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OneSanitarium

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Everything posted by OneSanitarium

  1. IIRC, Justice is based on Tekkaman Blade. Even has one of its attacks. I wonder how the camera will handle with IK's. I assume it'll be like Dusts where nothing happens if it's blocked, but when it hits it instantly goes to the full animation.
  2. At least your wait wasn't long.
  3. I honestly don't see a problem with a game not having a favorite. If the characters I used weren't in Xrd, I knew I would just learn someone else. It just seems petty to shrug off an entire new game just because your previous main isn't in it.
  4. IIRC, yes they should be. That was the intention of it.
  5. http://www.youtube.com/watch?feature=player_detailpage&v=Ed7CaM7fdBw#t=10
  6. If anyone who is still able to get to the loketests could check, does Slayers pilebunker cause any stun? Does CH Pile lead to instant stun combos, or does it act differently on CH than it does on #R (bounces off the wall so you can usually do c.S>f.S>air combos into stun)? Any answers would be greatly appreciated.
  7. I've downloaded the five I've seen so far. Not really much though, just Enema super on a few people, some match openings, Sols win quotes, a SolvKy match, and a short MayvPotemkin match. edit: The forward follow-up to dusts are pretty much an 'in-engine' substitute for ID's. I don't think they exist as they were in XX within Xrd though.
  8. I'm sure auto-jump installs are still move specific, since Elvenshadow said, 'Jump installs are in the game. I was able to do Fausts old jump install air combo off of RC pogo in the corner.'
  9. If you get the chance the next time you're at the loketest, can you see what I-nos forward follow-up to Dust is? I assume it's just a normal hover dash forward, but could you also see if you can dash forward and do a VCL to hit the opponent? Who knows, maybe there are even some good combos afterwards! Again, thanks for the information in general. It's made me so excited for Xrd.
  10. https://twitter.com/ensetugekka He's posted a few others, maybe hell post some more at some point.
  11. Considering it absorbs a hit, it could be Undertow. Keep the new coming, this is exciting.
  12. Maybe, since it's #R based, he not only still has them, but they're more invincible than ever!
  13. I'd like to know if: Slayer has j.2K, probably doesn't. If his airdash is like #R or like AC. What I-no's HCL follow-up/derivative is. If her dives are like in #R or AC. And if she can airdash out of her hoverdash. If you can't answer these, oh well. Thanks in advance for getting info in general for us, Elevenshadow!
  14. I just hope he has the shorter air dash from Slash and AC. Never liked how long it was in #R.
  15. Don't worry about Slayer's execution. It really isn't that bad, and he was made overall easier in +R. He has a lot of links, but only a handful are really needed. He has one 1f link that he needs for high level play, but the move is designed to be used pretty meaty, so it's made easier. He also has a few 'delayed gatlings' which are chains that can only happen at a specific timing during a move. (His 2K delayed gatlings into 2S/2H/2D, his 2S delayed gatlings into 2H/6H.2D, though it won't combo into 2H or 6H on a normal hit) Don't worry about it too much, though. Just get a feel for him. The Guilty Bits episode on him is pretty good, and the Slayer subforum should offer you a lot of help with everything about him. Good luck and welcome to Guilty Gear.
  16. Someone just posted it on SRK, that's where I got it from.
  17. The 'limited' guard option works as a kind of random guard. It's just that, from my experience, it usually just goes {Block, Get Hit, Block, Get Hit}xN. Every now and then you'll get the CPU to block or get hit some times in a row, but overall, that isn't the most common outcome. Kind of unfortunate though, since, IIRC, #R had an actual random guard option.
  18. BDC shouldn't be too hard on pad. At least, not BDC Mappa. If you can DoT, you can do that.
  19. Blade, YRC's in AC just half the meter needed for RCs and FRC's. And I wouldn't even consider it an actual mechanic, just a side option...since it's from the Extra Menu. Calling the whiff/projectile RC's YRC's would be easier than clarifying "5H RC on whiff". 5H YRC would be much easier. You really shouldn't care so much.
  20. If you get a chance to, can you cancel air normals into wall cling? I guess through a close j.H or something like that?
  21. Why RC a whiffed throw attempt when you have 4HS~S for throw/FD OS? At least, I think I read ES saying that was in again.
  22. Would President Chipp just be him in a sleek suit? Not that there is anything wrong with that.
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