Dunno. Maybe them Millia players are hiding her stuff so she doesnāt get nerfed. Jiyunaās been ranting about how theyāve been saying that sheās weak when apparently sheās pretty strong in this game (I think even Nemo ranked her as āstrong as usualā).
question though. im hype for some xrd, but everyone keeps sayings its basically ggxx#r so far, minus some changes. with that said, i will still purchase xrd for many other reasons, if not purely for the beautiful aesthetics, but the game as ive been watching it, hasnt really given me that oh shit, new stuff feeling that would make me not want to just keep playing ggac+r. i didnt play #r, but from what it sounds like, xrd is basically like an updated #r, and thats kinda eh for me.
i wanna play some xrd for many reasons, but gameplay isnt high on that list right now. did they just not wanna completely crush ggac+r with Xrd, thats why they went more in reverse then forward? i just wonder if they wanted those two games to kind of coexist, so depending on what youre looking for, you can play one or the other, rather then making Xrd so new, so fresh, and undeniably great, that would have no doubt taken away almost all of the ggac+r audience, they dialed it back a little.
any thoughts. the game is just too beautiful not to want to dive into. especially sexy new millia, but i just dont feel completely zapped away from +r by Xrd.
Actually I think that is very much an idea in xrd. +R is not obsolete for those that like the mechanics and should definitely stick with(I for one will certainly still play +R even though I only started looking into Guilty Gear because of the Xrd announcement trailer, but found a series Iām hooked on forever :3), but Xrd is there too. The Xrd evolution isnāt that weird as I understand that #Reload was Daisukes last GG and so he decided(though iI only heard this, no source if just hearsay :3) to continue Xrd from his old point. One angle was to not have 25% tension options completely nullify 50% tension ones like happened in +R(as a Milia, I love me some Pretty Maze and my Jam loves her Puffball) and the sheer depth of the new RC system should be one of the big draws in Xrd(though absent as a combo tool yrcs sheer openess should allow for some very interesting stuff to happen.
Some other things of interest are of course what appears to be some intense Guts present on the final legs of the healthbar combined with allowing IK combos to happen to get around it. Though a fear of tedium setting in if they truly become a standard, hope we get a skip button eventually for when it happens :3
Another is the interesting tidbit that apparently(not seent his confirmed yet) but danger times mortal counter state allows a special that hit as mortal to cancel into a normal. Theres a lot of ideas floating around in Xrd and seeing where they go will be very interesting.
Oh yeah, apparently none of the streams do justice to how damn pretty the game really is. Canāt wait till we get some 1080p going on, or you know maybe just having the game itself :3
Persoally I have no interest in Xrd, it looks really good but to much like #R for my liking and everything feels like a step back to me from +R so Iām sticking with that. Do wish the game success and wish both Xrd adn +R could coexist but they wonāt.
Well, as others have stated, there are a few things that have come up as the past GGs have developed that, while theyāre to most vets who stuck with the series, might seem problematic for those who havenāt (or are coming from other series in general). The biggest thing it seems being the fact that 25% tension options are better than 50% options - something that the new RC system seems to address.
Now personally, I got off the GG bus after #RELOAD and Slash (since they were the only ones in arcades here for the longest time) and havenāt really had the time to play AC so moving back to #R doesnāt bother me as much.
The thing is though, I believe that what Arc is doing is, as @ElvenShadow has stated in some posts, is do something akin to what Capcom did with SFIV - get more players on board, both new players and lapsed players, by moving the game to a point where itās easier to get back on. And you know what, it seems that theyāre doing a better job than Capcom considering how Xrd from all reports, still plays like GG unlike SFIV (and Marvel 3) which is mechanically different from its predecessors and, somehow more execution heavy than the previous game despite their efforts to do otherwise.
I am liking the look of Xrd more than +R because there are no loljustdoit FB moves and Venom and Millia look better and more interesting in Xrd than in +R. Also I like how the new RC system seems to open up more tools overall for characters and make damage conversion RCs universal amongst the cast. Then characters such as I-no have now better meterless conversions than they had in +R. Then YRC opens up some new options for characters as well for 25% such as HS Carcass Raid YRC for Venom.
Although I can go back to games such as going between 98 and 98um, I donāt think Iād go back to +R from Xrd. Iād be happy to go back to AC though to play AC Venom and that cool 6P and Carcass Raid loops, but otherwise itās Xrd for me.
Meh system mechanics and general character tools just look really zzzz to em compared to +R. Wanna see Xrd take off though and I most likely am still gonna play it, just wanna focus on +R.
Music is baller though especially Slayerās bootleg Arashi no Saxaphone.
And yeah I totally understand any Venom player going for Xrd >.>
Watching Potemkin players just YRC nothing to slow down time and react to shit gets me hype for options like that. It helps that #R is not only my first GG game but what got me into fighting games in general and I never really played AC, so I really donāt miss things in AC. Xrd looks great to me.
Because it costs more to make than what itās actually worth and itās a gigantic waste of time and space. The US should do the same thing because our penny is just as much of a problem.
I like Xrd because May has loops. Iām playing +R in order to actually know how to generally play Xrd when it comes out. I hope it comes out on 360 like the new Persona.
What makes you feel that is a step back? I just want to hear your point of view.
What isnāt? Blitz Shield si a less intersting Slashback, Forcebreaks had some balance issues but straight out removing them removes options, I donāt like how the new RCs give information to the defender a mixup is coming, Dangertime is dumb, characters lost tons of options from normals and stuff they got since #R, the Impossible Dust replacement is nowhere near as interesting, and justa ton of stuff characters just not having because they wanted to use #R as a base. I started on #R, found it boring, didnāt get back in really till AC. Why would I be super excited for Xrd?
HEVEN did it a few times but not often, and none that I saw by him in the latest Mikado tournament footage. I think itād be a really good option after conditioning the opponent to expect S Carcass Raid in up close blockstrings, then use HS Carcass Raid YRC to reapproach and do more cl.S stringing into lows or TK Dive Stick stuff, or even just throw. A few Ky players started doing Split Ciel/Seal enders to their corner Vapor Thrust loops to set a grinder, and then do Charged Stun Edge YRC run-jump oki to pin down opponents better than normal Charged Stun Edge YRC.
On other notes, I really like how Millia has follow ups to her command roll now and has a way to continue pressure in the corner. If she strings and goes into roll without a follow up, the opponent is more inclined to press buttons or move forward or do something. Millia now can frame trap after her string by rolling and doing the spearhead follow up and fish a counter hit as it wall sticks, then RC and continue into a launch combo. I noticed she is disadvantageous on block (not by that much), so itās back into the opponentās momentum after the attack. Then again, if the opponent just does nothing in anticipation of the follow up, Millia can just run back in or press stuff after roll. Also, her flower install is nuts. It allows her to do HS Wheel mix-ups without needing a wheel, and the conversion is pretty good after she hits. Daiji pulls some of the above stuff in the latest NIco footage of the Port24 recordings.
To me, Xrd Sol looks solid but tame. While the new RC system can be fun to toy with, the progression of his character from XX to Slash to +R was great. Some changes just seem like they will fall to the wayside. Like the new Riot Stomp. Dragon Install got all these nice buffs but itās DI. Less of a gimmick than the previous versions but I suspect that too will fall to the wayside. No Sidewinder means no midscreen juggles like before but the damage output across the board is pretty high so I guess he doesnāt need it. Sol is pretty much hitting the same about of damage in basic throw combos and juggle combos as he does in AC+R. His new dive kick is okay to me. Good corner ender like I expected and some people think it improves Solās rushdown and can be used to somehow beat 6P AA attempts. No more combos into Fafnir sucks because before it was a rarely used move. Pretty sure everyone noticed the lack of FB Fafnir in AC before +R and even before that, Fafnir was just a combo filler move that didnāt get much mileage. Grandviper which became my favorite move in AC is now back to the boring pre-AC version. That version was pretty much reduced to being nigh non existent. Rarely used outside of being a special move starter to RC Dustloop combos. If the superior AC version barely was used, then no way the original versions is getting much mileage.
I fully expect Sol to be a solid character as always but thatās about it. I donāt mourn the loss of FRCs and FBs.
I see a bunch of Fafnirs from neutral or as frametraps after jump-ins or strings to fish for the CH ground tumble into conversion. I think the only thing that feels like a big minus for Sol is the return to pre-AC grand viper, but thatās about it how I see it.
Back to IKs, can you really just do them when your opponent is at 20%? Because Iāve got some other folks saying otherwise and that the 20% is only to be able to combo into them.
Itās the latter. Sorry if it wasnāt clarified earlier.
You can always activate IK mode whenever.
IK mode activation only gets freeze when the opponent is in Hellfire, aka flashing health bar.
(People say you also need 50% tension as well as the opponent being in Hellfire, I donāt recall this being necessary but I trust in otherās observations at this point.)
Outside of opponentās Hellfire, IK activation works the same as it always did with slow start up.
With or without the opponentās Hellfire, IK mode deactivation always will have a slow recovery as it always did.
IKs, this time around for Xrd, seem to exhibit invulnerability. Needs more testing.
When whiffed, the tension bar disappears like usual.