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RoBoBOBR

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Everything posted by RoBoBOBR

  1. Leo + El + Colors = 18th Dec Voices = 9th Dec
  2. It's 0 on block so 2K is kinda good after. It's Late cancels from Under Pressure, so recovery doesn't matter.
  3. It's fastest thing out of dandy that is safe.
  4. Ghetto translation of cancel flow-chart. Comments were beyond my skill =)
  5. now. it's in day-1 patch.
  6. Not in +R, hitbox was nerfed. Vids-wise http://horibuna.web.fc2.com/GGXrd/GGXrd_SL.html and http://keeponrock.in/match/index/page/1/character1/sl#content are quite useful
  7. http://imgur.com/Ln7FV5B,hqb8TEQ So Speed Mode is basically a bit less massive effects. Timing has nothing to do with it -- videos are never in sync.
  8. 63214 suits BDC better, then 41236. BDC bite is 6321447H rather then 44632147H.
  9. BDC'll always be worth the trouble, just because you can cancel you invulnerable backdash into specials. That alone is cool. Moves get some invuls as well? Grand! Like 44 late BDC into dandy step is good footsie tool (and you can vary the distance 44 travels, before you go into dandy step), bite can still be made invulnerable on start-up (from vids at least), tight BDC mappa still counters some things, late BDC mappa is good for whiff punishing and footsies. Forward Dash Cancelling is also useful, and might get even more so, with longer forward dash variant.
  10. Distance or meaty - key is to hit with late actives. Then 2D is safe, and can even get to have plus frames on block.
  11. It has 1 hit of armor, but 39F start-up makes it hard to use. And it's not chargeable, OP was written some time ago =)
  12. When your opponent is in HellFire your IK freezes time on activation, but it costs 50% tension. So, realistically, combos into IK mostly require 100% tension - thus we are not seeing them much.
  13. https://www.youtube.com/watch?v=iXkKi8VP04E https://www.youtube.com/watch?v=gQNbJDk-SkA couple of Slayer compilations
  14. http://youtu.be/gjMxDOFQ6n8 TGS exhibition set FAB vs Hasegawa
  15. Slayer's is cool. It's the return of BBU! Smacks opponent right in the sky.
  16. SRK states that demo is confirmed only for ps4 so far
  17. http://www.nicovideo.jp/watch/sm24357130?ref=search_key_video http://www.nicovideo.jp/watch/sm24357213?ref=search_key_video http://www.nicovideo.jp/watch/sm24357273?ref=search_key_video http://www.nicovideo.jp/watch/sm24357322?ref=search_key_video http://www.nicovideo.jp/watch/sm24357372?ref=search_key_video http://www.nicovideo.jp/watch/sm24357426?ref=search_key_video http://www.nicovideo.jp/watch/sm24357783?ref=search_key_video TOP8 of Xrd ArcRevo on nico, last one is grand finals
  18. http://upload.wikimedia.org/wikipedia/commons/7/78/Bush_Dog.jpg
  19. Comparison of Xrd and +R frame data: 5P - still 5F, but much bigger total frames (12F -> 16F) hopefully some of added frames are active. 5K - one frame slower (6F -> 7F), level increased (lvl 2 -> lvl 3) cS - faster (7F -> 5F) fS - less total frames (22F -> 20F) hopefully recovery got axed, for active frames were low enough (2F) HS - stagger on ground hit returned D - same 6P - same 6K - a bit faster (21F -> 20F), total frames increased (29F -> 35F mostly recovery, since it no longer combos into stuff) 6[K] - same 6H - much faster (21F -> 17F), total 39F -> 37F (so either active frames or recovery are increased - start-up is 4F less, while total length is only 2F less) 2P - slower (4F -> 5F), more total frames (10F -> 12F, hopefully active frames increase) 2K - same start-up, less total frames (18F -> 15F, seeing as 2K only had 2 active frames - recovery is decreased, yay!), level increased (lvl 2 -> lvl 3) 2S - way slower (8F -> 10F), more total (28F -> 30F, probably just start-up modification here) 2H - same start-up, less total frames (36F -> 35F, hopefully recovery), launches on hit (was stagger), 28F untechable is enough for corner combos. High launch on CH leads to combos even on midscreen 2D - slower (7F -> 9F), more total frames (33F -> 38F, so 3F extra for active+recovery) jP - same start-up, more total frames (14F -> 16F), level increase (lvl 1 -> lvl 2) (thus even added recovery isn't a big deal) jK - same start-up, way more total frames (16F -> 30F) (not a big deal due to air gatlings) j2K - same start-up, more total frames (31F -> 33F) jS - slower (3F -> 4F) jH - faster (14F -> 13F), way more total frames (25F -> 35F, so 11F extra for active+recovery) jD - same start-up, more total frames (35F -> 43F), no mention of land recovery, maybe it's gone seeing as jD is now used as last hit before re-launch 236P - same 236K - less recovery (16F -> 15F) 214P - same 214K - way later follow-up cancel (20F -> 27F), same total frames PileBunker - slower (3F -> 4F), more total frames (38F -> 42F, so 3F extra for active+recovery) CrossWise - same start and total Under Pressure - same start-up, less total (21F -> 18F), cancel into It's Late later (8F -> 10F) (thus U.P->I.L. on block is 5F window rather then 3F, unless they changed lvl 3 blockstun) It's Late - same start-up, less total frames (32F -> 31F) Helter Skelter - welp new attack Bite - shorter whiff animation (40F -> 35F) Undertow - basically new attack Footloose - more recovery on land (11F -> 14F) Supers (i assume movie frames are just cosmetic, since everything is frozen) Eternal Wings - slower (5+2 -> 5+4) DOT - same 7+1 DHD - slower (7+2 -> 8+3), slams down rather then float
  20. Framedata is wonderful, but contains some mistakes. Like Chipp's jD is listed as 3F, while 60 fps vids show that it's 6F. So beware!
  21. Based Kedako provided frame-data! http://mayjunkie.web.fc2.com/slayer_flame.txt Google-translated: Frontdash: duration 18F Long frontdash: duration 24F Backdash: duration 28F. Invincible 20F. Jump Start-up: 4F. P: 5F (whole 16F): attack Lv.1. K: 7F (the entire 17F): attack Lv.3. cS: 5F (whole -F): attack Lv.3. fS: 13F (whole 20F): attack Lv.3. HS: 13F (whole 35F): attack Lv.5. Ground hit staggers Dust: 24F (whole 46F): attack Lv.3. DAA: 18F (whole 40F): attack Lv.3. Blowback 6P: 18F (whole 37F): attack Lv.5. Wall bounces 6K: 20F (whole 35F): attack Lv.3. 6K feint: -F (whole 30F): attack Lv.-. 6HS: 17F (whole 37F): attack Lv.5. 2P: 5F (whole 12F): attack Lv.1. 2K: 6F (whole 15F): attack Lv.3. 2S: 10F (whole 30F): attack Lv.3. 2HS: 13F (whole 35F): attack Lv.5. float on ground hit. Untechable 28F. High float on CH 2D: 9F (whole 38F): attack Lv.5. KD on hit JP: 5F (whole 16F): attack Lv.2. JK: 6F (whole 30F): attack Lv.3. JS: 4F (until the entire landing): Lv.3 attack. Special hit stop 6F. JHS: 13F (whole 35F): attack Lv.3. JD: 7F (the entire 43F): attack Lv.3. J2K: 13F (whole 33F): attack Lv.3. Mappa P: 11F (whole 30F): attack Lv.5. Active 3F. Recovery 17F. Mappa K: 14F (whole 34F): attack Lv.5. Active 6F. Recovery 15F. D-step (P version): (whole 30F) follow-up from 16F on D-step (K version): (whole 38F) follow-up from 27F on PileBunker: 4F (whole 42F): attack Lv.5. Cross Wise: 6F (whole 46F) Lv.3+2 Under Pressure: 5F (whole 18F). can input It's Late command from 10F on, Lv.3. It's Late: 14F (whole 31F): attack Lv.5. Helter Skelter: 25F (whole 43F): attack Lv.4. Undertow: 39F (whole 61F): attack Lv.5. Unblockable. Bite: 7F (the entire 35F): attack Lv.-. Hit Staggers Footloose: 5F, Lv.4, Special hit stop 7F. Floats on ground hit. (recovery till land + 14F) Eternal wings: 5F+48F(movie)+4F start, 5F+48F(movie)+57F+7F(land recovery) total, lvl 5 DOT: 7F+120F(movie)+1F start, 7F+120F(movie)+38F+21F(land recovery) total, lvl 5. Blowback on hit, Wallstick on CH DHD: 8F+40F(movie)+3F start, 8F+40F(movie)+till land+20F(land recovery) total IK activation normal: 80F total, gauge changes on 28F IK activation HellFire: 5F+75F(freeze)+5F total, gauge changes on 28F IK normal: 9F+30F(movie)+9F start, 9F+30F(movie)+44F total, lvl 4 IK HellFire: 5F+30F(movie)+5F start, 5F+30F(movie)+40F total, lvl 4
  22. https://twitter.com/suzuki200/status/506667696092483584/photo/1
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