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AtTheGates

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Everything posted by AtTheGates

  1. 6K 1f more Startup (hits on f21 instead of f20) 6K Feint 1f less total duration, 26 instead of 27 5HS damage down from 50 to 45, air hit = 30f Slide. New gatling into 2HS. 6HS 2f faster (hits on 19 instead of 21), jump cancel, ground bounce on air hit (36f untech, 62f on CH), 10 less damage (40 instead of 50). 5D 2f slower, hits on f24 instead of f22 5D Feint total duration 32f to 34f 2S S/A/R from 8/9/12 to 8/6/15 (less active, more recovery). 2HS damage up from 42 to 52, staggers for 42f(?) instead of launch, on Air Hit 40f Slide. j.K damage from 28 down to 22 j.S damage from 20x4 down to 16x4 j.HS data is the same, if they changed anything, it can only be the hitbox (dont know if its true) j.2K Ground Bounce vs. ground-hit [*]S-Dandy Step total duration from 38f to 30f, Upper Feet Invul from [10F-17F] moved to [6F-13F], Upper Body Invul from [18F-21F] moved to [14F-17F], can pass through opponent from [14F-20F] moved to [10F-16F], can cancel into followups from F26 moved to F22. In Counter Hit state during whole move. [*]new move: HS-Dandy Step, total duration 40F. Upper Feet Invul from 15F-22F, Upper Body Invul from 23F-27F. Can pass through opponent from 19F-26F. can be cancelled into Followups from F32. In Counter Hit state during whole move. [*]new move: EX-Dandy Step, costs 25% Tension, 30F total duration, 1-12F invul, 13-17 = ?, can cancel into followups from F10
  2. update: can wall dive off of force break °_° samitto vs zappa: combo into 2D,236S,236K, HS, force break, walldive j.D.
  3. http://www.youtube.com/watch?v=PH7rW9GvZXc&feature=g-u-u http://www.youtube.com/watch?v=M9jYUjgqaCQ&feature=g-u-u more samitto matches. it seems like chipp is now allowed to cancel wall dive off of normals, samitto does j.HS(1) -> wall dive against a cornered johnny. i couldn't do it when i tried it in AC. also, the slashback cancel after airdash seems to be different / faster now? his iad. SBC j.HS angles look all weird in the matches (weird as in: better).
  4. people almost never mash out of 6hs -> alpha. 6hs -> iaa alpha is preferred, by the way. 2hs combos as in: jump install combos? or 2hs anti air CH combos? the jump install combos generally do a tiny little bit more damage than the knockdown combos, so, use them mostly for kills or when you think you can't go into 5hs -> iad combos and the damage difference would be worth it. and even if you use them to kill, often times, spankings are better (j.kkkkkkkkk...)
  5. not worth the effort. if you want to use shuriken in combos, use it after 5HS -> iad.j.P,D, shuriken, D (, alpha)
  6. dust combos, all you need are 2-3: close D, [9]D,D,D,S,HS, beta close D, [7]D,D, dj.D, \/, S©,HS, iad.j.P,D,alpha or some other relaunch <- the doublejumping dust is instant. you hold 7 so you can doublejump with 9 and not get any accidental air dashes. far D, iad.j.K or beta, \/, 6HS, air combo
  7. no idea if this has been found already, but koichi posted a bit about kliff on his blog: http://blog.livedoor.jp/m-13_62278/ not that i speak japanese, so...
  8. about the eddie summon issue: a member of our forums had the same problem with zappa - he sometimes randomly summons axl sprites instead of the dog. x360 version.
  9. since into [c] didn't work against may for me, i came up with this: 147/209 DMG: (2K,6P,...)41236S,5K, j.S,j.HS,j.236S,\/, S©, sj.S,j.HS,j.236[P] (hold a while), link air dash j.HS,j.236K. if you don't delay the j.236[P], the combo won't knockdown. note that i'm not really an i-no player, so this is probably obvious for you, just thought i'd mention it anyway.
  10. edit: don't know, it looks like fastest possible timing to me, with 6,6, 6,6? @ minus: did you ever post those player impressions from arcadia magazine? i just remembered reading that you were going to translate some of them.
  11. great vid, and a lot of that stuff looked quite practical, which is always nice for a combo vid.
  12. isn't that just his combo trial combo?
  13. http://sv.twitch.tv/joniosan/b/334627986 check out samitto vs ain ky (probably) at 20:30: alpha plus (CH, wallstick), dash, [6HS, iad.j.P,D,Alpha FRC]x2, 6HS, iad.j.P,D,Alpha. obscene damage.
  14. http://www.dustloop.com/forums/showthread.php?15144-GGXXAC-Slayer-Combo-Movie-Endzeit&goto=newpost crossposting here. final ggxxac slayer combo movie, endzeit.
  15. Now that AC is coming to a close and R is finally out in arcades, the time is ripe to release what i've been working on for the last couple of years. As we all know by now, Slayer is very different. This is a testament to what he could do. Everybody knows the high damage combos, and there have been many combo videos for him - I tried going for stuff that hasn't been seen before anyway, high damage or not. Finishing some of those combos almost drove me mad, that's why the vid took that long (and it's still on the rather short side). enjoy.
  16. chipp tigerknee SRK -> land -> relaunch. in kof it's catually ioris j.4B.
  17. i've seen samitto combo into 6HS -> iad.j.P,D,alpha after a corner alpha FRC, since the height after ground bounce is just perfect for an iad. combo. that's a minor damage buff i really like.
  18. http://sv.twitch.tv/joniosan/b/334287214 mikado stream archive, in the beginning there's a slayer who tries stuff against the AI. mostly corner crosswise > HS > undertow > 6HS > HS > pile, but the link from undertow into 6HS doesn't work or needs a quasi-meaty.
  19. awesome, what else does it have? i assume some partial / full changelists?
  20. arcadia's november issue will have stuff on R: http://www.amazon.co.jp/exec/obidos/ASIN/B0096H1WDC/ref=nosim/ggxxwiki-22
  21. i've seen some doing corner loops already at the second locatest. guess we'll have to wait for vids from other sources than mikado.
  22. http://www.amazon.co.jp/exec/obidos/ASIN/4047284688/ref=nosim/ggxxwiki-22 ggxxac R mook. found this on the japanese GG wiki.
  23. well, to get some discussion doing, i'll comment on the changes. - the new force Breaks: they don't seem to me like they will have much of an impact, save for the Alpha Plus followup. The problem with the gamma FB is that you can't cancel into it, which means you need to gamble for 25% tension. Beta FB is just a better SRK, no idea why you would need that when you can srk FRC in the first place and probably be safer. Alpha Plus FB looks interesting, but comboing into ground Alpha isn't as easy as comboing into IAA, and you need to be somewhat close to the corner for the FB to make any sense - I guess we'll have to wait and see how useful it is. - f.S startup reduced from 7f→6f: back to its old Guilty Gear X data. Probably only significant for zoning / relaunches. - 6K has a FRC point just before the attack hits: looks like a complete gimmick to me. You can link off of 6K anyway vs. crouching opponents or as a meaty, as hard as it is, but this seems like a waste of tension. - removed forced proration on 5H: a welcome (minor) change, this has always annoyed me. Now anti-air 5HS counter hits will lead to slightly better combos. - Triangle Jump (wall dash)- no longer in CH state during movement; if a direction other than forward is input, the angle is steeper: sounds awesome, could make the low option (land, instant 2D) a lot easier to apply, since you would be closer to your opponent if the angle was steeper. - (FRC after 236S>236K?) after FRC, can now double jump or airdash: another Gimmick. Back in Reload, we used to jump install before the rekkas to fool around with this, so trust me, it's a gimmick. - 214K - if the command is input again while active, he becomes even harder to see; reappears after blocking an attack: no idea, but it could be decent in matches where you have the time to use it twice. - 41236K has strike invincibility while invisible: most people air throw this anyway, so even though you don't just eat a brutal anti air combo anymore doesn't mean this move has become more viable. Maybe there's some gimmicky way to use this to go through some moves during your opponents Pressure etc. at certain times, we'll see. - 22S FRC added, just after he reappears; reappears slightly higher than before: the "appearing" higher actually sounds like a nerf to me, even though you can air alpha after the frc because of it. If your landing recovery is increased after back tele, using it in a chain for runaway might be a little less safe than before. Again, remains to be seen. - 41236K→D - falls faster; landing recovery reduced from 5f→0f: sounds awesome, there might be new relaunches with S© possible because of this. There used to be one jam bnb where you could fit in 41236->D and pick her up with S©, but it was a 1f link, maybe stuff like that now works against some of the characters than can be juggled with a HS after 236S. - 632146H now completely invincible from 1~30f: duh. - 236236K - startup changed from 7f+0f → 1f+2f; first hit now hits lower: sounds good, the super had a tendency to miss in between hits and get you killed. No idea if this change would make me use it more, though. Nerfs - 5H startup increased from 7f→8f no idea if this is significant in long combos (if they can tech in between any of the slashes and HS after a while), but i doubt it, so it's mostly a nerf for zoning etc. - j.D forced 80% proration: as much as this pains me, it was to be expected. Chipp having easy damage off of anything? NEVER! - Shuriken (air taunt)- guard balance increase is zero; is now in CH state during the action: sounds a little unnecessary to me, it's not like the shuriken can be abused, really, it disappears anyway if chipp gets hit and doesn't have true projectile properties. - j.623S landing recovery has increased by 3f: no more taccos? Unsure - 22H and 22D searches for opponents location up to 2f before reappearing: no idea, but it sounds like a buff. - j,623S floats higher on hit: That's a buff (and maybe taccos arent gone after all!). Sometimes when you air alpha during combos and your opponent neutral techs, you're at a clear disadvantage (not punishable, but at a disadvantage anyway), if it now floats higher, you have more time to recover before they land on your head.
  24. the netcode is fine if you play somebody very close to you. if you play somebody from farther away, you'll have slowdown to mask the input lag (there will still be input lag). if you're a serious player and if you expect to pull of the real combos, you'll be disappointed.
  25. no, S©,HS should work against everyone after floor slide, but the S© might whiff against sol and somebody else if you are too close. also, if you use s©,hs against light weights, the alpha at the end often will not knock down - use 5K,HS as an alternative, then the alpha will knock down. check here
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