RoBoBOBR Posted December 10, 2013 Posted December 10, 2013 (edited) http://wiki.livedoor.jp/ggxx_matome/d/Xrd TOP states that SL can combo mappa RC 5D Edited December 10, 2013 by RoBoBOBR
LeonD Posted December 10, 2013 Posted December 10, 2013 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. 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 Thanx for all of the updates, guys! Great job! Btw, are there any other info of air throw ranges?
king of heart Posted December 10, 2013 Posted December 10, 2013 http://wiki.livedoor.jp/ggxx_matome/d/Xrd TOP states that SL can combo mappa RC 5D I saw him do 5S > 5S >mappa> RC > 5D > 6 > 6HS > PB near the corner
Effenhoog Posted December 10, 2013 Posted December 10, 2013 Is 5D faster or does mappa have a billion years of hitstun
SoWL Posted December 10, 2013 Posted December 10, 2013 Faust has unique dialogue against Zato, huh? I suppose that makes sense, now that he knows that the Guild is behind his accident and Zato is actually alive (though we still have no idea how). Good thing that they're tying him back into the story outside of being Zappa's McGuffin.
Wild Candy Posted December 10, 2013 Posted December 10, 2013 Can someone sum up Millia's changes in Xrd for me, and how they affect her gameplay?
Destin Posted December 10, 2013 Posted December 10, 2013 Faust has unique dialogue against Zato, huh? I suppose that makes sense, now that he knows that the Guild is behind his accident and Zato is actually alive (though we still have no idea how). Good thing that they're tying him back into the story outside of being Zappa's McGuffin. And by Zappa's McGuffin you mean Faust being killed early in the story with little introduction for the sole purpose of kickstarting Zappa's story-arc, or did you mean a different word?
Effenhoog Posted December 10, 2013 Posted December 10, 2013 Effenhoog, RC has timeslow, remember? Nope, I am a stupid
redsilversnake Posted December 10, 2013 Posted December 10, 2013 And by Zappa's McGuffin you mean Faust being killed early in the story with little introduction for the sole purpose of kickstarting Zappa's story-arc, or did you mean a different word? That's fridge-stuffing. A McGuffin is an important item in a story that one or more characters are looking for.
Dreiko Posted December 10, 2013 Posted December 10, 2013 I saw him do 5S > 5S >mappa> RC > 5D > 6 > 6HS > PB near the corner What does the bolded part do?
4r5 Posted December 10, 2013 Posted December 10, 2013 after hitting a dust, you can hold up to do the standard air pursuit, or you can hold forward to stay on the ground and get some HnK wall-slam combos going
HoudiniJr100 Posted December 10, 2013 Posted December 10, 2013 after hitting a dust, you can hold up to do the standard air pursuit, or you can hold forward to stay on the ground and get some HnK wall-slam combos going ....YES, SLAYER HAS SOMETHING AKIN TO HOKUTO NO BASKETBALL!
Kaizen Posted December 10, 2013 Posted December 10, 2013 ....YES, SLAYER HAS SOMETHING AKIN TO HOKUTO NO BASKETBALL! So does everybody else. It's a universal mechanic. Dunno how many other characters can combo into their 5Ds, though.
xlolxlolx Posted December 10, 2013 Posted December 10, 2013 well En said he got around 50% from mappa>rc>5D>j.Dx5
9TNine Posted December 10, 2013 Posted December 10, 2013 Ino can airdash after her HCL follow up to j.S > j.HS Into her dive attack if she was near the corner. Wait, really? Hmmm... -9
TheRealBobMan Posted December 10, 2013 Posted December 10, 2013 Wait, I'm not sure exactly where this airdash is based on the explanation. Are you doing j.S > j.H > HCL > dive > airdash? Or j.S > j.H > HCL > airdash > dive? Or are you saying HCL > Derivative > j.S > j.H > dive? Does she have to be in the air for this? Does this require a YRC?
Delrian Posted December 10, 2013 Posted December 10, 2013 HCL > Derivative > AD > j.S > j.H > dive, from what they're saying
king of heart Posted December 10, 2013 Posted December 10, 2013 HCL > Derivative > AD > j.S > j.H > dive, from what they're saying Yes
HoudiniJr100 Posted December 11, 2013 Posted December 11, 2013 As a heads up, Del. Derivative got a name: "Helter Skelter" :P
RoBoBOBR Posted December 11, 2013 Posted December 11, 2013 It was known for a while and discussed here.
BladeOfJustice7 Posted December 11, 2013 Posted December 11, 2013 Do superflashes still eat inputs ocurring at the same time or they stopped that? I noticed that Riot stamp, the further it travels the lower it is to the ground, does that affect the opponent's ability to AA it when it is approaching from full screen? Does it maintain its overhead properties throughout the entire animation of the move? Does Ky still have difficulty AA'ing Sol's js and jhs along with Slayer's jh?
king of heart Posted December 11, 2013 Posted December 11, 2013 Does Ky still have difficulty AA'ing Sol's js and jhs along with Slayer's jh? You should come here and try jumping S or HS on a Japanese Ky!
LeonD Posted December 11, 2013 Posted December 11, 2013 As a heads up, Del. Derivative got a name: "Helter Skelter" :P LOL It's Ino's move, not Slayer's....
Destin Posted December 11, 2013 Posted December 11, 2013 Does Ky still have difficulty AA'ing Sol's js and jhs along with Slayer's jh? Did he ever? I want to play this game so bad.
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