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Everything posted by Kyle
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Lastly, to comment on TOTAL damage of ES buckler vs Super Buckler: Super allows the ToyTouch & ESToyTouch follow up. The ES Buckler does not. The combo into Super has a much higher total damage potential & a better okizeme because of ToyTouch. Anyone confirm?
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Here's some vids from KEN-gallon's youtube channel: Shows Gallon strats & tacticts per a few titles. VSAV included www.youtube.com/watch?v=83NRxtN1Y9Y www.youtube.com/watch?v=7MGyg30OdH8 Original footage here: KEN vs BUZZ www.youtube.com/watch?v=PFiHW9RNoSE
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I have spent time playing/researching Felicias dashing attack combos. Here's my educated 2cents. My earlier post is wrong. Felicia cannot cancel her dash recovery. However, there are workarounds and a trick to eliminate dash feint recovery. Which combo you do is dependent on which distance you start the dash. Max range is best with mk. Long dash and press d.mk just before you land. Felicia should land during the active frames and have enough hit stun/blockstun to continue combo/pressure w/ lp or mp. Just outside max range, the best answer is d.mp. Once again, land during the active frames and you are covered either way. This should be a 2hit d.mp which can link into lp's, mp's or buckler/ES buckler. Last range is mid-range or up close, but not belly to belly. This is going to require the Feint Cancel technique. 66, 4, d.mk You have to input d.mk just a few frames after the feint begins. Really, you are kara canceling the feint startup into d.mk. Because of the kara, you keep the downward trajectory, but the game doesn't register you did the feint and the additional landing frames are not added. This is instant recovery after you land. Link into anything.
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I watched some of the stream. Here some details i noticed & impressions. - SHD causes blowback & slide. Can pickup w/ FB-HSHD, but not when away from the corner. Blwoback causes corner KD & FB doesn't reach full screen. I wanted to see JP's pickup w/ 6hs but nobody tried... corner combo into 2D, SHD, 6HS, FB-HSHD... - Corner combo of 2d, 63214S~P is HUGE damage, w/ only 5-6 hits & still has wall stick. people trying to pick up off the wall. IAD J.S? or j.S? or A dolphin variation... - 5[D] causes opponent to fly over you, not jump cancrl , no LINK found ATM. I speculate c.S will hit tho. -SVD causes suction but has much worse recovery. = lame loop gone. Suction is based on the direction opponent is FACING, so doing a SVD on a backwards opponent SHOULD give enough recovery for tensionless loops. LIke a modified version of the DOUBLE DOLPHIN UPPER combo's in SLASH & Reoad... - 2HS is stagger on regular hit. Saw someone confirm standing for S, 2HS ,FB-SVD, J.HS, LAND... - Her dash startup is EXTREMELY fast - Peope haven't found uses for OHK yet, but i am hopeful with 6f invinc. XD - midscreen people are extending combo's w/ tension. ( a needed nerf) using RR FRC or FB-HSHD.
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Accent Core +R LOKETEST CHANGE LIST Thread
Kyle replied to Spirit Juice's topic in Guilty Gear General
Loc#2 official change log May ● command list Special Moves Mr. Dolphin: ← CHARGE → + S or HS Mr. Dolphin: ↓ CHARGE ↑ + S or HS Restive Roll: → ↓ ↘ + S or HS (Air enabled) Change of Direction: ③ lever in + S or HS (up to 3 times) Needs further explaination Greeted with applause, please: ← ↙ ↓ ↘ → + P or K or S or HS or D (Charge Enabled) Kiss Overhead: → ↘ ↓ ↙ ← + K Force Break Mr. Dolphin: ← CHARGE → + S or HS: → + D Mr. Dolphin: ← CHARGE → + S or HS: ↑ + D Jackhound: ↓ ↙ ← + D Supers The ultimate spoiled child: → ↘ ↓ ↙ ← + HS Great Yamada Attack: ↓ ↘ →↓ ↘ → + S large whirlwind spin agony transcendence: → ↘ ↓ ↙ ← + S Bomber Deluxe Goshogawara: P follow-up attack to → ↘ ↓ ↙ ← + S Mortal blow May and pleasant comrades: ← ↙ ↓ ↘ → ← ↙ ↓ ↘ → + HS May and pleasant comrades: → ↘ ↓ ↙ ← → ↘ ↓ ↙ ← + HS Change Details 2HS: Staggers on ground hit (COUNTER HIT OR REGULAR HIT?) 2HS: Cannot Gatlin to Dust. (2D or 5D?) 2HS: Stagger time is now 30F → 26F J.k: Startup is now 7F → 6F J.k: Recovery is now 10F → 8F J.D: Upper body invincibility has been granted J.D: Is F 5F was soon canceled out swinging accepted. (5f kara window?) 3K: Gatling combination routes from the K edge has been added to S Standing or long distance 6HS: Whiff cancel is now possible to order a certain period of time 6HS: Gatling combination routes from S has been added to crouch S · K · Standing Standing distance 6P: Full charge is wall stick 6P: Whiff cancel is now possible to order a certain period of time 5HS: Knock back distance has been reduced 5FS: Lv attack is now 3 → 4 5[D]: Jump cancel is now impossible 5[D]: Recovery time is 30F → 40F 5[D]: Effect has been drawn to the behavior of the grant when hit. (?) Greeted with applause, please: After completing a maximum Tame (Lv4), will now be triggered automatically after 2 seconds Greeted with applause, please: Interface indicates the stage of performance on the tension gauge has been added Greeted with applause, please: FRC of the is now canceled 20 ~ 21F → 23 ~ 24F Greeted with applause, please: Opponent will now knock back when hit in the direction of the dolphin FB Greeted with applause, please: New move added Kiss Overhead: Now move to throw Kiss Overhead: Dash now moves to cancel the normal Kiss Overhead: Startup is 25f Kiss Overhead: Systemic invincible was granted between 19 ~ 25F Horizonatl Mr. Dolphin: causes Slide on air hit Vertical Mr. Dolphin: Guard gauge depletion in value is now 10 → 14 Vertical Mr. Dolphin: Recovery time is 5F → 7F Restive Roll: Recovery time is now 15F → 17F HS-Restive Roll: Ground version trajectory almost verical S-Restive Roll: FRC removed. F is the simultaneous generation and reception of the attack roll. (Need better translation) S-Restive Roll: Move not GROUNDED type = opponent is not required to Barrier block the attack S-Restive Roll: Technique is now the middle (Need better translation) Change of direction: Behavior at the time of the attack hit opponent will now be blown off in the direction of movement Change of direction: Damage is now 14 → 18 Change of direction: Recovery time of is now 28F → 32F Change of direction: Startup of attacks is now 11F → 5F Change of direction: 4F was faster timing is derived. (Need better translation) Change of direction: Move not GROUNDED type = opponent is not required to Barrier block the attack Change of direction: Lv attack is now 3 → 2 Jackhound: Lower hitbox, picks up Testament more often & I-no The ultimate spoiled child: Hits cause suction, except final blow The ultimate spoiled child: Peeling down is now available. (Direction influence?) The ultimate spoiled child: Time of the third stage of recovery to 8 now 20F → 50F Bomber Deluxe Goshogawara: Hit is now usually sticks → wall down Bomber Deluxe Goshogawara: Guard advantage is now +20 F Large whirlwind spin agony transcendence: Startup of attacks is now 1F + 8F → 1F + 14F. Large whirlwind spin agony transcendence: Guard advantage is now +2 F Large whirlwind spin agony transcendence: The move is now to withstand an opponent's attack (Absorb/Armor?) Large whirlwind spin agony transcendence: Moving speed is now faster Large whirlwind spin agony transcendence: Hit = Wall stick Large whirlwind spin agony transcendence: Damage is now 18 → 24 per hit. Large whirlwind spin agony transcendence: Rising value per hit guard balance has been reduced -
Updated OP w/ loc#2 translation. XD I tried my hardest
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Updated OP W/ official change log for LOC#2. Translations coming tonight
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Miss you guys. Sorry we didn't come to MWC.
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
Thanks for the confirming data guys. What about the few others. Gallon ES Flashkick Sasquatch ES Towers Victor ES Knee -
I created, sticky & locked a new thread w/ link to frame data & important website. I didn't feel this info was easy enough to find. This should correct that.
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Shuu's Japanese Frame Data Page: http://darkstalkers.web.fc2.com/ Japanese VSAV Wiki: http://w.livedoor.jp/vswiki/ Japanese Event Wiki: http://w.livedoor.jp/vswiki_event/ Japanese Event Calendar: https://www.google.com/calendar/embed?src=a09fu7l52bje22u3f82pkbcu2s%40group.calendar.google.com&ctz=Asia/Tokyo%22%20style=%22border:%200%22%20width=%22800%22%20height=%22600%22%20frameborder=%220%22%20scrolling=%22no%22 Japanese Player Wiki: http://www21.atwiki.jp/vsplayer/ Frame data Mirrored from Shuu's Website: http://clientes.netvisao.pt/anpedror/basics.htm Japanese Event organizers: http://savior.s98.xrea.com/ https://twitter.com/savior_111 https://twitter.com/sakamoto7691 Japanese arcade locations: http://savior.s46.xrea.com/ JP blog for event coordination among top level Japanese players: http://blog.livedoor.jp/iamddsas23/ _______________________________________ English Wiki: http://wiki.mizuumi.net/w/Vampire_Savior Facebook Group, used for general discussion only: http://www.facebook.com/groups/197383233629950/ Jinbe & Keiko Blog: http://darkstalkers.wordpress.com/ VSAV tutorial #1: Defensive Techniques: http://www.youtube.com/watch?v=3yzFiJn2St8 VSAV Tutorial #2 Mixup Techniques: http://www.youtube.com/watch?v=GdC1hWU71oI VSAV Tutorial #3 Tech Hit Techniques: http://www.youtube.com/watch?v=t3yn3fqtYlY VSAV Tutorial #4 Beating Defensive Techniques: http://www.youtube.com/watch?v=uxOqr-52wSo VSAV Tutorial#5 Renda Techniques: http://www.youtube.com/watch?v=ek7ebR20R9Y Tier List: http://fightanvidya.com/wiki/images/e/e8/VSAV_Tier_List.jpg S+: Zabel, S: Sasquatch, Qbee, Gallon A: Bulleta, Felicia, Aulbath, Bishamon B: LeiLei, Demitri, Lilith, Morrigan C: Jedah, Victor D: Anakaris Xenozips' Notes: Experienced layer who has been dissecting fighting games since years before SFIV. http://xenozipnotes.blogspot.com/ Relevant articles are as followed: http://xenozipnotes.blogspot.com/2009/03/vsav-iad-shenanigans.html http://xenozipnotes.blogspot.com/2009/03/vsav-q-bee-notes.html http://xenozipnotes.blogspot.com/2009/03/vsav-felicia-notes.html http://xenozipnotes.blogspot.com/2009/03/vampire-savior-lei-lei-notes.html http://xenozipnotes.blogspot.com/2009/03/throw-invulerability.html http://xenozipnotes.blogspot.com/2009/03/top-dog.html http://xenozipnotes.blogspot.com/2008/10/chaining.html KEN_Gallon's Blog: http://blog.livedoor.jp/kengallon/ Skankin Garbage's Gallon Blog: http://vstalbain.blogspot.com/
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
I want to shed some light on a air to air metagame which has evolved and really forces second guessing to chicken blocking! When setting up air chains which lead to grounded unblockable attacks (ggpo peeps call this guard break) there are heights which are not advantagous. Meaning, even when doing the proper air string, the defendants chickenblock attack will hit before the attackers grounded attack becomes active. The attacker has one final option to win, although the risk reward is now skewed. Using ground invincibility to beat the air normal. This turns into another guess and check and bait scenario which is the heart of good fighting games. Typically, if the attacker does this options and the chickenblocker continues to block, they can punish hard. Be sure to conditionand rotate options people. Here's a list of ground invinc moves playes can use to beat chickenblocking at the wrong heights: Zabel: teleport (57f invinc.) or dark force or GC Sasquatch: ES GC Qbee: Dark force OR GC Gallon: Darkforce or GC Felicia: GC Bulleta: Wipe the floor? Bishamon: dp (Invinc. not listed) or GC Aulbath: dark force Leilei: dark force Demitri: dp (6f invinc.) or GC Lilith: dp (7f invinc.) or GC Morrigan: dp (7f invinc.) or gc Victor: GC Jedah: dark force or ES GC Anakaris: Be mindful, all these options can be risky! -
Just noticed that Lilith should reversal Dark Force w/ MP+MK instead of HP+HK. When you run away, Lilith can do TK fireball to make the deactivation safer. o.0 See 1:44:10 http://www.youtube.com/watch?v=0qydPsWFbu0&list=PLCA51491BF0644B13&index=9&feature=plpp_video Lastly, Lilith j.lp can hit instant ovrhead against Bish & possibly a few other characters. Combine this with a ES fireball for a nasty setup, Overhead, Fireball hits, Recover from air hit, Do another air attack, land, combo in LI. XD
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You can/should kara cr.hk into toy touch for more meter gain.
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31 total w/ (1) last chance qualifier? Is the entire event pre-patch?
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Is the 5/2 tier list post patch 1.02? latest build?
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Efute's twitter. Been posting updates for days now. I am trying to translate https://en.twitter.com/#!/efttake
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a il theory fighter here: Similar to Anji, does wall stick knockdown when done low enough to the ground? If so, this would give buri the chance a strong buffered yoyo & meaty OKI. She is currently lacking that. This is why the Bug-Loop is so hard to setup.
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Hey guys. Here's the jp compilation: メイ JHS 受け身不能時間減少。 オーバーヘッドキス 移動投げに変更。BBプラチナのドラマティックサミーと同じく、移動してから投げが発生する。密着してても同じ。 縦、横イルカ ヒット、ガード後の硬直をレスティブローリングでキャンセル可能。 このため、低空イルカヒット後に地上ダウンしている相手をレスティブで叩き起こしてエリアル、が可能。 端で適当>足払い>[横イルカ>レスティ(斜め下方向)>2S]×2が入ってた。 Here's a google translator for English: Mei JHS Passive decrease down time. Kiss overhead Change to throw move. Like Sammy dramatic Platinum BB, thrown from the move occurs. Even though the same may be stuck together. Vertical, horizontal dolphin Stiffness can be canceled with less active rolling hit, after the guard. For this reason, can be aerial, beating in the wake Resutibu your opponent is down after the dolphin hit the ground at low altitude. × 2 foot came in to pay> suitable> [> 2S (downward diagonal) dolphin> Resuti side] at the end. My recap- We lost Lame Loop, J.HS Couterhit, OHK startup is balls. We need to spend meter for damage, bring on GG:XX/ Yay
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Caught up on this thread. =D THX to all for the info & testing. May's j.Hs, OHK startup & Lame loops are nerfed. Bring back slash-may. excited to spend meter for damage again.
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Aulbath can confirm a standing opponent and do this BnB midscreen. Forces a near corner reset, if you break guard again, it could be a corner KD = Bubble trap. dashing.mp, LINK st.lp, RENDA st.lp, LINK j.lk, j.2hk
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did some testing w/ Lilith close st.lp. There are the characters which can not crouch under it. Demitri Victor Anak Bishamon Jedah This is Lilith's most + frames. YOu should use it fro pressure. Stuff like st.lp, LINK cr.lp, dashing lp etc.
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[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
Played w/ it some more. There is absolutely no reason/way (I could muster up) to force standing on a DarkForce punish. the first hit on the punish hit's their deactivation animation = standing opponent. from there, they go into their crouching hit reel. = crouching opponent (If they choose). But seriously, why would anyone choose to stand and take a larger punish? We tried using 1, 2 or 3 input to cross-up, run thru, fuzzy guard etc. This just seems like bad coding. No Sir, I don't like it. -
VSAV Peeps, I'm back from Vacation & wanted to share some of the latest happenings w/ our lil' vampire scene. -Just a few weeks back Patrick Walter (Lion'sEye) Had written an article detailing his first year w/ competative fighting games. This is predominately focused on VSAV, so anyone interested in either subject should give it a look-see. http://www.dustloop.com/forums/content.php?372-One-Year-In-Vampire-Arcadia-A-Beginner-s-Journey - Mark Young (FLESHPOUNDER) has an interesting discover about the system mechanic of DarkForce recovery. Anyone who has standing/crouching BnB's should give this a read, it's very important & I have not seen this documented before. http://www.dustloop.com/forums/showthread.php?11972-Vsav-Engine-Stratagems-Everyone-can-do-except-Anak-%28&p=1331666&viewfull=1#post1331666 - YouTube Channel "ArcadeLegacy" has uploaded all singles matches recorded (minus the 3 that didn't get recorded :[ ) from PowerUp2012. Check them out here: http://www.youtube.com/user/ArcadeLegacy?ob=0 - Youtube Channel "ArcadeLegacy" has uploaded a highlight real of top8 singles. See here: http://www.youtube.com/watch?v=3rQVvrA-Kgo&list=UUU9zdNkryzEiVnAtVXVrLQQ&index=1&feature=plpp_video - Expect the highlight reel for the entirety of the singles (Minus top8) to go up this evening. Just check the "ArcadeLegacy" - This holiday weekend is VSAV's 2nd/Last Major of the season. UFGT in Chicago. I encourage all to attend. At this time, Vampire is not scheduled for stream time/exhibitions. Singles starts & completes on Friday the 25th. Good luck to our participants, Hopefully Pockets makes it out to a Major. =P - In the upcoming weeks, ArcadeLegacy plans to release a podcast VSAV roundtable, talking about the defining qualities of VSAV which are critical to the franchise w/ hopes that any future iteration could maintain these aspects. We're not going to sit around and complain about comeback mechanis. We're gonna talk about what makes VSAV unique & what select people feel is critical to the Feel/MetaGame of Vampire. - DCC is in November! Thanks to Taku Sasuni for the update. No release on format yet. Quick FYI: "Sasuni" translates to big brother sasquatch. lol - In the undefined future, ArcadeLegacy plans to release one more tutorial vids showing exactly how RENDA bonus works. This should clear up all questions regarding the mechanic and the application. really, it would be stellar if DESK did it. I know it would be baller, precise & he would enjoy some of the flashy combos.
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
HUGE shoutouts to FleshyP for hypothesizing/testing a stupid scenario we kept coming across. Often when punishing DarkForce deactivation, it's inconsistent if the opponent is standing or crouching, we had a belief it was character specific. That was wrong. Turns out the player who is in deactivation can force the crouch or stand during their opponents punish. How? Just hold 1 or 4. Stupid right? Now, Bulleta can't do dash links combos to punish DF deactivation. Silly times... yeah