Circuitous Posted December 11, 2013 Posted December 11, 2013 Any Potemkin stuff? I saw mention of 6K hit effects (CH stagger, midscreen down, corner wallbounce) which sound pretty interesting - any ideas re: combos, gatlings? Anything on the BBS?
BladeOfJustice7 Posted December 11, 2013 Posted December 11, 2013 Did he ever? I want to play this game so bad. Ky's 6p typically loses to those moves actually, unless I don't know how to AA and I need to AA harder. @king of hearts, wow so I guessing he doesn't have that issue this time.
HeatEXTEND Posted December 11, 2013 Posted December 11, 2013 Any Potemkin stuff? I saw mention of 6K hit effects (CH stagger, midscreen down, corner wallbounce) which sound pretty interesting - any ideas re: combos, gatlings? Anything on the BBS? I'm wondering too, from what I've been able to gather (not that much ;_; ) it seems that PB does stupid damage (for now) but overall he seems kinda underwhelming ? I'm starting to get the #R jitters :[
Sophisticat Posted December 11, 2013 Posted December 11, 2013 Not sure if this has been mentioned, but how are Slayer's links? Still in the game, or easier to execute?
HoudiniJr100 Posted December 11, 2013 Posted December 11, 2013 LOL It's Ino's move, not Slayer's.... Ah, nevermind. lol
Circuitous Posted December 11, 2013 Posted December 11, 2013 I'm wondering too, from what I've been able to gather (not that much ;_; ) it seems that PB does stupid damage (for now) but overall he seems kinda underwhelming ? I'm starting to get the #R jitters :[ Yeah, I know what you mean... I don't wanna go back. Might end up picking up someone new for Xrd if this trend keeps up. Even just getting 2S vacuum back would be so good.
xlolxlolx Posted December 11, 2013 Posted December 11, 2013 (edited) some stuff FAB tweeted: -during hell fire state 2HS>heavenly does around 60% on millia, don't remember the reload damage values but going by +R values it does confirm that hell fire add about 10% flat damage to overdrives -5P whiffs on crouchers -6P cannot be cancelled(most likely referring to special cancel) other than he said he couldn't find any other changes and Helter Skelter is indeed Dandy Step HS followup.....not sure how you ppl get this mixed up when its been on the movelist for weeks Edited December 11, 2013 by xlolxlolx
shtkn Posted December 11, 2013 Posted December 11, 2013 Ky's 6p typically loses to those moves actually, unless I don't know how to AA and I need to AA harder. i know you need to change your timing to beat slayer j.H, it's probably the same issue here too. the frame data 6P is: Startup 9F, Active 5F Upper body invincible 1~6F Above knees invincible 7~13F you probably just need to time the 6P so that you are above knees invincible when they are about to hit you. try doing 6P earlier.
SuperJ Posted December 11, 2013 Posted December 11, 2013 (edited) this sounds like AC. fwiw slayer's j.H got nerfed pretty hard in +R. you can hit his legs during the active frames. should be able to 6p it no problem. depending on timing you may trade because slayer still has godlike hurtbox during startup frames edit: i forgot i made this earlier. should be pretty accurate Edited December 11, 2013 by SuperJ
BladeOfJustice7 Posted December 11, 2013 Posted December 11, 2013 i know you need to change your timing to beat slayer j.H, it's probably the same issue here too. the frame data 6P is: Startup 9F, Active 5F Upper body invincible 1~6F Above knees invincible 7~13F you probably just need to time the 6P so that you are above knees invincible when they are about to hit you. try doing 6P earlier. So less reaction and more anticipation then eh? I'll test that in training mode later, thanks for the info shtkn
Destin Posted December 11, 2013 Posted December 11, 2013 (edited) So less reaction and more anticipation then eh? I'll test that in training mode later, thanks for the info shtkn Ky also has a plethora of decent air to air moves, as well as a dp! Edited December 11, 2013 by Destin
xlolxlolx Posted December 11, 2013 Posted December 11, 2013 ky can 6p him throughout the entire thing in +R, only time where it fails is if he does it deep in the jump, in AC it was near impossible to 6p him because they truly were the magic hands
BladeOfJustice7 Posted December 11, 2013 Posted December 11, 2013 ky can 6p him throughout the entire thing in +R, only time where it fails is if he does it deep in the jump, in AC it was near impossible to 6p him because they truly were the magic hands I haven't played Slayer in +R yet, I was more referring to Sol when I was talking about AA'ing attacks, since Sol's delayed js and AD>jhs always give me a hard time AA'ing.
xlolxlolx Posted December 11, 2013 Posted December 11, 2013 those have never changed, you just delay the 6p
HeatEXTEND Posted December 12, 2013 Posted December 12, 2013 some stuff FAB tweeted: -during hell fire state 2HS>heavenly does around 60% on millia, don't remember the reload damage values but going by +R values it does confirm that hell fire add about 10% flat damage to overdrives -5P whiffs on crouchers -6P cannot be cancelled(most likely referring to special cancel) This isn't helping ;_;
Hecatom Posted December 12, 2013 Posted December 12, 2013 This isn't helping ;_; Word Btw any new info on Chipp? Does he suck so bad as #R Chipp or did he get something? Seeing no Testament around and Chipp probably being useless again is making me feel uneasy about me playing this game for long :/
Delrian Posted December 12, 2013 Posted December 12, 2013 If there are enough people that don't wanna play Xrd I'd be happy to play +R with em...
4r5 Posted December 12, 2013 Posted December 12, 2013 Is there really that much of a difference between whiff 5P PotBuster and tick 5P PotBuster?
Dreiko Posted December 12, 2013 Posted December 12, 2013 Is there really that much of a difference between whiff 5P PotBuster and tick 5P PotBuster? Whiff 5P one would be the better one by far. You expect the 5P to not whiff so you try to block but the 5P whiffs and you get grabbed while trying to block the incoming 5P. You need to know when it's gonna whiff and when its not, which is considerably harder of a situation than "I blocked 5P, do I jump cause he's gonna pot buster or do I block more?".
Delrian Posted December 12, 2013 Posted December 12, 2013 On the other hand, it makes it less effective at catching people mashing out than if your 5P would've hit them while they were crouching...
Destin Posted December 12, 2013 Posted December 12, 2013 Word Btw any new info on Chipp? Does he suck so bad as #R Chipp or did he get something? Seeing no Testament around and Chipp probably being useless again is making me feel uneasy about me playing this game for long :/ Didn't he get a whole slew of new wall moves?
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