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Posted

About time they include That Man also. In Vastdge he attacks using books and huge swords.

Raven should've been added since the XX days...

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Posted

i wanna know more about axl's stance. it looks very good. it seems that while he's in it, hitting him OR his chains results in a counterhit. the only person who had any real success against it in that vid was the final ky player and usually he did so by putting a projectile on screen right before the axl entered stance (ie: after a blockstring that left axl at range) or just getting hit a bunch and eventual hitting a chain.

so how do you think people ought to deal with that kind of fullscreen pressure? superjump/AD in? but he kinda has that angle covered right? maybe preemptively sticking out a normal or using some kind of invincible move...i dno. i'm sure this kind of thing must be a challenge for pot players.

Posted

Assuming he can't cancel into the same one multiple times, I'd imagine waiting for the lowest then dashing~jump(~FD guard) or just IADing when you'd expect it again would be something. Hard to really understand it without the game in front of me, though.

Posted

so how do you think people ought to deal with that kind of fullscreen pressure? superjump/AD in? but he kinda has that angle covered right? maybe preemptively sticking out a normal or using some kind of invincible move...i dno. i'm sure this kind of thing must be a challenge for pot players.

It's ST dhalsim. You ume-shoryu, bro.

Posted

actually it seems like the high one is only 5p height, so maybe you can do that, idk how fast he can recover from it. might still have to fd on the way down

Posted
Yeah, after all, he already has a model, surely it shouldn't take too long to give him a moveset now.

I'm pretty sure that during the Skullgirls indiegogo campaign, they mentioned that you'd need 10,000 frames or so of animation to finish a character (people were saying Marie should take no time at all since she's already a boss). Having the model done (and rigged) is a start, but making a good rigged model takes a hell of a lot less time than that much animation.

Not saying that it'll be forever before he's added, because I don't know how much work on him is already done. It just doesn't take very long to make a model compared to doing all of the animating.

Posted
I'm not so sure they were in Hellfire Mode though, it doesn't always seem to say that when you're on your last 10-15% of health. I doubt they'd make the message appear at random. I'm starting to wonder always happens in Xrd now.
The "HELL FIRE!!" message only appears when a character is hit by an Overdrive that's been boosted by the user being at less than 20% life (it appears underneath the Life Gauge of the character being hit too, not the one doing the Overdrive). It's not indicative of the state itself, that's what the flashing Life Gauge is for.
Posted
Will arcade Xrd be updated bimonthly with a new character like Gundam EXVS?

Highly unlikely. NBG and Byking can crank out new unit after unit for EXVS because they only have a few moves each, many animations are shared, and the game's mechanics are relatively simple. Far more time and resources are required for Arc to design and tune a single GG character.

Posted
actually it seems like the high one is only 5p height, so maybe you can do that, idk how fast he can recover from it. might still have to fd on the way down

The high one is more like 6K height. He's got three levels, the middle one being 5P in height.

That being said, I don't see it being too big of a deal at a high level. He has to enter and exit the stance manually, and entering it seems to take a fairly long time, combined with the attacks still having a hitbox and having to guess which height the opponent will be at. If you can't do the same strength back to back, then waiting for the middle one and IADing in is probably a legitimate way to get around it. Failing that, using projectiles or invincible moves to counter should work. Would be interesting to see the effect of using Blitz Shield on it, since they still have a hitbox would he still reel from it?

Posted

It was probably put in there because axl likely lacks full screen pressure due to the game being widescreen. I imagine at endgame if it runs as intended it will have a few pokes and then he will exit stance. He CAN do the same poke twice it seems (I think I saw a double mid once). I think at this point, besides the hurtboxes on the chains, most chars can likely run under the mid/jump air dash, low can be IAD's over, and high is obviously only a counter to jump air dash and IAD. Pote's slide head is upper body invul right? That should help. Maybe also forwards H or something along those lines.

I mean it's not TOOOOOO different from his old pressure with stand p, forwards K, crouch hp, except those don't reach fullscreen anymore.

Posted
Would be interesting to see the effect of using Blitz Shield on it, since they still have a hitbox would he still reel from it?

this is a very good question. the chains seem more like limbs than actual projectiles so maybe you are on to something.

Posted (edited)

Don't forget about BS. You may not be able to punish Axl, but it can give you enough time to do something (like stunedge or slidehead or ball summon or even dash in).

Haitaka follow-ups are not projectiles so BS should clearly beat them

Edited by Horokei
Posted
The "HELL FIRE!!" message only appears when a character is hit by an Overdrive that's been boosted by the user being at less than 20% life (it appears underneath the Life Gauge of the character being hit too, not the one doing the Overdrive). It's not indicative of the state itself, that's what the flashing Life Gauge is for.

Oh ok makes sense, thanks for the clarification. I guess RTL does shit damage again lol.

Axl's stance seems to have everyone stressed out at Day -6 lol. It'll definitely have people shook for the first few days/weeks. Already that Ky player was handling it pretty well in that tournament, but everyone else got blown up by Axl for the most part. Thought the Venom player would've done better, but he had no chance or time to set anything up. And Axl has a legit dp now just like his #R iteration correct?

Posted

Well I saw the arcade video aristoblue posted, turns out with Ky's story it's essentially his view of the battle between him and sol (which was shown in the first trailer last year I believe) I like the idea behind how in a way it's the same story just in different viewpoints, also like the touch of Sin being beside Sol in the post-match scenes too

Posted
And Axl has a legit dp now just like his #R iteration correct?

Not quite true. #R DP invul doesn't cover entire startup so it mostly used as a trading tool against certain attacks. His Xrd DP seems have better invul and hitbox like a legit DP move.

Posted

Since the Senato is confirmed to have the other 2 Outrages will they ever be used by a new/old character in the future? Senga was just a lightbulb...

Posted

Hey guys, in the event that Jam doesn't make the cut for the console version. What other character fits the pressure-heavy/rushdown archetype from the current roster better? I-No? Slayer?

Posted
Hey guys, in the event that Jam doesn't make the cut for the console version. What other character fits the pressure-heavy/rushdown archetype from the current roster better? I-No? Slayer?

I'd say go Milla, alot of her set up is, knockdown into okizeme into pressure, but I-No with her projectile set ups and command dashes could be pretty good a sub

Posted

jam is a really button hitter char so id pick someone with good normals+offensive. slayer sol may are prolly good picks from current cast

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