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4r5

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Everything posted by 4r5

  1. whoa whoa whoa P4U, if you mash out all the hits in the overhead attack, you get a fatal counter? Jeff, you'll need to learn to mash.
  2. I think by hitbox it means hurtbox. The attack box is pretty good already. Clarification?
  3. 4r5

    ACR Changes

    With 50% meter, his EX OD is a better overhead, anywhere. And I said "almost", not "completely". But, I doubt they're just going to straight give him his EX OD. But if they do I won't complain. All Mist Cancels, recovery reduced by 1f Johnny has a lot of multi 1f link combos that were on crouching hit only. These are now 2f links, for comparison, that's the standard FRC window. And these crouching only MC combos would now be doable on standing opponents, as 1f links. Faster MC's = easier MC combos and more possible MC combos. Faster dash = even more possible MC combos. (maybe) Jackhound recovery increased from 35f to 45f, with no adjustment to float height. Sounds like Jackhound juggles are gone. MSJH stagger combos might aswell be look dead too, but MSDJH stagger combos remain unchanged. But with the new gatlings and faster MC and dash, I see MC combos taking the place of Jackhound combos. Lv1 Up MF changes more combos, but less damage Lv2 Up MF changes return of corner to corner carry combos? Throw changes The dashing jump midscreen 1-hit combos were a 1f link between the throw and the next hit. +3f on the untech time makes this a 3f link. Assuming hitting 1 or 2 frames later doesn't screw up the positioning for the 1-hit. Only air DB getting groundbounce on CH sounds weird, but ok.
  4. Looks like Bridget's YoYo callback glitch has been incorporated as a legit mechanic. Something about being able to set the YoYo during a callback.
  5. FB PuffBall knockdown on hit. Lol
  6. dizzy modifier from 1.5 to 1 Means 6HS applies normal dizzy damage, rather than +50% dizzy damage. This probably removed some of his guaranteed dizzy combos.
  7. He has more upfront damage, but if I'm understanding the changes correctly, the pull-in part of his moves have had their GB- doubled. If his combos remain like they are now, his damage will be pretty Ky-like, in that they don't put out the expected damage for how hard you're hitting them. Sounds like they want his poking to be more attractive, while still retaining the combo-ability he gained in AC.
  8. Eddie's shadow bar got increased by 33%, but the cost of his shadow moves also went up by 33%. I assume the unit change on his shadow bar was to better fit the new shadow bar UI.
  9. Potemkin Basutaa reverted back to pre-AC, does more damage. Pre-AC meaning no more FRC, but free combo opportunities in the corner, potentially mid-screen on characters who hurt very widely.
  10. Baiken, New Move = Tripple Tatami
  11. Whoaaa, Dizzy bubble changes, it's now a pretty serious baiting tool.
  12. Slayer looks like he's moving back to closer to what he was pre-AC. Rather than being somesort of Man-Jam.
  13. Looks like all Johnny buffs.
  14. Ok, will play Order-Sol again for serious.
  15. well, AC does need a lot of changes
  16. I'll just leave this here http://shoryuken.com/forum/index.php?threads/whiteypedia-or-facts-q-a-about-white-people.162698/
  17. I'll be there wednesday.
  18. generic sword guy's DP is called BIG GAMBLE
  19. a sunday xanadu session would be extremely easy for me
  20. my weekends are mondays and tuesdays, but i'll do anyday, just need a couple of days notice. xanadu is easiest if it's not a mon or tues
  21. here ya go eli http://www.nicovideo.jp/watch/sm18054365
  22. i'll just leave this here http://shoryuken.com/forum/index.php?threads/small-update-on-my-game-capcom-vs-arc-system-works.162620/
  23. was there GG at anime pav?
  24. http://www.twitch.tv/fourerfive why didn't I think of this before??
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