Unimportant Guy Posted February 27, 2007 Posted February 27, 2007 Could be character specific. Like against Faust, where your typical ji combo of 5s©-ji-5s(f) won't work off of 6p or lvl 3 SF.
WUT Posted February 27, 2007 Posted February 27, 2007 The applications are character specific and mostly restricted to the normal/heavyweight characters. An easy example of its use is from a successful fuzzy guard setup on Ky in the corner: fuzzy guard (j.S[blocked], dj.HS, dj.D), land, run in deep 5S© JC j.HS, j.D, land, SJI 5S© SJC j.S, j.HS, j.D, dj.HS, dj.D, Lvl2 BRP. <-- 235 damage. Better off discussing things like that in the combo thread, of course. Back on topic: Mostly speculation but, given the wall stick property on Order-Sol's throw in AC, I'm thinking the SJI 5S© combos will see more use than they do currently. If you're in deep enough it's easier to land the j.S, j.HS, j.D, dj.HS, dj.DxxSpecial finisher from a SJI'd 5S© compared to 5S©, 5HS, due to less pushback. Of course, it's still character and height specific. We'll just have to try it out once Accent Core hits a console eventually.
TITANIUM BEAST!!! Posted February 27, 2007 Posted February 27, 2007 You also have the fact that j.D doesn't float characters as high as it did in Slash, making loops infinitely easier on normal-sized characters.
WUT Posted February 27, 2007 Posted February 27, 2007 Yeah. Also, was j.D's untechable time increased slightly? I've been seeing a bigger delay between the j.D and dj.HS in the Dust loops in Accent Core, and I just passed it off as me being crazy.
LM_Akira Posted March 1, 2007 Posted March 1, 2007 lol yeah happy birthday man! Has anyone had any luck in tracking down a copy of the AC Break Encyclopedia yet? If I get my hands on a copy soonish I'll happily post up whatever combos/info/colours etc are in there for HOS.
zer0kage Posted March 1, 2007 Posted March 1, 2007 To anybody getting the mook besure to do your maths and list down the normals which give + frames when CCed.
Hatred Edge Posted March 1, 2007 Posted March 1, 2007 Regarding HOS's ability to CC his normals: Can he CC his normals even if they whiff or are blocked? Cuz if he can HOS players might be able to abuse CC...... CC BURST!
LM_Akira Posted March 1, 2007 Posted March 1, 2007 Off the top of my head, I think I've seen vids of CCs being used off normals in the middle and end of blocked strings but I'm not 100% sure. EDIT Check this vid. Hamakaidou's CCing off block strings right? http://www.youtube.com/watch?v=K3RRUNcKBiM However, I'm sure I've never seen whiffed moves being CC'd. People opt to just charge manually when they have the space. So I assume to CC you have to hit or block with a normal move.
Hatred Edge Posted March 1, 2007 Posted March 1, 2007 :sosad: I can't watch youtube cuz I'm in school!!!!!!! NOOOOOO!!! On topic: Ok so if HOS can CC on block he can use CC as a safe guard possibly. Which means if he CCs on block the enemy might be forced to back away to get out of CBurst range?? Which means in turn HOS can use CC on block AND possibly land a CH??? God, my brain just crashed, this CANNOT be possible, cuz if it is that will be omega badass...
LM_Akira Posted March 1, 2007 Posted March 1, 2007 Well it's suffice to say (after watching the vid again) that HOS is definitely CCing normal moves that are being blocked, tho the charge is minimal and done very quickly (compared to a knockdown CC). I've not seen anyone try a blocked string into CC into charge burst thus far. One question I'd thought of asking, if you can hold down D to get a Lv1 move when you're at Lv2 or Lv3, do you think it'd be feasible to negative edge the D afterwards to get an Action Charge? Not sure if this would be all that useful anyway in practice if you could do it but just an idea.
fatewalker Posted March 1, 2007 Posted March 1, 2007 i've seen Kaqn do that some times. he'll be at Lv2 and end his combo with a Lv1 BRP AC to get to Lv3.
LM_Akira Posted March 2, 2007 Posted March 2, 2007 Nice...this really brings a whole new edge to his game. Has Lv1 Rock It lost it's advantage on block now tho? I see people action charging after Lv1 RI all the time, a tactic you wouldn't really use in Slash all that often. Oh and I've bought myself a copy of the mook, as soon as it reaches me I'll put up some scans of the HOS stufff and translate as much as I can.
zer0kage Posted March 2, 2007 Posted March 2, 2007 With that start up wonder if its possible to use lvl1 rock it as a tech trap after a 2D. Be sure to do the maths too. Btw LM Akira how is thhe overall fighting game scene in the UK and can you break it down on how it is like please? I may head there for further studies.
LM_Akira Posted March 2, 2007 Posted March 2, 2007 Yeah don't worry I will put up all his frame data, colour schemes, combos, FRC timings (if any have changed) everything I can, assuming no one beats me to it lol The gaming scene in the UK is strongest in the south, particularly London. If you're interested, check out www.neoempire.com it's the essential website for competitive UK gaming. Ranking Battles and Tournaments are run for games like 3S, GGXX/ (soon to change to AC), ST, T5:DR, KoF2002, CvS2, MvC2 and so on by the NeoEmpire staff (of which I am one). The arcade scene is fairly strong too, again in the south mainly. There are some excellent gamers in the north but traditionally we all travel down to London for the big events. If you want any more details just PM me. Apologies about the off topic ramble.
fatewalker Posted March 3, 2007 Posted March 3, 2007 i should have the mook on wednesday or friday. so i too could try to help translate stuff.
LM_Akira Posted March 3, 2007 Posted March 3, 2007 Cool. I'm currently compiling a list of AC combos from all the matches I've downloaded, I'll post them up shortly. Link to HOS's colours: http://image02.wiki.livedoor.jp/g/e/ggxx_matome/8be91f5c23d70199.jpg I'm liking the new S colour a lot, K doesn't look too bad as well. EX S (old HS) and EX HS (the essential old Start/Respect colour) make their return with most of his other Slash colours. AC HOS frames are now up in one of the other forums: http://img217.imageshack.us/img217/5751/ordersolframesbn0.gif
fatewalker Posted March 8, 2007 Posted March 8, 2007 my japonese sux f.S: new animation. Start up 8F->10F, Active 6F->2F, Recovery 8F-> 15F, Lv3->Lv5. very fare reach. 5HS: damage 30x2->47, 2hit ->1Hit, Gaurd Advantage -1->+1. 6P: now prorates 90%. DAA: active 3F->5F, Recovery 24F->12F. 2S: recovery 10F->12F. 2D: now Slides forward and has increased Range. j.HS: Counter Hit Slide Down effect (68F/slides for 25F.) Throw: Wall Stick (40F/Stick 30F.) Air Throw: Untechable for 60F, Counter Hit Knocks Down. Bloack head Buster: Lv1 Hit stun of seconed hit is around 35F, Lv2 3rd hit's hit stun is aroun 40F, Lv3 4th hit's hit stun is around 45F. for Lv2 and Lv3 9F->12F, secondary hits For LV2 and Lv3 Lv3->lv5, gaurd advantage lv1 -14F->-2F lv2 +7F->+11 lv3 +32F->+37F. GunBlaze: Lv1 Gaurd Advantage +6-> +9. Storm Viper: 3rd hit of lvSV unteachable time 38F->40F(45F in air.) Rocket: lv1 Slides Down on counter hit (40F/ Slides For 20F). Charge: recovery 34F~->13F~. Lv Charge 160F->62F. Force Break Fefinir: damage 70, Lv5, hits Low, start up 10F, active 2F, Recovery 23F, 1~11F invincable on Feet, Ground Bounces (40F), Ground Bounces on Counter Hit with Down effect. Tyrent Race Omega: Lv3 Recovery -29F->-25F. Dragon Install Limit Breaker: Start up 14+11F->7+1, Recovery 87F->68F, Input Change, can be comboed into.
TITANIUM BEAST!!! Posted March 9, 2007 Posted March 9, 2007 I've updated the sticky for AC changes with MOST of the pertinent data. Will be finishing that up either before I go to bed or when I get up tomorrow morning.
Hatred Edge Posted April 10, 2007 Posted April 10, 2007 Seriously!!! How does Dragon Install work? I mean the charge lvl and tension% people, I already know the command.... When I saw the /\Core trailer I saw HOS do Sol's old IK All Guns Blazing. This is interesting cuz HOS didn't have an IK listed on the /\Core site.(Unless it was EX HOS??!!!) HOS's D color is looking quite good.....hmmm
TITANIUM BEAST!!! Posted April 10, 2007 Posted April 10, 2007 Dude, they were talking about Generations mode, that was GG mode HOS.
Hatred Edge Posted April 10, 2007 Posted April 10, 2007 I thought GG mode only affected the overall game mechanics. I heard about GG GGX and GG/\Core but I thought that was for how you want the game to play like when Chipp does Zansei Rouga you can FD it in / even when Chipp attacks from the back whereas in GG you'll get hit when Chipp goes behind you. How can there be a GG mode HOS? Can you give me more info on Generations?
zer0kage Posted April 10, 2007 Posted April 10, 2007 I dunno full details on that Chipp thing but GGenerations mode basically changes the 'system' of the character who you are using to either GG, GGX or GGAC systems. The Ho Sol comboing to an IK is just the GG1 IK system taking place P+K 236P if it was exactly from that time. It's also likely that his gameplay may change to 'ex ho sol' style where he actually plays like GG1 HoSol.
Hatred Edge Posted April 15, 2007 Posted April 15, 2007 OK, I understand the generations thing. Anyways: Kinda stupid question..... Since Hos can keep D down and do a lvl.1 move while on lv.2/3, can he do a lvl.1 OD while on lv.2/3?
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