RoBoBOBR Posted December 6, 2013 Posted December 6, 2013 "does it launch, or is it essentially 2H but as a dandy step follow up" it's an overhead, it was shown in one of the 2nd loke vids.
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 Bedman can't seem to combo from throws. Ground throw he slams you on the ground and hits you with spiky shit and then knocks you away and can run up for okizeme. Air throw is like Justice. Slams you back in the ground right in front of him. I'm sure he might be able to combo something if you spend 50% on an RC. Helter skelter - I don't know anything new. Check my notes from last loketest. Blade - I just quoted your post. Read
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 Sound like Exe Beast combine with Dark Angel which is unblockable and have Potemkin's Mirror high stun effect. Now this sounds terrific. It moves way slower than dark angel. It's just a big unblockable cloud that creeps up behind you very slowly.
R.D.K Posted December 6, 2013 Posted December 6, 2013 http://www.sendspace.com/filegroup/IJv8m540DxtvuARPqNZCGind68G2taw9Pz8dlkXykG0 some vids i managed to back up Good look on the vids
HoudiniJr100 Posted December 6, 2013 Posted December 6, 2013 "does it launch, or is it essentially 2H but as a dandy step follow up" it's an overhead, it was shown in one of the 2nd loke vids. I see, ...YES! I NOW HAVE A WAY TO OVERHEAD :P
king of heart Posted December 6, 2013 Posted December 6, 2013 (edited) OK I am gonna post some of Sol's changes from the location test: -In the 2nd loketest BR connect from 2D at Max range but now it only connect after being really close from the enemy and K>S>2D and still BR whiff some times which made me lose a lot of match's. - If you remember #R Sols BR loop : (5K > 5S > BR) ? That didn't work in the previous loke test but now it connects. - Finally the thing that I think it needs some adjustment because I don't want Sol to end up as an overpowered character! Remember the air command grab during dragon install ? Guess what ? That grab can be used as an air combo ender after j.D! And the damage is ridiculous! I did wild throw into jS>jD>jS>jD>Air Grab on Axl and it did over 5o% damage! That's what I saw so far. Edited December 6, 2013 by king of heart
RoBoBOBR Posted December 6, 2013 Posted December 6, 2013 When i analyzed 2nd loke test videos Slayer's 6K looked like 16-17F attack, which is even better way to overhead )
SuperJ Posted December 6, 2013 Posted December 6, 2013 in the previous batch of loketest vids i saw slayer do forward dash into 2s, as if it were a jc'd special. so i'm curious about the nitty gritties of slayer's (and bedman's) dashes... - does bdc/fdc still confer invincibility to specials? - can you cancel his forward dash into normals or anything else (fd, roman cancel...)? - the travel distance appeared to have increased considerably from xx. confirm / deny? - does the dash still travel a fixed distance or is there a limit on how far you can dash through an opponent? the closest analogy i can think of is valentine scalpel in skullgirls. lol - how does bedman's dashes compare to all this? obviously the other important question is do two ch pilebunkers = dizzy :| and a couple of more general questions: - does xrd have bb-style input buffers? where you hold down a button and the input repeats for X frames? - does blitz shield override os throw input? also an observation from today's batch of loketest vids: slayer's j.k looks like #r style i.e. super laggy on whiff. i'm guessing the rest of his air normals are like that
NeoJET Posted December 6, 2013 Posted December 6, 2013 Hoping we can get more videos of Slayer(in versus mode or non-cpu). And I wondering is it real that Slayer's undertow has changed into the wolverine-like motion. People said that new motion is cool. Sure it is, but I just don't think it suits slayer, it's too wild(?), not dandy at all. And the new motion doesn't suit it's name either. Well, this is just my opinion.
RoBoBOBR Posted December 6, 2013 Posted December 6, 2013 SuperJ how can you CH with PileBunker when it has no range? =) NeoJET new undertow was seen in one video from 2nd loketest.
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 in the previous batch of loketest vids i saw slayer do forward dash into 2s, as if it were a jc'd special. so i'm curious about the nitty gritties of slayer's (and bedman's) dashes... - does bdc/fdc still confer invincibility to specials? - can you cancel his forward dash into normals or anything else (fd, roman cancel...)? - the travel distance appeared to have increased considerably from xx. confirm / deny? - does the dash still travel a fixed distance or is there a limit on how far you can dash through an opponent? the closest analogy i can think of is valentine scalpel in skullgirls. lol - how does bedman's dashes compare to all this? obviously the other important question is do two ch pilebunkers = dizzy :| and a couple of more general questions: - does xrd have bb-style input buffers? where you hold down a button and the input repeats for X frames? - does blitz shield override os throw input? also an observation from today's batch of loketest vids: slayer's j.k looks like #r style i.e. super laggy on whiff. i'm guessing the rest of his air normals are like that Can't answer most slayer stuff right now off top of my head but For bedman, his forward dash is like I said in a previous post. I don't know if he can cencel invincability like layer can to Cary into other moves but ill try to look into it.
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 Oh yea... Forgot to post this. Fausts oil drum item is better than i thought. If a bomb or ai bomb bag touches oil puddle it ignites the oil for a huge explosion that hits both players. Very good to throw a bomb bag over it espresso ally if oppononet is in or near it. Oils burns away after doing so
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 Oh and dev, go ahead and run that srk article. Ill bring more info tmrw for an update
Banoffee Posted December 6, 2013 Posted December 6, 2013 The new Undertow animation might be another Alberto reference (pic), the similarity is more clear in motion @Anyone at the loketest: can 5H/6H moves can be YRC'd on startup for 25%? i.e. 4H~KS to attempt a throw and RC immediately if it whiffs. A completely safe throw OS might be okay if it costs 50%.
zdravkelja Posted December 6, 2013 Posted December 6, 2013 How long does Bedman's unblockable cloud lasts?
NeoJET Posted December 6, 2013 Posted December 6, 2013 NeoJET new undertow was seen in one video from 2nd loketest. I know, but it hasn't been confirmed that the new motion is undertow, so I wanna make sure if it's undertow or not. And here is a new question, in AC+R, we can put undertow in combos, what about the new undertow? Is the new undertow useful or not?
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 (edited) Almost any normal can be YRC on whiff. Faust can do point blank 6hs whiff YRC and go from there. Of course YRC only works during active frames though. If you wait until recovery you get dat purple Can't say exactly how long Bedmans monster stays out but it's looong Edited December 6, 2013 by ElvenShadow
GreasyGyro718 Posted December 6, 2013 Posted December 6, 2013 i'm getting hype bout this game i haven't been hype for a game in loooong time i love guilty gear :]
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 Like... IMO bedman beast super is too good with that easy dizzy to free IK. It should leave them in a stagger or some other vulnerable combable state instead so he has to at least get a big combo off it. Right now it seems like 80% of the time if you get hit by it the round is already over...
GreasyGyro718 Posted December 6, 2013 Posted December 6, 2013 long stagger seems optimal as an overpowered yet nonbullshit super like, loooooong stagger where mashing your heart out won't get you combo'd from midscreen seemsfairma'an?
Blade Posted December 6, 2013 Posted December 6, 2013 Speaking of which, I thought "going IK stance" applied some kind of Faint Modifier to Faint Status? (i.e. you recover from Faint faster). Does that still apply?
ElvenShadow Posted December 6, 2013 Posted December 6, 2013 I don't understand what u are trying to ask blade Do you mean that when oppononet is in IK mode that its easier to mash out of a dizzy? If so, it doesn't matter. That IK is like fucking instant
GreasyGyro718 Posted December 6, 2013 Posted December 6, 2013 that are you losing dizzy time after they IK activate
VR-Raiden Posted December 6, 2013 Posted December 6, 2013 OK I am gonna post some of Sol's changes from the location test: Thanks a ton for the Sol info. I'm curious how Dragon Install in air and ground recovery feels, like are you able to combo into activation then continue off certain starters? Probably wouldn't be too easy to test but either way thanks again for all the info.
GreasyGyro718 Posted December 6, 2013 Posted December 6, 2013 That IK is like fucking instant lol ik setups ftw :p
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