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shtkn

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Everything posted by shtkn

  1. most of socal ggxx posts on the SRK thread http://forums.shoryuken.com/showthread.php?t=112148
  2. you're welcome anyways, this is what i got from the playtesting last night: ex cross: great move, but they can hit you as you bring it out so dont just blindly use if they get in on you. This is more of a zoning/pressure tool. orb (that first followup thing for CSE): at first i was hoping you could do CSE and then wait a little while to see if you can bring out hte orb in reaction to an enemy IADing in. Alas, this doesnt seem to be possible. You need to input the command for Orb pretty quickly. We've all seen videos where you sweep > orb > combo, but i was unable to do it last night (though i didn't try that many times). 2H: on ground CH, if you JC immediately, i think theyr'e barely in range of a j.S, if it's air CH, forget it maybe you can superjump and reach them, but i didn't try it. 6P: didn't seem weaker when i tried it, but i didn't use it much cuz i was just getting a feel for the game. j.S: i read somewhere that the hitbox for this was smaller, but i didn't notice. slide: S-L-O-W. I'm really sad about this move. i really dont see why they ewakened this move. More startup, slower, doesn't go as far. basically, not very useful now unless i missed something. gonna have to learn new attack strings if you want ot finish with it. CSE: slower startup, doesnt go across the stage, etc. yeah, sad. i dunno why they nerfed this too. 2.D: more recovery i think. VT and Lightning Javelin: you can delay the input of Lightning Javelin if the oponent is too high. I dont know much about hte height /spacing needed for VT loops, but i guess that'll come with more practice. FRC's on LJ were wierd. I was able to mash one out, but i ddin't do anything afterwards. I think jeff said that supposedly, LJ frc reset your jump options, but i didnt see it. 6H: easily backdashable. I dunno if it's easy to bait stuff with it yet... have to try that more later. On hit's it's pretty good, doesn't force them into crouching, but they stagger for a long time. I think after you hit with a 6H, you could run up to them, do another 6H into a combo of some kind. 6H can cancel into what feels like everything. I could cancel 6H into 5H, 2D, 5S, a jump, and specials so it's good... as long as they dont backdash it. I wanted to try using it more as a zoning tool, but i dind't get the chance to. 6K: didn't use it much strangely enough. I saw jeff miss some 6K > 2K links though, so i guess it crappier now. 2S: someone said that this move's attack level went up, but i never noticed. 2P: you're supposed to be +1 now on block or something? didn't notice. greed sever: the bounce is wierd, but after a little bit you get used to it. You can't really loop it obviously, but i think we can use this for VT loop setups in the future. ACSE: couldn't get the frc for this during hte whole night (might just be me), but other than that, felt the same. ASE: i could get the frcs on this some of hte time, but not enought to really use it in battle. or see if it really did reset your jump options. ground SE: couldn't get the frcs for the life of me. overall, ky's slower. you feel more sluggish with him. I think a big part of his game will be his new frcs (which i couldnt really get out when i was there). I think ground stun edge FRCs will be paramount in any new strings that develop. Throw Break: fairly rare for now, but yeah, throws you off a little when you see it. it seemed both characters recovered at the same time, so no frame advantage/disadvantage or anything. Slashback: risky. quite risky. Most ppl during hte night didnt seem to use it. I tried, and i even slashbacked 2 hits of roboky's det super, but got hit by the rest. I think this is training mode material for now, could definately help in the future though. Mike Z said that after a slashback, your tension gain rate is x2. for multiple slashbacks, it seems you just need to hold 1 or 4 and press S+H at the appropriate times. It also seems that once you start slashbacking a multihit move, you cant go back to blocking for the entire thing (i might be mistaken though). more as i think of it.
  3. hey guys, i'm going to get to play AC this weekend (hopefully), so if you have anything you want me to test, post up.
  4. i'm glad to hear that throw escapes are implemented as you described. otherwise, i would feel that htrows would be far too weak. I mean if I do a shitty burst, you should be able to air throw me without fear of me doing a throw break. mike: is there any way to check if 222H has a FRC or anything?
  5. i would like to know how the changes to slide have affected anything. How much slower is it on startup and how fast/far it travels. FRC timing and options off it (i assume that's the same) Maybe it's just me but slide being slower makes me very sad, it was a really good move in my eyes. Also, tell andrew to stop picking my colors! :p
  6. there seemed to be a lot of lag on the move. if there were a RC/FRC, then this shit would be awesome: it'd be like ky with eddie's drill. I somehow doubt taht is the case though, so i guess it's a decent zoning tool at the very least.
  7. okay, i know ppl will get lost when they park and try to find hte apt, so please call me when you get here 408-505-5791
  8. i dont have anything else planned for saturday other than some errands, so i guess anytime after 5 should be good
  9. okay, so since ppl were busy last weekend, we're gonna call a do-over and schedule again for my place this saturday. please post if you're interested
  10. i honestly don't know what ot make of thse changes... why nerf 6P? also, i heard CSE disappears after traveling 1 screen, is that true, or did i hear wrong?
  11. alright, i'll be hosting this saturday in san diego if anyone is interested address 5385 toscana way #337 san diego, ca 92122 this is in an apartment complex called valentia, so it might be confusing for anyone who's never been there before. just give me a call or ask someone who's been there before post up
  12. please read the link posted, that covers basic terminology used on these forums. after that read this: http://www.dustloop.com/forums/showthread.php?t=772 this is hte thread near the top of the Ky forums titled "Ky Basic FAQ (READ THIS BEFORE ASKING QUESTIONS!!) Updated to Slash" please read the FAQs and things we have set up for newcomers to get up to speed on things here. if you need help finding people to play with, go to the Match Finder section of the forums and look for people in your area. If there isn't a community for your area, create a topic for your area and try to create a community
  13. ggs to everyone last night @ AI has anyone tried bringing in a stick to plug into their playstation controller ports? I'm curious to see if that would work well or not. for those of you that have tried it, what is the button layout they use?
  14. you think the CSE FB will be able to act as a kind of anti jump in move like the CSE jump glitch? it might actaully be useful if it could
  15. interesting, didn't know gravity did not reset when 'comboing' throws
  16. i don't think the combo counter makes a difference, remember, it's the guard gague that determines how much scaling a hit suffers from, not how many hits in a combo
  17. did slide seem slower in those videos? it seemed like it was slower in one and not in the other... maybe it's just me offtopic: i had a dream where ACSE came out as fast as CSE, haha
  18. it was. they allowed button mapping that was facilitated in-game (like the 1 button RCs you can set in the key config screen), but no hardware macros (like programmable joysticks or using rapid-fire buttons on the HRAP) this was the first year evo allowed button mapping, and i think it's going to stay
  19. you can get hit on the ground no matter what, but the damage done is minimal, and you can tech right away. people use this to push opponents to hte corner and whatnot random guess for the air blocking problem, but i think you're releasing green block too early. you need to green block against ground attacks, otherwise you get hit. dragon punches count as ground attacks in this game (so chipp, sol and ky dps need to be green blocked), which is wierd when i first saw it, but u get used to it, it seems like any move that starts on teh ground, even if it goes into the air, you need to green block, there are some exceptions, i think mainly if the move is an overhead or something, (like ky's greed sever, sol's bandit brigainer).
  20. mine's been chuggin along fine since evo2k5, guess you got unlucky. one problem i do have w/ the hraps though, is that hteir buttons feel kinda mushy, oh well, no big deal.
  21. stupid question: does stage selection and voice set really matter? answer: not really
  22. a small thing that i noticed: At the title screen, look at the shadow the title plate thing casts. You see the shadow for #R... Also, am i the only one that just figured out that venom wears some kind of hybrid skirt-pants thingie? I though it was just pants that was black on 1 leg and white on the other
  23. i think ken i sticks with pot unless it would be a pot vs. pot mirror match. In which case, he switches to axel.
  24. i'd rather they just do a drop box to show all pages and also have a next page and last page button
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