JetEnduro Posted December 31, 2006 Posted December 31, 2006 Playing FFXI >.> Oh yeah, I forgot to mention that AC reminds me of X. Ky's voiceover is pretty much identical to X and some stages look like X (May's comes to mind) Time to go crazy over it and start lurking jp sites for good info D:
Shinobi! Posted December 31, 2006 Author Posted December 31, 2006 http://www.geocities.jp/ariamusicwithprs/ You can start here sir. I really didnt think about X stages....some do look alike.
JetEnduro Posted December 31, 2006 Posted December 31, 2006 Yeah i know that site, been one of my sources towards the end of the reload days. Gonna have to go through my favorites again lol got a bigass list.
kombatfreak Posted December 31, 2006 Posted December 31, 2006 I know this might be a little early, but I've been able to play AC Ky for a little bit and thought I might share some impressions. Keep in mind I haven't watched any vids (Taiwan earthquake killed internet across Asia) so these impressions are just me messing around with the game on my own. In case anyone cares here are the corresponding colors and buttons. Colors: P - Default K - Orange, brown hair, close to Slash Dust Color S- Yellow color scheme HS- Black color 1, Ky has blue skin, red sword...too funny. Kinda similar to his Slash S color at the same time. Dust- Black color 2, black sword Start/Taunt - no longer selects a color Yeah I know this might disappoint some people but Ky now has 2 black-ish colors Gameplay: Wakeup game - I'm finding the increased startup on CSE to be the biggest thing to get used to. FRC is still when the blue ball first appears, but since startup is longer, is naturally later. Having to substitute air CSE on wakeup now. In fact air CSE seems to come out faster so is preferable on wakeup - at least the frc is earlier. Jump D still works well on wakeup, the new Force Break air Dust is also proving to be a good wakeup substitute. Force Breaks - j.D Force Break (214D) seems most useful so far, probably common knowledge, but it makes j.D stay out longer, have a bigger hit area, and it hits multiple times. I'm finding the CSE forcebreak (lightning sphere) surprisingly useful. Since CSE has more startup it's almost necessary to stop people that jump in on you. Charge drive seems pretty stupid to me, but it does combo for free if you manage to get someone to jump in on a lightning sphere. Greed Sever - GS loop is still somewhat possible on heavy characters. When it hits they hit the ground and bounce up and can tech pretty quick. But it's still possible to catch characters with big/heavy hit boxes with c.S before the tech point. I don't know if this is even a preferable combo anyone, but thought it might be interesting to note that it still works sometimes. GS on counterhit is the same as always untechable, free combo. S stun edge - Feels like it's somewhere between #R and Slash. It definitely has more recovery as you can't combo after it at close range anymore. But it's still somewhat spammable. Just don't expect anymore Infinite Justice. 2HS - doesn't feel too different despite the 1 hit. On counter hit it's a little different though, they fly way up, higher than before. Guess it gives you more time to think of what to do. Stun Dipper - It really is slower and with more startup. FRC is still at the end of the forward movement so it feels the same. Harder to end combos with but not impossbile. Definitely makes you want to use 2D more though. 6HS - Haven't figured out how to use this right yet. I don't know why everyone says this is his attack from Isuka, it's nothing the same. You can cancel to special from it, like 6HS to stunedge. It's also jump cancellable, and can be cancelled to 2D and c.S. Probably more, just haven't played with it much. Air Stun Edges - Every one has a different timing. Air CSE frc is earlier and the move seems to come out faster. Like I said earlier I think it might be preferable to ground CSE on wakeup now. j.HS SE frc is really early, almost right away. j.S SE frc is later than HS frc. Like the beta reported, frcs on landing are all gone. Lightning Javelin - Frc is after Ky flies back and the flip animation starts. Haven't figured out how to use it right at all, maybe I should watch some vids. More as I remember it.
purify Posted December 31, 2006 Posted December 31, 2006 Thanks, Mike. Do we know if it's possible to have two j.D forebreaks out at once, or even one FB version and a normal j.D? Might make for something interesting. The move itself looks useful for...everything. HS color is like zombie Ky or something; Sol's version looks even weirder.
Shinobi! Posted December 31, 2006 Author Posted December 31, 2006 Thanks alot Mike. I was waiting on your insight on the game when you played it. And no more Infinite Justice huh? As long as I can spam it. Mike, you should check the EX colors....your gothic is there and I'm using Dust. Was it green lining?
H-F Blade Posted December 31, 2006 Posted December 31, 2006 So there are only 5 default colors? That blows. I'll be using the XX Dust color (white + black linings + red/orange hair) or the #R start color (if it's there).
Sytha Posted December 31, 2006 Posted December 31, 2006 Dibs on Vash. I think it was XX Kick or Slash. It's been a while since I've played XX.
Sytha Posted January 1, 2007 Posted January 1, 2007 Final AC Old school color list. Dust XX Dust Reload Start XX Respect Slash Slash XX Fuck you Kuro. I knew there was a Reason we hadn't seen the final color yet. In other news. You can have MORE THAN ONE STUN RAISING out at a Time
H-F Blade Posted January 1, 2007 Posted January 1, 2007 Dammit. <.< They soooooo should have used #R start. Or his 2-button color from X. Oh well I'll be more than happy to stick with XX Dust. I just hope for the home release they make every single color available in some way.
Sytha Posted January 1, 2007 Posted January 1, 2007 I think the Kuro Color is his X Kuro color. Not XX thinking back on it. Whichever one had Kuro with Red Hair. Is the Kuro we got.
RedBeard Posted January 1, 2007 Posted January 1, 2007 So there are only 5 default colors? That blows. I'll be using the XX Dust color (white + black linings + red/orange hair) or the #R start color (if it's there). EX colors are perfectly selectable in the arcade. So technically you have 10 colors to choose from. You hold start+push the button(punch, kick, whatever) to get an EX color at the arcade.
purify Posted January 1, 2007 Posted January 1, 2007 You can have MORE THAN ONE STUN RAISING out at a Time ahhhhhhhhh mystic cross ahhhhhhh
H-F Blade Posted January 1, 2007 Posted January 1, 2007 Yeah, kuro Ky from GGX ftl. He has some really hawt colors in GGX and any one of them should have made it over that color. Oh well. Being able to have more than one stun raising out at one time looks like a lot of fun. It could grant you plenty of control over the playing field.
kombatfreak Posted January 1, 2007 Posted January 1, 2007 Ahhhhh, thanks so much for the info on the EX colors, that explains why start didn't do anything. I didn't even try to press it with another button. I'm an idiot. I guess that goes to show I should browse the forums more often. Will make sure I check it out tomorrow. And as was already said you can have more than one stun raising out at once. As to purify's question you can have regular j.D and stun raising out at the same time. So yeah, I guess you can litter the screen with whatever you like. I guess I should play the game more before I post more impression, that and I probably can't offer much you can't see in vids. Is there anything specific anyone wants to try?
Shinobi! Posted January 1, 2007 Author Posted January 1, 2007 I would like for you to try and do HS Stun Edge FRC combos from 2D. Then I want you to 6HS loop someone lol. It's really fun just Anti Air with 6p and keep doing it everytime they bounce off the wall. You're gonna be the first one of us to have fun with that.
Heidern98 Posted January 1, 2007 Posted January 1, 2007 Mike a few ideas I had... See if you cant punish bursts with his new 6HS. Seems like it could work out nice from long range. Ive seen people use 6K in combos but not in loops... Is this normal still good? The ender for Vapor Thrust seems to have more recovery on landing for the air version (as if you were in an air combo and finished with VT+ender, not on ground). Is this true? Sides that Mike, your info is prolly the best Ive seen and something I know I can trust... Thanks so much bro ^_^ Ill see you at Final Round son...
Mr. Mamation Posted January 1, 2007 Posted January 1, 2007 oh shit, mike posted also, CSE FRC...DO IT!!!
kombatfreak Posted January 2, 2007 Posted January 2, 2007 I would like for you to try and do HS Stun Edge FRC combos from 2D. Then I want you to 6HS loop someone lol. It's really fun just Anti Air with 6p and keep doing it everytime they bounce off the wall. You're gonna be the first one of us to have fun with that. I tried really hard to get this to work, but either I did it wrong or it just doesn't work. When you hit them with a counter hit 6P they fly far back but don't really bounce back very much. Also when you hit them with a 6HS in the air they wall bounce but then fall at a sharp angle and hit the ground quickly. Either way given the startup on 6HS and the angle of descent I don't think this works, either that or it's impractically hard. I'll keep trying it in case I have to eat my words later but right now I can't get it to work. HS stun edge frc combos - I feel like the timing on HS stun edge is too late to combo like you suggested. It could be I'm using the wrong set up, but right now I don't think that idea works Mike a few ideas I had... See if you cant punish bursts with his new 6HS. Seems like it could work out nice from long range. Ive seen people use 6K in combos but not in loops... Is this normal still good? The ender for Vapor Thrust seems to have more recovery on landing for the air version (as if you were in an air combo and finished with VT+ender, not on ground). Is this true? Sides that Mike, your info is prolly the best Ive seen and something I know I can trust... Thanks so much bro ^_^ Ill see you at Final Round son... 6HS quite a bit of startup so you have to really be ready for the burst if you want to punish with it. Easiest if you get a whiffed blue burst, otherwise I only see it possible if you slashback a burst, and from that range you might as well go for a different punish. 6HS has great range but for the startup I think it's hard to use as a burst punish. And if you do want to use it as a long range punish, the other question is how to get someone to burst from that far away. 6K loops are definitely gone, still works okay in combos, which is probably why it's all you see. It's harder than before to combo after 6K so anything you can do to help it along is needed. I only recommend comboing with 2K or 2P or 5P. Of course doing it on a crouching opponent is still easier than a standing opponent, just moreso than ever before. Is it still a good normal? Yes, it's just riskier than ever to followup, but it's still useful for combos (just harder) and you can still use it for block strings, just at greater risk. Okay, as for the VT+Lightning Javelin ender ground and air question. I can't give you any frame data, but when I compared a vt+ender in the air and the ground the recovery on both felt the same to me. I tested it by doing a VT+ender, then I held up and took a note of hold long it took to jump. I then repeated for the air and it felt the same. Questions aside, I played a lot more of the game today and figured more stuff okay on my own. It was posted before but to elaborate on the EX colors: Start+P: Slash Black/Red, White hair color Start+K: XX Red, Yellow hair color (Someone tell Andrew quick!) Start+S: XX White/Black, Red hair color Start+HS: X Kuro Ky, Black/Yellow, Brown hair color Start+D: X White, Orange hair color More details on 2HS counterhit: Like I said before they float higher than before, but what I forgot to mention is that this changes how you want to combo sometimes because it's not untechable. If you get a counterhit 2HS on an aerial opponent and wait for them to float down they might tech first, so you sometimes want to meet them in the air directly. Or just cancel to VT. The funny thing is if you try to jc and combo directly off a counterhit 2HS they fly so high so fast you can end up missing unless you superjump. Air Stun Edge frc timings: I finally figured these out, the timing is immediately after Ky finishes yelling. So it goes something like "stun edge-*tap*" Tap being the sound of you hitting a frc. It's the same for S or HS air stun edge, so I might have to take back what I said about different timing for each. It works consistently regardless of which voice set you get. Also, when you do an air stun edge now, you drop to the ground in recovery without exceptions. So if you want to do double jump or double stun egde tactics after an aerial stun edge now, you HAVE to frc. Ground HS stun edge frc timing: I'm horrible at it, but right now I don't see much use for the HS stun edge frc except for safety. More on 6HS: It seems you can cancel out of 6HS into just about anything. On the other hand, very few moves cancel into 6HS. The only one I've found is the 6P-6HS link. Note that it does not combo. Lightning Sphere forcebreak: Finding more uses for this. Other than stopping jump/dash ins, this is surpringsly useful in rushdown. Especially at close range when people are used to the greater ground cse startup, it just kinda pops out and lets you rush down. Can be used to reset a rush string, or in the corner. Also, if you mistakenly do a ground cse for oki and you think the opponent will recover first using the lightning sphere fb is a good way to maintain pressure. Can also be used in the same way as all meaty pressure moves, try mixing up after it. Note that it will not save you from wakeup dragon punches. I was playing another Ky and when he tried to do lightning sphere for wakeup pressure, a HS VT went clean through it and hit him. Oh and one last use is for otg. It's pretty effective for getting a lot of otg hits if you know it will kill. Better than the old 2K-S© anyway. Stun Raising: Can be cancelled to from more moves than regular j.D. For example normally if you tried to cancel to a j.D from air pressure, you'd pretty much be limited to j.P-j.D. However you can cancel to stun raising from anything, eg. j.S-214D. So far I'm only using this fact for resetting aerial pressure/traps. New VT loops: I still have a lot more experimentation to do, but I'm able to do some basic loops now. Making use of the lightning javelin frc helps, but as it turns out sometimes you can do loops tension free. When depends on the height at which your VT connected and is often character specific. At least unlike before you can attempt these mid screen. An example would be to connect with a high 6P-S©-2HS-623HS-Lightning Javelin (frc...sometimes don't even need to)-5K juggle-S©-2HS-623HS-LJ. Of course what you use to juggle can change. The loop seem very dependent on character, height, and distance.
kombatfreak Posted January 2, 2007 Posted January 2, 2007 oh shit, mike posted also, CSE FRC...DO IT!!! Oh I missed Jeremy's point. I am getting better at the later ground CSE frc timing. If anyone is worried you can still do most of your old cse frc mixups with it despite the later timing, so nothing to worry about there. Run forward, jump around, crossup, high/low it all still works even though the frc timing is later. And Jeremy, does Maryland know about the Suzumiya Haruhi no Yuuustu reference in Johnny's stage in AC? There are 3 pirate girls that look like Haruhi, Mikuru and Yuki in the background. And I just realized I posted a lot of info somewhat disorganized, if anyone has anything else to try to needs explained better please ask. Also since I'm still pretty new at AC there my be other options or reasons things don't work that I don't realize. Also random: Order Sol is REALLY good. When you get hit by a charge cancel rush down in the corner in person you just feel violated. His new normal and FB from a charge are really good for zoning and pressure and on the spot punishes. To keep it on topic, I'm currently having a hard time in the Ky vs. Order Sol matchup. Order Sol is SOOO good. Okay I had to say it. It's off my chest.
purify Posted January 2, 2007 Posted January 2, 2007 Haha, I've fought Order Sol vs Ky more than any of you guys probably, but advice on that is void for Accent Core. Besides, you already know way more than me. I've noticed you can delay Lightning Javelin somewhat. Would doing/not doing this alter your chances of followup? Oh, and thanks again for all the info from the front lines etc.
Shinobi! Posted January 2, 2007 Author Posted January 2, 2007 Thanks Mike for the info. Hmmm, the Japanese seem to know how to use the 6HS loop good and it seems easy. Maybe its as harder as I thought. HS FRC combos are like the same in any game. Just do whatever you do after GS in slash after the FRC. Maybe that got hard too..... 2 more things I want to know about: 1) Try some stun raising setups on wakeup. Like 2D-jc-SR-backdash-SR (my suggestion to see about) 2) LJ FRC: See if you can get this out to make your loops easier. It looks like it comes at the end of the shooting animation and he begins to fall. My only hint. Once again, thanks alot for the info. Anyways, when you coming home? Me and Doren wanted to play you guys before FRX. Cuz we gotta try and ahnihila....*cough* *cough* play the comp best way we can at FR.
shtkn Posted January 2, 2007 Posted January 2, 2007 i would like to know how the changes to slide have affected anything. How much slower is it on startup and how fast/far it travels. FRC timing and options off it (i assume that's the same) Maybe it's just me but slide being slower makes me very sad, it was a really good move in my eyes. Also, tell andrew to stop picking my colors! :p
Mr. Mamation Posted January 3, 2007 Posted January 3, 2007 tell me if stunedge-frc-cse in cornor/anywhere is any good
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