The Gem System Thread

maybe I should have posted this here but I just read about the super easy input gem and essentially I think it could be awesome (read: Broken)

how will it effect charge characters? instant booms and instant scissors. I am down. 10% damage nerf and all. I will test it when the game comes out and if it works like that for charge characters I will most likely use it. So broken and so fun. Is Bison confirmed yet? lol

Yeah I’m wondering if there gona add some more balance changes to super easy input aside from stat changes. Instant Sonic booms and piledrivers could he pretty frustrating

Isn’t it like MvC3 where you have simpler move inputs but you also have a limit to what you can pull off?
You have to remember that taking it also means that you’re denying yourself a speed or damage gem.

so far as I know, you just get the damage nerf. I haven’t read anything about restriction from certain moves. lol, it’s not like they won’t let guile throw booms tho lol.
If anyone can, correct me if I am wrong on the restrictions for the super easy gem. I would be interested to know.

I’d say super easy for charge motions look like this: while you are not moving forward you automatically charge, then it’s simply f+p = boom.

maybe charge moves will have a cool down that takes slightly longer than charging in normal mode.

well that wouldn’t be broken :frowning:

I want broken stuff.

fine…you can keep instant booms :stuck_out_tongue:

lol at the tutorial mode. “Know how to play? No? Use this gem that i have!”

-_- i don’t see how i can be any more clear on the negative effects of the super easy input gem are.

besides the obvious -10% damage reduction. your limited by the number of command normals and actual special moves(varies for character) as inputs would overlap among other limitations.

-Example.

Kazuya Loses 2 out of his 3 follow ups for his demon god fist special. Kazuya loses a boat load of strings(most are blocked if not all) no command normals. cant do different variations of hell sweep(from crouch dash).

with these tool gone you lose overall damage as your options for extended combos are limited. i think thats a big nerf but w/e~

for someone like Guile who has alot of command normals will lose them…but he keeps his sonic booms and flash kicks…yay no charge but…good luck with punishment.

tell gief he’ll lose his command normals… oh wait.

yeah but he already had shitty punishment…so combined with that assist gem…what can he do to you out side of a instant green hand or lariat?..yeah

did you see how much damage a HP spd does in this game? and with easy peasy gem it’ll be most likely hadoken + P = 360. making the motion even input shorter, thus cut the reaction you need to even punish ja -3 normal move.

btw, where does guile need a f+p normal to punish anything? f.hp backfist and f.mp overhead-

-_- would’t really count a spd as a viable punish but thats just me. and no the command would be simplfied to back or forward+ punch…but at the same time you mite lose green had or lariat. at that point you have a fairly predictable geif that can’t do much out side of instant special moves(like CVS2 EO mode) it really isnt that good.

Guile’s normals are his saving grace to any good Guile player…anyone who plays a charge character knows that. him having those normals are important to him, rather then a simplified sonic boom…the ironic thing is…his sonic booms come out so fast that a good player vs a noob with that gem will still not have a advantage in a fireball fight…thus his only advantage isn’t helping him out and hes stuck having that -10% damage reduction.

I never questioned that the gem is a waste of a slot, but your argument with the punishment game is just flawed. the best punishment is ABC etc anyway, no need for a command normal. and guile wouldn’t lose f/b.mk, hk or lk anyway. neither do you lose any ‘normal’ normal. and btw, HP spd is just as good as any normal combo at the moment. dat shit does 30% damage easily.

i dont think L,M,H, is the best punishment…at all. you have limited options in doing so…well for SF characters maybe but i know Nina, Kazuya, King, Raven, ect. all have different things they can do to punish.

and like what other people said before command normals in this game have different properties under different conditions…like Kens back+mk his overhead acts as a ground bounce, or Poison’s forward+mp is a overhead but ground bounces on counter hit or juggled state. so who knows what guiles normals do under those conditions…and they mite be used for other things…no way to say for sure.

but im fully aware of geifs SPD and damage, but like in every SFIV incarnation…geif is always strong at the start…but then something happens and alot of people drop him, idk what it is…but it happens.

I just found something pretty interesting. I was looking at some of the screenshots for the gem system, and I noticed something.

Here is screenshot number 1. It is the screenshot showing the harmonize gem being activated.

As you can see (though barely), it is showing the harmonize gem activating. The harmonize gem is in the second slot.

Now, here is the second screenshot that is showing the damage that is done, or lack thereof;

Look closely at the second slot, where the harmonize gem was being shown as active. It’s grayed out now. :wow:

Here’s a direct comparison of the two;

Spoiler

http://www.capcom.co.jp/sfxtk_en/images/system_gem14.gif

http://www.capcom.co.jp/sfxtk_en/images/system_gem15.gif

The grayed out gem is kinda hard to see, but it does bring up the possibility that a lot of the gems, if not all of them (other than assist gems obviously), are one time only. Or at least, if nothing else, the vitality-restoring gems are one-time only.

I know that we’ve seen grayed-out gems before, but this is the first instance of it that I found on the official website.

Someone might have brought this up, but I just noticed this today. What do you all think?

It wouldn’t surprise me. That may be some of the stronger gems if that’s the case.

considering it common knowledge that gems are one time uses, there isn’t much to think about. the vitality gem isn’t going to be as useful as say stacking the effects of multiple immense power gems or other gems that have similar ativation requirements.

Considering pre-order gems as a factor, people will run gems that will be quite effective. the more options the more effective the role gems play. one would also gems to be created later down the line or gems effects themselves be adjusted in patches.

That sounds great but the question is how do we transfer our load-outs to tournament stations.