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Everything posted by Spirit Juice
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When browsing this thread on my phone earlier today, I saw an add about buying guns. I thought about clicking on it to shoot some of the retarded posters in here. Copy pasta'd Teyah's post into its own thread. Thread has its own rules that you can read there. Not sure what else to keep this thread open for since discussion of changes should be held in the new thread, but I'll leave that up to Teyah and Hellmonkey. Link to thread: http://www.dustloop.com/forums/showthread.php?14281-Official-Guilty-Gear-Accent-Core-R-CHANGE-LIST-Thread&p=1337278#post1337278
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Copy pasted from here. Teyah or Hellmonkey will update this first post when more information is confirmed/denied. I will try to help as well. THREAD RULES: THIS THREAD IS FOR POSTING INFO ABOUT CHANGES AND DISCUSSION OF CHANGES ONLY. NO WHINING ABOUT HOW X CHARACTER WASN'T BUFFED/NERFED ENOUGH. YOU WILL BE TEMPORARILY BANNED IF YOU DO. IF YOU TALK ABOUT THE REPORTED INPUT LAG, YOU WILL BE TEMPORARILY BANNED. THIS IS YOUR ONLY WARNING. Okay, I've updated Dream Maker's original change list to add in a bunch of changes as seen in the trailer (in bold), as well as all of the loketest notes (in italics) to distinguish from the other, confirmed changes. Main changes as listed on the character pages + those seen on the video + those reported on loketests: Updated 6/5 Overall changes: - Health bar is now green when full, and changes and stays at orange when you take any damage. - Combo counter now shows which hit was techable for black beat combos. - Stun/stagger meter added below the joystick waggling icon, shows how much stun is left. - Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel). - Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead. - Doing an IB in the air causes a "Guard Clean" (?) A.B,A: - Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall. - 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased. - 5H now gatlings to 2H. - 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S. - Moroha mode gauge moved to be above tension gauge. - Now has 4 bloodpacks, up from 3. - Can't do double Keygrab anymore. Anji Mito: - 6HS: FRC changed to be just before the move hits. - FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet). - 2H, 6H new gatling, combos on crouching hit only. - 6H is now special cancellable. - FB Butterfly (236D) travels farther. - K Stomp (214K) causes a smaller ground bounce. - Fuujin (236S/H) has shorter untechable time. - 3S cancel is easier. - Close 5S increases the guard gauge more. - 3K no longer floats opponent. Axl: - P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move. - Raieisageki (63214H): FRC removed. - FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D. - 5P-6K is now possible as a gatling. - Axl Bomber no longer hits overhead. - 623P counter on CH causes a different wall bounce. - Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades. - Close 5S looks different. Baiken: - Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move. - Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards. - Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer. - Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit. - Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces. - j.D FRC has changed. Bridget: - 6K: now possible to cancel on hit into yoyo or any special move. - FB Roger Rush (236D): is now homing towards the enemy, causes wall stick. Chipp Zanuff: - FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick. - FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits. - FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade. Dizzy: - New FB version of Spear (421D), 3 homing blades. - K fish and followup bites 3 times. - Fish laser (214S) causes wall stick. - Text above tension bar (BIT NG) indicates if it's not possible to summon fish. Eddie: - FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable. - Executor (first hit) causes extra long knockdown state. - Shadow gauge moved above tension bar. - Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple. - FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable. - Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change. - Damned Fang (623S command throw): Possible FRC removal or timing change. - Shadow gauge refill is slower, both on unsummon and if shadow is hit. - Unblockables still work as usual. - 6P and Shadow Gallery nerfed (?) Faust: - FB door added, D after 214K. - New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown). - Coin item can now hit while bouncing on the ground. - 5K CH doesn't knock the enemy away anymore. - Pan item now hits 1 screen away. I-No: - FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across). - Can now airdash twice. - Horizontal Chemical Love causes wall bounce. - less recovery on j.236HS Jam: - Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore. - FB Charge (22D): Now gives one card of each. - 6H no longer wall sticks, causes knockdown instead. - FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup. Johnny: - Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. --- Is not an overhead. Causes knockdown on air hit. Cannot be combo'd after throw. If performed after 2D, lands perfectly on them as they wake up. - j.236236H: New overdrive, looks similar to EX Johnny's. --- Can be blocked on reaction after super flash, and seems to be an overhead(?). More recovery than the EX version (?), but knocks down on hit, and can be followed up with an FRC'd mist to force block, even midscreen. - Divine Transport (623S) now moves with an extremely vertical trajectory. The horizontal space covered is around 1 character width. No changes on Divine Blade itself. - Mist (214P) is released quicker. - Can double jump after a super jump (?) - Mist Finer lvl 1 low now floats on hit, will combo into up-coin (presumably if you coin'd in advance). Cannot combo off of it even if you RC. Justice: - Is intended to be balanced / tourney legal. - Is no longer able to ground dash, triple jump, or triple airdash. - N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them. - Detonation of N.B.: command changed from P to whatever button you used to trigger the move. - Strike Back Tail: command changed from 412K to 623K. - Michael Blade (41236H): S version added, now possible airborne. - Gamma ray: FRC added, timing is right after the first hit. - Forcebreak 236D now causes wall bounce instead of wall stick. - Valkyrie Arc (236P, counter stance) doesn't work on lows. Kliff Undersn: - Is intended to be balanced / tourney legal. - Sword vault (214K): FRC now possible just before the move hits. - Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation. - 5K: Now launches. - 2H now ground bounces. Gatlings to 5H. Picks up on OTG hit. - 6H can now be charged, does more damage. Special/super cancel removed. - Reflex Roar (236236S) now causes wall stick instead of wall bounce. - Dash changed to a hop. Travels a short distance but has some invincibility. - 2S can be charged. - Air Houkou Gaeshi (j.236D) has a big knockback effect. Ky Kiske: - New move 3HS: Same as the old 6H pre-AC. - New move, S raging Javelin: New S followup after vapor thrust, causes wall stick. - Lightning (222HS): FRC now possible just after the move hits. - FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce. - Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE. - Charge Drive (236D~214D~46D) now wall sticks. - FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent. May: - 41236D: New FB version of dolphin summon, appears behind opponent. - Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H). - Dolphin level for 41236+ button appears above tension gauge. - Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation. Millia Rage: - New j.2H: return of the old jump H from pre-Slash. Is harder to combo into. - j.236D: FRC point added ~8-9F after input. - FB Secret Garden: New FB, command is 214D, ~76F total recovery. - FB Longinus (214S~D): now causes wall stick instead of sliding. - Harder to combo after throws. - j.K-j.D no longer combos, possibly due to slower j.D. - FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F). - j.D causes ground slide if they touch the ground (?), previously caused slide only on CH. - Additional time added before you can retrieve Pin (j.214S/H). Order Sol: - Charge gauge: When using a move the gauge depletes slower. - Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%. - Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger. - Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup. - Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos. - Lvl 2 Rock It doesn't cause ground bounce, knocks down now. - Lvl 1 and Lvl 3 specials are still the same. - 2D apparently has shorter range. - Can (still) dodge Slide Head with FD. Potemkin: - Slide Head: FRC added right after the earthquake comes out, possible to combo after. - Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC. - Hammerfall (Charge 4,6 S(?)): FRC timing is later. - FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet. - 6H causes wall bounce. - j.S causes knockdown on air CH, otherwise knocks down. - Megafist (236P, 214P) causes knock down. Robo-Ky: - 623H: Now possible airborne, FRC possible just as the ground version. - 2H missile: Now comes back down towards opponent after a while. - 2S: Hits twice and launches when heat gauge is over 80%. - Currently has a bug that crashes the game if you do 2H missile the moment he overheats. - 5K 5P link still possible - All 3 shots from 6P now knock down, so the move will have a guaranteed knockdown now. Slayer: - Undertow: FRC added right before hit and causes ground bounce. - Bite: command changed from 63214H to 632146H. - New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen). - New move, FB Dandy step (214D). - 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker. - 2H now causes stagger now instead of launch, still combos into BBU. - 2S has faster startup. - 2D has a little more recovery. Sol Badguy: - Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing. - FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit. - Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D. - FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox. - Bandit Bringer: Clean hit property added. - 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement. Testament: - Hitomi (tree): command changed to 623S, can be done with 236S(?) - Zeinest (web): command changed to 623H, can be done with 236H(?) - Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp. - New FB phantom soul: command is 236D, tracks opponent. - EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total. - 6K hitbox appears to be smaller. - Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped. Venom: - 5Sc now gatlings into 6H. - FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders. - FB carcass raid: same as above. - 6P no longer gatlings into 6H. - 6H has faster startup. Zappa: - j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos. - Darkness Anthem (236S, Raoh mode): now possible airborne. - Last Edguy (214S, Raoh mode): now possible airborne. - Icons added above tension bar for each summon. - 632146H gives one orb per hit, maximum 4 orbs . Possibly starts up quicker. - Recovery on summon (236P) increased. - Smaller chance to summon Dog. (?) - When Dog gets hit in neutral state, he sleeps. - Dog cannot be controlled immediately after coming out. - Sword moves cause sword to stay hovering longer. - Sword 2H has added sword recovery. - Sword 623HS and 63214HS give 2 orbs on hit. If some of this info is wrong, let me know and I'll revise.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
Burned out from this weekend with the wedding and having a mediocre time at Fanime on Sunday. Probably will not make NCI unless I absolutely need to. -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
NCI was actually pretty fun yesterday, even if I was stuck behind a table most of the day! -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
We need Power Instinct 5 at NCI. -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
Aw fuck Mother's Day weekend. Just realized that too. And my mother's bday on the same day as Mother's Day. :| -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
GvG and GG still being run despite NorCal Dogfights? -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
When is the May NCI? What is the tenative schedule? -
There are many, many old, inactive threads in Guilty Pleasures. Moving them somewhere else holds no purpose.
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All discussion of Persona 4 the Ultimate videos go here.
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All discussion of Skullgirls videos go here.
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These are the video forum rules. Not following them can lead to infractions and/or bans, depending on the severity of the offense. The Rules: - Any kind of video related to BlazBlue, Guilty Gear, Persona 4 Ultimate, and Skullgirls. Match videos, combo videos, news/promo videos, glitch videos, tutorials, etc. - Only post videos in their respective threads - Only discuss videos in their respective threads - DO NOT post off-topic videos (viral videos or anything not related to the games mentioned above) - DO NOT post videos that have nudity in them, even if they are related to the games mentioned above. Although rare, sometimes Nico video allows nudity in their videos so long as they are tagged with the R-18 tag. DO NOT POST LINKS TO THEM. - DO NOT get off topic in the video discussion threads
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
I'm in agreement that we should wait until May for the next NCI. -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
Enough with the name calling. It's not productive. This. Criticism does not mean you failed. Overall, I thought the event was a success and I had fun. However, I thought it could be better, which is why I made that post. If it comes off as harsh, it wasn't really my intention. I felt as if someone needed to get the ball rolling on how to improve NCI, and that person should be me since no one else seemed to be willing to address the issues. -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
There isn't enough bandwidth to go around, unfortunately. Our set up was using something like 600-800 kbps bitrate, and at one point Fred was streaming at 300 kbps bitrate on the wireless connection. Fred streaming pretty much sapped the rest of the connection's bandwidth, making the main stream lag horribly. Depending on how popular SG and P4U are going to be, I'm not sure if there will be room for any kind of Gundam tournament at the next SNCI; we may need the space. Gundam may still possibly run as a regular side tournament at regular NCIs. -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
First of all, I'd like to say I enjoyed myself at the event. GGs to everyone I played, and it was great seeing SoCal and PNW again... even meeting some new people! Thanks to Chun for organizing the event and Myung for hosting us there. Big shoutouts to Raikanami and MoogleParade for helping stream. Also, thanks to Jared for the drinks on Sunday. That said, I felt like the overall event was a success but feel like it could still improve. I'll try to keep it concise and not make huge walls of text (there is a TL;DR version below, but I encourage everyone to read the entirety of this post since it'll make the TL;DR make sense). I'd also like to point out that there are several (maybe majority of people, I don't know for sure) people that feel similar to me. Some even had a negative experience as whole. Why they don't post how they felt about the event is beyond me. Maybe they're waiting for me to bring it up first. Maybe they're not or just don't care enough to post how they really felt. SoCal has, more or less, said they won't be coming back unless things change. First things first: two day NCI. I, for one, never enjoyed the idea of a two day NCI. FKO did not want to be there for two days. From the people that I talked to, many didn't want to have to be there for two days as well. In fact, some people just showed up one day, couldn't make both days, or couldn't make one of the two days until late in the day. While having SNCI as a two day event did make things less stressful in terms of logistics and time, overall it seemed to leave a bad taste in everyone's mouth. The two day event made everything more expensive as well, since people had to eat out for two days in a row and stay at a hotel for some. So what was the point of a two day NCI? Well, I guess you could say that by splitting it into two days, brackets day one and finals day two, it helped the tournament run smoother. Or least that was intended. Instead, we had some things happen that did not make sense to me. KOF and SCV were supposed to finish their finals on Sunday, although the games had 16 people and 15 people enter them, respectively. The SC crew complained that they didn't want to have finals on Sunday since the tournament numbers were low, so they got their wish and the entire bracket was run through. Why wasn't this done for KOF when it had similar numbers? It seemed odd that KOF did not get similar treatment (finishing up everything on Saturday) when the game takes even longer to finish than SC. KOF finals on Sunday seemed like a waste of time with what happened with SCV, which brings me to my next point... Time. Time is always the enemy in any tournament. Tournaments usually start late. It's inevitable. Time is one of the reasons why SNCI was changed to a two day format. NCI has always had time issues, and while this one seemed to not have any on the surface since we started late and relatively finished on time (on Saturday), I think this SNCI had more time issues than any SNCI before it. Registration started extremely late. Horribly late with no reason at all. The reasoning for starting registration late was that Chun was waiting for us, FKO, to show up. And while I do recognize that we had shown up much later than we wanted to, there was zero reason for registration to wait for us. Had registration started and ended on time, all the tournament was holding up on was for FKO to get there and set up. In that time, brackets and seeding could have been done completely before FKO arrived, meaning that the tournament would have been started ASAP once FKO was set up, rather delaying everything further by waiting for us. Again, there was no benefitting the tournament to start registration when FKO got there. Furthermore, there was an issue with the BB brackets mid tournament. While I do appreciate OrionXElite (James) for running the BB brackets, shame on him for letting SoCal and some other people leaving to go eat dinner. Shame on them for leaving as well. There was a reason why there wasn't any stupid dinner break scheduled for SNCI, because it held up the tournament! So what happens? People leave to go eat anyways. Yes, they asked James if it was okay. Yes, James, the TO, said it was okay if they were able to come back within the hour? But what happened? They ended up delaying their matches for an hour and a half or two hours. Had I been running the brackets, I would've laughed and told them to go eat after the tournament like everyone else does. At the very least, go get a burger from the burger joint across the street; at least it's fast. It's not like we were waiting for SCV/KOF to finish up on the stream to continue the brackets either! There were also issues of how Sunday was going to be streamed. BB should've been streamed last since it was the main event; it represents NCI no matter how many people want to deny it. It does. However, there were concerns that some people needed to leave early on Sunday because they had to work on Monday. Are you kidding me? What is the point of having SNCI as a two day event when people have to rush home to make work on Monday? I don't see a point at all. More on time for Saturday. Catherine. Catherine Catherine Catherine. If there was anything that sucked up time more than anything else at NCI, it's this game (well, maybe Gundam as well). Seriously, this game feasts on NCI's precious time like a bloated tick. I realize that the whole point of having Catherine at this point was to try to nab an Atlus sponsorship, but what is the point of that when we have KOF in the roster? KOF is definitely more popular right now while Catherine's popularity has come and gone. Fortunately, during dinner on Sat. night it seems like it was unofficially agreed upon that there will be no more Catherine at NCI. Hopefully this turns into an official decision soon. Catherine brings me to my next point: the current roster of games. NCI has too much bloat that takes up time. Everyone knows it. Catherine was the biggest one, but that doesn't seem to be a concern anymore at this point. Gundam vs Gundam also sucks up huge amount of time, space, and set ups. Fortunately, it was pretty much reduced to side tournament status. As much as I like the game, it needs to stay that way for the future of NCI or maybe not even have it at SNCI at all. The space that Gundam takes up can easily be used for four set ups (although they'd have to be BYOC monitors since those mounted flat screens lag) for other games. Soul Calibur doesn't need to be at NCI. While Soul Calibur isn't really a "mainstream Capcom game", the community does absolutely fine on its own and doesn't need NCI. Their own community run events pull more numbers than NCI, so I don't see the point of having it at NCI when the community can go elsewhere. Guilty Gear absolutely needs to be reduced to side tournament status for the next SNCI. No ifs ands ors or buts about it. If SNCI wants to increase its roster by two games (P4U and SG), GG needs to go as a main game. You could argue "but it had 23 people enter!", but lets be real here: there were a lot of pot monsters and out of towners that entered (myself included). Hell, the game was pretty much a side tournament on Sunday anyways, so not making it a main game won't really change anything. So what is the point of bringing up all these things? SNCI needs to return to a one day format. Trim the fat, have enough set ups, and you can run everything in one day, even if you freeze brackets for top4/8. I guarentee it. How do I know? Let's look at Tight or Fight V that happened the weekend before SNCI. One day event. Similar size venue. Started late. THREE FOURTY-MAN+ BRACKETS. Yes, ToF V had UMvC3, SFIV, and SFxT tournaments with 40+ people and still finished on time. KOF and SCV had small numbers but finished up quickly. Let's not forget that SFIV and SFxT are slower than BB and take longer for matches to finish. Here is how many set ups each game had: SFxT = 5 , KOF = 1, UMVC3 = 3, SSFIV = 4, SCV = 3. Pretty much anyone that entered also entered the other games, meaning everyone that entered SFIV probably entered UMVC3 and SFXT as well. We have more than enough set ups and time to run everything in one day. We just can't have dumb stuff like "SoCal and crew is leaving to go eat for two hours" happen. My only concern is... The cabinet set ups. This is kind of the first time I heard a lot of complaints about the cabinets, but it seems like it needs to be addressed this time. They lag, apparently. PNW said it. SoCal said it too. Maybe NorCal is used to them them or something, but an issue is an issue if people come from out of time and complain about laggy set ups. If they lag and SNCI considers itself a major, those set ups needs to be replaced as tournament set ups. They could be used as casual set ups if they are going to be used at all. My only concern is that without those set ups, we may not have enough set ups brought in by volunteers to run everything smoothly. Sorry for the huge, long post, but I feel like all of this needed to be brought up. TL;DR version below. TL;DR: What needs to happen at the next SNCI One day format again Start registration on time regardless, only going late if absolutely necessary No one gets a god damn dinner break regardless if you ask the TO if it's okay Catherine removed from the roster Guilty Gear reduced to side tournament status, gets some stream time if time permits Gundam reduced to side tournament status (no stream time regardless) or removed entirely Soul Calibur V removed from the roster Skull Girls and Persona 4 Ultimate replace the removed games, making the total roster: BlazBlue, KOF13, Skull Girls, and Persona 4 Ultimate Replace cab set ups with PS3/ASUS set ups if possible -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Spirit Juice replied to Chun's topic in Archive
I don't have a component splitter. Coopa is not coming. I don't think we have room on the one Jay has. Not sure.