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kaeru

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Everything posted by kaeru

  1. what can we say, Brice's godlike blocking is proof of it. He's just another brick in the wall.
  2. i am pretty curious about that timing difference the cab at Gety had? Did that ever get addressed? Do you guys feel the difference now that you have the console version for all this time?
  3. We don't need your thought control
  4. it's not that it takes much more time, it's just that id have to bring my drill and im limited in space on my bike. There should be a PDF for the V.S. Harness on the godlikecontrols webpage, do you think you could print that one out? it includes the stuff that's different for your stick versus the one the kitty was originally designed for.
  5. make sure you print out or bring with you the instructions that he gave, especially the one for or that came with the V.S. Harness. Do you need the multi-console aspect of it done right away? That requires a bit more stuff, i need a drill and a roughly 18 inch ethernet wire and my crimping tools. We can do this later though, you can have it fully functional PS3/xbox360 in like an hour with nothing special to do other then plugging stuff together.
  6. yes sir ! i've got a lot more training to do.
  7. i'm cool with this XD Are you coming to summerjam, Unsanc?
  8. murakumo, meet amaterasu.
  9. i happen to be well over 25, but i don't know much about the details either. It's certainly worth considering.
  10. I definitely want to go, my car is not in great shape anymore though. If there are no solutions, i will work out going by train or bike and save the spot for someone else. Include me in the hotel though.
  11. For the first instance, remember making air tatami work is not just about how high you are but also how deep into the corner. If you are very deep into the corner, you can even delay the air tatami after the j.D FRC (depends on character). The combo itself is very character specific because they will be at variable heights, but you can help tighten up the combo by trying different combinations of air normals before the j.D FRC. Stuff like j.PSD or j.SPD or even j.KD or j.PKD. The more hits you do, the less deep into the corner you will get which is somewhat counter productive, but against some characters the right combination of air normals goes a long way. I'm sure Hellmonkey has some concrete examples for exactly what to do. He did show us an excellent fastfall combo to try on Slayer and Testament: at a certain distance away from the corner xx -> Tatami FRC -> IAD -> D (causing fastfall) -> land (-> 5S) -> Tatami relaunch the relaunch can be followed up with a super jump, but i've been only relatively successful with the end of the combo myself.
  12. try it after a mawarikomi or suzuran, places where you would normally grab. You can also meaty 6K when you have Okizeme to get an absurd amount of plus frames, then run up and 6KH to attempt a grab.
  13. I have to say these are some really interesting j.623B FC combos. Very cool. Thanks for making the vid !
  14. if it's really less than 2 weeks, it's not worth importing. Shipping itself might will take a week.
  15. Shoutouts to heros and those who cheer for them !
  16. Kabari (Baiken's chain zoning move) now ground slides ennemies TOWARDS her on air hit. That's going to look soooo freaking COOL !!!!!
  17. Hellmonkey, correct me if i am wrong.. With these changes a fastest possible sakura cannot be grabbed out anymore. Despite losing invincibility, the new speed means that a fastest possible sakura guarantees active frames during hitstop ! (except for moves with exceptional hitstop or projectiles)
  18. I think the changes to sakura and ouren are specifically to accomodate the fact they can be used out of hitstop via Suzuran, now. It will be cool to suzuran, ouren FRC into overhead or let it go for crossup overhead. Since it pulls in towards Baiken now, on hit and on block, maybe it can be pickedup without counter hit. Sakura wall slam on air hit will be interesting. Kabari is going to look so amazing when it works on air hit. Ground slide towards Baiken with increased untech time ! Hitting someone with Kabari when theyre airborn is going to be an easy pickup and really cool looking ! Suzuran cancel to guard moves from 9-24 is a way bigger window then i expected, and much sooner then i expected.
  19. GUILTYGEARRRRRRRRRRRRRRRRRR+R LET'S ROCK
  20. omnibot... that avatar.... the most GODLIKE THING EVER !!! OMG!!!!!!!!! He's so... grossly incadescent. I wish i were like him !
  21. First location test Tatami Gaeshi knocks the opponent away - sounds like we cannot combo with this midscreen like before. (-Hellmonkey) j.D FRC changed - not sure how they adjusted it.(-Hellmonkey) Suzuran's (63214K) recovery time seems longer - this must be because she can guard cancel now(-Hellmonkey) 214p (wheel counter) is super fast to come out, looks like a guaranteed anti air but not comboable even with RC the guy playing didn't seem to be able to combo. - they changed youshijin to a command normal to make her less dependent on comboing from counters.(-Hellmonkey) Ground tatami can wallbounce if close enough from the corner and the tatami is done far enough from the opponent so that the 2nd knockdown hit doesn't hit. You can then pick up with far S. - Sounds like she will still have corner combos with tatami, and aiming for that far tatami was already in her game plan (like going for iad j.D fastfall combos).(-Hellmonkey) On air version it knocks down in a forward and down away unless a wall is close : it wallbounces in that case. - Sounds like she loses midscreen tatami iad j.SD and instead just gets a knockdown.(-Hellmonkey) Second location test 2HS Now sucks the opponent in on air hit. Untechable time increased from 14f to 26f. c. S Startup decreased from 9f to 8f. 5HS Startup decreased from 10f to 9f. jK Untechable time from a cround hit is now 25F (same as for air hit) j HS (pylon sword) The float after a air hit is now closer 空中ヒット時の 浮き が低くなりました。 Untechable time increased from 18f to 20f. jD Damage decreased from 50 f to 42 f. Untechable time decreased from 45 f to 35 f. 6P Options on hit/block increased. Now gattles to 6K. Guard balance decreased from 8+7 to 4+4. Untechable time for the second hit is now 20f. 6HS Guard meter decrease on hit reduced from -15 to -6. Youshijin Input is now 623P and is a normal special move that cannot be used from block. No inv.frames. Hitbox in front of her made a little bit bigger. Doesn’t shoot them as high up in the air on hit as before. Recovery time increased from 22f to 25f. Guard meter decrease on hit increased from -7 to -12. Lvl3 move on hit and block. Tatami Hit properties have gone from normal down to wall bounce. Air Tatami The hitbox in front the tatami has gotten bigger on the part when the air tatami gets released. Sakura Inv. frames have been removed Startup decreased from 17f to 10f. Upper body inv has been removed. Active frames reduced from 2f to 1f Air hit launches the opponent vertically. Air hit properties changed from “normal down” to “wall slam” Ouren Movement speed slightly reduced. Inv.frames moved from f1-7 to f14-26. FRC added (frc point f4-6) Now pulls opponent torward you on hit and guard. Spinny Wheel counter (斬凶輅) New move. Suzuran You can use guard cancels without blocking moves between f 9 – 24. Kabari Air hit properties: pulls the opponent torwards you and results in a slide state down. Startup of attack decreased from 21f to 20f Recovery on hit and guard increased by 1f Untechable time increased from 24f to 36f. Added a 80% prorate. Guard balance decreased from 6 to 3 Tripple Tatami New move. Baku Now -3 on block (instead o +1) Baku – GETSU Damage proration on combo afterwards changed from 10 % to 30 %. It seems like they've increased her ability to abare off many hits with the boosts in untech time across so many moves, all while reducing her overall combo length with the j.D untech time nerf. I expect her combos will become more diverse and a bit shorter and much more often. I'm very excited to tinker will all this new stuff ! NOTE: I realize some of the explanations are ambiguous. PLEASE UNDERSTAND, until the actual location test this weekend, it's going to be very difficult to clarify certain things.. like the change to Tatami for example.
  22. Thank you for being so hype, Burissu dono ! It definitely made me more happy to see your enjoyment then anything else !
  23. It was mostly conscription!! So glad to see you in mtl thread, Lythi ! Would be even more glad to see you at Foonzo ! How are meetups going in Halifax? Did you get everyone to agree on some lagless monitors like we were talking about before?
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