Hell, GG is totally dead online from what I’ve tried, on both PS3 and 360. Still, if you have a local scene just play what they play to get into the fundementals; it’ll be more like going from Alpha2 to SF4 than 3S, tough but not unrecognizable. I recently started playing again and hopefully going to locals for +R in order to get back into the groove of airdashers, but I don’t really expect combos or setups to carry over. No, it’s more about having fun with GG and getting prepped for a similar game in a few months
If you’re going back to #R to get ready for Xrd when actual competition exist for +R and you can actually support the scene you’re a fucking idiot period point blank.
WTF. The reasons you folks gave for not practicing #R as Xrd prep:
It’s not 100% Xrd (No shit, it’s still closer than Accent Core)
There’s comp for AC+R (no there isn’t for him).
=> WTF would his group play AC+R when #R will be better for them? ronline has better netcode anyway for the few random matches they might be able to get.
It’s more that neither game has the systems unique to Xrd, so you’re better off playing a more recent game that, realistically, should have more people playing. Neither game will give you experience with the new Roman Cancel system, or Danger Time. Dust acts differently than both games for the most part, as far as actual impossible dusts go + the homing dash follow up.
Xrd has wall sticks, which #R doesn’t. AC does, but they don’t act fully the same, though it does still have them. Ground Tumble is closer to ground slides in AC than anything that’s in #R (Reload doesn’t have ground slides, really). Neither game has Blitz Shield, though you can compare Slashbacks in AC to them, though it’s a stretch.
If you want to play #R, fine. But you aren’t going to get anything out of it you can’t get out of AC. You’ll be learning basic fundamentals, movement, and understanding of the shared mechanics. MAYBE some combo structure, but, again, that you can also get in AC.
Sol has a Dive kick, stronger version of Fafnir, different 6H and dragon install (which is MUCH more effective overall).
Ky has a fucking lot different from #R. IIRC his 2H is jump cancelable, he has a 3H command normal, he has a new unique trait in his Split Ciels which greatly augment his projectiles and add a lot to his game.
Millia has some similarities, but has different combo structure especially. Jump cancelable j.D, 6H is different, dust is different. Has a move from her roll which is similar to her AC forcebreak. Mother fucking chroming rose.
Ino is almost nothing like her #R version. She has #R untech time, and her STBT’s are similar to them, but she has VCL and shit. And dives that have actual meaningful differences and utility. Jump installed dash. New dash in the air with 663 that moves her upward. A new command grab.
Faust is pretty similar between all games. Has some strong new items, and the way he can use the RC system makes him pretty damn strong at times. f.S is bonkers.
I don’t want to write one for every character, but, for the most part, I can. Just because #R is the base, don’t assume its instantly better than AC. You can learn the same things between both games.
Its not like the GG series, at least XX changes dramatically. If you play the game you’ll get the fundamentals and the GG experience anyway. Its in no way like playing Alpha 3 to get ready for USF4 or playing SFEX3 so you’ll be better with tags in SFxT.
We have a skype group for matchmaking, it’s pretty active with a lot of helpful players. Shoot me a pm or just add me on skype for an invite. Sym_Ed is my skype.