Notes for playing T7 @ NCR.
General Stuff:
- I cannot fully comment on backdash cancelling since I can't use my stick there (only PS2 pads and the Sanwa Sticks are compatible) but backdashing in itself seems ok aside the initial backwalk animation screwing your timing.
- However, sidestepping took a massive nerf in distance. It felt like you will mostly get hit by things you can avoid in Tag 2 via sidestepping. Markman confirmed this nerf. I haven't done Proper sidewalking or electric sidesteps though to see if it makes a difference.
- Oki as you know it is gone. So far, you can't get a rejuggle with the current oki, though I think there is some loophole around it somewhere. But in general sense, oki is nerfed. Currently, the closests thing to oki you can do is to force people into standing up into a disadvantageous situation. More on this later.
- Bound spikes are techable and nothing is guaranteed.
- Without stage gimmicks involved, juggle damage are surprisingly low. Like, a successful teched GS will hurt just a little bit less than a standard juggle (approximations of course). A regular juggle is like a bit more than a fourth of a lifebar.
- Some wakeup tools are reanimated. Some getup kicks on certain positions got reanimated for example. Tech backroll is still there, but grounded backroll got replaced by some weird looking back standing animation that doesn't cover much space. If you want to get a good space from your opponent when waking up, you need to use the grounded toe kick (which goes for auto backroll).
- It felt like the throwbreak window is a bit late. Haven't tested throwbreaking well on the chances I've played.
- This game does feel different enough that it does focus on the standing game so much more. With all the current system changes right now, your character should have a really good poking/standing game to be viable...
- And this now comes with the overall buffs of each character. Everyone felt like most, if not all, the characters that we played were massively buffed in this game.
- The addition of power crushes and rage arts so far isn't as groundbreaking. Their effectiveness varies from character to character, which is a good thing IMO. Markman proposed to me that some of the rage arts are good as whiff punishers. I can see why.
- Bugs still pop out here and there. There's one time where a character just suddenly teleported from back to the wall to far side.
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King specific -
- I felt like the way I play King is totally encouraged in this game lol. SS 2+4 and BJGS gave me more mileage than I should lol.
- cd+1/FC df+1 is still safe
- To what kind of damage do I get from a regular rage combo, it's not worth doing the tailspin to rageart. It's better to save the rageart instead.
- Markman showed me an awesome combo with hopknee, iSW F! df+4,3 , df+2,1 tailspin iSW. Seems pretty piss easy to do and does alot of damage. Too bad I need a floorbreak for it lol.
- f+2,1 is a nice addition to King. It's not groundbreaking but it also makes some things easier. I can see why Namco team added it since it seems more essential to combos now over what f22 series brings to the table.
- d+3 IMO does nothing to King. This is still the game where you can get low crushed or CHed easily (Tag 2 complainers should stop complaining and deal with it). d+3 does nothing in the standing game that will give me insurance for that (no crushing, slow, linear, you can get hit with alot more YOLO moves than other lows).
- However, there are 3 massive buffs with King so far. FIrst, JGS 2 will ALWAYS give you a free crouch throw on natural hit. It doesn't matter if they are standing or crouching. I haven't tested if I can buffer df~df+1+3_2+4 multithrow starter yet though (but it technically should work).
- Second buff is King's ffn2 got the new CH animation where he does a brutal lariat and it does a big chunk of damage. This is a real legit low for King, that's accessible with wavedash.
- Third buff is, ff+1 became a CH launcher (tailspin on CH). In exchange though, it doesn't knockdown on Normal Hit (it forces opponents to turn to side though), but most tracking moves in the game got this same treatment.
- These 3 buffs are massive IMO. This comes back to the new oki of making people stand up in a disadvantageous situation. Jaguar Step and King Wavedash are legit threats now. Jaguar Step becomes a multithrow machine and Wavedash became something that you shouldn't twitch because of how many CH tools King has, not to mention cd multithrows.
- I still need someone to test out if CH push is a guaranteed f+2,1. It's still a guaranteed b+3, but it would be sick if it's guaranteed f+2,1. Hopefully, Tray and Kevs can test it out for me in the weekend.
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Kevs and Tray's observations:
- This game is alot different from T6
- Feels smooth for a beta
- Kev's gonna main Lars and Kaz, while Tray is gonna put serious effort on Hwo and Law
- Devil Kaz is OP
- Tray thought he wasn't gonna like it/expected the same game but was pleasently surprised.
- Xiaoyu felt unfinished.
- Felt a bit of annoyance on some notations of rage arts (most of them are notated on some already existing moves)
- Kaz b+4 is very useful
- Kaz 2nd sweep off CD 4,4 staggers on block now
- Backdashing was pretty much okay, but Sidesteps are really short.
- Getup animation was weird, and some changes to the getup kicks affected their characters
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Great thanks to Markman for bringing the T7 machine to NCR. Kudos!