Greyvangelist Posted March 1, 2014 Posted March 1, 2014 daaamn nigga Tenkai got 3rd!? Shit I need to watch the stream archives
Chumaralupa Posted March 1, 2014 Author Posted March 1, 2014 By the time I got home and tuned in there were 2 Johnnys in top 8,..... I guess I won't spoil who won if you're going to watch it.
Greyvangelist Posted March 1, 2014 Posted March 1, 2014 wow teams was the worst thing ever, Zappa too strong
i2agnarok Posted March 1, 2014 Posted March 1, 2014 Improv kumite was lawlzy. Sent from my ADR6400L using Tapatalk
Ryuuka Posted March 1, 2014 Posted March 1, 2014 http://www.dailymotion.com/video/x1dr5s3_guilty-gear-xrd-sign-all-instant-kills-and-overdrives_videogames
Chumaralupa Posted March 1, 2014 Author Posted March 1, 2014 So Delta's Noel made me wanna practice BBCP again, but then I saw this Combo Vid and got that feeling cured right away https://www.youtube.com/watch?v=6IkgJJyygoQ
i2agnarok Posted March 2, 2014 Posted March 2, 2014 Yo, gettin' hype for Lorenzo on stream. Seeing everyone doing pretty well is sweet. Rofl at that video, what am I watching? Sent from my ADR6400L using Tapatalk
Valthazeryus Posted March 3, 2014 Posted March 3, 2014 (edited) What information is released so far from Famitsu. Ragna: • Backdash duration increased from 20 to 22 frames. • Negative Penalty Resistance increased from 2 to 4. • Inferno Divider D falls 3 frames faster. • Gauntlet Hades no longer flies over crouching opponents. Now properly hits crouching opponents in the corner. • OD Dead Spike no longer comes out beyond the corner. • Last hit of Belial Edge is now DD-cancelable on hit or block. Untech time decreased from 40 to 35 frames. Jin: • Negative Penalty Resistance decreased from 6 to 4. • Front and back throws are now special-cancelable with proper timing, as well as dash-cancelable. • j.C and j.2C have their hitstun decreased from 19 to 17 frames on grounded opponents. Hitstun on airborne opponents remains the same. • 6A is now level 3 rather than level 4. Recovery is increased from 20 to 22 frames. Now -8 on block, +1 on hit, +8 on counter-hit. • Hishougeki has its recovery decreased by 9 frames (now +0 on block, +22 on hit). The charged version comes out 9 frames earlier. • Fubuki is now active from 6th to 8th frame, with invuls on frames 4 and 5. Proration increased from 82% to 89%. • Musou Tosshougeki is now a Fast combo starter. • First hit of Hirensou is now a Fast combo starter (the second hit is still Normal). Noel: • Backdash's duration increased from 18 to 22 frames. The invuls now last longer by 2 frames (from 1 to 7). • 5C no longer has projectile guard point on the arm. • Counter Assault has its hitbox improved. • Crush Trigger can be performed during Chain Revolver. Now ground-bounces on hit. Follow-up time decreased from 21 to 12 frames. • Drive 6C doesn't fly too far, hitting with all hits more reliably. • Silencer C has its hitstop increased from 0 to 6 frames. • Default Muzzle Flitter damage is increased from 1500 to 1600 (P1 proration increased from 70% to 80%, minimal damage decreased from 1500 to 1000). • Fenrir's first hit sets the opponent on the ground, hitting with all hits more reliably. Rachel: • Backdash's duration increased from 23 to 25 frames. Ergo, she is considered airborne from 1st to 25th frame now. The distance traveled is also increased. • Negative Penalty Resistance decreased from 7 to 4. • 2C doesn't blow the enemy away as high, untech time increased from 30 to 42 frames. • George XIII's SFX now disappear along with the hitbox. • Impish Gipsophilia now moves once the hitbox is active. Can be triggered up to 4 times. • Barrel Lotus and Beelze Lotus have their start-up increased from 39 to 44 frames. Duration is increased from 54 to 60 frames. The projectiles are now slower. The attack level is increased from 0 to 2. P1 proration decreased from 100% to 70%, P2 proration increased from 70% to 92%. Other attack level changes apply. Taokaka: • Added OD version for Hexa Edge • Cat Jump startup can be canceled into Barrier guard, specials, OD • Change to C move charging - C mash used to accidentally turn into the charged version easily, so they made changes to fix that. • Backstep: 18F->22F • C move charging: Doesn't count if you release the button at all. • 3C: Can cancel into OD after 2nd hit. • 6C: Active 6F->3F. Recovery 18F->29F. Full animation 42F->50F. Attack level changed to 3 for normal version only. • Dancing Edge: Chip damage removed. Air version doesn't land before the attack comes out, even if done just before hitting the ground. Hit box doesn't appear until near opponent (loses more easily to long-reaching moves). • 5D: Increased knockback • jD: P2 92%->82% • Cat Spirit: Min damage after 5th hit changed 60%->40% (600->400 damage). • Cat Jump: Airborn frames changed 8F~->11F~. Frames until you can take action 16F->19F. • Hexa Edge: Added OD version. • Unison Nyaibu: Base damage 2113->1960 (2307->2497 in OD). Min damage 1050->820 (1640->1225 in OD). Last hit of normal version causes wall bounce. (Landing it in corner causes opponent to bounce towards midscreen, switching sides). Tager: • Duration of backstep animation increased, making it easier to hit out of. • 5A and 2A combo rate time changed to "Moment" type (less punishing for people to get A'd when watching out for throws). • 2D made safer. • Backstep: Full animation 23F->28F. Invuln 1~19->1~20. Airborn 1~23->1~28. Movement distance slightly decreased. • 5A, 2A: Combo rate time changed to "Moment" type. • 3C: Startup 14F->13F • 2D: Recovery 24->18F. Hitstun 34F->28F. Blockstun 32F->26F • j2C: Made aerial CH bounce heights always be about the same. • Gadget Finger: Heat gauge multiplier 1300%->700%. (Actual gain 936->504) Arakune: • Change in curse gauge depletion rate. It lasts longer when you're attacking, and shorter when you're on the defensive. • a±b homing speed increased. • Backstep: Full animation 37F->34F. Invuln 1F~26F->1F~24F • Negative penalty resist: 6->5 • Curse gauge depletion: Rates are: 15->60 when hit, 15->40 when blocking, 30->20 for everything else. • C bug, D bug: Curse usage decreased. C bug 5000->4000. D bug 12000->10000. • a±b: Full animation 54F->45F. Cloud startup 31F->25F. Homing speed increased. The cloud sticks to the opponent when they are slowed, giving a visual indicator. • Zero Vector: Cloud disappears the moment Arakune is hit. • F Inverse: Startup 5+0->5+2 Litchi: • Staff 4B no longer goes into Straight Through followup on ground normal hit (combos using will have to be reworked). • 13 Orphans damage increased (might be good to research putting it into combos). • Backstep: Full animation 21F->22F. Airborne 1F~14F->1F~15F • Staffless jB, jC: Added revolver action to staffed j2D. • Staffless 4B: No longer moves forward. • Staffed 4B: Recovery 21F->29F. Frame Adv -5F->-13F. No longer moves forward. • D moves during OD: Can no longer control staff during OD activation animation. • C Straight Through: Startup 7F->10F. Full animation 48F->53F. No longer staffless afterwards. • 13 Orphans (vertical): Damage 300->400. Untechable time 60F->30F. Adjusted knockback on hit, making it easier to land all hits. • 13 Orphans (horizontal): Damage 250->300. Untechable time 40F->30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents. • All Terminals: Made combo-rush section animate faster. Move distance from that portion subsequently decreased. • 9 Gates: Now usable with 34123646D during OD. Bang: • 6B hit properties on airborne opponents changed, decreasing followup window by 5F. 3C FC combos will need to be reworked. • 2C: Attack level changed to 4. • 6B: Hit property for air hits changed to ground bounce. • Steel Rain: Command changed to 632146B • Hurricane Fury: Grounded version startup, active frames changed to be same as aerial version. (Startup 19F+10F->19F+3F, Active 1F->2F). Edited March 3, 2014 by Valthazeryus
Chumaralupa Posted March 3, 2014 Author Posted March 3, 2014 >> Silencer C has its hitstop increased from 0 to 6 frames. And the lord said, "LET RUBEN BE ABLE TO DO COMBOS"
LegendaryRath Posted March 3, 2014 Posted March 3, 2014 We may not have been victorious, but at least we beat Sigma. Wish you could have been there, Ruben. Overall, I'm really glad I went. I think I need more opportunities to play high level players and get better at controlling my nerves. Next year I think I'll do what I can to make it to different majors, like NEC. Erik, I have your energy drinks you left in Luke's car.
Zeromus_X Posted March 3, 2014 Posted March 3, 2014 I'm glad I went, I had fun and got to play a lot of casuals with different people. Shout outs to Luke for driving us there. Also apparently the +R patch is finally out on NA PSN: http://www.dustloop.com/forums/showthread.php?19004-R-patch-finally-out-for-NA-PSN
Orrax Posted March 4, 2014 Posted March 4, 2014 I'm glad I went, I had fun and got to play a lot of casuals with different people. Shout outs to Luke for driving us there. Also apparently the +R patch is finally out on NA PSN: http://www.dustloop.com/forums/showthread.php?19004-R-patch-finally-out-for-NA-PSN Wow, I guess "soon" actually did mean "soon." If anyone wants to play +R online, let me know and I'll invite them to the matchmaking chat room. There were actually a surprising amount of people in there today. I wonder how long until the room dies again. Yeah, I'm glad I went as well. It was fun. Looking back over the stream archives of my matches is telling me a lot about what I'm doing wrong -- and making me cringe at some of the things I did. At least I seemed to play a little better in the team battles after the tournament. I need to find the matches where Ryan beat BrkrDave twice. Those sounded hype.
Zeromus_X Posted March 4, 2014 Posted March 4, 2014 I wish I could go back and see what I did during my stream matches, but it appears they were unrecorded. Sadness. I did get to see Lorenzo get pretty far though, good shit.
i2agnarok Posted March 4, 2014 Posted March 4, 2014 GG incoming at Ruben's? :D I'll DL it and show my face at the next gathering. And be absolutely terrible.
Orrax Posted March 4, 2014 Posted March 4, 2014 I'll play #R. But there's no reason not to play +R. Enough changed in Xrd that I don't think it's really going to make that much of a difference.
M19Kamikaze Posted March 4, 2014 Posted March 4, 2014 (edited) Good news from Surprise. Seems we got our interwebs bumped up. It's 12mbps vs... I think it was bout 3, maybe less. Haven't tried netplaying on CP, but hopefully it won't be absolute hell/impossible as before. http://www.dustloop.com/forums/content.php?638-BBCP-Full-Character-Changelist-Update-Playable-This-Weekend-JAEPO-2014#comments **Character Changelist** ~Nu-13~ Counter Assault - Improved the attack hitbox. Spike Chaser, Crescent Saber - Dia Form and Luna Form versions are now treated as different moves. Overdrive Version Calamity Sword - After the last hit, can no longer be Emergency Teched. Astral Heat - Is now an strike attack instead of a throw. Guys... guys, what does that mean? Does "strike attack" mean a normal hit? Edited March 4, 2014 by M19Kamikaze
Zeromus_X Posted March 4, 2014 Posted March 4, 2014 Apparently Google Fiber may be coming to Phoenix as well. Get hype for better netplay...? Also yeah, it sounds like her Astral will just be a normal hit now, so you can just combo into it normally instead of going for a tick setup.
Valthazeryus Posted March 4, 2014 Posted March 4, 2014 (edited) Gunz 2? a-cho is getting better at uploading non-potato quality recordings. http://www.youtube.com/watch?v=aaffcsHR2N4 Edited March 5, 2014 by Valthazeryus
Theupstreamer Posted March 5, 2014 Posted March 5, 2014 Let us all take a moment to remember how godlike potatoes are at everything except recording videos.
Chumaralupa Posted March 5, 2014 Author Posted March 5, 2014 Bedman looks so out of place in this game. Where's Valentine damnit.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now