Trace_afj
[12] Conqueror
REVERSAL EDGE MECHANIC MASTER POST BY TRACE_AFJ
This is a post I wrote on the spanish community group but I'm translating it to english to throw some knowledge out there about everything I know about the new mechanic called "Reversal Edge" with their respective videos and minutes where I got the sources from so you guys can also check that what I'm saying is true, it took a while to compile not gonna lie
so here it goes, hope you guys find it usefull:
Well, let's sumarize everything that is known about the new mechanic, Reversal Edge (RE):
-RE is a new gameplay mechanic introduced for the first time in SCVI, it's a 1 to 3 frames (?) special kind of guard that automaticly blocks everything but break attacks and unblockeables with the push of a single button; It also has a slash after this "special guard" that leads to a wadger system similar to the one of the Injustice franchise ; once iniciated players have to guess wich button pressed the other and act acordingly to guarantee some damage (kind of like a rock paper scisors mini-game); It doesn't cost any meter at the moment and doesn't have any limit of uses.
- RE is mapped to one button by default, if you want to do it manually it's B+G, we can hold it to "charge" the RE, wich will give more active frames to the parry but it has a limit, so you can't charge it forever. If you release it early before it's fully charged you can guard the RE attack without entering in the clash animation https://youtu.be/PAOM2yPOgf0?t=5m29s and will force a FC on block, however, if you charge it completly even if you guard it, the clash animation will start, but since it's not an unblockable attack you won't take DMG from the intial hit : https://youtu.be/PAOM2yPOgf0?t=4m6s If the RE's strike hits you in an airborne state the clash animation won't start https://youtu.be/meCvnwimIH0?t=5m36s.
-When we push the RE button we will activate an auto-parry, wich has a ridiculously short window of start-up, as seen in this video where Sophie recives a CH from Mitsu from the back but she still has time to turn around and activate her RE to stop the second hit of Mitsu's string, wich leads me to think you can interrupt every non NC string even if you get hit by any strike of the string https://youtu.be/CuRyOuNy3cE?t=8m18s.
- RE can also be used as a post-GI counter ( source https://youtu.be/dYAUuJ1Phuw?t=1m47s ), RE's parry loses to BREAK ATTACKS( source https://youtu.be/iA6US0jfqNA?t=1m12s ) and UNBLOCKEABLES (?), and it deflects MID, HIGH and LOW attacks, THROWS, CEs, and also their own REs strikes (source https://youtu.be/CuRyOuNy3cE?t=6m43s ).
-When the RE clash animation takes place both characters have the same options, it doesn't matter who iniciated the clash: A B K G, GI step forward, sidestep (2 or 8) or backstep.
If both players choose the same attack option A B or K (?) or if the RE's iniciator does a B and the other does a G the clash animation will reset begining a second round, this second clash is much quicker so the window to enter your input is shorter, and if players get tied again, the one who iniciated the clash will win. Info provided for @Futabot at CES event
Also we know that if you choose G it will lose to B ONLY IN THE SECOND ROUND OF THE CLASH (this is the situation https://youtu.be/PAOM2yPOgf0?t=4m31s)
Here are what options win vs what during the first round of RE:
A > sidestep and K.
A < B , G ( https://youtu.be/CuRyOuNy3cE?t=2m29s ) GI, forward step and backstep.
B > A ( https://youtu.be/PAOM2yPOgf0?t=44s ) , G forward step and backstep ( https://youtu.be/PAOM2yPOgf0?t=1m19s ).
B < GI, sidestep ( https://youtu.be/CuRyOuNy3cE?t=6m44s ) and K
K > B ( https://youtu.be/CuRyOuNy3cE?t=7m36s ) forward step y sidestep
K < A, GI and backstep.
G > A, B, ( https://youtu.be/CuRyOuNy3cE?t=46s ) K ( https://youtu.be/2CZsr7z4PJw?t=1m34s) and GI.
G < (?)
G = sidestep, forward step or backstep.
GI > A,B,K
GI < G
GI = everything else
forward step > A ( https://youtu.be/PAOM2yPOgf0?t=1m41s )
forward step < B ( https://youtu.be/CuRyOuNy3cE?t=10m12s ) and K ( https://youtu.be/dYAUuJ1Phuw?t=21s )
forward step = G , GI sidestep or backstep.
sidestep > B
sidestep < A , K ( https://youtu.be/2CZsr7z4PJw?t=1m9s )
sidestep = G, GI, forward step or backstep.
backstep > A , K ( https://youtu.be/dYAUuJ1Phuw?t=4m15s )
backstep < B
backstep = G, GI, forward step or sidestep.
-We also know that using RE depletes your guard meter, but if it succesfully deflects any strike the guard meter you spent on the RE will be refunded, look at Sophitia's life bar here sourcehttps://youtu.be/PAOM2yPOgf0?t=4m34s.
-If RE's strike whiffs and we're quick enough to punish the punish will be a guaranteed CH or also a Lethal Hit on every character that has LH whiff punishers (source https://youtu.be/CuRyOuNy3cE?t=8m41s ).
- If RE's strike clash with an horizontal it will break the horizontal attack animation and may guarantee something (source https://youtu.be/CuRyOuNy3cE?t=7m12s ).
- Sometimes even if the RE deflects the enemy hit its strike may fail due to its vertical hitbox (source https://youtu.be/2CZsr7z4PJw?t=1m45s ).
-You can interrupt RE's strike if the one doing it miss-times the releasing of the button and eats a hit while doing the RE's slash, you can also provoque this situation by delaying strings for example.
This is a post I wrote on the spanish community group but I'm translating it to english to throw some knowledge out there about everything I know about the new mechanic called "Reversal Edge" with their respective videos and minutes where I got the sources from so you guys can also check that what I'm saying is true, it took a while to compile not gonna lie
Well, let's sumarize everything that is known about the new mechanic, Reversal Edge (RE):
-RE is a new gameplay mechanic introduced for the first time in SCVI, it's a 1 to 3 frames (?) special kind of guard that automaticly blocks everything but break attacks and unblockeables with the push of a single button; It also has a slash after this "special guard" that leads to a wadger system similar to the one of the Injustice franchise ; once iniciated players have to guess wich button pressed the other and act acordingly to guarantee some damage (kind of like a rock paper scisors mini-game); It doesn't cost any meter at the moment and doesn't have any limit of uses.
- RE is mapped to one button by default, if you want to do it manually it's B+G, we can hold it to "charge" the RE, wich will give more active frames to the parry but it has a limit, so you can't charge it forever. If you release it early before it's fully charged you can guard the RE attack without entering in the clash animation https://youtu.be/PAOM2yPOgf0?t=5m29s and will force a FC on block, however, if you charge it completly even if you guard it, the clash animation will start, but since it's not an unblockable attack you won't take DMG from the intial hit : https://youtu.be/PAOM2yPOgf0?t=4m6s If the RE's strike hits you in an airborne state the clash animation won't start https://youtu.be/meCvnwimIH0?t=5m36s.
-When we push the RE button we will activate an auto-parry, wich has a ridiculously short window of start-up, as seen in this video where Sophie recives a CH from Mitsu from the back but she still has time to turn around and activate her RE to stop the second hit of Mitsu's string, wich leads me to think you can interrupt every non NC string even if you get hit by any strike of the string https://youtu.be/CuRyOuNy3cE?t=8m18s.
- RE can also be used as a post-GI counter ( source https://youtu.be/dYAUuJ1Phuw?t=1m47s ), RE's parry loses to BREAK ATTACKS( source https://youtu.be/iA6US0jfqNA?t=1m12s ) and UNBLOCKEABLES (?), and it deflects MID, HIGH and LOW attacks, THROWS, CEs, and also their own REs strikes (source https://youtu.be/CuRyOuNy3cE?t=6m43s ).
-When the RE clash animation takes place both characters have the same options, it doesn't matter who iniciated the clash: A B K G, GI step forward, sidestep (2 or 8) or backstep.
If both players choose the same attack option A B or K (?) or if the RE's iniciator does a B and the other does a G the clash animation will reset begining a second round, this second clash is much quicker so the window to enter your input is shorter, and if players get tied again, the one who iniciated the clash will win. Info provided for @Futabot at CES event
If you have a guard tie on second round, RE initiator gets a GI. If you attack tie, initiator attack succeeds. (Tried it on G, G. A, B ties)
Also we know that if you choose G it will lose to B ONLY IN THE SECOND ROUND OF THE CLASH (this is the situation https://youtu.be/PAOM2yPOgf0?t=4m31s)
Here are what options win vs what during the first round of RE:
A > sidestep and K.
A < B , G ( https://youtu.be/CuRyOuNy3cE?t=2m29s ) GI, forward step and backstep.
B > A ( https://youtu.be/PAOM2yPOgf0?t=44s ) , G forward step and backstep ( https://youtu.be/PAOM2yPOgf0?t=1m19s ).
B < GI, sidestep ( https://youtu.be/CuRyOuNy3cE?t=6m44s ) and K
K > B ( https://youtu.be/CuRyOuNy3cE?t=7m36s ) forward step y sidestep
K < A, GI and backstep.
G > A, B, ( https://youtu.be/CuRyOuNy3cE?t=46s ) K ( https://youtu.be/2CZsr7z4PJw?t=1m34s) and GI.
G < (?)
G = sidestep, forward step or backstep.
GI > A,B,K
GI < G
GI = everything else
forward step > A ( https://youtu.be/PAOM2yPOgf0?t=1m41s )
forward step < B ( https://youtu.be/CuRyOuNy3cE?t=10m12s ) and K ( https://youtu.be/dYAUuJ1Phuw?t=21s )
forward step = G , GI sidestep or backstep.
sidestep > B
sidestep < A , K ( https://youtu.be/2CZsr7z4PJw?t=1m9s )
sidestep = G, GI, forward step or backstep.
backstep > A , K ( https://youtu.be/dYAUuJ1Phuw?t=4m15s )
backstep < B
backstep = G, GI, forward step or sidestep.
-We also know that using RE depletes your guard meter, but if it succesfully deflects any strike the guard meter you spent on the RE will be refunded, look at Sophitia's life bar here sourcehttps://youtu.be/PAOM2yPOgf0?t=4m34s.
-If RE's strike whiffs and we're quick enough to punish the punish will be a guaranteed CH or also a Lethal Hit on every character that has LH whiff punishers (source https://youtu.be/CuRyOuNy3cE?t=8m41s ).
- If RE's strike clash with an horizontal it will break the horizontal attack animation and may guarantee something (source https://youtu.be/CuRyOuNy3cE?t=7m12s ).
- Sometimes even if the RE deflects the enemy hit its strike may fail due to its vertical hitbox (source https://youtu.be/2CZsr7z4PJw?t=1m45s ).
-You can interrupt RE's strike if the one doing it miss-times the releasing of the button and eats a hit while doing the RE's slash, you can also provoque this situation by delaying strings for example.
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