Hecatom Posted June 4, 2012 Posted June 4, 2012 (edited) There were always likely to be huge revisions to make the character both viable and unique, just like what happened to Robo-Ky. It would be fair to consider the new Justice a new character. of course, im just saying that this changes make me feel "uneasy" to say it in a way, but hey, they changed testament, robo ky and zato, and the 3 of them ended awesome, so i still have some hope on asw edit they should give justice a teleport in exchange for all the mobility options that he/she lost Edited June 4, 2012 by Hecatom
Amadeus46Art Posted June 4, 2012 Posted June 4, 2012 http://www.dustloop.com/forums/showthread.php?14270-Jam-ACR-Change-and-Discussion-Thread-Let-s-all-bitch-about-not-having-wall-loops!&p=1337531&viewfull=1#post1337531 Jam 6H is now special cancellable, according to LOX on Shinjin. 2H(1) 6H 236D x N loops now?
doragonkoroshi Posted June 4, 2012 Posted June 4, 2012 ^the twitter posts say she has no airdash period, but somehow that got confused with "no triple airdash"
Seku Posted June 4, 2012 Posted June 4, 2012 of course, im just saying that this changes make me feel "uneasy" to say it in a way, but hey, they changed testament, robo ky and zato, and the 3 of them ended awesome, so i still have some hope on asw edit they should give justice a teleport in exchange for all the mobility options that he/she lost I'm guessing this change makes more sense since it goes with GG's story ( Justice is already dead, but what exists of her is a weaker/clone version ) They could've made her weaker in terms of damage, but I still want to see how this new Justice will look/fight in the future!
suna19 Posted June 4, 2012 Posted June 4, 2012 http://www.dustloop.com/forums/showthread.php?14270-Jam-ACR-Change-and-Discussion-Thread-Let-s-all-bitch-about-not-having-wall-loops!&p=1337531&viewfull=1#post1337531 Jam 6H is now special cancellable, according to LOX on Shinjin. 2H(1) 6H 236D x N loops now? I've also seen that the 6H follow up is super cancellable
Hellmonkey Posted June 5, 2012 Posted June 5, 2012 If all you're going to do is plug Japanese into a translator, at least include the source text in your post so we can fix it.
Phrekwenci Posted June 5, 2012 Posted June 5, 2012 If all you're going to do is plug Japanese into a translator, at least include the source text in your post so we can fix it. Sorry, I thought people were talking about only one livedoor wiki. http://wiki.livedoor.jp/ggxx_matome/d/GGXXAC%2bR%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3
doragonkoroshi Posted June 5, 2012 Posted June 5, 2012 (edited) From wiki: potemkin: js bounds on air hit. Is the person that said it just knocked down sure? Wiki def says bound on normal air hit. Also if you frc hammerfall it staggers on ground hit. Not sure why you have to frc to get stagger. Is it 2hit? Chipp: fb gamma - was able to 3-hit-gatling, 6hs, teleport, and opponent was still stuck. Edited June 5, 2012 by doragonkoroshi
Dream Maker Posted June 5, 2012 Posted June 5, 2012 For Potemkin's jS I saw it only once so I maybe wrong, but if the wiki says so you'd better follow it. For sure it did send the opponent towards the ground on air hit though.
Dont_Explain Posted June 5, 2012 Posted June 5, 2012 Chipp: fb gamma - was able to 3-hit-gatling, 6hs, teleport, and opponent was still stuck. Wait let me make sure I understand this right. If I do FB Gamma I have time to do all these things, or one of these things?
suna19 Posted June 5, 2012 Posted June 5, 2012 According to the wiki, Slayer's 5H will cause sliding on Air Hits. not sure if that was ever mentioned
doragonkoroshi Posted June 5, 2012 Posted June 5, 2012 Aba, konzetsu recovery decreased, 5h>2s gatling possible. Doesn't say 2h, is that from the video? Don't explain: apparently all.
Lynxfort Posted June 5, 2012 Posted June 5, 2012 (edited) I like chipp's buffs ..it's look so smart... increasing his damage output via new FB's... he already good at building meter... Edited June 5, 2012 by Lynxfort
axel Posted June 5, 2012 Posted June 5, 2012 Phrekwenci: Zappa changes as below from what I read: Summon recovery increased Sword moves cause the sword to stay hovered longer Sword 2HS: after move ends, there is recovery on the sword Sword 623HS and 63214HS give 2 orbs on hit Cannot control dog immediately after summon Centipede overdrive gives orbs equivalent to number of hits, seems to start up faster? FYI, 硬直=recovery
Hellmonkey Posted June 5, 2012 Posted June 5, 2012 (edited) Love these Zappa changes, the dog was too good! I always thought it was silly how difficult it was for some characters to punish summon too. I hope the summons end up being more closely balanced with each other. Can anyone confirm whether the dog start-up change is only on 236P, or also when it is summoned from Zappa being hit? Edited June 5, 2012 by Hellmonkey
Phrekwenci Posted June 5, 2012 Posted June 5, 2012 (edited) Phrekwenci: Zappa changes as below from what I read: (...) Thanks for the translation! Edited June 5, 2012 by Hellmonkey
M.Song Posted June 5, 2012 Posted June 5, 2012 Also can anyone confirm if he can still control the dog from being dizzied? To me, that is possibly the most annoying thing in the game.
Adelheid Posted June 5, 2012 Posted June 5, 2012 (edited) From the Venom subforum: I don't think I've seen this posted anywhere else. 近S>6HS>カーカスライドは可能 c.S> 6HS> Carcass Raid is now possible From this, it can also be extrapolated that since Venom's 6H was reported as faster and given the 2F extra hitstop between 6P and c.S, 6H is most likely 2F faster (and definitely no more than 4F unless the charge time on carcass raid is lessened). Edited June 5, 2012 by Adelheid
brett_ Posted June 5, 2012 Posted June 5, 2012 (edited) scott/david: some johnny changes here, mainly from varied loketest reports. I've added in some TL'd info from the wiki while I was at it, for your convenience. Up Coin: Cannot be combo'd after throw. If performed after 2D, lands perfectly on them as they wake up. Regarding the Divine Blade Transport changes (Divine Blade itself is the same): Now moves with an extremely vertical trajectory. The horizontal space covered is around 1 character width. No changes on Divine Blade itself. Air Super: Can be blocked on reaction after super flash, and seems to be an overhead(?). More recovery than the EX version (?), but knocks down on hit, and can be followed up with an FRC'd mist to force block, even midscreen. Mist Finer lvl 1 low: Now floats on hit, will combo into up-coin (presumably if you coin'd in advance). Cannot combo off of it even if you RC. EDIT: also david, from what I've heard regarding zappas dog delay change, I originally actually only saw the change posted with regards to getting it summoned when he got hit, so it sounds likely that it also works when you get the dog from being hit Edited June 5, 2012 by brett_
shinquickman Posted June 5, 2012 Posted June 5, 2012 Wait let me make sure I understand this right. If I do FB Gamma I have time to do all these things, or one of these things?Either/or. After a 3-hit gatling OR a 6H>teleport, the opponent stays stuck.
Hellmonkey Posted June 5, 2012 Posted June 5, 2012 some johnny changes here, mainly from varied loketest reports. I've added in some TL'd info from the wiki while I was at it, for your convenience. (...) Thanks! Added Johnny info to first post.
shinquickman Posted June 5, 2012 Posted June 5, 2012 (edited) ロボカイ K>Pのルートは健在。(家庭用ではなぜか無くなっていた) 6P 3発全てにダウン属性追加。これでダウンが取れるように Robo-Ky -K>P link still possible. -6P: After 3 shots, knockdown has been added. (I believe it also says something like you only get the knockdown with the 3 shots. I can't tell.) クリフ ダッシュがステップに変更。移動距離は短いが、無敵有り。 2HS ダウン引き剥がし追加。 2S 溜め可能。 FB空中咆哮返し 相手を大きく吹っ飛ばす。 Kliff - Forward Dash has changed into a hop. Very short distance with some invincibility - 2HS Causes knockdown and pull. - 2S chargeable. - Air Houkou Gaeshi (j.236D) causes massive knockback. Edited June 5, 2012 by shinquickman
Hellmonkey Posted June 5, 2012 Posted June 5, 2012 (edited) Robo-Ky -K>P link still possible. -6P All three shots now knock down (so there is guaranteed knockdown) Kliff -Forward Dash has changed into a hop. Travels a short distance but with some invincibility - 2HS Picks up against a grounded opponent (OTG pick up). - 2S Move can be held Thanks, fixed and adding to original post. Edited June 5, 2012 by Hellmonkey
reaVer Posted June 5, 2012 Posted June 5, 2012 Mist Finer lvl 1 low: Now floats on hit, will combo into up-coin (presumably if you coin'd in advance). Cannot combo off of it even if you RC. Cannot combo off of what?
doragonkoroshi Posted June 5, 2012 Posted June 5, 2012 Either/or. After a 3-hit gatling OR a 6H>teleport, the opponent stays stuck. Are you sure dude? The only thing separating 3hit gatling from 6h and teleport is a comma. I wasn't sure if that meant and or or. Are you?
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