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RoBoBOBR

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Everything posted by RoBoBOBR

  1. How is BS low risk? It wastes tension and has some recovery on whiff.
  2. Mebaro thank you very much for the info! So they nerfed Helter Skelter a bit, P dandy K -> 6K into air combo huh. I was launching on regular hit during 3rd loketest. couple questions if i may: "P dandy K -> 6K into air combo" 6K? or jK? "j.6K" or j2K? how hard is fS>cS link?
  3. He has no BBU in Xrd. And it's staple, not stable. Concerning changes: - jH doesn't bounce on CH - 5H doesn't stagger on CH or regular hit, just hitstun - 2H launches instead of stagger - bite is back to 63214H (236H in +R) - DoT is #re-like in terms of distance traveled and follow-ups - 5S (unclear whether close or far) staggers on CH - PileBunker has some stun value - CrossWise Heel can't be YRCed - Undertow - can be charged, unblockable, still has armor
  4. Those same couple of moths ago it was stated that 2-3 bites is maximum you can get.
  5. Character section was updated. Bedman no longer has "new" badge!
  6. BSing an air move floats them a bit for an easy punish, it was discussed in this thread.
  7. It was known for a while and discussed here.
  8. Effenhoog, RC has timeslow, remember?
  9. http://wiki.livedoor.jp/ggxx_matome/d/Xrd TOP states that SL can combo mappa RC 5D
  10. SuperJ how can you CH with PileBunker when it has no range? =) NeoJET new undertow was seen in one video from 2nd loketest.
  11. When i analyzed 2nd loke test videos Slayer's 6K looked like 16-17F attack, which is even better way to overhead )
  12. "does it launch, or is it essentially 2H but as a dandy step follow up" it's an overhead, it was shown in one of the 2nd loke vids.
  13. http://www.sendspace.com/filegroup/IJv8m540DxtvuARPqNZCGind68G2taw9Pz8dlkXykG0 some vids i managed to back up
  14. Can anyone explain to me, how to download cached videos from http://live.nicovideo.jp/watch/lv****?
  15. I'm getting a Zappa vibe from Bedman. I think all those holy grenades, arms and buzzsaws will be stances/summons.
  16. The only way that argument would be valid was if they'd sell DLC characters the way they are in AC, that you've played for so long - sprites, moves and all that. But they wont. It won't be the same, let's say Baiken. She'd be reworked for the new game, with the same amont of work going into that, as all the characters already in the game. You'll pay 40-60 bucks for 12 characters "you've used for 10 years" and 1 new one - but wont pay 5 bucks for an extra chara? Now that's "retarded".
  17. "Faust (aka Dr. Baldhead) was once renowned as an amazing physician. People would come from far and wide to be cured by him. But one day, a young girl died during operation." New chara = that girl.
  18. The fact that they now only show guard gauge above zero values doesn't imply that it never goes lower then that, and thus provides no scaling. I think scaling's still in, they just don't want to confuse new players with pointless gauges (and guard gauge below zero provided very little functionality). Upd: just checked, and indeed scaling is in. Sol did combo WT, jK, jD, JC , jD and second jD did less damage then first.
  19. Slayer Dandy step HS looks good, small hop (overhead? Sol blocked it standing) into some type of launch is pretty quick and Sl was able to block upon touching the ground. Slthough opponent recovered while Slayer was mid air (in neutral stance though) so it's unclear how punishable it is. S-HS string unchanged? Visuals look ok, It's Late portion on CH didn't ground-bounce? Hard to tell, Sol was quick with burst. P, Pilebunker is short as hell. Still punishable on block. K, Crosswise - nice visuals, seems to be the same. Undertow looks cool, not much else can be said 2D distance is shorter then #re, more like AC. 6K feint is still in by the looks of it. jHS doesn't ground bounce on grounded CH, or Sol was quick with burst again? DoT is shit, travel distance and follow-ups look like #re. CH made no difference. 2HS looks very cool, launches on CH, but no vacuum - so it's #re style as well. dashes look cool
  20. Aristobule you the man! Thanks!
  21. Also noticed that all Dust attacks have a medium sized red flash around frame 1 of start-up. To make blocking them less dependent on animation i guess? Because first frames of some dust attacks are pretty indistinguishable in current GG.
  22. I noticed in Chipp vs Axl movie that beat counter went dark on combo 2H, D from Axl. Chipp was not mashing and combo happened, but beat went black.
  23. I play on hitbox (used to play on stick, started on pad). IMO it takes some time to get used to, but is as quick as stick (or quicker) and more precise.
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