Fighting Games Weekly |8/10-16| Gods(Beard) Among Us

What was endless abyss like?
Its pretty much just like regular survival, every few levels you fight a boss character with higher stats and difficulty. You get some HP refilled when that happens and get to pick stat buffs, special skills or other rewards after beating them.

It starts with 100 floors and you have to clear them all in one go. It ends up being between 10 or 20 fights at the start I guess. The main difference is that it doesn't have characters with multiple small life bars at the start, or a weird super armor boss mode for their last one. So the flow of the fight feels more natural, and because you have to clear it in one go it gives you more incentive to play longer. Although I think you can save mid way through and quit or something.

The rewards also feel more meaningful. I mean both are time waster modes, but in P4U and BB it just feels better than what Xrd has. Not to mention I feel like its a nice way to figure out what to do with characters for a scrub like me.
 
Its pretty much just like regular survival, every few levels you fight a boss character with higher stats and difficulty. You get some HP refilled when that happens and get to pick stat buffs, special skills or other rewards after beating them.

It starts with 100 floors and you have to clear them all in one go. It ends up being between 10 or 20 fights at the start I guess. The main difference is that it doesn't have characters with multiple small life bars at the start, or a weird super armor boss mode for their last one. So the flow of the fight feels more natural, and because you have to clear it in one go it gives you more incentive to play longer. Although I think you can save mid way through and quit or something.

The rewards also feel more meaningful. I mean both are time waster modes, but in P4U and BB it just feels better than what Xrd has. Not to mention I feel like its a nice way to figure out what to do with characters for a scrub like me.
Ah, okay. Thank you for explaining.
 
jam04plj.png

lmao
 
If Justice returns, I don't know if they'd want to make her like that anymore lol
Lol I hope she's closer to that version though just give her low damage and really low life. The zoner version of her is cool and all but that's never really been what she completely was.


Like how do you go from having triple air dashes to none lol
 
There is a pretty good assortment of easy characters in Xrd. It isn't like old games where they were all extremely hard to play. Just stay away from Zato, Ino, Venom, Bedman, and Ramlethal. The rest aren't hard to pick up.

Don't forget Potemkin, you have to have really good execution to get any good at him.
 
Why do you say this? Is there something obviously wrong? I mean, this guy did study the footage frame by frame.

If I'm reading this right, it says that c.hp is +5 on hit, this doc also says that b+mk is 5 frame startup. Since these two attacks link, I don't see how that's possible, since that would make it a zero frame link. Unless I'm completely wrong, which is entirely possible. /
 
If I'm reading this right, it says that c.hp is +5 on hit, this doc also says that b+mk is 5 frame startup. Since these two attacks link, I don't see how that's possible, since that would make it a zero frame link. Unless I'm completely wrong, which is entirely possible. /
That would b a 1-frame link. 3-frame after accounting for the input buffer.
 
I'd like Capcom to include an indicator (which you can turn off) for punishers, so it would flash every time you hit an opponent during his recovery. Sometimes when i play matchups i'm not familiar with i'd like to know if what i did against something was a punish or if i just caught the opponent not blocking or not holding up if i used a command grab.

Did anyone ever do this?
 
I'd like Capcom to include an indicator (which you can turn off) for punishers, so it would flash every time you hit an opponent during his recovery. Sometimes when i play matchups i'm not familiar with i'd like to know if what i did against something was a punish or if i just caught the opponent not blocking or not holding up if i used a command grab.

Did anyone ever do this?

I think Tekken Tag 2 had this feature.
 
I'd like Capcom to include an indicator (which you can turn off) for punishers, so it would flash every time you hit an opponent during his recovery. Sometimes when i play matchups i'm not familiar with i'd like to know if what i did against something was a punish or if i just caught the opponent not blocking or not holding up if i used a command grab.

Did anyone ever do this?
Not quite the same, but ArcSys games let you know which moves are highs, lows, or unblockables.
 
cool fan art

tumblr_nsqljmi8dQ1tbni79o1_1280.jpg

Super nice! This is the illustrator in me talking, but I wish there was some little visual joke in there to keep the tone of the games. It's a great composition that reads extremely well, but I worry it looks a little too much like an action movie paint-over without a tiny piece of corny storytelling somewhere.
 
If I'm reading this right, it says that c.hp is +5 on hit, this doc also says that b+mk is 5 frame startup. Since these two attacks link, I don't see how that's possible, since that would make it a zero frame link. Unless I'm completely wrong, which is entirely possible. /

There are two ways to think of "startup".

If a move shows 5f of startup, some people will think it comes out on the 6th frame. The official frame data for various OG fighters were written this way.

Modern fighters don't mean it that way. 5f startup now means it comes out on the 5th frame.

If something is +5 on hit, you can combo anything with 5f startup or less, not 4.

Linking a 5f move after a previous attack grants +5 is called a 1f link, because there is only 1 possible frame where your input will be successful. Linking something with 4f of startup would be a 2f link, and so on.

There are no 1f links or 2f links in SFV because of the new input buffer. Your timing still has to be good, just not 1/60th of a second good.
 
There are two ways to think of "startup".

If a move shows 5f of startup, some people will think it comes out on the 6th frame. The official frame data for various OG fighters were written this way.

Modern fighters don't mean it that way. 5f startup now means it comes out on the 5th frame.

If something is +5 on hit, you can combo anything with 5f startup or less, not 4.

Linking a 5f move after a previous attack grants +5 is called a 1f link, because there is only 1 possible frame where your input will be successful. Linking something with 4f of startup would be a 2f link, and so on.

There are no 1f links or 2f links in SFV because of the new input buffer. Your timing still has to be good, just not 1/60th of a second good.

That would b a 1-frame link. 3-frame after accounting for the input buffer.

I stand corrected. :)
 
There are two ways to think of "startup".

If a move shows 5f of startup, some people will think it comes out on the 6th frame. The official frame data for various OG fighters were written this way.

Modern fighters don't mean it that way. 5f startup now means it comes out on the 5th frame.

If something is +5 on hit, you can combo anything with 5f startup or less, not 4.

Linking a 5f move after a previous attack grants +5 is called a 1f link, because there is only 1 possible frame where your input will be successful. Linking something with 4f of startup would be a 2f link, and so on.

There are no 1f links or 2f links in SFV because of the new input buffer. Your timing still has to be good, just not 1/60th of a second good.
Wow, really? When did this change? I've always thought that a 5F startup meant it hits on frame 6.

Playing Xrd on PS4, it looks really nice, much better than on PS3. I guess I should practice it again now.
Want to play some in a bit?
 
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