Jump to content
Dustloop Forums

Recommended Posts

Posted

Comboing into IKs... if this is how it works, I hope you can't confirm to IK in the same combo that results in dropping your HP to 30%.

But I do hope I-No can confirm out of an airthrow.

  • Replies 15.4k
  • Created
  • Last Reply

Top Posters In This Topic

Posted
Now that Ky "I bang 3 year olds" Kiske is king of the world? Unlikely.

Huahuahuahuahuahua

Comboing into IKs... if this is how it works, I hope you can't confirm to IK in the same combo that results in dropping your HP to 30%.

But I do hope I-No can confirm out of an airthrow.

of course she can She's I-No!

Posted

That is certainly . . . interesting . . . if true of course.

Hopefully they will handle "Hellfire" the same way as Awakening in P4U, preventing the opponent from entering the state mid combo. Although that will make for some interesting mind games and setups, do you stop your combos early and risk losing just to prevent the opponent from having comboable IK or do you say "fuk it" and let it rock if you can't cash out, putting yourself against a mental wall of new problems.

Guilty Gear Xrd - Meta -

Posted

Oooooh, definitely interesting if true. I honestly see it ending up like awakening in Persona though.

Not gonna lie, I'm kinda hoping its true. Would make things a bit more interesting....

Posted (edited)

xlolxlolx found some comments on the 2ch thread that seem to support it. One of the comments in question also mentions some setups for Sol, such as Wild Throw (RC) > P+K+S+HS > 236236HS and stuff into Bandit Bringer > Fafnir > P+K+S+HS > 236236HS.

I forgot to mention this before, but in the second location test, it was found out that you could combo off of Gold Burst (probably corner only). Some people are now humouring the notion of getting IK confirms off of Gold Burst.

Other changes from the second location test seem to include Blitz Shield now no longer forcing Counter Hit status during recovery to further encourage its use, and clashes only being cancelable into Faultless Defense (if this is true, I hope they change it back, because it wouldn't be Guilty Gear without clash videos).

Edit: I should note that the amount of life associated with HELL FIRE status seems to be pretty much a guess at the moment. Some have said 30%, others have said 20%. From watching one of the third location test videos it looks to be about 25% as far as I can tell. One thing I did notice is that you don't enter HELL FIRE status until returning to neutral, as SolxBaiken and Jocelot rightly guessed above.

Edited by Final Ultima
Posted

"One thing I did notice is that you don't enter HELL FIRE status until returning to neutral, as SolxBaiken and Jocelot rightfully guessed above."

Ok, good news. : )

Posted (edited)

a couple more miscellaneous things:

-Seems Sol can only do up to 2 reps of dust loop

-Slayer's bite stagger can be mashed out of, so no bite loop

-Character select BGM is You Only Have to Decide It

-Zato vs Millia BGM is Still In The Dark

-Sol vs Ky BGM is The Re-coming

-Against CPU Sol, the typical BGM is Keep Yourself Alive 2, but it changed to Heavy Day during round 3 once(going by other posts it is most likely the special BGM for Dragon Install, like Bang's Fuurinkazan BGM from BlazBlue)

-No special dialogue for Zato vs Millia

-Special dialogue for Zato vs Faust

開幕「あなたの全てを知っている…ザトー=ONE! 麻酔は使いません!」 Intro: I know everything about you Zato=ONE! I won't use anesthesia!

  勝利「こんなラクに終わるとは…!」(苦々しい感じの言い方) Win: To think it would end this easily...!(said with an exhausted voice)

  敗北「くっ、せめて一太刀浴びせねば……!」 Lose: Ku, I must at least get one attack.......!

  敗北「私の命が、尽きてしまう前に……!」 Lose: Before my life ends.......!

-I-No has her boss voice set against Axl

Character specific changes:

Sol:

-DI Fafnir 3 hits, slidedown can combo from in corner

-Sweep range might have gotten nerfed

-BR and BB have jump property(might be referring to auto jump install)

Ky:

-j.S crossup hitbox removed

-2HS hits twice, #reload style

-236D slidedown on hit, can combo in corner

-IK he does 3HS motion into it

May:

-6K motion changed, does a small jump into a double knee press, use seems to be the same as previous loketest

-dolphin hoop placement changed, P and K versions are now waist height, P version is set at S version distance and K version is farther out beyond that.

I-No:

-Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed

-Disinfection Method (new air command throw): Doesn't look like it can be combo'd into, but can be combo'd from on successful throw

-Chemical Love followup: additional vertical hit possible on hit, knockdown on hit, probably can dash in for air normal okizeme (guess it's like Ky's pikachu)

Faust:

-New item - Spring: Unblockable, BBU style launch on hit, seems he Faust himself can get hit by the spring also?

Zato:

-Little Eddie attacks don't raise guard gauge

-Can block while flying, but fly speed is slower

-6K: Stagger on hit

-Can summon Little Eddie from new Shadow Puddles that are formed from drills, completely invulnerable for a short time, can be used to dodge hits(ex. Gunflame)

-Deadman's Hand: Little Eddie command throw, can followup, uses about 40% of shadow gauge

-Great White: After use shadow gauge is completely depleted

-kuroda combo works and does a lot of damage (aka classic #reload combo that does like 80% life, nobiru>j.hs>j.d>nobiru>shadow gallery>tsuku>tk shadow gallery)

Nothing about Bedman that we don't already know from what I see.

Edited by xlolxlolx
Posted
I-No:

-Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed

-Disinfection Method (new air command throw): Doesn't look like it can be combo'd into, but can be combo'd from on successful throw

-Chemical Love followup: additional vertical hit possible on hit, knockdown on hit, probably can dash in for air normal okizeme (guess it's like Ky's pikachu)

c.S > j.K > c.S > repeat

2S being dash cancelable sounds nuts. Holy shit, this is insane news.

Posted

I like the idea of the song changing depending on what numbered round it is. It's something I think I prefer when watching archived tourny matches, being able to hear the music instead of bumbling commentators. Not that I don't enjoy their humorous banter, but you know.

Posted

2S/2D sound like total bullshit though. No way they're letting us dash-cancel 2 of our lows into instant j.K overhead, or immediate j.H to land into another low or a throw. It's too strong.

Posted (edited)

Yep... INO is going to be the real big boss this time! :v:

If this thing don't change, well.... hope she won't get banned in Tournaments! :vbang:

PS: Lil' Eddie doesn't raise guard bar? HELL YEAH!!! :yaaay:

Edited by LeonD
Posted
2S/2D sound like total bullshit though. No way they're letting us dash-cancel 2 of our lows into instant j.K overhead, or immediate j.H to land into another low or a throw. It's too strong.

What if they made I-no's dash with longer start up, would that make things less borked? Or would that not change anything? I like the idea but am kinda scared at it's possibilities, lol.

I like the idea of the song changing depending on what numbered round it is. It's something I think I prefer when watching archived tourny matches, being able to hear the music instead of bumbling commentators. Not that I don't enjoy their humorous banter, but you know.

Kinda reminds me of Metal Gear Rising where when the boss is in their last stretch of health, the lyrics for their boss theme kicks in, making it a million times more epic.

PS: Lil' Eddie doesn't raise guard bar? HELL YEAH!!! :yaaay:

: (

What has Eddie ever done to you?! Wait, don't answer that. Oh well, at least the pressure still remains.

Posted
:(

What has Eddie ever done to you?! Wait, don't answer that. Oh well, at least the pressure still remains.

Corner rape.....

Posted
Corner rape.....

Those were some good times. 9/10 health off a little touch. Ooh.

Posted (edited)

Some more HELL FIRE status updates:-

During HELL FIRE status, your Overdrives deal a certain amount of unscaled damage on top of their usual damage (around 10% of the opponent's life), so they pack a punch early on in a combo and have minimum damage worth a damn for if you want to do them later on in the combo.

For those of you still worrying about comeback mechanics, here's something else worth noting about the recently discovered change to Instant Kills. A successful Blitz Shield repel can be confirmed into an Instant Kill on opponents in HELL FIRE status. Not only that, a retaliatory Blitz Shield will not work against an Instant Kill.

So you're effectively getting beefier supers at the cost of guts no longer saving you if you get outplayed or called out on a bad late game decision. Command throws and other unburstable setups will get even scarier than usual too. If you get caught by a command throw at less than 25% life and they have the tension to Roman Cancel it, you're dead and you don't get to say otherwise.

Kinda reminds me of Metal Gear Rising where when the boss is in their last stretch of health, the lyrics for their boss theme kicks in, making it a million times more epic.
If Guilty Gear had dynamic tracks like Street Fighter IV's stage themes, except they just added more guitars and lyrics like in Metal Gear Rising, I would die. Edited by Final Ultima
Posted

some ky stuff

-new gatling: f.S>3HS

-DC Sacred Edge: Untechable time greatly decreased

-DC CSE: Number of hits decreased, shorter reach

-corner standing dust combo: 5D~6>6HS>dash 6HS>236D>3HS>DC Sacred Edge>c.S>2HS>HSVT does around 60%, apparently there's some restand thing that goes on with the second 6HS which most likely has to do with the dust wallstick followup and can do c.S>5HS>slide for around 50%

Oh and apparently during super freeze IK activation, projectiles continue to move and can hit while everything is frozen

Posted
a couple more miscellaneous things:

-Seems Sol can only do up to 2 reps of dust loop

-Slayer's bite stagger can be mashed out of, so no bite loop

Nothing about Bedman that we don't already know from what I see.

Sol can do more than 2 DL reps i am sure about that.

and Slayer can only bite twice.

Posted (edited)

well, today locktest finished i guess

What I'm really hyped for is how the character will change with the new moves and game system

In the end I'm getting the idea that the final result will actually be a way more different from #R. New moves change heavily the basic game play of the chara deepening them (like black holes for faust, shadow poles for zato, markers for ky eyc)

In the end, I'm quite hyped!

Now, I just need to get my hand again on some #R Zato...

Edited by Fenrir Werwolf
Posted
That is certainly . . . interesting . . . if true of course.

Hopefully they will handle "Hellfire" the same way as Awakening in P4U, preventing the opponent from entering the state mid combo. Although that will make for some interesting mind games and setups, do you stop your combos early and risk losing just to prevent the opponent from having comboable IK or do you say "fuk it" and let it rock if you can't cash out, putting yourself against a mental wall of new problems.

Guilty Gear Xrd - Meta -

Part of the reason that awakenings worked in P4A was also because you could reduce your own HP with reversals or autocombos, so you could choose to awaken as well.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...