shinr Posted August 22, 2013 Posted August 22, 2013 Nothing concrete about Overture chars, other than Ishiwatari neither confirming nor denying Sin's possible inclusion when asked in the interview during the loketest.
Rhiya Posted August 22, 2013 Posted August 22, 2013 No matches play out identically. If replay value = different, new stuff, that's infinite replay value.
Chaoschao222 Posted August 22, 2013 Posted August 22, 2013 Also imo playing FG's for their story is simply dumb tbh, is like the worst and wrongest reason to play them. Playing games should have one objective. Having fun. I don't think there's any wrong way to have fun so long as it doesn't negatively impact others or break set rules. So playing FGs for competition, kawaii waifus, story, whatever, as long as its entertaining to the individual, I don't think there's any more "right" way to play it than any other. All I wanna say on this subject.
Mumm-Ra Posted August 22, 2013 Posted August 22, 2013 No news on another character then, maybe it's Anji one of them? You know the fans... n' stuff... yeah I know that's a stretch.
Circuitous Posted August 23, 2013 Posted August 23, 2013 Kept a few good posts, but the rest is just... for fuck's sake. This isn't a story discussion thread, or a meta story discussion thread, or anything to do with story in the slightest.
BladeOfJustice7 Posted August 23, 2013 Posted August 23, 2013 I'm really curious as to how Ky's jd-now-grinder will play in his neutral game, I could see Split Ciel as a very incremental part of his combos, especially his enders since it places a grinder right in front of him for good CSE-Durandal Call oki. But jd>SE seems like it'll take too long to come in order for it to be effective during his neutral game. I could even see 5d being useful in certain circumstances, but not jd, but it's just my thoughts. For Sol players; how useful was Wild Throw for Sol prior to his Clean Hit properties in certain moves?
xlolxlolx Posted August 23, 2013 Posted August 23, 2013 it looks kinda useless as it is right now except maybe being able to extend ground combo without spending meter if the laser has enough hitstun or air combo to replace a rep of old vt loop, need to see if big laser from sacred edge is worth using
BladeOfJustice7 Posted August 23, 2013 Posted August 23, 2013 What do you mean by extending ground combos? Because Durandal Call looks like a way of buffing Ky's screen control and oki, and I feel that's the case when ending combos with Split Ciel but not when placing a Grinder in the air.
Narroo Posted August 23, 2013 Posted August 23, 2013 Kept a few good posts, but the rest is just... for fuck's sake. This isn't a story discussion thread, or a meta story discussion thread, or anything to do with story in the slightest. Thank you. Based mods. Biased. I'm really curious as to how Ky's jd-now-grinder will play in his neutral game, I could see Split Ciel as a very incremental part of his combos, especially his enders since it places a grinder right in front of him for good CSE-Durandal Call oki. But jd>SE seems like it'll take too long to come in order for it to be effective during his neutral game. I could even see 5d being useful in certain circumstances, but not jd, but it's just my thoughts. For Sol players; how useful was Wild Throw for Sol prior to his Clean Hit properties in certain moves? Thank you. Integral, not incremental.
TheRealBobMan Posted August 23, 2013 Posted August 23, 2013 I don't see any integers in that equation. Did anyone try to RC during a super flash, like say during Dragon Install, to see if they could move before the screen freeze ends and have huge frame advantage? If not, that should probably go on the list for the next Loketest, whenever that is.
Delrian Posted August 23, 2013 Posted August 23, 2013 I don't see any integers in that equation. "Integral - 1 a : essential to completeness : constituent <an integral part of the curriculum> "
Orrax Posted August 23, 2013 Posted August 23, 2013 (edited) For Sol players; how useful was Wild Throw for Sol prior to his Clean Hit properties in certain moves? Wild throw has always been a key part of Sol's game. It did solid damage for a command grab even without dustloop, and with dustloop it was pretty scary. So, it was still very useful. Edited August 23, 2013 by Orrax
TheRealBobMan Posted August 23, 2013 Posted August 23, 2013 What kind of curriculum doesn't have integers? Gotta learn the essentials. So, what was up with May's mobility with getting onto dolphins as they jump through hoops? Did it seem gimmicky or did it seem like it was going to give her mixup opportunities and/or better space control?
xlolxlolx Posted August 24, 2013 Posted August 24, 2013 What do you mean by extending ground combos? Because Durandal Call looks like a way of buffing Ky's screen control and oki, and I feel that's the case when ending combos with Split Ciel but not when placing a Grinder in the air. since there's no frc, stuff>hs se frc>run up ground combo wont be possible for damage without at least 50 tension, so maybe the laser from the new stun edge buff thing might make it possible to do the combo for free after setting one up after the new lunge special the whole laser thing looks worthless right now since they come out in the exact same path you shoot the stun edge in anyways and old 6hs is godlike for oki
BladeOfJustice7 Posted August 24, 2013 Posted August 24, 2013 since there's no frc, stuff>hs se frc>run up ground combo wont be possible for damage without at least 50 tension, so maybe the laser from the new stun edge buff thing might make it possible to do the combo for free after setting one up after the new lunge special That is actually a good point since there is a bit of time where Ky isn't doing anything (at least during j.DC [D.urandal C.all]), after summoning a DC through a Grinder. So SE>throw set ups should be possible, but I would like to see Grinders and DC's being used in combos rather than solely for potential oki/screen control. We could see that Split Ciel will be incremental in his new combo system due to the placement of a Grinder at the end of a combo. the whole laser thing looks worthless right now since they come out in the exact same path you shoot the stun edge in Yes it doesn't really effect his screen control that much, at least where the air DC/Grinders are concerned. anyways and old 6hs is godlike for oki This is true, I'm glad it's back. It really holds testament to that post in this thread about after #R, they just tacked on attacks/mechanics into the game that weren't necessary. Ballerina slash/6hs is incrementally more useful overall than his AC-6hs, except that AC-6hs is cooler looking. On a side note I really hope they allow Ky's dp to catch low-profile attacks this time around. I saw in a video that it still whiffs on low-profile attacks. It makes me a sad panda ;-;
evid3nts Posted August 24, 2013 Posted August 24, 2013 New member here but I have been lurking around these boards for quite some time. I wanted to share info regarding the yellow RC. I was looking for information regarding the extra menu mode in training mode online, how to obtain it, what's in it etc etc. I finally came across a page that listed the conditions to obtain it and what was in the extra menu. To make a long story short, the option to turn on yellow RC was listed. I was like WTF this shuts been here in AC+ this whole Damn time but it had to be unlocked. Here is the link to the page for those interested and wanting to further speculate. http://www.gamespot.com/guilty-gear-xx-accent-core-plus/forum/survival-mode-and-extra-options-a-faq-of-sorts-42508709/ Just scroll down until you get the extra menu description
Narroo Posted August 24, 2013 Posted August 24, 2013 New member here but I have been lurking around these boards for quite some time. I wanted to share info regarding the yellow RC. I was looking for information regarding the extra menu mode in training mode online, how to obtain it, what's in it etc etc. I finally came across a page that listed the conditions to obtain it and what was in the extra menu. To make a long story short, the option to turn on yellow RC was listed. I was like WTF this shuts been here in AC+ this whole Damn time but it had to be unlocked. Here is the link to the page for those interested and wanting to further speculate. http://www.gamespot.com/guilty-gear-xx-accent-core-plus/forum/survival-mode-and-extra-options-a-faq-of-sorts-42508709/ Just scroll down until you get the extra menu description Known, and not the same thing.
KA-GE-MA-TSU-RI Posted August 27, 2013 Posted August 27, 2013 What's Millia a.HS move now? #Reload's ROFLCOPTER, or AC's half-wing with air dash cancel?
Rhiya Posted August 27, 2013 Posted August 27, 2013 helicopter iirc And nothing can be airdash cancelled
Ronove Posted August 27, 2013 Posted August 27, 2013 And nothing can be airdash cancelled I really hope they're going to make them ADCable again in the next loketest, it's one of the most fun aspects of Millia.
Fenrir Werwolf Posted August 27, 2013 Posted August 27, 2013 I really hope they're going to make them ADCable again in the next loketest, it's one of the most fun aspects of Millia. I think that the new Millia will be more based on the roll. With the new followup,it looks way more useful for mixups and such For the rest, will be more probably based on #R Millia
Rhiya Posted August 27, 2013 Posted August 27, 2013 Nah... Millia's fine without ADC! :D She might be fine, but no ADC is presumably a massive corner-carry nerf. Even if she is fine, though, she'll feel really different, and probably won't be as fun. Flying across the screen every time you get a good hit feels a lot different than not flying across the screen.
Orrax Posted August 27, 2013 Posted August 27, 2013 If she's like she was in #R, all of her combos will still end in the corner even without ADC.
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