Venom a hard character execution wise for Xrd? Still newish in FGs so my execution is probably not good enough for a lot of GG characters.
Is the xrd demo somehow linked to your psn subscription? I start it up, but iâm being greeted with a message alert in Japanese.
Xrd demo was only for a specific time period, and if your PS4 connected to the internet after the end date was reached, you canât play it anymore. Itâs over.
O_O
Nerf ArcSys plz. Too imba.
Holy fuck those features are godlk.
Does that mean that network delay doesnât change mid match, which would imply rollback code to handle lag spikes?
EDIT:
Noticed that it states displaying delay frames in âreal-timeâ. I now fear that this means that you can see the delay move up and down in the actual game, meaning dynamic input delay and therefore no rollback code.
Venom does not have hard execution. The issue that makes Venom hard to get down is his ball setups and in turn utilizing them.
Aksys confirmed somewhere that the netplay was gonna be like Chronophantasmaâs. Sadly, rollback netcode on ASW games is a pipe dream.
âŚhow was the netcode on BB:CP? Never played it myself.
If this game is going to have sub-par netcode, itâs a huge turn off for me personally, the games lifespan is almost entirely online for me.
No one, who I have seen, is using Slayerâs 6K YRC into j.HS air throw OS overhead or empty into low/throw and then conversion. Or do something dumb like 6K YRC into Dive Super or Footloose Journey. Like I finally found footage on NicoVideo of Milla players using back dash YRC after 236HS set ups to get almost instant overhead j.K or empty into low kind of like how FRC Haircar set ups in GGXX series. Sometimes people gotta explore the smaller, simpler things that end up with large results.
I think the RC system is the most creative so far for the GG series.
Iâve actually only seen 6K YRC a few times, and I think those may have been just to block. He absolutely still seems under explored outside of combo things.
Venom used to be hard to execute because of certain difficult charge tricks. There are less of them and those that are still there, are less necessary this time in Xrd. He is hard for other reasons as stated though.
People have been getting pretty creative especially FAB with the YRC system. Just a lot of the cast canât get big damage (damage is fairly high in this game in general though) except for certain counterhits without an RC. The freeze enables comboâs that otherwise couldnât be done. Like Sol 5HS->Bandit Bringer doesnât combo unless you RC as the freeze basically adds hitstun to moves.
Your asking a lot to throw away a 50% combo for just an attempt at a 25% combo. I mean if you have full meters go nuts, but thereâs only so much meter for those type of shenanigans.
If the net code is anything like bbcp itâll be pretty good. Never really had lag/delay issues with bbcp.
This will be my first gg game as well, so hopefully Iâll be able to use I-no/bedman as they both have the aesthetic that appeals to me most(sluttiness/ridiculousness). Coming from using bullet and rise in past aksys games, I hope they translate well.
I wish they had given us the Millia poster instead of the keychain.
Oh well, beggars canât be choosers.
Canât decide between special edition or regular edition. Already preordered at GameStop. Do I go for the keychain that describes my playstyle?
DLC cross buy is a lifesaver.
You can preorder the game on JP PSN between the 20th and the 30th of this month, and doing that gets you El for free.
PS4 is 5.3GB and PS3 is 3.9GB. Woop Woop.

No one, who I have seen, is using Slayerâs 6K YRC into j.HS air throw OS overhead or empty into low/throw and then conversion. Or do something dumb like 6K YRC into Dive Super or Footloose Journey. Like I finally found footage on NicoVideo of Milla players using back dash YRC after 236HS set ups to get almost instant overhead j.K or empty into low kind of like how FRC Haircar set ups in GGXX series. Sometimes people gotta explore the smaller, simpler things that end up with large results.
I think the RC system is the most creative so far for the GG series.
The Slayer example isnât a mixup which explains why it isnât used. You just need to block high during the time when j.H would hit high then switch to low when he lands and can go low. The timing windows for high and low donât overlap and are something like 6-8F apart which is blockable without even needing to pay extra attention to the situation. Itâd be different if Slayer could do 6K YRC airdash to delay his high attack to overlap with the timing of a possible low, but heâs not high enough off the ground to do that.
The Millia backdash YRC isnât bad but people are having trouble faking the overhead and going into a low from what Iâve seen. It looks to be useful as a safe meaty but not so much as a mixup since you can see what she was doing before the YRC flash and block accordingly (unlike hair car which was truly unseeable).