't happen in this case))?
  21. https://youtu.be/qirG52PwvEM Still not entirely certain of the applications of this, but 5H > 236H not being throwable or reversal-able on normal block (still has a gap on IB) seems to be a valid way to blockstring into stance and be positive on block?
  22. Tomo's easy point blank crouch confirm route: 5K > c.S > f.S > 2S > 5H > rekkas 164 damage
  23. I think we've managed to cover all the bases here.
  24. [1]66H works too if you don't want to be walking backward, obviously. But there's no real shortcuts to dash sonic booms, if that's what you're asking.
  25. Leo's bnb damage can now be increased a small amount, using the new 5K > 6P gatling. Note that it increases meterless damage but makes his RC extensions fare worse. 5K > c.S > 5H > rekkas = 137 dmg 5K > 6P > c.S > 5H > rekkas = 145 dmg 5K > c.S > f.S > 5H > rekkas = 154 dmg 5K > 6P > c.S > f.S > 5H > rekkas = 161 dmg 5K > c.S > 6K > 5P > 5K > f.S > 5H > rekkas = 161 dmg 5K > 6P > c.S > 6K > 5P > 5K > f.S > 5H > rekkas = 166 dmg
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