Love it or hate it, the game is balanced around them and makes for a lot of interesting decisions players can make based on how they choose to implement these into their teams.
With WNF and IPW enabling gems in their weeklies, the selection of proper gems for teams become a necessity. We will assume only boost gems will ever get enabled in the long run. All assist gem discussion is prohibited.
There are a few conditions of gem activations that are absolute and then there are some which are a little more randomized and not guaranteed to go off at the right times in need. A prime example of absolute activation gems, or as I'd like to call them "on demand", are ones with such conditions met at the players' disposal:
- Your partner connects with a launcher - Enter the fight boosted for the next 20 seconds.
- Connect with 1 launcher - You tag out with the damage activated but your tag in character has none. A way to bring your character back in is to tag cancel or restand and manually launch once more. The former scenario is more likely.
- Activate Cross Assault (absolute for teams)
- Perform a Cross Cancel ("Alpha Counter")
- Use a Super Art
Below is the list of BOOST gems in the game that are default with the game upon purchase along with the extra free activated gem packs that released in April.
What characters are on your teams and what gems do you use?
I've highlighted some of the better ones in my opinion in bold to get the ball rolling.
Attack Gems / Immense Power Gems:
001. Attack +10% Connect with 5 normal moves
002. Attack +20% Speed -10% Connect with 10 normal moves
003. Attack +20% Connect with 10 normal moves
005. Attack +20% Get hit by 8 normal moves
006. Attack +10% Block 5 times
008. Attack +10% Have your attack blocked 4 times
007.Attack +20% Block 10 times
009. Attack +10% Connect with 3 special moves
008. Attack +10% Have your attack blocked 4 times.
009. Attack +10% Connect with 3 special moves.
010. Attack +20% Connect with 4 special moves.
012. Attack +10% Get hit by 2 special moves
013. Attack +10% Get hit by 2 EX special moves
014. Attack +20% Get hit by 3 EX special moves
015. Attack +10% Perform a Cross Cancel
016. Attack +20% Perform a Cross Cancel 2 times
017. Attack +20% Connect with 1 launcher
018. Attack +30% Connect with 2 launcher
019. Attack +10% Your partner connects with a launcher
022. Attack +20% Use a Super Art
023. Attack +30% Activate Cross Assault
024. Attack +30% Activate Pandora Mode
025. Attack +30% Opponent uses Pandora
027. Attack +10% Connect with a combo over 10 hits.
034. Attack +20% Your partner performs a knockdown recovery 3 times.
036. Attack +10% Your partner rolls forward after a knockdown 2 times.
037. Attack +20% Your partner rolls forward after a knockdown 3 times.
038. Attack +20% Escape 1 throw
Defense Gems / Iron Wall Gems:
041. Defense +10% Connect with 5 normal moves
042. Defense +10% Get hit by 4 normal moves
043. Defense +20% Attack -10% Get hit by 8 normal moves
044. Defense +20% Get hit by 8 normal moves
046. Defense +10% Block 5 times
047. Defense +20% Attack -10% Block 10 times
048. Defense +20% Block 10 times
049. Defense +30% Block 15 times
050. Defense +10% Get hit by 2 special moves
051. Defense +20% Attack -10% Get hit by 3 special moves
052. Defense +20% Get hit by 3 special moves
054. Defense +20% Get hit by 2 EX special moves
055. Defense +30% Get hit by 3 EX special moves
056. Defense +10% Perform 1 Cross Cancel
057. Defense +10% Connect with 1 Launcher
059. Defense +20% Opponent uses a Super Art
060. Defense +20% Opponent uses a Cross Art
061. Defense +30% Opponent activates Cross Assault
062. Defense +30% Opponent uses Pandora
063. Defense +20% Opponent gets First Attack
066. Defense +30% Land 3 Counter Hits
067. Defense +10% Perform 1 Reversal
069. Defense +30% Perform 3 Reversals
074. Defense +10% Escape 1 throw
075. Defense +20% Escape 2 throws
076. Defense +20% Your partner escapes 1 throw.
077. Defense +30% Your partner escapes 2 throws.
Damage Reduction Gems / Fortitude Gems
082. Damage Reduction +100 Get hit by 4 normal moves
083. Damage Reduction +130 Get hit by 8 normal moves
085. Damage Reduction +100 Block 5 times
086. Damage Reduction +130 Block 10 times
087. Damage Reduction +160 Block 15 times.
088. Damage Reduction +100 Have 4 of your attacks blocked
090. Damage Reduction +100 Connect with 3 special moves
091. Damage Reduction +100 Get hit by 2 special moves
092. Damage Reduction +130 Get hit by 3 special moves
093. Damage Reduction +100 Get hit by 1 EX special move
094. Damage Reduction +130 Get hit by 2 EX special move
095. Damage Reduction +100 Perform a Cross Cancel
096 .Damage Reduction +100 Your partner connects with a launcher
097. Damage Reduction +130 Your partner connects with 2 launchers
098. Damage Reduction +130 Opponent uses a Super Art
100. Damage Reduction +160 Activate Cross Assault
101. Damage Reduction +160 Activate Pandora Mode
104. Damage Reduction +100 Get hit by a combo over 5 hits
105. Damage Reduction +130 Get hit by a combo over 10 hits
106. Damage Reduction +160 Get hit by a combo over 15 hits
107. Damage Reduction +100 Land 1 Counter Hit
111. Damage Reduction +100 Perform a knockdown recovery once.
113. Damage Reduction +100 Escape 1 throw
114. Damage Reduction +130 Escape 2 throws.
Speed Gems / Divine Speed Gems:
117. Speed +10% Connect with 5 normal moves
118. Speed +15% Defense -8% Connect with 10 normal moves
119. Speed +15% Connect with 10 normal moves
121. Speed +10% Get hit by 4 normal moves
122. Speed +15% Get hit by 8 normal moves
123. Speed +10% Block 5 attacks
124. Speed +15% Block 10 attacks
125. Speed +10% Connect with 3 special moves
126. Speed +15% Defense -8% Connect with 4 special moves
127. Speed +15% Connect with 4 special moves
128. Speed +20% Connect with 5 special moves
130. Speed +20% Get hit by 4 special moves
131. Speed +10% Perform 1 Cross Cancel
132. Speed +15% Perform a Cross Cancel 2 times
133. Speed +10% Connect with a launcher
134. Speed +15% Connect with 2 launchers
135. Speed +10% Your partner connects with a launcher
137. Speed +20% Your partner connects with 3 launchers
139. Speed +20% Activate Pandora Mode
140. Speed +10% Land a counter hit
145. Speed +20% Perform 2 Reversals
146. Speed +10% Your partner performs 1 Reversals
151. Speed +20% Roll forward after a knockdown 2 times.
152. Speed +10% Escape 1 throw
153. Speed +15% Escape 2 throws
154. Speed +15% Your partner escapes 1 throw.
Vitality Gems / Life Force & Harmonize Gems:
158. Vitality gradual restoration +120 Get hit by 12 normal moves
161. Vitality gradual restoration +80 Get hit by 2 special moves
164. Vitalty gradual restoration +100 Connect with 2 Launchers
165. Vitalty gradual restoration +120 Opponent uses Pandora
166. Vitalty gradual restoration +80 Perform 2 Reversals
169. Vitalty gradual restoration +100 Roll forward after a knockdown 2 times
172. Vitality gradual restoration +80 Your partner escapes 1 throw
177. Vitalty instant restoration +100 Get hit by 12 normal moves
179. Vitalty instant restoration +80 Block 10 times.
181. Vitality Instant Restoration +60 Get hit by 2 special moves
182. Vitalty instant restoration +100 Get hit by 4 Special Moves
184. Vitalty instant restoration +60 Connect with 1 Launcher
186. Vitalty instant restoration +80 Use a Super Art
187. Vitalty instant restoration +100 Opponent uses a Super Art
190. Vitalty instant restoration +100 Opponent uses Pandora
191. Vitalty instant restoration +80 Opponent gets the First Attack
193. Vitalty instant restoration +100 Get hit by a combo over 15 hits.
194. Vitalty instant restoration +80 Land 2 Counter Hits
196. Vitalty instant restoration +60 Perform a knockdown recovery 2 times.
198. Vitalty instant restoration +100 Roll forward after a knockdown 3 times.
199. Vitalty instant restoration +60 Escape 1 throw.
200. Vitalty instant restoration +80 When vitality is at 50%
201. Vitalty instant restoration +100 When your partner's vitality is at 25%
Cross Gauge Gems / Onslaught & Proficiency Gems:
203. Acquisition +40% Block 10 times
205. Acquisition +20% Have 4 of your attacks blocked
207. Acquisition +20% Connect with 3 special moves
208. Acquisition +40% Connect with 4 special moves
212. Acquisition +40% Connect with a launcher
213. Acquisition +60% Connect with 2 launchers
214. Acquisition +40% Your partner connects with a launcher
220. Acquisition +20% Perform a Reversal
225. Acquisition +40% Escape 1 throw
230. Cost -10% Connect with 5 normal moves
232. Cost -10% Get hit by 4 normal moves
233. Cost -20% Get hit by 8 normal moves
234. Cost -20% Block 10 times
236. Cost -10% Connect with 3 special moves
238. Cost -10% Get hit by 2 special moves
239. Cost -20% Get hit by 3 Special Moves
245. Cost -40% Activate Pandora Mode.
247. Cost -20% Land 2 Counter Hits
250. Cost -10% Perform a knockdown recovery once.
255. Cost -10% Escape 1 throw
My current team is Bison on point and Law anchor. My current load out for them are:
M.Bison:
- Onslaught #205 & #214 -- A lot of Bison's pokes are safe and unpunishable on block so it is easy for me to stab and build extra meter as a battery for both characters when needed through two opportunities being first and coming in through a launcher.
- Immense #019 - If I get a launcher through Law, I will make sure Bison comes in with a strong ender via Psycho Crusher. Boosted, it's about 155. This ties in with one of the meter gems as I can get some semblance of wake up pressure and continue building meter.
Law:
- Onslaught #205 & #220 -- Same reasons above almost, but with the reversal gem giving more meter, I need to make up some of back through post-reversal bound or juggle. This technically minimizes my meter usage as it inherently negates some.
- Immense #22 -- Law has one of the better damaging Super Arts in the game, this is a no brainer especially off a clean launcher to finish up the mess as Law comes in.
Discuss.
Comments
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0 • Off Topic Disagree Agree LikeMain Team: Poison(On Point) x Jin(Reserve)
Poison:
-Onslaught lv.2 and EX Onslaught lv.2 # 208 & #305
Notes: Both Activate via Connect with 4 special moves, total boost is 80% C.Gauge Boost and 10% in Power. This help's build 2 stock for Jin's Super Art. Tagging in Via Boost combo will give Jin a 30% boost in power and depending on damage scaling, it can deal a large chunk of damage and may 1 shot the opponent's character. This Gem build is very momentum heavy.
Jin:
- Immense Power lv.1 #019 , Immense Power lv.2 #022 and Onslaught lv.2 #214
Notes: The Immense Power and Onslaught Gems Activate via Boost Combo(Partner lands a Launcher) So Jin comes in super charged and if 2 stock is available then all 3 Gems can activate at once for a total boost of 30% in Power and 40% in C.Gauge Boost. The C.Gauge Gem is there as a fail safe if the Super Art doesn't kill, I can build enough meter to ride the rest of the round out as most if not all my gems are exhausted(note to the weakness of my build).
Alt. Team: Poison(On Point) x Lili(Reserve)
Poison: (same as above)
Lili:
-Onslaught lv.1 #207 , Onslaught lv.2 #208 , Onslaught lv.2 #214
Notes: When Lili is brought in via boost combo she will get the first 40% boost in C.Gauge gain, once she lands her boost combo ender she would have almost activated all her gems, the next hit confirm will ensure that all 3 will be activated for a total of 100% C.Gauge boost. Lili is a monster with meter and honestly I can carelessly do EX Drills and build the meter right back via block strings! Because I have no Immense Power Gems, I have to rely mostly off the raw damage from Lili's extended EX combos to deal damage....and it's the only downside as without meter, this team has trouble.
This last build was just for kicks but through some testing...it's annoying to deal with.
Geif:
-Fortitude lv.2 #098 , Fortitude lv.1 #104 , Fortitude lv.1 # 091
Notes: This set will for the most part, always reduce at least 200 points of damage...and on Geif...that isn't fun to deal with. Bare in mind you want to Super him, hes going to cut that down by 130 points...so its going to be a long match if there is doubles of the Gem loadout(i've actually increased the number of timeouts effectively with this BS). Only one thing to say after that....DEFENSE!
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeI didn't thoroughly test the fortitude that much, but from what I know, it cuts the first 100 damage or so in the attacks and then goes away or until the duration is over.
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree Likeif you noticed the iron wall will always beat the immense power gem to activating. get hit with 4 normals? or with 2 special moves? yeah...its weird but you can essentially guess and effectively nullify their power gems by doing so....but why the hell would you do that when you can just stop the damage in general? honestly....I don't know.
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeI think Iron Wall is only effective in creating a stalemate among other Gems. So like the example I used before....lets use Asuka this time. She does
This (should be-Edit: this works) 4 normals and 3 special moves....this sets off 2 defense gems, either two fortitude or two iron wall.
with the two fortitude it easy to see it's -200 damage. with the iron wall gems it's only -20% of the combo.
If Askua had a immense power gem lv.1 activated during this time she would still be doing -10% of the normal damage given your fighting the iron wall gems. but on paper the fortitude gem still works better(im not at my system to run the test again).
It's hard to give a example when iron wall comes out on top....
Edit: Full Damage Transcript:
the above Asuka combo does 277 normally with no Gems active. I did all the test on Guile who has 950 vitality. Asuka is equipped with 1 immense power gem, land 3 special moves. Guile will be equipped with 3 iron wall and 3 fortitude gems in each test with them all having the same 3 conditions, get hit with 4 normals, 2 special moves, 3 special moves.
-Combo damage in real time gem activation vs no defense gem: 279
-Combo damage after gem activation vs no defense gems: 305
-Combo damage in real time gem activation vs Iron Wall gems: 262(see below for details)
-Combo damage after gem activation vs Iron Wall gems(full boost): 182(details below)
-Combo damage with no boost gems vs Iron Wall gem(full boost): 167
Activation timeline:
This shows when each gem activates in the real time test(this will be the same for fortitude). note that Gem effects are instant and will start taking effect the moment the condition has been fulfilled. In this test the max defense was 40% while power was 10%, at max it was reducing 30% of Asuka's combo damage shown in the figures above. Next is Fortitude.
-Combo damage in real time gem activation vs fortitude gems: 189 with around 146 points of fortitude left.
There are no other test needed for fortitude because of this info alone, now compare and contrast. Fortitude Damage reduction values, -100, -100, -130. in that order.
after all this testing it's clear to see that Iron Wall once activated can reduce a significant amount of damage, however fortitude just flat out prevents damage...
Feedback would be nice.
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0 • Off Topic Disagree Agree LikeI believe that the ironwall/fortitude gems that trigger off of getting hit by normals are the best. My reasoning is that they will ALWAYS help reduce damage, and if they don't get activated it doesn't matter because you are perfecting your opponent anyway!
Attack/meter boost gems are good too, but if you get hit first you might not have a good chance to use that character's attack boosters before you find yourself at 10% life with them.
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeI just came from another ranked match involving auto block gem usage..
Its actually popular that Ive come across this gem more often -______-
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeWhy in Gods name am fighting so many auto blocking B ranks? >.<
-i read op-
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0 • Off Topic Disagree Agree LikeMy solution for online play: Play with people you know and agree on disabling assist gems. Capcom needs to put in a filter for it along with the match settings.
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree Likecan you shed some light on which power Gems you use and in what combinations? I'm not asking for a replication of my post(that would be ideal) but I kinda like to know what people think when in comes down to building gem loadouts because i don't really believe there is a wrong way in doing it....only better and more effective ones~
I remember you saying you use Heihachi before in GD, I can imagine you using speed gems.
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0 • Off Topic Disagree Agree Like-partner performs a launcher
-have 4 attacks blocked
-perform a reversal
Juri: same except for the first once since I rarely use launcher/cross-rush with Yoshi. So I replace this one with something like connect 2-3 special moves or whatever.
I also have a pandora build with Juri/King. And some fortitude gems that activate on hits but I rarely ever use those.
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree LikeGem #s: 001, 009, 019 - (connect with 5 normals, 3 specials, partner launches)
One of Hei's bnbs can trigger the first two gems, and if you spend a bar to tag cancel and then manual launch to get Hei back in, you end up with a 30% more hulked out hei.
Example (w/King): (confirm into), f.lp>lp, mp dp, cl.hp, mp dp, cl.hp, dp. hk > p (tag cancel into King) JKL x 3, hp+hk (manual launch)
Now you've got Hei standing over a knocked down opponent rocking that old man rage.
Edit: JKL is King's Jumping Knee Lift - uf+mk
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Likelove the wrestling reference~ I also like the usage of boost combos as well! so big thumbs up there~
Would ya help me build better gem builds for Heihachi? haha~ I honestly just enjoy giving people solid templates for them to customize~
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0 • Off Topic Disagree Agree LikeFor the poking and fireballs I anticipate a lot of early blocks so I'm thinking meter build on blocks for Ryu is a no-brainer. If I'm watching the skies with my MP SRK and throwing fireballs perhaps also use a meter build gem that triggers on connected specials? The third gem I'm unsure about - I'd most likely take fortitude as I'm not confident in my defense.
For Juri I'm at a complete loss. When she comes in she does great damage on her juggles but I'm not sure how to really boost this effectively. Ideally I don't want to be bringing her in with a launcher since boost combos scale so badly but the "partner connects with one launcher" gems are so easy to activate - and the 40% meter one seems rad. Not sure what else to run on Juri. I guess fortitude again to cover my scrubbiness and because she has sub par health.
Any suggestions or builds for similar teams would be greatly appreciated.
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0 • Off Topic Disagree Agree LikeRyu can link multiple normals together and gets alot of mileage off them too. Since Ryu is on Point starting with Immense Power lv. 1 (connect with 5 normals) should be a good starting point. If feel confident enough, you can run the Immense power lv. 2 (connect with 10 normals) and stack it with another Immense power gem with the same activation condition(DLC required) for a 40% damage boost. C.Gauge Gems can work with Ryu because Juri is in Reserve but the problem is that Ryu doesn't have many options to activate them in a timely or effective manner, so your going to need Juri to do double duty.
Juri should run these Gems
Onslaught lv.2(Parnter connects with Launcher)
Immense power lv.1(partner connects with launcher)
Immense power lv.1(connect with 3 special moves) or Onslaught lv.1 with the same activation condition.
This works well due to Boost combos are a effective way to bring in your partner and its a easy way to activate gems. Juri should be 2/3's the way in activating her last gem and that can build you alot of meter to and deal a significant amount of damage if you have 1 or more stock on deck. I'm not sure if this helps but sometimes the basic stuff works the best.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeDoes anyone know how much extra life you get from the assist gem that gives you extra life? One of them also makes you have -10% defense for the entire match.. so, you may have e little extra life at the start, but then you take more damage throughout the match? Seems worthless?
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0 • Off Topic Disagree Agree LikeThis gem varies from character to character because it's relative to their max vitality.
Life Extent lv1 i believe is 20% so if it's on Ryu it increases his vitality from 1000 to 1200.
combine with the right fortitude gem it's like he has around 1300-1400 HP.
again we are suppose to stay on topic with boost gems....
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0 • Off Topic Disagree Agree LikeI just asked my question and went on my business -________-
Damn.....
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0 • Off Topic Disagree Agree LikeIron Wall is reducing the damage by a % once it's activated. Fortitude Reduced damage by a set value for the duration. I gave a really good example already, I can't see how any more clear I can be though o_O
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0 • Off Topic Disagree Agree LikeBut thanks anyways...I didnt neglect you comment..o.O
"Did you just neglect my explanation on Fortitude?"
LOOL
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0 • Off Topic Disagree Agree Likeawesome, this is very similar to the set up on my yoshi. I run vega with partner performs launcher, land 5 hits, and I forgot the last one. Yoshi and vega are so fun.
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0 • Off Topic Disagree Agree LikeSparnovax-Question: Hows your Law been treating you under pressure in high level play? Because I use him as well as an anchor, with Kazo. Just curious to know cause he really gets rushed down alot. I like your set up with him it's almost as similar as the gem sets I have with Law. Just might use your set up to help him even more.
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0 • Off Topic Disagree Agree LikeOut of curiosity, why the hell are there gems with the exact same activation conditions, effect % and effect length but with 1 having a debuff and the other not? Something about planned DLC which they ended up not charging for?
It's standard forum ettiquete to read all posts in a thread before replying or prefacing your reply with something like 'didn't have time to read the whole thread but...'
Incidentally I did not read the whole thread and apologise if my question has already been answered :)
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeJuri has so many ways she can combo into super, and her super hurts a ton at 350 damage. Boosting the attack power further + giving her unlimited meter to do whatever she wants beforehand can lead to almost 75% damage off of something as simple as an EX Dive Kick.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeNot the only way to play it at all. It's not about trying to prove anything, it's about not enjoying stupid BS. There was a poll recently and most people agreed the level 2 and 3 autoblock/autotech gems ruin an otherwise (arguably) decent game. Even if you're the most casual player in the world, I don't understand how you could enjoy removing a fundamental element of all fighting games.
Players like you go right onto my noplay list the minute I see that autoblock flash.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeThat's a very good point... What have you come up with for opening them up once you're in Pandora? In my (limited) experience it seems that whenever you go into Pandora they just jump away (obv you can try to do it only when they're cornered, but if you're popping the desperation button it's possible you don't have the ideal set up...)
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0 • Off Topic Disagree Agree LikeJust an experiment right now though.
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0 • Off Topic Disagree Agree LikeAren't her divekicks unsafe on block? And if I just sit there blocking, what can you do? It takes about half an hour to throw someone in this game. You'll run out of time before you can throw me enough times to kill me.
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeD3Vlicious.com - Fighting game and arcade stick news.
Follow me on Twitter @D3Vlicious
PSN: unityd3v (US), pinakaguwaping (HK)
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeIm sorry but, can you(and people in the future) stop being "Vague". I do not want to keep asking what gems your using, even if you just put the # I can look it up, but being vague like "I use 3 attack gems" isn't useful for anyone. Thats like me saying I use this Ryu combo and you die....come on now.
you explain Juri's gems and im ok with that, i understood the setup going on there.
@SUPARNOVAX, is it ok we discuss Extent Assist Gems?
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0 • Off Topic Disagree Agree Likefortitude,speed or meter gems are better imo
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0 • Off Topic Disagree Agree LikeDealing with turtles is not the point and I'm not going to touch that can of worms...it'll go off topic.
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0 • Off Topic Disagree Agree LikeI just wished they had easier meter reduction gem usage or make tagging free cost.
Sent from my Galaxy Nexus using Tapatalk 2
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeMeter extend would be good. Give me 4 bars instead of 3. Takes 2 or 3 slots and you can only fill out all 4 bars 1 once per round, once the 4th bar is spent it disappears, possibly comes with an HP deficit as well. Would be good for chipping someone out in the corner with a bunch of safe EX moves and doing 1 really long combo at some point in the round.
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0 • Off Topic Disagree Agree LikeThis is what has worked the best for me:
Chun (on point character - great for getting partners in)
-perform a launcher once -- power +20%
-perform a launcher twice -- power +30% (thinking of subbing to +20% super art activation)
-perform a launcher once -- meter + 40%
Juri (great for switch cancel, don't normally do launcher with her)
-partner performs launcher activated all three power +10%, speed +10 and meter +40%
personal analysis:
I'm thinking of switching Juri's power+10% to the super art activated power boost +20% as I use her super A LOT! Basically if I have two bars I go for it.
speed on Juri is actually really nasty for rush down, sort of feels like AE's Feng Shui activation. great for pushing opponents in the corner and getting Chun back in with typically a 50% damage boost for at least 10 seconds if I can get her in early enough.
I do this because Chun alone doesn't have many high damaging combos, but her length and comboing abilities once she's got you will bring some major hurt in a hurry.
I feel Chun Li needs meter to do her best damage and perform her rush down tactics. This is why I also feel she responds very well to power gems.
Juri can do some sick shit without meter but like I said if I have an opportunity to use her SA I do. Of the pair she has more ways into it and does all around more damage with it
DoA5: Tina Armstrong - Cuz I gotsta play 1 grappler in my life
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