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Fighting Games Weekly | Nov 24-30 | Fighting Geriatrics Community

Fighting Games Weekly |
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Xrd not out for another two weeks
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The only criticism that I can really see here of any value is the YRC. Mostly all his criticisms here stems from the fact that he is use to +R/Accent Core series. It's like a 3rd strike player complaining about SF4. Daisuke have stated that this is to be a rebirth of the series so the game is going to feel dramatically different from +R when all they could do was update #Reload after loosing the license. I mean, their is a reason why they said this game is based of #Reload.

He mentions ...
YRC - and its addition is not an insignificant one
Lack of Forcebreaks - making X or Y character lose a number of options
Danger Time - It's Danger Time

Daisuke can say whatever he wants but I'll be looking forward to him inevitably tweaking YRC due to the number of shenanigans its addition has added to the game and removing danger time (who honestly wants Danger Time? Shits almost like TACs in Marvel 3 in its unquestionably questionable addition) in some future update.
 

Kimosabae

Banned
i was speaking with some SFL players last night about the Xrd transition and we all pretty much feel the way Mike does. The worst thing we did was start playing a lot more +R to get ready for Xrd. We knew it would cause a dissonance, but I think a lot of it was just wanting to get in as much as we could of an incredible game. I think where Mike and us differ, is that we understand the importance of hitting the reset button for the new game. FRC is kind of a dumb way to promote skill separation, especially when it's tied to so many pivotal specials, Force Breaks I expect to come back in a new version and the slow down during the new RCs is a great way to get new players to understand their importance. YRC is very Marvel 3-ish, which I hate, but I don't expect that to stay in, either.

We totally just see this as a reset on the franchise and this game will have its AC+R at some point in the future - likely much sooner than GGXX got its +R. Besides, it's not like Xrd is as bad as Melee > Brawl. It doesn't just trash the very notions of competitive gameplay all together. Xrd will be great.
 

Nyoro SF

Member
Whenever I see Danger Time activated, the majority of the time NOTHING happens. Both players sit back and don't really engage.

In the rare chance that someone lands a Mortal Counter, the combo landed is usually not a #Persona combo that cracks 60%.

So I don't see the complaints about it really. Unless you're complaining that it doesn't really do much, then I agree.

In before someone posts a single contrarian example from over 100,000 matches.
 
Yes Kimo, I also think we need to hit a mental reset button for games like Xrd and Smash 4.

He mentions ...
YRC - and its addition is not an insignificant one
Lack of Forcebreaks - making X or Y character lose a number of options
Danger Time - It's Danger Time

Daisuke can say whatever he wants but I'll be looking forward to him inevitably tweaking YRC due to the number of shenanigans its addition has added to the game and removing danger time (who honestly wants Danger Time? Shits almost like TACs in Marvel 3 in its unquestionably questionable addition) in some future update.
Would you explain those mechanics to an interested newbie?
 

Infinite

Member
The most jarring thing about Xrd is danger time. Completely destroys the flow of a match. Everything else can stay with some tweaks, I guess.
 

fader

Member
He mentions ...
YRC - and its addition is not an insignificant one
Lack of Forcebreaks - making X or Y character lose a number of options
Danger Time - It's Danger Time

Daisuke can say whatever he wants but I'll be looking forward to him inevitably tweaking YRC due to the number of shenanigans its addition has added to the game and removing danger time (who honestly wants Danger Time? Shits almost like TACs in Marvel 3 in its unquestionably questionable addition) in some future update.

oh yea Danger Time. Yea i'm not a fan of that. I wish they would readjust the clash window back. Forcebreaks are an Accent Core mechanics if I remember and it may show it's head in the future. I mean this is the vanilla of the game. it's Arc's, of course there will be revisions in the future.

i was speaking with some SFL players last night about the Xrd transition and we all pretty much feel the way Mike does. The worst thing we did was start playing a lot more +R to get ready for Xrd. We knew it would cause a dissonance, but I think a lot of it was just wanting to get in as much as we could of an incredible game. I think where Mike and us differ, is that we understand the importance of hitting the reset button for the new game. FRC is kind of a dumb way to promote skill separation, especially when it's tied to so many pivotal specials, Force Breaks I expect to come back in a new version and the slow down during the new RCs is a great way to get new players to understand their importance. YRC is very Marvel 3-ish, which I hate, but I don't expect that to stay in, either.

We totally just see this as a reset on the franchise and this game will have its AC+R at some point in the future - likely much sooner than GGXX got its +R. Besides, it's not like Xrd is as bad as Melee > Brawl. It doesn't just trash the very notions of competitive gameplay all together. Xrd will be great.

I definitely see them tweaking YRC so that's kinda why I'm not as up arms about it, I really trust their balancing crew. and I don't think any fighting game can match the transition from melee to brawl.

Yes Kimo, I also think we need to hit a mental reset button for games like Xrd and Smash 4.


Would you explain those mechanics to an interested newbie?

clash occurs when two hitboxes hit each other at a certain frame. in past guilty gear series, the frame was so small this rarely happened. in Xrd, they increase the frame time and added Danger Time which has a small percent of appearing when you and your opponent clash. when you're in danger time damage is increased and if you hit your opponent with a move that you can roman cancel (roman cancel is canceling the recovery frames or starup frame of a move at a cost of meter), you will basically get a counter hit with a free slowdown (which increases damage).

Forcebreaks are basically EX moves

YRC is Yellow Roman Cancel. Think of it as FADC. if you perform a move, you can YRC it. Normally in the past your opponent had to be in hitstun or blockstun or you had to be in recovery frames in order to Roman Cancel moves. except for Force Roman Cancel's which were only applicable to certain moves for balancing reasons but it just made things too complex imo.
 
He lays out pretty clearly why he dislikes Xrd in his posts on dustloop, it's not just because the game isn't Accent Core.

I guess it's unfortunate he doesn't like the game. The only criticisms I agree with are the YRC 25-49% meter burst bait OS and Danger Time I guess.

Pretty much everything else I don't have an issue with.
 

4r5

Member
Correction on Guilty Gear's clash mechanic. A clash occurs when the attack-boxes of two moves overlap without touching either player's hurt-boxes. No clash frames or clash-boxes or anything. For Xrd, they changed nothing to how clashes occur. They've only added a random chance for a clash to trigger Danger Time. Inspiration was Samurai Showdown's weapon clashes. I like it.

Prior to Xrd, at low levels a clash would happen by accident, and no one would notice and the match would move on. At high levels, clashes are planned, and the way you take advantage of a clash is to string in your inputs before you even know if you succeeded in your planned clash.

So currently clashes either just happen and something random follows it, or you incorporate all these OS's in to your game plan to take advantage of a potential clash situation. I think he's trying to make clashes a more deliberate thing. Like, "Oh a clash happened, let me think about my next move." Kind of thing. Early location tests retooled clashes to take in to account the two move's attack level, and the loser would get blown back like a Blitz Shield. There was also some sort of clash battle mini-game if you clashed too much. A whole mini-game during your match? Now that would be flow disruption.

I think the current implementation is good. A little on the conservative side. Essentially the system is the same as it's always been. The only difference is that randomly the stakes get really high. Characters that lend themselves well to clashes will still push for clashes and win clashes. (Hello Sol Badguy) Characters that shy away from clashes will still try to avoid them. Danger Time may be random, but clashes are not random. Your participation in a clash is still your own choice, how much you risk in a clash is still up to you. Mortal Counters don't automaticlly hit you, you can still block. The only change is that you sometimes get to thing about a clash when a clash happens.

BTW, I wanted to confirm some mechanics. I went through 30+ Xrd matches to try to find an instance of danger time, and no danger time happened in any matches.




As for command throw YRC option selects.
YRC has 6f startup. If you are hit out of YRC startup, you lose the meter.
If you have a hard-read on Sol about to tick throw you, you don't jump, you jab. That's what you do before Xrd, that's what you still do in Xrd. It will beat the command throw, or the YRC.
IF you wanted to jump anyways, and Sol was doing this throw YRC OS.
CommandThrow Startup + YRC Startup + Jump Startup = 4f+6f+9f = 19frames.
19 whole frames before Sol leaves the ground to do this supposed air throw. Most characters would bop him in the head before his feet left the ground.

FYI
Purple RC is 15f startup. That's why you don't see it a lot. 50% meter to probably still get hit.


People just wanna parrot a known guy's reaction; people don't wanna think for themselves?
 
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