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MasamuneXGP

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About MasamuneXGP

  • Birthday 10/08/1985

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  • Location
    Seattle, WA
  • PSN
    MasamuneXGP
  1. RaisedByFinches, do you have any insight as to EXACTLY what needs to happen in order for 2H > [4]6H to sideswap? That corner combo looks sick as hell but I could not get that sideswap to work no matter how many times I tried or what move I delayed.
  2. I was playing around and found a really cool combo to do after a corner throw or a corner Ensenga. It does about the same amount of damage as a combo without a hoop set, but it's just so cool! http://youtu.be/nsuuhsGDqT8 K hoop set > 2D > [4]6H > IAD > j.[K] > j.H > Ensenga (one hit) > ]K[ > airdash > j.H > land > j.K > j.D djc > j.D > Ensenga Yes that's right. Two Ensengas. One combo. Does 211 on Ky (it does 201 in the video because I did it after a throw)
  3. Really loving the buffs, but I hate the new hoop mechanics. Having to mash the button to get the dolphin to come out quickly sucks. What new combos are even enabled by it? Also, the throw > rc > k hoop > max 6H > hs-hori > mount combo doesn't seem to work anymore... That was my go-to throw combo
  4. I agree with most of Mike Z's points, although I don't think any of them are major enough to make Xrd a bad game. But I do hope they're fixed in future versions. * YRCs: I love the new cancel system very much, but I do agree the burst-baiting option select is dumb. Although this wouldn't cover all of Mike Z's complaints, I think a large portion of them would be alleviated by the simple tweak of making red cancels happen while the opponent is blue-bursting. I hope they do this. * Easier motions: What I would really like is for the game to have a less strict input parser. If 426 counted as a half roll, I'd drop a LOT fewer combos. * Negative-edge: Agreed, that was useful. Kind of goes along with easier inputs. * Jump Install: Agreed, again goes along with easier inputs. * Unblockables: Meh, I could take them or leave them. * Throw techs: These were really important and I really hope they're re-added. * Rollback netcode: THIS. SO MUCH THIS. There is NO EXCUSE for not having it. Even if you live in Japan and only get 2F of lag, THAT IS TWO FRAMES TOO MANY for a game like Guilty Gear. I really have to wonder if ArcSys even *knows* about rollback. I really hope that we can rally and demand this from ArcSys for the next version. * Hell Fire: I like it. It allows for big comebacks. But as others have said, it's ultimately not that important. * Danger Time: Agreed, it's a dumb mechanic that should be removed. * Reloading on "Retry": Yeah, seriously, what were they thinking? * Skipping Cinematics: No. I have seen Heavenly Potemkin Buster a great many times now, and I cannot see it getting old, ever. It is awesome and whoever lands it *deserves* that extra three seconds of gloating.
  5. Here are a few combos I've been using. They might not be the most optimal but they're pretty easy to execute. OHK > Dash > 5S > 2H > K Hoop > j.P > j.D > djc > j.S > j.H > j.D > Ensenga 151 damage, 0 tension, works on everyone OHK > 6[H] > H Vert Dolphin > RC > Land, dash forward a little, jump > j.S > j.H > j.D > jdc > j.H > j.D > Ensenga 195 damage, 50 tension, doesn't work on floaties or Pot. Throw > RC > backdash > instant airdash > j.S > j.H > land > j.H > j.D > djc > j.H > j.D > Ensenga 154 damage, 50 tension, works on everyone
  6. Sigh... Why did I hope even for a second than ArcSys would give two shits about the American market. As Dusk points out, anyone who has ever played IaMP knows that netcode is a solved problem. That ArcSys is still implementing variable delay with no rollback is flat out confirmation that they just didn't care.
  7. Nothing in the manual about rollback frames? Showing input delay in frames is a great step in the right direction, but we need rollback for this to be good. Surely if they're allowing region-unlocked netplay they must realize the value of minimizing latency...
  8. No changes to May's HS-dolphin startup? Is it still huge or did they remove that?
  9. Thanks for everything, ElvenShadow. Next time you're there, could you check if May still has that huge startup lag on her HS dolphins?
  10. No, she can't air dash at all. She has no ground dash and no air dash, period. Source: Japanese wiki.
  11. Goodbye, my love....
  12. Kedako made a huge detailed post on his Mixi blog today. http://mixi.jp/view_diary.pl?id=1850039101&owner_id=1049423 Transcript for those who don't have/can't get Mixi accounts: http://pastebin.com/bCVMQh5Y It's a bit above my level so I'll leave the full translation to someone else, but I was able to glean a little information: He’s super pissed about the OHK and j.H changes. He thinks the Restive link is worthless. Loops are pretty much unchanged. Any combo that doesn’t involve j.H is still possible. Most of her other moves appear to be unchanged. Damage comparison of 25% combos: Hori Launch combo is still the best. Derp. 5K > Sweep > Jackhound > (cS > 5H > S-Vert)x2 > 5P > 5S > H-Vert: 218 5K > Sweep > Hori Launch > (cS > 5H > S-Vert)x2 > cS > 5H > H-Vert: 249 5K > Sweep > S-Vert > H-Restive > Hori Launch > (cS > 5H > S-Vert)x2 > 5P > 5S > H-Vert: 237 5K > Sweep > S-Vert > H-Restive FRC > (cS > 5H > S-Vert)x2 > 5P > 5S > 5H > H-Vert: 242
  13. The Japanese wiki is unambiguous. ダッシュ削除、空中ダッシュ削除、3段ジャンプ→2段ジャンプに変更。 Dash removed. Air dash removed. 3 jumps changed 2 jumps. Also reported to have a very slow backdash that looks similar to Pot's.
  14. Getting back on topic... Here's some news from ggxx jbbs May thread: * Someone did in fact successfully perform OHK > (cS > H > S-Vert)x2. People were having trouble doing it because of the lag, apparently. So May players can put down their nooses for now at least. * OHK always has her run a fixed distance, which is such that it barely hits after max range fS. Tick-OHK is history. General consensus is that the move is completely worthless and people are pretty upset about it. * It was falsely reported that 6H > Vert doesn't work anymore, but it does. Interesting new combo: 2D > S-Vert > H-Restive > FRC > 6H > Vert. No mention if the loop is possible from there.
  15. I do agree that Guilty Gear isn't "built for" netplay, but the assertion the article was making was that it wouldn't work even with the best possible netcode. Which I very much disagree with. I live in central Florida. My family and friends are in New Jersey. Back when I was playing IaMP, we had 3 frames of latency, which were all covered by rollback, so 0 frames of input lag. Now, I do understand that rollbacks = skipped frames, but for a game like Guilty Gear, 3 frames of rollback is infinitely, immeasurably better than 3 frames of input lag. FRCs might look a little more clipped, but their timing wouldn't change, and that's all the matters. All I really want is lag-free matches between my family and friends. The article implies that that's not even possible, which is what gets me angry, because I have *experienced it before*. I get that lag-free matches between US and Japan aren't going to happen, but even there, as long as the input delay is constant and known, it's a lot easier to play around than variable, unknown input delay, which is what a lot of netcodes do.
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