The Gem System Thread

There is gonna be a con about tech rolls. I just can’t figure it out yet

in older builds they were slow and people used to be thrown right after they tech rolled…plus it didn’t go anywhere. now they seem really good…without any real drawbacks. however its unclear if they are completely invulnerable.

Wouldn’t some characters supers be able to punish that shit for free on reaction or at worst with an option select, namely Cammy, Heihachi, Chun Li, Ken (might be too slow) or anyone else with quick horizontal moving supers. Anyone got a vid of that TGS build with a lot of tech rolling?

You know just when I start to not really mind the whole gem stuff, capcom throws us the QUICK COMBO gems

Doesn’t this game do enough hand holding for new players? fuck

Quick Combo has nothing to do with gems.

And if you’re losing to players who need to hit LP+HK to do LMMH at the cost of a bar of meter than you have some problems.

Don’t know how it is for other people but something that is deeply annoying me of these Gems is how characters have to glow so brightly for as long as they’re active (About 20~ sec). Frankly, combined with the color saturation this game has it really ruins all visual effects. I mean how much does one need to understand that his Gem has been actived… there’s already a distinctive sound effect for it, plus a little glowing icon that appears next to your meter bar once one of your Gem is active.

So in average and high level play, since it won’t take much for good players meet the conditions their gems need, we’ll see characters glowing with all kinds of colors for the whole duration of a round, and set of matches. Quite stupid really. How much will they dumb this thing up.

Don’t like where capcom is heading with this stuff, that said, I’ll wait to see the final build to decide if I’ll support their work or not. But honestly I’m more tired of Capcom’s way of handling things lately. Given the fact that there’s plenty of descent fighters that came out and others to come, it won’t be a problem to move away from Capcom’s fighters anymore.

Apparently, performing so much as a simple combo is too much for a casual player to handle. There is no need to dumb down the game play that much. What Capcom needs to grasp is that players are nowhere near as stupid as they want to believe… or are they?

Having said that, the gems system does provide some interesting concepts (Like the speed gems for example: Imagine stacking those on someone like Ibuki or Hwoarang for instance, along with some good synergy of the other gems. It would be a long ass day for people fighting against competent players of both of those characters).

True, but I doubt capcom will change their character design thought process anytime soon.

No people are stupid, if you’re played SW TOR than you’ll be amazed how many people cannot find the advance class trainer. It’s basically the first quest you walk across once you hit the fleet. Yet so many people miss it, the only thing Bioware could do to make it more obvious would be to put a NEON SIGN over its head saying “FFS YOU MORONS TALK TO THIS GUY”.

They are. It’s why I couldn’t get anyone to play SF at college because no one had any idea how to do a charge move or a QCF/DP move. Even after explaining it to them.

so anyone an idea what the difference between “+damage reduction” and “+defense” is? I mean it would make sense if there were stun in this game, but there isn’t… so what’s the deal?

That’s… a really good question, actually.

I think damage reduction means you take up to a certain amount of damage and the gem wears off and defense is for the entire duration

that’s for +100 damage reduction, but look at the screen, it says “+20% damage reduction”

Thing is, usually fortitude gems have like “Damage reduction +100”, but here it’s 20%… which should be the exact same thing as defence.

Well that is confusing.

Never like posting in these threads, but anyway It’s pretty ugly what it means.

Since it says percentage, I’m guessing you take a % amount of damage reduction by either

  1. How much health you have left
    or
  2. The overall health of the character.

For example (#1), during the match If your character have 800/1000 health left and the Damage Reduction (20%) is activated at that time. You can take up to 160 damage

For reason 2. The Overall (full) health of your character is say 950 , once the gem is activated (it’s Damage Reduction 20% again), then you can take up 190 damage until time runs out.

People will say it’s OP or not, depends what you think. Judging by the requirements you probably can activate this gem at least 2-3 times before the round ends.

I think you can only activate a gem once per round.

Unless you buy the Assist gem that says" use gems more than once per round assist gem":smiley:

I don’t know about that.

If you go to the Japaneses site, and check under Gem System. Go to the list of gems. On the far right side there’s a bunch numbers ranging from 1-10. Those represent maybe how many times that particular gem can activate per round.

So for Attack Power 30%, condition is to activate Pandora mode. On the right it says 1 time. Makes sense to me.

The others like Attack Power 10%, connect 5 moves. It says can activate at least 5 times.