Jump to content
Dustloop Forums

Recommended Posts

Posted
ArcSys using Taito Type X2 is probably never happening again.

Now why would that be? What was the problem with it? Unless you're referring to Netcode?

Posted
Now why would that be? What was the problem with it? Unless you're referring to Netcode?

It's because the whole fiasco of how some games of the TTX2 where decrypted from their hdd's and leaked to the internet, like BBCT, KOFXIII, BF, and more; i think that this problem on the security was one of the reasons why Nesica was created

Posted
It's because the whole fiasco of how some games of the TTX2 where decrypted from their hdd's and leaked to the internet, like BBCT, KOFXIII, BF, and more; i think that this problem on the security was one of the reasons why Nesica was created

It seems like software is getting easier and easier to decrypt and emulate though. Even more so for older games like Guilty Gear.

Posted
It seems like software is getting easier and easier to decrypt and emulate though. Even more so for older games like Guilty Gear.

apparently the encryption method on the hdd's of the ttx2 want that reliable, plus considering that the ttx2 is basically a pc, the emulation for the games weren't that hard to get.

Posted
Some Japanese players at the last loketest told me that the console version is regular AC+ but for all we know, they don't know any more than the people on this thread and it is all speculation. Even if we get regular AC+ first on console, it is pretty much a given that we eventually will get console R. I just hope it doesn't take too long.

Edit: well... Looks like they were wrong!

Wrong in what sense?

Posted
Now why would that be? What was the problem with it? Unless you're referring to Netcode?

Nesicas requires a Japanese ISP (can't be used outside of Japan) and an always-online connection, which means there's an authentication process.

After Taito Type X2 got cracked, why would they choose to use it if it's just opening themselves up to piracy when Nesica is a safe option?

-9

Posted

I just get done analyzing every bit of BBCP footage, and now GG^C+R is starting back up again? Ughhhh *goes back to lurk youtube.*

Posted (edited)

Here you go , the Baiken changes posted above :

Changes from 2nd loketest

・2S

Startup faster ?

Had a good feeling when poking with it repeatedly. (not sure for this part)

・2HS

The vacuum effect diagonally downwards from the 2nd loketest is gone (I suppose he means vacuum effect against opponents in the air)

- Tatami Gaeshi

On CH the opponent flies so high now that you can connect with kabari (41236H). It also has a hitbox when "closing". As it only hits a little bit it doesn't seem possible to combo and because of this it seems that it will be difficult to pursue the opponent with a dash now.

- FB Tatami gaeshi

FRC added. Startup is faster so you can combo from S moves. When hitting the opponent will sometimes fly in the air but sometimes just get knocked down. This depends on the distance at which your hitting with the move and obviously which of the 3 tatamis are hitting, but I couldn't figure out precisely the conditions for knocking down or launch with the moves.

- Zankyoukuruma (new counter move thing I guess)

Possible to air guard now (without FD).

- Combos (no gauge)

- 2K, cS, 2D (down)

Classic combo for knockdown.

Can jump cancel 2D to go for okizeme.

- 2K, cS (fS), jD

AC knockdown combo with cS(fS).

- 2K, 6P, 6K, HS, tatami

No down, but you can hit harder.

- 2K, 6P, Youshijin, 6HS, whatever air combo

- 2K, 6P, Youshijin, 6HS, special 63214K dash into New wheel move.

If you don't connect 6P very close to the opponent, 6HS into dash + wheel won't connect

- Tatami (CH), Kabari sliding, 6HS, 2D, air combo

Hit confirm CH tatami quickly with kabari.

- Combos using tension

- Gatling into tatami FRC, IAD jS, jD

Techable but good to use when you want to kill.

- (close to corner) Youzansen RC, air tatami, 2D, jPSD, jD

- gatling into tatami FRC, kabari sliding 6HS, into 1) to 3)

1) special dash into wheel

2) 2D, whatever air combo

3) jD FRC, IAD jHS tatami, 2D, whatever air combo

- Combos with dash into baku + followup (50% and more)

- Ouren CH, Kabari sliding, special into baku + followup

- (close to corner) gatling into tatami FRC, kabari sliding, special dash into baku + followup

- Tatami CH, kabari slinding, special dash into baku + followup

- (only on crouching opponent) gatling into HS, special dash into baku + followup

- baku + moon CH combos

- baku (Ch), moon, followup with K, tatami x8 Dizzy's dizzy gauge was flashing after that.

If you do that from a normal combo, dizzy gauge doesn't go up a lot as you don't start from a CH.

Doesn't look like a practical combo.

- Things left to check

- Youzansen RC, IAD JHS, air tatami, air combo possible ?

"This is what I checked so far.

It seemed to me like the way to go was to get tension and get those special dash into baku combos.

Rather than JD it seems better to finish combos with Youzansen into falling air tatami, gives better positioning.

FB tatami's startup got faster so it should be very useful against Dizzy and Eddie matchups !"

Edited by Dream Maker
Posted

Is there anything else posted about the loketest? They are remarkably silent this time around(probably also has to do with the fact it's not being streamed this time)

Posted (edited)

Venom changes translated by Nikki at Hitconfirm (and from Portuguese by HiagoX)

- 6P has more recovery

- 6K has slower startup and more recovery; the "basket combo" only worked for 1 rep.

- FB Carcass's ball is slower, bounces one time less compared to the 2nd loketest.

- FB Stinger's ball is also slower; doesn't look very good for pressure right now.

- Tactics Arc has more recovery.

- S Double Head Morbid causes the opponent to float on hit

Mostly nerfs, but Ogawa has described this Venom as "Still extremely strong; scarier than Slayer." I suppose the previous loctest's incarnation was just too over the top.

Edit: Continuing with double translations,

"It's just first impressions, but Venom looks much stronger. On corner, his Tension gain is good and his new Overdrive's chip damage is really good. Other characters that seem really strong are Order-Sol and I-No? Still didn't take a good look on all characters.

Combos are dealing less damage? On midscreen it doesn't seem like it's changed much, but overall it had a considerable damage reduction on corner. Especially for characters like Potemkin and Slayer.

Millia is as strong as ever (okizeme and useful tools wise). I can't say what will become of Testament yet - there's still much to find out. Apparently Kliff is strong. Slayer lost damage output and his j.HS has a worse hitbox now, but his FB D-Step has invul frames. Anji is much better, especially since FB Shitsu travels all across the screen.

Axl is stronger right now; he's back to his old style.

Justice seems to have a hard time against long range characters such as Dizzy and Venom. Kliff looks stronger than Justice; there's still much to find out about Justice, though.

Faust also looks really strong, along with Order-Sol and I-No." - Ogawa

[7:53:05 AM] Hiago: Ogawa also said that May is strong and that she has invul frames on j.D and OK.

[7:53:12 AM] Hiago: (I'm so happy about this)

Edited by Adelheid
Posted (edited)

I might as well help a bit (translation may be a bit off, I'm not Portuguese/Brazilian myself, feel free to correct):

Potemkin info from Konsome's Twitter: https://twitter.com/consomme0914 (Translated by Nikki at hitconfirm)

j.S:

- Throws enemy downward. Causes ground bounce on CH

- Since the Tension Gain from Heat Knuckle diminished without Extend, it's apparently better to do {... 2HS, [4]6HS~P, aerial} finishing with j.S

6HS:

- Causes wall bounce

- 50% Forced Prorate

- Stun Modifier 1.0x

- All around nerfed

6K:

- Lost chain {6K, 2HS}; has chain {6K, 2D}

- Looks like a nerf, but now {6K, [4]6HS} is more important

Slide Head:

- Most nerfed attack

- Can't combo without FRC

- Low damage with FRC

- The start-up and invulnerability are still the same, though; useful for getting in

Hammerfall:

- Also nerfed

- Combos after Hammerfall FRC changed, they're easier

- Hit lowers Guard Gauge more, lowering damage

- Untechable time increased 2F, but didn't see any difference

Heat Knuckle:

- Also nerfed

- Lower Tension Gain, it's better to go for an aerial combo than ending with this (thanks, Circuitous, for the help)

- I don't know what's the FRC for

Heat Extend:

- Was buffed

- Higher Tension Gain

- Higher untechable time

- Now it's more useful, specially at corner

Potemkin Buster:

- Nerfed

- In this loketest damage dropped to around 150~160

- Still allows okizeme

- Still combos in corner, but just with some attacks

Dead Angle Attack:

- Nerfed

- Causes knockdown instead of wall bounce

- Before, the DAA was a chance to turn the match around, now it's only to get them off you

Edited by 2Zak
Posted (edited)

Mekemeke, talking with MikapanX about Testament: https://twitter.com/pokyapeco (Translated by Nikki at hitconfirm)

Testament didn't change a lot from 2nd loketest:

FB Phantom Soul doesn't cause Poison as in 2nd loketest. Still, looks really important for Testament.

Circular Warrant (the new teleport) has a faster recovery. (Move name translated by Blade)

2S has better hitbox, can stop Jam's Gekirin (214K).

3HS, the new normal, can be cancelled on the 2nd hit.

Air Throw is very good (probably because of the power-up you get)

Front/Back EXE Beast, as expected, has a very slow start-up. Similar to his 5D (29F).

Bad Lands: Looks imposible to continue the combo if the 2nd hit hits. Damage lowered.

6K: worse hitbox or slower hit. Loses to Jam's 2D.

Hitomi: If you do{dash Hitomi}, Hitomi doesn't activate even if it is next to the opponent (now Hitomi needs the opponent to be right on top of the tree). Can't be used for old okizeme. (Translation by HiagoX)

Overall, Testament lost damage and Tension gain.

Edited by 2Zak
Posted

Ogawa again! (Translated by Nikki at hitconfirm)

Slayer:

- 6HS has JC? However, looks like {2S (CH?), 6HS, DoT} doesn't work anymore

- Venom is more worrying than Slayer lol; Slayer's damage is more or less the same as Eddie's

- {2K, 2HS, BBU, 6HS} works in corner

May:

- I'd say she's pretty strong

- Overhead Kiss with invulnerability and j.D with upper invulnerability... ( ̄▽ ̄; )

Millia:

- FB Pretty Maids doesn't increase Guard Gauge

Posted (edited)

Translated from Nikki's post at hitconfirm

. Venom info is already on this thread (this post by Adelheid), I'll translate the rest.


From jbbs: http://jbbs.livedoor.jp/bbs/read.cgi...1267083660/901

Dizzy:

- 2D they say it has a bigger hitbox, but if it does, the difference is minimal; Lost FRC?

- Bubble doesn't disappear when hit (Translation by HiagoX)

- FB Lance has FRC

- Laser looks the same as in 2nd loketest

- However, the Bite (K) looks like it doesn't have hitstop, strange

- Wanted to see the D Fish, but the only time it was used the fish killed the opponent so I don't know what changed


From jbbs: http://jbbs.livedoor.jp/bbs/read.cgi...1340892462/747

Chipp:

- 6HS causes ground bounce if it hits an airborne opponent; Causes stagger if it hits on the ground

- Ground bounce is small, smaller than Robo-Ky's {j.S CH}, for example

- Can continue combo with {P Teleport, c.S} or just {c.S}; Maybe it also works with 236S

- It might work with {HS/D Teleport FRC, airdash} too

- Slow Shuriken doesn't throw opponent down anymore...?

- Fast Shuriken is unchanged; vs. Ky, {... Banzai, 5HS, IAD j.P-D, Shuriken, j.D} works and causes knockdown


From En's twitter: https://twitter.com/en_ootsuru/statu...30653676810240

Robo-Ky:

- j.623HS is overhead


That's all for now. Nikki is apparently translating some long post about Justice now, but says it'll take a while. Also, things on Superindex are my annotations.

Edited by 2Zak
Posted
Heat Knuckle:

- Also nerfed

- Lower Tension Gain, useful to go into aerial(not sure if I translated this right)

I think he means "better to go into an aerial combo," based on what he said about j.S. Meaning rather than ending every combo with Heat for ridiculous tension gain, you instead go into Hammerfall Brake > air combo ending in j.S for the damage and knockdown.

Posted

I just want slow shuriken to have either an FRC or make it so we can do something before we can hit the ground. it'd at least have potential for oki then, and it wouldn't be so god awful.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...