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Posted

Post any changes you notice. So far...

-Two notes. The slow one seems slightly different from previous games. It looks like it stays still for a short bit, then quickly begins to speed up. The fast note comes right out, and eventually begins to slow down. Both are FRCable.

-No hitstop on the second hit of standing far slash. No info on the first hit yet.

-Slash Dive doesn't groundbounce on counterhit. Doesn't look like a guaranteed knockdown either. The Kick and Slash dives were probably reverted to their #R versions. Against Jam, the player landed a counterhit S Dive into standing K, JI HCL, etc. Punch dive still bounces and such.

-Force Break (I-No Bomb-ah!) resets her jump option. Against Jam, the player followed up a TK'd HCL with hs, forcebreak, P Dive, airdash S, VCL.

-Doesn't look like j.hs wallbounces like it did in earlier beta tests.

New colors:

Orange outfit,white hair, black guitar

Blue outfit, pink hair, purple guitar

Returning EX Colors:

XX Dust Posted Image

#R Start Posted Image

XX/ Start/Respect Posted Image

XX/ Dust Posted Image

XX K Color (Red outfit, orange hair, orange guitar). I'm linking to it since you can only post four images in a post http://www.guiltygearx.com/community/vote3/image/ggxx/in/in01.gif

-9

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Posted

Happy Holidays Everyone! Its been a while since I have kept up with AC, but here is some more info I have gathered from vids (about 8 out from 2 different sites, but 6 arent that good) and japanese message boards posts some of which from koichi albeit mostly day 2 responses: - 2 notes now that travel fast/slow and slow/fast. Otherwise they are the same as the old note. I believe the new one is performed with HS. By product of this is you cant OS reversal throw/VCL because of the HS note command. - far S doesnt prorate anymore - P dive is the same, K dive grounds and gives slide state on CH(?), S dive is like #R but less recovery on landing and more untechable time(?), H is the same, and D is the force break - D dive (FB) resets actions/jump options everytime you do it. ie. jump, dj FB, airdash, FB, tj FB, qj FB, etc... - 2D has more range and 2D, HCL hits sol all the time now? K,2D,HCL,(frc, dash) was reliable after blocked VVs - slides knock down on hit. You can do combos like (opp. crouching)2H, S slide,RC, dash jump j.S, dj.S, j.H, S dive, land, close S, etc... - Chemical love frustration - signs the CL is now a lvl 3 attack. VCL also looks weak in combos - far S, inertia HCL, 5P doesnt combo anymore - j.D, VCL, 5P doesnt combo on heavyweights - 6P, HS, HCL frc dash, j.H, j.D, VCL...hard to combo 5P after this period - might be better to combo D dive after j.D hits. - this whole section could be overreactions and mistakes. especially since other people on the forum seemed to dissagree with some of these statements. - 2S hits low? easier to combo after i-no's fuzzy guard corner trap with 2S and the dives not grounding. - j.K, S dive, 5P, S©, etc... - 2S, HS, iad loop or whatever - may have 90% proration or something similar. verified combos: 2K, 6P, H, HCL frc dash, j.S, VCL, 5H, j.H, P dive, airdash j.S, j.H, S dive, land, S©, j.S, j.H, K dive The only known ways to get guaranteed knockdowns in combos are with the K dive and a low hitting P dive at the moment. There are other little tidbits here and there, but that is most of common stuff I have seen. enjoy!

Posted

Well, I dont think there is an opinion as of right now. The game hasnt been out for that long. They are still trying to develop combos with her force break and what not. In all honesty, i-no didnt get that much in the transition to AC. She doesnt look as strong as compared to some of the other characters that got dynamic changes or abusable new moves/tactics. IMO she still looks solid and has lots of potential with her new dives/force break and new note. The new note looks sooo good.

Posted

Well, I dont think there is an opinion as of right now. The game hasnt been out for that long. They are still trying to develop combos with her force break and what not. In all honesty, i-no didnt get that much in the transition to AC. She doesnt look as strong as compared to some of the other characters that got dynamic changes or abusable new moves/tactics. IMO she still looks solid and has lots of potential with her new dives/force break and new note. The new note looks sooo good.

Yeah, I'm pretty psyched about the note, and her force break looks like it has potential for some interesting stuff. I'm still trying to figure out if the dive changes are a negative change or not, but maybe it's because I've yet to see someone sucessfully land a legit combo off of her S Dive now. I agree that she didn't get as drastic of changes as some of the other characters, but she did get a huge overhaul in Slash, so maybe that's why. Hopefully Koichi and the other high-level players stick with her and figure her out.

EDIT: Forgot to bring this up... Judging from the official command list on the website(which doesn't actually list everything), it looks like I-No's force break has some sort of follow-up? It mentions P, K, S, or H so I'm guessing it's dive-related, but I have yet to see anything that stands out as being the follow-up. Has anyone else heard anything?

EDIT 2: I'm also starting to feel that they straight-up removed the first hit of far slash, but sped the move up. If this is true, then I'm not sure what to think about it, I liked the wall bounce :(

-9

Posted

Yeah, i-no did get alot in slash. She got a whole lot of good stuff. This in combination with her AC changes will work out pretty well and she will still function as well as before, IMO. I think the dive changes are great and something that I missed from #R in slash. They will definately give i-no combo potential and flexibility where she didnt have much before: + JC S dives in block strings for a random overhead into good damage/knockdown. If it is anything like the xx and #R dives you can still have frame advantage and be outside of throw range on block when spaced. + S dive to continue combos. If this works like they say it does, then it will be a nice addition to her midscreen and tensionless combos. It is probably height/weight dependent to combo afterwards, though. + easier to combo after crossups/fuzzy guard break. j.K, S dive, combo is much easier and reliable than having to j.K, VCL, frc, P dive etc...now you can choose to do the latter if the meter is available, need the damage, want to be flashy with fuzzy guard. Same can be said with the crossup air dash j.H where you needed 50% meter to combo. +- only K dive (and p dive) gives guaranteed knockdown. use of the S dive combos has yet to determine if it was worth the loss of the easymode knockdown. +- no more ground bounce on CH. I saw many botched combos because of the bounce alone. Probably will have more use out of the predictable CH effects now. I also saw that bit on the main site. I think it is a cancel of some sort to the force break. Maybe you can make it only hit a few times instead of all 4 to control your height for better combos? I could be completely wrong, though.

Posted

Posting a verified list of changes to reduce confusion: Changes to existing moves: Normals - far S only has second hit now. no longer prorates. - 2S now hits low - j.H hits airborne opponents at a sharper downward angle. - 6H hits knocks them upwards and you can connect K. Still staggers on CH. - 2D increased range Specials - P note starts slow, then accelerates. otherwise the same. - S slide knocks down on normal hit. can combo in the corner or with RC. - H slide gains new frc. immediately after she gains upperbody invincibility. - P dive has less untechable time. It is difficult to do p dive, airdash j.H. - K dive has less untechable time. You get the knockdown only when around super jump height - S dive is like #R dives. can combo afterwards. new moves: - H note. accelerates quickly and then slows down at a fixed distance. - D dive. Forcebreak that resets jump options after use. May be invincible. When holding the dive, you can cancel by pressing any other button. There also may be a new technique in comboing after cancelling the FB dive (236[D]~P/K/S/H). I am not sure if it uses tension if you cancel it but it still gives you the jump options. supposedly this is possible in the corner: 2D, HCL, frc S dive, S©, H, j.H, P dive, airdash j.H, D dive cancel, P dive, airdash H, S dive, land, S©, j.S, j.H, K dive.

  • 2 weeks later...
Posted

Can anyone possibly see any benefit from her new f.S aside from the lack of proration? I can't really think of much. -9

Posted

This is a pretty specific example, but versus my slayer-playing friend, I'd often use f.s to clash with pilebunker or counter hit him out of the dandy/follow up he chose. Sometimes it was hard to time because he could hit me CH between hit 1 and 2 of f.s, but maybe now it'll be easier to hit people out of things from a distance with far slash.

Posted

what is "prorate"?

This is probably explained somewhere else, but I'll try to sum it up quicky.

There's two types of prorate: prorate, and forced prorate.

Prorate means if you start a combo with that particular move, the rest of the combo will be modified by X percent (50% for example. It depends on whatever that moves proration is, if it has it at all).

Forced prorate is the same, except that it happens if that move is used at ANY point in a combo, rather than specifically starting the combo.

-9

  • 2 weeks later...
Posted

ttp://a.hatena.ne.jp/ilyalen/simple This isnt Koichi's blog but it is a site that has all of the top player's blogs linked, one of which is koichi's. It also refreshes the list by time/date so you can see when each player updates their blog. It also lists which character each player specializes in, if you didnt know already. There isnt much about i-no on koichi's blog but he does talk about his quest to make testament his main. He also has ranked the effectiveness of his characters like so: コイチイノ>>>>コイチミリア>>>>>コイチメント>>>>>>>>>コイチップ

  • 2 weeks later...
Posted

. . . Its been a while since there has been any action in this thread, but here is some food for thought. On Koichi's blog he posts i-no's match-ups from his experiance in accent core: I-no advantage: VE、DI、AN、JO、KY Even: RO、BR、TE、CH、AB、SL、OR、ZA、ED、JA、MI、BA、AX I-no disadvantage: SO、PO I-no raped: FA、MA Also on Koichi's site but not really i-no specific, but there is also apparently a glitch with slash back in AC right now that lets you turn around immediately after airdashing over someone. It is inputed 664S+H and can be used for a potential crossups after an airdash. How it will effect the game and how it applies to i-no still remains to be seen, but i know that you can do slashback airdash, j.H or j.S, S dive for a crossup into combo/knockdown. I also managed to see a tier list in a japanese magazine (arcadia or tougeki spirits...dont remember right now) for accent core and they separated the characters somewhat in effectiveness. AC must be very balanced or hard to assess because the "tiers" are large and vague still. They ranked each character with stars where *** is better than *. I dont remember the specifics, but it looked like half of the cast had **, the other half had ***, and only bridget had *. I dont really care for tier lists much, but the only thing of importance to me was that i-no had ***. Also, Fuku says his new combo movie is 80% done so keep your eyes out for that. I have been reading his blog and he has some nice combos listed. Cant wait to see what he has thought of now.

Posted

after seeing those last koichi matches and what u just posted charles i cant flippin wait to play this game now. I was skeptical about I-no in AC cause most of what i saw so far was mediocre at best or her being played exactly like in slash, but now im very curious and cant wait to see what fuku thought up and what koichi will do in the near future. - also it was pretty sad and ironic to see koichi loose that 2v2 tourney to a testament in the finals....(he must be scratching his head rite now) ganbare koichi!!, stick with I-no!!

Posted

after seeing those last koichi matches and what u just posted charles i cant flippin wait to play this game now. I was skeptical about I-no in AC cause most of what i saw so far was mediocre at best or her being played exactly like in slash, but now im very curious and cant wait to see what fuku thought up and what koichi will do in the near future.

- also it was pretty sad and ironic to see koichi loose that 2v2 tourney to a testament in the finals....(he must be scratching his head rite now)

ganbare koichi!!, stick with I-no!!

It wasn't all that ironic since Koichii almost always tries something silly when he doesn't need to- and while many times it leads to awesome looking matches, that Testament match was pretty much a perfect example of the many times it doesn't go Koichii's way.

Love watching Koichii play, definitely one of the most dangerous GG players in the world, but also one of the most prone to randomly losing matches he's already won. Not many other people can consistently hit 80-90% combos in every other match but then again, not many other people can hit an 80-90% combo and still lose. <3 Koichii.

Posted

. . .

Its been a while since there has been any action in this thread, but here is some food for thought. On Koichi's blog he posts i-no's match-ups from his experiance in accent core:

I-no advantage: VE、DI、AN、JO、KY

Even: RO、BR、TE、CH、AB、SL、OR、ZA、ED、JA、MI、BA、AX

I-no disadvantage: SO、PO

I-no raped: FA、MA

Also on Koichi's site but not really i-no specific, but there is also apparently a glitch with slash back in AC right now that lets you turn around immediately after airdashing over someone. It is inputed 664S+H and can be used for a potential crossups after an airdash. How it will effect the game and how it applies to i-no still remains to be seen, but i know that you can do slashback airdash, j.H or j.S, S dive for a crossup into combo/knockdown.

I also managed to see a tier list in a japanese magazine (arcadia or tougeki spirits...dont remember right now) for accent core and they separated the characters somewhat in effectiveness. AC must be very balanced or hard to assess because the "tiers" are large and vague still. They ranked each character with stars where *** is better than *. I dont remember the specifics, but it looked like half of the cast had **, the other half had ***, and only bridget had *. I dont really care for tier lists much, but the only thing of importance to me was that i-no had ***.

Also, Fuku says his new combo movie is 80% done so keep your eyes out for that. I have been reading his blog and he has some nice combos listed. Cant wait to see what he has thought of now.

That was from tougeki spirits/damashii.

Its not a tier list. More of a growth, development list.

*: low hope ** : good expectation *** : can be top tiers

*: Bridget

**:Sol, Ky, Millia, Potemkim, Chipp, Johnny, Anji, Slayer, Zappa,

***: May, Eddie, Faust, Anji, Jam, Axl, Venom, Testament, Dizzy, Ino, Robo Ky, O Sol, Aba

Poor Buri, no bright future ...

Also says in the article that Slash back hasnt been properly used yet. They expect Slash Back to have some kind of inpact on gameplay.

Posted

It wasn't all that ironic since Koichii almost always tries something silly when he doesn't need to- and while many times it leads to awesome looking matches, that Testament match was pretty much a perfect example of the many times it doesn't go Koichii's way.

Love watching Koichii play, definitely one of the most dangerous GG players in the world, but also one of the most prone to randomly losing matches he's already won. Not many other people can consistently hit 80-90% combos in every other match but then again, not many other people can hit an 80-90% combo and still lose. <3 Koichii.

---I meant ironic since koichi was contemplating switching to testament, thats all.

Posted

---I meant ironic since koichi was contemplating switching to testament, thats all.

oh lol

In other news, I constantly see him doing D dive cancels after matches but I have yet to see an obvious D dive cancel use in actual matches...

Posted

oh lol

In other news, I constantly see him doing D dive cancels after matches but I have yet to see an obvious D dive cancel use in actual matches...

Someone used it against blocking Pot in a vid by doing airdash k, s FB (D cancels right away) airdash k, s...

-9

  • 2 weeks later...
Posted

With the mook recently released, here are some of the official changes for I-no in AC that I have seen floating around. I will update this page with more info as I physically get my hands on the mook, or someone releases more info. Good 2S: guard any level ----> low attack(no proration) 6H: 65 damage, 21F execution ----> 52 damage, 15F execution S dive: 50 damage, downs, 36F untechable ----> 40 damage, floats, 28F untechable H dive: 28F untechable ----> 32F untechable S slide: staggers for 36F max ----> floats for 28F untechable Backdash: 16F total, 8F inv. ----> 16F total, 11F inv. Bad far S: 18, 22 damage; 13F ----> 32 damage(one hit), 19F, 50% proration 5H: 43 damage ----> 37 damage j.H: 35 damage ----> 32 damage 6P: 32 damage ----> 28 damage Air throw: 120 dots ----> 96 dots P dive: 40 damage, 36F untechable ----> 30 damage, 30F untechable K dive: 50 damage, 36F untechable ----> 35 damage, 18F untechable Vertical Chemical Love: Level 5 attack ----> Level 3 attack Vertical Chemical Love: doesn't raise guard gauge Note: doesn't raise guard gauge Thoughts Flat damage decrease, Less knockdown potential, and VCL combos/pressure was reduced. airthrow reduction isnt too bad since most other characters when from 110 dots to 88 dots supposedly.

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