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Posted
This situation is impossible, since you can't input a SB until about 10 frames or so (I'm not certain that's the exact number) after wakeup. If people could stop meaty oki setups this easily GGXXAC would have been a completely different game, and SB would not be so easily written off as it is now.

Due to hitstop or gaps between hits, meaty multi-hit moves used as oki are very much able to be SB'd on your wakeup. (eg. Baiken 2H, Ky CSE, Robo missile)

Posted
...it's more that FAB is pretty much the only player with the balls to go for SBs on a consistent basis.

Not just FAB ... most of good Pot player will SB absurd moves, since the pay off is devastating to the other side... and since the character itself can tank damage pretty well, so the risk is kind of smaller for them imo.

Kusoru & KZO also often do flashy slash back attempt thought their gameplay isn't the best example of their character :lol:

Posted (edited)

somewhat on topic: a couple of months ago I got owned by H fuujin at a tsb. when I got home I experimented with punishing the followups and happened upon some possible slashback tech. probably already discovered though...

rin and fb rin are active from frames 27/21, but hit crouchers on f31/25. now suppose you are downbacking against an anji who does fuujin > rin. per sports commentary tradition, let's freeze time on rin's first active frame

on this frame, when you simultaneously input slashback and go from 1 to 4, you expand your hurtbox on the exact same frame, so that you end up getting hit while your slashback is still active. the thing I am not 100% sure about is if the transition between stand/crouch block animations and vice versa happen in one frame (teyah pls), but that shouldn't affect the principle behind this tech

thus the success of your slashback is less dependent on fickle visual timing and more dependent on your ability to do 1 -> 4S+H. it actually feels easier if you treat the motion as 1S+H -> 4

I'd love to test practicality and see if it can be applied elsewhere (e.g. crouching widens your hitbox -> easier stun edge sb), but matchup experience isn't easy to come by :I:

Edited by SuperJ
Posted

This is in fact the idea behind a lot of theoretical slashback tech. I've also heard of people trying to kara->slashback with moves that quickly expand your hit register, and am unsure if they work. However: If you're doing SB from blockstun, you will probably not be able to do this, because of the same issue that causes "Fuzzy guard": Your hit register stays the same until you're either out of blockstun or take another hit.

Posted

the criteria for kara-sb would probably be:

1. shifts x-position/throwable range on frame 1

2. x translation > hurtbox expansion on frame 1

Posted

As far as I know this kara cancel into SB technique actually works with moves that immediately shrink your hitbox in the front or upwards (and not extend it as it would be counter productive), so that when you kara cancel into slashback you get it immediately because your char suddenly goes back to the bigger standing guard hitbox. It's mainly used against moves coming from upwards and projectiles, but not really practical during blocking.

Posted

Is ArcSys going to be present at E3, or is it just Mori? If it's all of ArcSys then could we expect some sort of GG Xrd announcement there? I mean ArcSys has been pretty determined to improve their marketing and presence in North America in the last 2 years especially when you look at their track record, I mean the Xrd trailer had subtitles which NONE of their trailers do on their youtube channel.

That says a lot, about how they'll be pushing Xrd and BB:CP in North America/Western World.

Posted
I bet on nothing (related to GGXrd)

Oh well. I'm hoping to get something about BBCP because if Arcsys does the localization again it's going to be a disaster, again.

Posted

Extend suffered from numerous spelling, grammatical and localization errors and had hasty recasting of parts.

Some lines were not even localized. There's a like one or two lines where Litchi is speaking in Japanese.

Posted

Is that why CP has such a long wait time compared to the other versions of BB?

I'm guessing if we don't see anything for Xrd, we'll see something at TGS? I'm hoping for a huge character reveal this time around, I really wanna see what everyone looks like after the canonical time gap.

Posted
Oh well. I'm hoping to get something about BBCP because if Arcsys does the localization again it's going to be a disaster, again.

Honestly? A greater part of me hopes that 4r5's assertion that they've been working on Xrd for around 4-5 years may mean that the localization details are either a) have been handled by AkSys already or b) Aksys are actively working alongside ASW to ensure a swift and competent localization.

...It's nice to dream. But still, I'd like to think that they already had a subtitled trailer ready at Arc Fest meant something.

Posted
I bet on nothing (related to GGXrd)

My prediction for E3:

We'll see the Xrd trailer again, and perhaps a very tentative window (i.e. Late 2014/early 2015)

Then we'll see some stuff on CP release dates. I think the question of 360 NA release will be answered, whether it's yes or no I have no clue.

Posted

I'm betting we see it in arcades this winter. Console port should be easy because Unreal, but we'll see.

Posted

Yeah, I don't expect this game to hit arcades until like... late spring 2014 at the absolute earliest.

Although a late 2013 would be nice, I'm not really expecting it.

Posted

I honestly would rather have them take their time and make a better and more complete game. I don't mind the wait. Still having fun with R. Only thing that sucks is if they don't release it before August 2014 because that's probably when I'll be moving back to the US. Then I'd have to wait to play it on console like the rest of you lol.

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