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Everything posted by 9TNine
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(To any mod overseeing this area, I made an Xrd thread for I-No videos in the +R section since I couldn't make it here. Could it please be moved here?) Thanks, -9
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Can't seem to make this thread in the Xrd section... hopefully a Mod can move it? Anyway, there's two new vids in here from the ArcLive stream: http://www.youtube.com/watch?v=9ZDUy7JLPHA -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
That black i-no color is sick, -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Did a search for the URL and didn't find it here, so apologize if posted already, but Valentine gameplay + Ky's ending: http://www.youtube.com/watch?v=TDPTOwYfWpk EDIT: Likely Aristoblue's vid. EDIT EDIT: Yup. -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
http://www.youtube.com/watch?v=ix0JN7XbJZ4 3:50 of random footage until the guy is busted. -9 -
My only guess is corner TK UF, land, j.h pdive hcl FRC dash j.h, pdive hcl frc dash h, fastfall VCL, c.S. HCL. Don't have the game in front of me. That's the only way I can think of while still within meter restrictions. Personal opinion, seems like unnecessary meterburn. It's gonna scale pretty hard by that point. -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
I knew about the Hellfire damage stuff, but I couldn't place why that would cause Eddie's gauge (being that he was not in Hellfire) to flash. I also remember ElvenShadow talking about IK-mode activation "freezing the opponent", but I don't know if that was during Hellfire or not. If that's how it behaves during Hellfire though, that makes sense and would also explain Eddie's gauge. Honestly, IK's were one of the "big deals" as far as bullet points on the back of the box goes when the original GG came out, but in actuality they're not a huge deal. I could see ArcSys trying to make them slightly more relevant, even if that means the opponent only has 10% or whatever health left. -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Denji vid second round is "Turn up the heat". EDIT: Third round, when Millia's health falls into the flashing section, Eddie's tension gauge starts glowing (it's only at 75% too). Didn't happen in the other rounds, although he never had as much gauge. Wonder if this is some sort of "Astral Finish"-ish system. -9 -
Her damage is fine. Also, everyone got a health buff from 420 to 460, so you could argue everyone does less. The new tools far outweigh the minor damage losses she got (90% force prorate on 6P, 80% prorate on S Dive... I don't remember anything actually having it's base damage lowered). -9
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I haven't checked out the stream and to be honest didn't follow the loketest info too much, so I'm sorry if this is a dumb question, but does Sho have a "shadow" form? I know that Sho aside, everyone has one except Elizabeth/S. Labrys. Basically, I am wondering if Sho w/ persona is the other character slot, or if it's more like selecting shadow characters where it's an option (In Sho's case, pick either Sho or Sho w/Persona)? -9
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Wallbounce on CH was a Slash thing, which is also when it became two hits (2nd hit had the forced prorate, but oftentimes you could cancel the first hit into 2H then dash and ignore it). In AC, they removed the first hit entirely, and removed hitstop from the 2nd hit. It also became necessary to link HCL after f.S, when pre-AC you could chain it. -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Wait, really? Hmmm... -9 -
f.S seems more like it's #R iteration, which wasn't a projectile. Things like 6P, f.S, HCL (Chained into, not a link like in AC) were common. 2S was NOT a low in #R (Became one in... AC?). Hopefully it remains as one though. King of Hearts also mentioned following up the HCL Follow-up with airdash s, h -> dive when she's near the corner. -9
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It's kind of a weird concept, especially since some of the characters received an "Auto-JI" treatment to their moves, whereas I-No didn't. A rough, quick explanation would be that by cancelling the jump from 5K, the game then thinks I-No is considered jumping during her HCL and therefore allows her to airdash after (albeit tight timing as she's not very high off the ground). By doing HCL normally, she's "in the air" as seen if she gets hit, but she's not "jumping" hence no air dash after FRC. Remember! If you see the cloud of dust come off the ground before you do HCL, you TK'd. If there was no cloud and you could still airdash after FRCing, you JI'd. -9
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1. 360K (if you mean TK instead of JI) would give you more time to input 6FRC6, as you are higher off the ground. 2. You'd need to JI the 5K. STBT S isn't jump cancelable, and neither is HCL (it's a projectile). Basically, you're jumping out of 5K but cancelling that into HCL. -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
They changed way more than just the HUD, which I agree is much better (I wasn't a fan of the old one). Even the stage has a lot of differences (Statue of Liberty face details, shield of one of the statues, the fence, shading on the building, etc.). I realize that's less important stuff as far as gameplay goes, but I'm really surprised at how much they changed stuff. I-No new move is likely a command grab. -9 -
[P4AU] Shadow Labrys - Loketest Changes/Discussion
9TNine replied to Adelheid's topic in Shadow Labrys
Asterius' new Anti-Air Grab (Public Execution) is here: http://www.youtube.com/watch?v=hjwv3_hz4GE 01:06:05 EDIT: Whoops, it's the SB version, which likely explains the three headbutt followups. SB Buffalo Hammer hits the ground twice. (01:07:06) Titanomachia has the remaining moves counter displayed and has a regen bar afterwards. Thought I saw Counter-hit DP wallbounce, but the opponent falls short when flying back after the bounce. (Yep, around 01:06:50, although perhaps the bounce is due to being near the stage end?) -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
They deceive you. Although the new super is called Great White (when Eddie is out). -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
... that's actually usually NOT normal. Usually they just give you options to get meter faster (auto-regain or taunt for meter). That said, I imagine Arc is pretty confident with their ideas for what damage will be, so they are probably less concerned about that right now. I would think right now they are more concerned with general system stuff. -9 -
The benefit one would have from playing #Reload instead of AC+R in preparation for Xrd is really not much, if any. +R has much more of an active player base than #Reload does, and the takeaway you could get from that would be far greater. If anything, when Xrd comes out, you may just need to cross off a couple things that don't work anymore. They're not just going to throw out everything post-#Reload that was smart simply because it's post-#Reload. Some things will get kept and some may be dropped, but that's also likely just due to it being a NEW game. -9
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Great stuff, and a reminder that I need to work on my 5K JI HCL... -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Nope. Robo-Jam. -9 -
Seems dash-cancelable too. -9
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[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Haha, that's true. I hope my comment didn't come across as "SHE SUCKS NOW, I'M DITCHING HER". I've been through enough loketests now to know that first impressions don't mean much and that everything is subject to change. But wow, it's certainly a big difference from +R, which I would even say has a hitbox that is too good. At 10:09 and 1:30, May (although running forward or skidding to a stop), goes under it completely. -9 -
[Xrd] News & (Theoretical) Gameplay Discussion
9TNine replied to Shinjin's topic in Guilty Gear General
Wow, Chemical Love looks REALLY bad. Didn't even hit May when she was right next to her. -9