How I interpret the RC system is that if the player wants to convert a current/in-progress combo into more damage, the cost is universally 50% Tension across the board. YRC allows players to get FRC-style set ups in neutral (before putting the opponent into hit-stun) universally for 25%.
So how I further interpret this is that this RC system makes it so that itâs easier to balance a game around a consistent universal subsystem and just adjust the character specific moves themselves rather than balancing the game around the sticky subject of âarbitrarilyâ making certain moves have FRC points, how wide that point is, and how it overlaps with active/startup/recovery frames and can be done in hit-stun. Certain moves or combos that involve FRCs could make or break a character and dictate how they use their meter. A set up FRC could easily overlap as a conversion FRC for an extended combo, and those characters that have them would have less incentives to use other RC options. Then the move also has to be balanced within itself when not being FRCâd amongst many other adjustments to consider in balancing the game.
Whether this is âgoodâ or âbadâ for me is irrelevant. What I value in the new RC system over the previous one is the universal commitment of meter for two purposes, for set ups and for conversions. What I also value is how robust one can use the RC system overall to creatively overcome obstacles or to really press an advantage over than giving a character some force break/ex move. So instead of having an additional move that you can sometimes do when you have meter and use that meter for that specific purpose, you have the meter to spend to do a certain kind of cancel and you have to think how to use that in all sorts of situations to maximize the purpose of returning your character to neutral within that situation. Itâs not a set move for a set specific purpose, itâs using meter to have more options within a given situation and making decisions from that point. For me I value that highly and I like how the game is being played around that concept.
Another thing in hindsight is how purple roman cancels work. I donât think it has as much freeze frames as RCs and YRCs have and is that non-committal cancel that makes you safe, but gives you less time to react to the situation and make decisions after that cancel since thereâs less freeze frames/slow down. Then certain moves just donât have PRC points and the game actually has the âexit out of menu/cancelâ sound effect when you try on top of having the X on your character when you try (the same style of X that was on the Burst gauge in GGXX series when Burst wasnât available.) What I noticed is that when Danger Time is activating, the players canât RC during the 1, 2, 3 start up. I saw a player try to do it in a recent Nicovideo and ended up getting denied in the same manner as a person trying to PRC on a non-PRCable move. So thatâs pretty neat.
So, I like how having to convert for everyone is pretty much 50%. What I wonder is if/when US players will start doing 100% tension set ups on Hellfired characters and go for Instant Kills. Iâve seen many Japanese players that can close a round easily with IK combos but end up using the meter differently on hit and still not kill although it would have been guaranteed with IK. Like hit confirm, RC, IK Activate with 50% during Opponentâs Hellfire mode to get IK Freeze Frames, link IK from the cancels. I saw a Sasashima player using May that wasnât afraid to use IKs to take rounds, even non closing rounds, but he snagged them from opponent Stun/Dizzy. When I get this game, guaranteed IK set ups on Hellfired opponents would be something I would invest time into seriously on top of other things to discover like oki set ups or OSs. I feel like itâs an important thing that canât simply be ignored.
So, I canât wait till I buy the game and cum on the disc and put it in my PS4 and ruin everything. Then Iâll kill myself
I think thus far in Xrd however the practicality seems to be more about blowing meter for a relentless mixup opportunity. That seems more valuable than tacking on extra damage, especially with the strong okizeme of certain characters.
Well in this game it also means more moves are combo starters. In my experience most of the cast uses it more like that. âOh my super safe long range move connected?â RC -> big damage that wouldnât have happened otherwise. That effect is bigger then ever since just move->special doesnât always work but move->RC->special does for things like Solâs Bandit Bringer. Havenât seen any comboâing of instant kills, but IK mode in previous GGâs drained meter. Didnât mess with it on the demo, just assumed it was the same. I doubt you can combo the activation also, that would be pretty crazy âŠ
Purple freeze you canât act for I think 14 frames after the cancel unlike YRC/RC where you can instantly act. There is a youtube vid that explains it.
You absolutely can, not even that difficult, however pretty much the only way youâre ever going to combo into IK is with 100 meter, and thatâs irrelevant if the opponent doesnât have flashing health, which is the only time youâre allowed to combo into IK.
The MadCatz Xrd TE2 comes out in the same week as the game in the US.
This seems to line up with other statements that said that either Ishiwatari or Pachi did not like how 25% tension options were, for the most part better than 50% tension options in XX.
And I see, yeah Iâm considering Venom or Sin right now. Probably just gonna stick with Venom since people tell me using new characters as a newish player isnât smart
Dont know if this is where I should put it like if this counts as a the GG thread period but⊠Couple of other videos I made more recently just shows off some dust canceling etc⊠And I guess because someone forgot you can make dusts and other attacks as well throw invincable I posted about it even as far back as reload days so ill add t hat tooâŠ