Intro |
Though techincally a part of the Tension Gauge system, both Roman Cancel and Force Roman Cancel
is important enough to warrant its own section. Both variations of the cancels open the game
up for both offensive and defensive reasons. Be sure to study both sections and practice using
them with your character of choice.
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Roman Cancel (RC) |
The Roman Cancel is one of the GG series' most innovative features. By pressing any three
attack buttons simultaneously during a move that connects or is blocked, you can
cancel all of the recovery. The Roman Cancel has many great uses, the primary being
for extending combos and increasing damage. Any normal attack, and the majority of
Special Attacks and Overdrive Attacks, can be Roman Cancelled which lends itself
to some devastating options. Using a Roman Cancel requires 50% of your Tension Gauge.
Since not all attacks can be Roman Cancelled, it's important to study the character
movelists to learn what can and can't be cancelled.
Roman Cancelling blocked attacks can be an effective option as well. Though it still
takes 50% of your Tension Gauge, it can often get you out of impending trouble, or
set up unexpected follow ups. Since your opponent may expect to block your attack and
retaliate as you recover, Roman Cancelling the recovery can catch them off guard and
allow you to continue your attack rush. Projectile attacks cannot be Roman Cancelled.
An important facet of Roman Cancelling to be aware of is trajectory. When a move is
cancelled, whatever direction and speed your character is travelling will, for the
most part, continue. For example, if an upwards moving attack is Roman Cancelled,
then your character will continue travelling upwards. This also holds true for
forwards, downwards, backwards, and diagonal movement.
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Force Roman Cancel (FRC) |
New to GGXX, the Force Roman Cancel (FRC) (or "blue cancel") is very similar to the
regular Roman Cancel. However, there are two major differences. The first is that
FRC's only require 25% meter to perform. The second is that they can ONLY be done on specific moves,
at specific times. Usually the average frame window to FRC is about 2-4
frames (that's 1/30 - 1/15th of a second), but some are only 1 frame, and some are really long.
A major advantage of FRCs is that they do not require a move to hit to do, and infact can be done
with Projectile attacks as well (unlike RCs). FRCs can be used to make unsafe moves safe, extend combos
or pressure, or be used as a fake out to bait bursts or mixup.
Make sure you check your character's movelist to learn which moves can be FRC'ed, it's important to
understand when and where FRCs can be used, they can dramatically improve your gameplay.
To find the FRC point of a move, you can go into Practice mode and turn on the Display Input.
The display bar will flash white where the FRC point is, and fade to blue for a bit afterwards.
These points are very small, yes, so keep practicing.
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