The Gem System Thread

Questions regarding gems. Sorry if these have already been asked or answered.

  • There are gems that restore your health, it looks like they say +80. Does that mean they restore 80 health?

  • If yes to the above, then how much is 80 health relatively speaking? If characters average around 1000 health like in SF4, being able to restore 80 health seems pretty weak (basically restores the damage of a jab or a projectile) unless it can activate more than once or something.

  • Which leads me to the next question, can gems be activated more than once per round? Like if I have a gem which activates on blocking 4 moves, if I block 4 moves and it activates, after it expires if I block another 4 moves does it re-activate in the same round?

  • For assist gems like the Throw Tech assist and Block assist, if I’m blocking the right way, do I still lose the meter? If I tech a throw via inputting a throw tech, does it still cost me the meter? Just wondering, because if the answer is no, if you did the right thing (blocked the right direction, teched at the right time), then those gems seem unusually powerful, basically a get-out-of-jail-free card against mixups if you have the meter to burn.

If they dont press buttons they are usually holding back or inching forward to get in throw range, they dont just let the stick go. If they have meter, they would probably rather get thrown than walk forward and lose meter (note: the vid introducng the gems stated that the throw tech gem cost 1/2 the price of teh auto block gems). And the tic throw portion of your argument is a wash, it is no different then playing someone without the gem. Advantage: auto block gem.
And if someone actually has to set up a cvrossup jumpin in order to devise a way of taking away meter, instead of start a damaging combo; Advantage: auto block gem.'
so, still not seeing it

I only see random overhead doing anything. And if one person is risking damage doning hi/lo mixups just trying to nuetralize meter, who is really playin gto win?

for the vitality gem, its 80 points out of your characters max vitality so yes out of the scale of 1000 points its only 80. there is one to slowly regain vitality over time(5 seconds) and one that heals it instantly.

Gems cannont activate more then once a round, no if you block 4 attacks it activates the gem for that set time duration, you cannot pause the time of the gem once activated, tagging out does not pause the timer, gems effects will expire after their time duration is up, nothing else will change that except for a KO.

Assist Gems will not activate if the requirements are no fulfilled meaning If you equip auto block and you block the attack naturally, you will not use meter. However if you do not block correctly you will use meter. same goes for auto throw break, it will not take meter if you throw break the throw yourself, however it will tech the throw if you do not input throw in the allowed tech window.

i hope this helped

WTF?, your dissmissing everything i’ve said based on what you would do -_-'
getting throw is obviously bad as it resets the situation…tic-throws are effective because if you don’t tech it, you waste meter, any wasted meter is good for the opposition as they benefit from it, even if the throw was teched no one is at advantage and you lost meter. how are you at an advantage from spending meter vs from not having the Gem at all?
and crossups can occur in multiple ways(not all are jump ins) and overheads are other tools to break the opponents guard, the auto block gem will activate if you dont block an overhead. your not at an advantage if your on the defensive…and with that gem your defensive options are more limited then usual as you may not even have the meter to do things like crossover counters~ because you need to save the meter for your Assist Gem.

lastly in this games current state “any” normal landing(regardless of it being counter hit or not) can lead into a high damage combo or at the very least a safe tag, so your last statement can suck it.

Yea there shouldn’t be any excuses about a character getting ko"d with that many ways to tag them out.
I’m leaning towards meter gems and vitality gems…more meter though

I finally took a look at the gem list and I have to say, the power ups and the conditions to activate them look very bland to me.
I don’t see any big strategy to build behind activating them, I was hoping they could be more interesting.
The defense and gauge acquisition ones will probably be the most used, I don’t think you can go wrong with them.
Also can someone explain me this:
Proficiency Lv.3 - Cross gauge usage reduction +40% - Activate Pandora
don’t you already have infinite gauge when in Pandora mode?

an ex move cost 1 bar, when this gem is activated it will reduce that by 40%. so instead of using one bar you use a little over half a bar. Same with supers and cross arts. Believe me the activation’s are fine, we don’t wont capcom to go mess things up

It’s not infinite per se, your meter refills over time. That gem should make some impossible 4~5 meter combos possible.

Just saying… next tuesday through thursday is a good week to try out those gems.

I wish this event was in Boston…sigh* east coast only get a few things.

As a Massachusetts resident i agree 100%

this is not relevant to the balance but those flashing blue/green/red colors when you activate the gems are like a punch in the eye. I don’ understand why capcom couldn’t come up with better visual effects and I’m talking about ex moves too. Flashing models are ok for 2D sprites, but when you have 3d models you can do much nicer things with the same effort. How about an aura (like E.Ryu and Oni) when you activate them, or, for example, some wind effects around you char when you’re using a speed gem?
Anything would be better than seeing your character flashing like a christmas three.

And if they end up being counterhits, then you just get your damage instead by hit confirming to combo. Problem?

News/info about Gems after the stream (list credit to Doopliss):

  • If you block or tech correctly when you have a auto-block/auto-tech gem equipped, you do not lose meter.
  • For charge characters, using the easy/super easy input commands does not change the commands for the fighters. So Guile can’t do a one button Sonic Boom or Flash Kick. Capcom realized this would be a balance issue and didn’t implement it.
  • Using easy input gems reduces your damage by 10%. The idea is if you’re new to fighting games, you’d start with the easy commands and then slowly take yourself off of them, as you get better at performing moves.
  • Speed gems only affect your movement speed, not your specials. So Ryu cannot throw out fireballs faster or anything.
  • You can’t use the speed gem to perform an El Fuerte Run Stop Fierce infinite, as some people speculated might be possible.
  • Capcom has heard the community’s concerns about running gems in the tournament scene, they have a lot of plans in the works to address this that they will be announcing soon.
  • Select the super easy input gem means you can’t perform some moves, he mentioned Ryu’s lunge punch is not available with this gem.

all shit people knew already…well except the easy inputs for charage…lol~

The third note is noticeable. Why would new players/casuals actually learn the input of a move when having the easy input gem in the first place? Why bother learning the move the way it’s used to be?

@therook: Thinking the same. You can do easy input shoryuken’s, but easy input for charge characters? Hell no dude! :smiley:

I’m having a hard time confirming this, but what were the rules for having multiple versions of the exact same gem? I remember hearing you could only have two of the exact same gem, but I can’t find the source. For example, could I have two gems that give +30% attack in pandora for a total of +60%? Or maybe even 3 for +90%?

i think you can…but if you can’t that also makes sense as some DLC Gems help out with that. however the % is still BS like seriously you seen the damage on Ryu’s fireball? that was at 40%…

Well, that was all three gems active at once.

yeah thats why im tripping, if thats what 40% looks like…then it don’t seem that bad. more or less im starting to think Gems have their own scaling system or someshit…ima rewatch certain parts again to make sure