Mebaro Posted February 4, 2014 Posted February 4, 2014 (edited) I went to the location test, here's some info but i might be wrong or I got the wrong idea so sorry in advance if i was mistaken, I only played with slayer and heres my findings. -he has 2 front dashes: normal dash and longer dash (hold the second 6) I felt the long dash has a longer recovery - dandy HS follow up: forced crouch on clean hit. launches on counter hit, if done near crouched opponent it will go over them and crosses them (not sure if it will cross with standing opponent) u can do it early if u don’t want to cross it, after the hit u will be on airborne state, it seems I cant combo anything after clean hit but somehow just once I combed into j.HS on bedman, I tried many times but no result -I cant do any of AC or +R links. -6K: I didn’t mange to combo into something. -bite: I think the loop is gone, u can RC it though -j.D: knockdowns on air hit just like AC+R -5K: u can do 5K -> 6HS it doesn't combo but I think it combos on crouched opponents or maybe 5K was a counter I'm not sure of this -combos: i just did some basic combos nothing fancy c.S -> F.S -> c.S -> 2D (RC) -> P dandy K -> 2S into air combo air combo:1- j.K -> J.S -> J.K -> jc.K -> J.S -> j.D 2-j.k -> j.6K -> j.K -> jc.K -> j.D -> 214 K -Instant kill: same old IK but the start up animation is his 5D -Story: (I know very basic Japanese so I might be wrong) intro was slayer talking to his wife while reading a latter, he mentions ZATO-1 and I think his looking for him, last boss is ZATO-1, the ending was slayer and ZATO-1 talking while drinking tea together and I THINK eddie? was asking slayer what kind of person ZATO-1 was? This is all I remember for slayer. Edited February 4, 2014 by Mebaro
fiendmaw Posted February 4, 2014 Posted February 4, 2014 Interesting,seems like everybody from the Assassin's Guild(except Millia and Eddie of course) is really chill with each other.
Mebaro Posted February 4, 2014 Posted February 4, 2014 As for valentine She got to 2 small creatures (like GGX2's valentine's bloon creature) one is black and the other is white, each of them hold a giant sword, her dash is like azreal from bbCP, she can send her swords and put them in different positions. I think u can control each of them separately, u can send both and go into no sword mode or something not sure what happens to her moves when she has 1 or no swords. I think she's similar to BB's litchi. . She's the final boss for sol and ky, in their ending u see in a fight intro fashion sol and ky standing in front of her both of them in fighting stance, and behind them is SIN and he's also in fighting stance, he looks the same as in GGX2:overture.
RoBoBOBR Posted February 4, 2014 Posted February 4, 2014 Mebaro thank you very much for the info! So they nerfed Helter Skelter a bit, P dandy K -> 6K into air combo huh. I was launching on regular hit during 3rd loketest. couple questions if i may: "P dandy K -> 6K into air combo" 6K? or jK? "j.6K" or j2K? how hard is fS>cS link?
Mebaro Posted February 4, 2014 Posted February 4, 2014 (edited) Mebaro thank you very much for the info! So they nerfed Helter Skelter a bit, P dandy K -> 6K into air combo huh. I was launching on regular hit during 3rd loketest. couple questions if i may: "P dandy K -> 6K into air combo" 6K? or jK? "j.6K" or j2K? how hard is fS>cS link? oh sorry i meant 2S into air combo not hard, u can also link cS into 2D or 2K but not sure if u can do anything after 2K Edited February 4, 2014 by Mebaro
KBnova Posted February 4, 2014 Posted February 4, 2014 (edited) I'm so hype about this game but I'm really REALLY worried about BS. (and blitz shield.) Thats my main concern also. It seemed okay but i heard it was like active for 20f i was like.....yo. So im just guessing one person lands a successful BS and the opponent either take the hit or gamble doing his BS to counter...sounds silly like everyone has DOA counter. This is how i see this working in my head: Edited February 4, 2014 by KBnova
Climhazzardous Posted February 4, 2014 Posted February 4, 2014 (edited) Well let's break down the strength's and weaknesses, Strength's: -Easy to time/pull off -Good reward for landing them -Adds versatility to defense; can be a great option for an offensive option that'd otherwise be too hard to deal with/'cheap' (like if this was AC, Eddie's blockstrings would be a whole lot harder to pull off) -Strong defensive option that's easy to use for newbies/casual players Weaknesses: -Can be grabbed -Costs 25% -Becomes an obvious option especially in certain scenarios -Can become a bad habit which is easily exploited -Can be baited and that's 25% wasted -Can be especially easy to bait thanks to the addition of YRC's, even on reaction if performing a slower move -Still not guaranteed anything if opponent also has 25% meter (though should make for some cool mind games) It kinda reminds me of the shields in KoF12, except with greater reward and less risk; however the KoF12 version didn't use meter so... I think it's pretty interesting atm; I wanna hear hands on experience of it first before forming more of an opinion on it though...and we already have some hands on people so let's be patient Edited February 4, 2014 by Climhazzardous
KBnova Posted February 4, 2014 Posted February 4, 2014 Well let's break down the strength's and weaknesses, Strength's: -Easy to time/pull off -Good reward for landing them -Adds versatility to defense; can be a great option for an offensive option that'd otherwise be too hard to deal with/'cheap' (like if this was AC, Eddie's blockstrings would be a whole lot harder to pull off) -Strong defensive option that's easy to use for newbies/casual players Weaknesses: -Can be grabbed -Costs 25% -Becomes an obvious option especially in certain scenarios -Can become a bad habit which is easily exploited -Can be baited and that's 25% wasted -Can be especially easy to bait thanks to the addition of YRC's, even on reaction if performing a slower move -Still not guaranteed anything if opponent also has 25% meter (though should make for some cool mind games) It kinda reminds me of the shields in KoF12, except with greater reward and less risk; however the KoF12 version didn't use meter so... I think it's pretty interesting atm; I wanna hear hands on experience of it first before forming more of an opinion on it though...and we already have some hands on people so let's be patient In that case it would be interesting to see it in play. It would definitely add another layer of mind games for sure but I had this image of BS moments when it becomes like a critical back and forth...'should I BS his BS follow up, but what If he doesn't ? '
Climhazzardous Posted February 4, 2014 Posted February 4, 2014 In that case it would be interesting to see it in play. It would definitely add another layer of mind games for sure but I had this image of BS moments when it becomes like a critical back and forth...'should I BS his BS follow up, but what If he doesn't ? ' Yeah I was thinking about that, but then I thought of instances like Sol BS'ing and attack, then just running in and Wild Throwing the opponents BS lol. I dunno maybe this could actually work in the favour of those with command grabs? Pot can BS, hammerfall cancel in and either attack or Pot Buster...seems scary
Digital Watches Posted February 4, 2014 Posted February 4, 2014 Basically now we know why Baiken's not in the game.
Poultrygeist Posted February 4, 2014 Posted February 4, 2014 She's the final boss for sol and ky, in their ending u see in a fight intro fashion sol and ky standing in front of her both of them in fighting stance, and behind them is SIN and he's also in fighting stance, he looks the same as in GGX2:overture. That sounds dope as hell.
BladeOfJustice7 Posted February 4, 2014 Posted February 4, 2014 She's the final boss for sol and ky, in their ending u see in a fight intro fashion sol and ky standing in front of her both of them in fighting stance, and behind them is SIN and he's also in fighting stance, he looks the same as in GGX2:overture. I. Can't. Wait!!! Well let's break down the strength's and weaknesses, Wow very good write up listing the strengths and weaknesses of this new tool. SB was a bit too difficult and too strong of a mechanic in my opinion, but BS looks like an good alternative. Basically now we know why Baiken's not in the game. Lol don't kill their moral because our characters are in the game.
50-50罠 Posted February 4, 2014 Posted February 4, 2014 Sb was legit for the amount of risk required to pull it off. I dnt know much about bs'ing yet lol. I still haven't seen it. Sent from my SCH-R530M using Tapatalk
BladeOfJustice7 Posted February 4, 2014 Posted February 4, 2014 I meant it was too much of both extremes; extremely difficult to use/pull off, and so extremely rewarding it's difficult to bait or react to it (yes I've seen players like Samitto react to it but there's not many that can is my point).
Henaki Posted February 4, 2014 Posted February 4, 2014 Well let's break down the strength's and weaknesses, Strength's: -Easy to time/pull off -Good reward for landing them Weaknesses: -Can be grabbed -Costs 25% -Baitable/punishable That iist is like saying the same two things four different times. Not disagreeing with it, but I made it a bit more honest sounding, because it really felt like you were struggling to come up with a lot of downsides. I don't really like the sound of the mechanic, TBH. It's like, high reward, low cost, low risk in a lot of situations. Also, i don't think you can do it while blocking? Which is a pretty important point, it's a good meta option to beat stuff that beats your stuff I think, which won't make the game more defensive necessarily, but this option sounds like it reduces a lot of options. A 25% reactionary punish that's easier than doing say, a VV with higher reward...
SolxBaiken Posted February 4, 2014 Posted February 4, 2014 Basically now we know why Baiken's not in the game. #profoundsadness
RoBoBOBR Posted February 4, 2014 Posted February 4, 2014 How is BS low risk? It wastes tension and has some recovery on whiff.
Henaki Posted February 4, 2014 Posted February 4, 2014 (edited) How is BS low risk? It wastes tension and has some recovery on whiff. As a reactionary option. What I think will be interesting though is there will be situations where you can IB to create a hole in a block string, then BS out, since you're no longer in blockstun. That kind of situation will absolutely be high risk, but I think that sounds like a pretty balanced defensive option. Edited February 4, 2014 by Henaki
RoBoBOBR Posted February 4, 2014 Posted February 4, 2014 only to some 20F+ start-up stuff. but then opponent can YRC and nail you. and he don't need to wait for recovey even, just go different level as combo-starter so punish has quite a big window.
Henaki Posted February 4, 2014 Posted February 4, 2014 only to some 20F+ start-up stuff. but then opponent can YRC and nail you. and he don't need to wait for recovey even, just go different level as combo-starter so punish has quite a big window. Meter chicken isn't interesting IMO.
SuperJ Posted February 4, 2014 Posted February 4, 2014 Basically now we know why Baiken's not in the game. i thought you couldn't BS in blockstun though? really important difference i also wonder if [12[H+X]] xN will become a thing in the middle of a blockstring. lol
HoudiniJr100 Posted February 4, 2014 Posted February 4, 2014 So I read Slayer's IK is essentially all dead with a different animation... YES, POETRY IS STILL POWERFUL!
Henaki Posted February 4, 2014 Posted February 4, 2014 i thought you couldn't BS in blockstun though? really important difference i also wonder if [12[H+X]] xN will become a thing in the middle of a blockstring. lol The poor man's mash 720.
Climhazzardous Posted February 4, 2014 Posted February 4, 2014 That iist is like saying the same two things four different times. Not disagreeing with it, but I made it a bit more honest sounding, because it really felt like you were struggling to come up with a lot of downsides. I don't really like the sound of the mechanic, TBH. It's like, high reward, low cost, low risk in a lot of situations. Also, i don't think you can do it while blocking? Which is a pretty important point, it's a good meta option to beat stuff that beats your stuff I think, which won't make the game more defensive necessarily, but this option sounds like it reduces a lot of options. A 25% reactionary punish that's easier than doing say, a VV with higher reward... I made more bullet points mainly to further expand on certain points; because one weakness is more significant than a generalization implies (i.e, regarding baits, YRC counteracts the reactionary element of a BS, and maybe ranged attacks or projectiles too which leads me to my next query...) What I'm also wondering however, is what kind of range a BS repel has. Like how does it interact with a long range poke like Axl's chains? Is BS'ing actually a detriment when it comes to projectiles? 25% just to absorb a projectile seems like a waste in most situations. Also, I'm wondering if it has a hitbox like a dead angle or if it's like some kind of forced push-block mechanic that pulls off the repel no matter what...it'd be funny seeing Axl being put in that state from across the screen, gives you a chance to get in.
EL_TRO Posted February 4, 2014 Posted February 4, 2014 Does anyone know roughly how long Blitz Shield is active for?
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