Bloodcrave Posted June 7, 2012 Posted June 7, 2012 http://wiki.livedoor.jp/ggxx_matome/d/GGXXAC%2BR%A1%A1%A5%ED%A5%B1%A5%C6%A1%A1%C2%E81%B2%F3#content_2_2_6 can someone explain the meaning of "kiresai possible" under sol's new FB sidewinder?
shinquickman Posted June 7, 2012 Posted June 7, 2012 ^From what I can tell, kiresai is referring to TK Sidewinder.
youcanwonder Posted June 7, 2012 Posted June 7, 2012 bozac, how is baikan and zappa looking?? sorry havent had time to read the thread so figured i would just ask lol.
Vulcan422 Posted June 7, 2012 Posted June 7, 2012 Loketests are over, right? This thread should probably be locked until the next one as its purpose has been fulfilled (for now, at least).
youcanwonder Posted June 7, 2012 Posted June 7, 2012 1 more question, sorry again, but does anyone have any links to vids or give the page number they are on so i can look at them :D thank ya ahead of time
Phrekwenci Posted June 7, 2012 Posted June 7, 2012 1 more question, sorry again, but does anyone have any links to vids or give the page number they are on so i can look at them :D thank ya ahead of time No vids in the Lokitest, only sketch artists. ;D
youcanwonder Posted June 8, 2012 Posted June 8, 2012 No vids in the Lokitest, only sketch artists. ;D damn that sux, was hopin someone would sneak some footage lol. thanks though
Chrome Homura Posted June 9, 2012 Posted June 9, 2012 Will this be uploaded as standard watchable videos afterwards? The stream just does not want to work for me
MacArthur Blunts Posted June 9, 2012 Posted June 9, 2012 Patiently waiting... The Slayer changes seem really really fun and I believe they are gearing him towards more difficult combos to get damage. The early AC combos did amazingly stupid amount of damage for little difficulty and meter. I believe this will flesh out the players who played him for ease+effectiveness and give the people who spent the most time learning his intricacies a more rewarding experience. (I'm ready.)
Zinac Posted June 10, 2012 Posted June 10, 2012 Good Guy Mac. Character gets nerfed, considers it a challenge.
ElvenShadow Posted June 10, 2012 Posted June 10, 2012 (edited) Slayer will still be really good but I respect that attitude. Youcanwonder, just read the changes lol. Edited June 10, 2012 by ElvenShadow
youcanwonder Posted June 11, 2012 Posted June 11, 2012 Slayer will still be really good but I respect that attitude. Youcanwonder, just read the changes lol. lol i did, just wanted your opinion i guess on them. her changes dont seem that great...dont know how i feel bout them removing her spike from a counter and able to do her counter moves just from the dash lol..
Rhannmah Posted June 11, 2012 Posted June 11, 2012 lol i did, just wanted your opinion i guess on them. her changes dont seem that great...dont know how i feel bout them removing her spike from a counter and able to do her counter moves just from the dash lol.. What? No, you are confused. Baiken still has her counters on block, what's changed is that she can now cancel the end frames of her blocking dash into a counter without needing to actually block anything. Also, the yoshijin counter (the upwards spike) was replaced with her guilty gear x counter, which you can see in the preview video. Yoshijin was made a stand alone move.
Greyvangelist Posted June 12, 2012 Posted June 12, 2012 for Slayer it's going to take a while for me to get used to losing those wonderfully damaging 5H relaunches or 2D>RC>5H>IAD>j.H combos but oh well, I'm sure we'll still find a way to make him fantastic.
ElvenShadow Posted June 12, 2012 Posted June 12, 2012 its too early for me to really say if Baiken will still be really good but I would say she will still be a pretty solid character. her combos will be quite different but she still has great tools. im not a baiken player so im not really the best person to ask.
Pestilence Posted June 12, 2012 Posted June 12, 2012 After seeing a few of the changes to I-No in the PV. I'm excited. Her combo & mixup abilities just skyrocketed. Hopefully her damage doesn't drop anymore. Still have yet to see the chemical love wall bounce in action though.
phantomBlade Posted June 12, 2012 Posted June 12, 2012 "Jam 6h doesn't wall stick" "Bad Lands Loop doesn't exist anymore, only 2 reps" omg this is gonna be such a good game! WOWOW
Blade Posted June 12, 2012 Posted June 12, 2012 I'm still not sure about taking away Justice' ground dash. She had a huge hitbox to begin with, and it's not like Saperia Trance compensates for that at all. If her IAD is good, that's another story.
destruction_adv Posted June 12, 2012 Posted June 12, 2012 I'm still not sure about taking away Justice' ground dash. She had a huge hitbox to begin with, and it's not like Saperia Trance compensates for that at all. If her IAD is good, that's another story. I thought she lost her airdash too though.
Vulcan422 Posted June 12, 2012 Posted June 12, 2012 She can still airdash, just not 3 times in a row. She still has double airdash so she has some mobility. Not like that will help since her playstyle is now going to be based around tricky setups with bombs.
MasamuneXGP Posted June 13, 2012 Posted June 13, 2012 She can still airdash, just not 3 times in a row. She still has double airdash so she has some mobility. Not like that will help since her playstyle is now going to be based around tricky setups with bombs. No, she can't air dash at all. She has no ground dash and no air dash, period. Source: Japanese wiki.
Hecatom Posted June 13, 2012 Posted June 13, 2012 add the slow walk speed and the slow back dash i certainly dont likke this changes on justice mobility :/ i hope that for the next local test they give justice more mobility options
Seku Posted June 13, 2012 Posted June 13, 2012 After seeing a few of the changes to I-No in the PV. I'm excited. Her combo & mixup abilities just skyrocketed. Hopefully her damage doesn't drop anymore. Still have yet to see the chemical love wall bounce in action though. If the bounce is "too fast" we may lose our damage/control over the combo in the corner such as we may resort to other moves/attacks to keep them in the corner and I hate dive-based combos in the corner, specially their damage.
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