-
Posts
371 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Dr. Stormlocke
-
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
I was referring to the term "Gundash" in the Air DP description. And yeah, a lot more ways now to passively gain heat. I'm still cautiously optimistic. I survived Slash, this is no big deal. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
Recent changes listed on Japanese Forums/BulletinBoards. Kudos to Dustloop member Dream Maker for the translation: Robo-Ky Heat increase : heat goes up on normal guard, FD and IB. jHS : heats up 15°C 6P 1 hit : heats up 10°C 6P 3 hits : heats up 40°C Air missile lv 1 : heats up 30°C Air missile lv 2 and 3 : heats up 5°C 2HS : heats up 10°C. Guaranteed to come out. If you shoot it goes all the way up seems to go back down. When coming back to the ground, knocks down on both normal and counter hit. 2S : heats up 5°C. Untechable time slightly reduced. Impossible to catch after it on ground hit most of the time. Backstep : heats up 10°C Air dp : hits mid. Not possible to get a knockdown. Stronger choice than the gundash (? I think he means the classic low air dash mixup) on okizeme. Level 1 heats up 10°C, no heat up on lv 2 and 3. Stormlocke's note: Regarding Air DP change, perhaps they are talking about Robo-Dash. -
JoJo's Bizarre Adventure heading to PSN & XBLA
Dr. Stormlocke replied to MikelAL93's topic in Misc Fighter Central
Naw, I enjoy the challenge. I played the game on GGPO awhile back, but there are quite a few characters I didn't even play against. Ice being one of them, heh. Learning new matchups and what is effective, or not (aka spamming utensils from fullscreen versus your vertical pillar eruption special, lol) in a dynamic sort of environment is rewarding. I've noticed light switches right above my head are helpful vs Ice air techs. And uh...more to come hopefully. -
JoJo's Bizarre Adventure heading to PSN & XBLA
Dr. Stormlocke replied to MikelAL93's topic in Misc Fighter Central
Think I saw a few of you guys and some SRK heads on 360 earlier. Basic Mariah mixups weren't too difficult with the lag. More of just shaking the rust off. GGs if I happened to play you. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
***8/16 LOKETEST CHANGES:*** Robo-Ky: - j.623HS is overhead Source/Credit: Nikki from Hitconfirm & https://twitter.com/en_ootsuru/status/236030653676810240 -
Interesting! I enjoyed RF2 quite a bit, and played it for years at Arcade Infinity. A port would be awesome.
-
Guilty Gear XX: Accent Core Side Tournament(s) at EVO2K12
Dr. Stormlocke replied to Sol-Bumguy's topic in Archive
Yeah he got to watch me lose to MikeZ's Potemkin for free, it was awesome! >_< At least I got the picture, lol. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
6p loops, fun! I'm thinking that should work off of command throw now too, because of the post-float. (Side note: Robo-Dash, FRC, Command throw is even more fun now with the throw invincibility on startup.) M. Song, I have to agree with you, descending Knee Rockets don't look nearly as good as I was initially hoping for. I was banking on it tracking to a certain extent, shit. Combined with the fact that if you take damage/get hit & it disappears really lessens its usefulness. I'm still looking forward to some lab-time with the move though. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
Thanks for the write-up guys! I'm stuck at Anime Expo with really shitty internet/reception. I almost went to Starbucks last night to watch the stream. Sounds like we got to see a lot of cool stuff. Did anybody use Robo's Force Break at all? 80% heat eye lasers sound pretty beast! -
Yes, many thanks for translating Coolest. And Chojin, word. TK FB shenanigans were great before, with these changes they are going to be phenomenal.
-
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
**6/28/2012 LOKETEST 2 CHANGE LIST**: robo ky heat changes slower c.S upper hitbox is larger 5D startup from 20 to 22f 2K builds less heat 2S (80% heat) 2 hits increases heat increased range, explosion has increased hitbox j.H floats opponent higher when counterhit 6P damage increased from 25 to 30 untechable time increased from 18 to 80f 6P (2nd,3rd) damage decreased from 25 to 20 upper invincibility during startup throw opponent floats higher ky-genshou (lv1) higher heat increase ky-genshou (lv2) opponent slides when counterhit shorter pushback on hit and guard ky-genshou (lv3) wallbounce on counterhit ky-maku homerun (lv1) higher heat increase air ky-maku homerun new move chounai ky bargain (lv1) higher heat increase chounai ky bargain (lv2) lower heat increase chounai ky bargain (lv3) lower heat increase ky denpa damage changed from 8 x n + 35 to 2 x n + 38 can recover up to 50% of electricity gauge opponent's tension can be lowered by 25% opponent gets higher float, shorter horizontal distance throw invincible during startup kyou wa ky san command changed to air 214d can be steered from the first frame can be cancelled from the second frame can now be cancelled into an airdash or air backdash heat decrease is half of what it used to be dame na yatsu wa nani mo yatte mo dame inputting 6 gives you a headbutt enhanced headbutt can be done when heat is around 93-99 gen ky lovers (explosion) can not be airblocked Credit/Thanks: Coolest For me personally they saved the best change for last, holy shit. Super amped on that. Force Break changes are fantastic for my playstyle too. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
Yeah, saw those changes as well. Thanks for confirming/second opinion'ing. "J.hs now floating opponent when the counter hits high" 2k doesn't give as much heat now. Command grab has throw invincibility. 80% Heat 2s has a hitbox/"attack detection" at the point of impact, in an explosion, at the tip of the laser beam. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
Going over Loketest 2 change log for Robo, with my limited Japanese knowledge, (while also at work). -There is a bigger window now for Super headbutt wallbounce, you can input 2 degrees earlier, at 93. Expect a lot more... -
There are a lot of variables that determine what type of Dust combo you should do. Spacing, opponent's character weight, your tension, how much heat you have etc. j.d xx dj.d missile is kind of the classic building block to start at. I know it sounds lame but just experiment from there. I'm fond of doing an IAD into j.s. If it's blocked I activate Force Break, pilot backwards in the opposite direction, and slightly upwards, and whiff a j.p. At this point you can air dash in AGAIN before you land and try to get a counterhit bounce with j.s or a wallstick with j.hs. It isn't something you should be doing very often, but it can catch people off guard. They don't expect Robo to be able to do two airdashes before landing, heh.
-
Guilty Gear XX: Accent Core Side Tournament(s) at EVO2K12
Dr. Stormlocke replied to Sol-Bumguy's topic in Archive
Sign me up! Dr. Stormlocke Laguna Beach, CA. Thur-Mon. Just entering GG, and maybe mashing HnK. Thanks! -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
Yes, I too am hoping it's just what you described. NOT 3 hits REQUIRED for a knockdown. -
[GGAC+R] Robo-Ky Changes and Discussion!
Dr. Stormlocke replied to Dr. Stormlocke's topic in Robo-Ky
I've been reading some things about Robo's 6p, waiting for clarification. Something about 3 hits guaranteeing a knockdown. Would be nice if that turns out to be the case. Also people are commenting/speculating that 2HS Knee Rocket only comes back down in Level 3 Heat. Finally Robo's Aerial Level 3 SRK does not activate SRK super. -
Thanks for the info I've had it translated to me as "while in heat mode if you do 2HS he explodes." It could also be what you posted though, I dunno. Lol. We're off to a great start Robot fans. I'm going to suffer from GG:Slash PTSD/flashbacks unless we get some more interesting news here.
-
New stuff to talk about Robot players! Guilty Gear: Accent Core + R has been released in Japanese arcades, with a forthcoming console release in a few months (hopefully!) ***NEW VERSION 1.10 CHANGES*** We don't even have all the Mook changes translated, yet here's a new change apparently coming in version 1.10 next month. Thanks to Alzarath for posting and Nikki from hit confirm. -Aerial SRK now has initial prorate. All translated changes: http://pastebin.com/wvvpK7Bq ***11/4 MOOK TRANSLATIONS AND CONFIRMATIONS*** Robo's standing Dust now has 24 frames startup. (Was 20 before, tied with Raoh for fastest Dust in the game.) 2hs Knee Rocket: Interestingly enough there's no mention of a temperature increase for the move normally. HOWEVER, in 80% heat mode, this move gives you 6.2 degree heat increase on frame 1. 80% Heat 2s Eye lasers: The two parts of the attack do 37 and 20 damage and the move is +1 on block! Similarly, like 2hs, while only in 80% Heat this move will give you a slight temperature increase. In this case, it will be 2.4 degrees on frame 1. Force Break: I've confirmed at least the major buff. Robo is now pilotable on frame 1, and you can cancel on frame 2. (Was frame 6 and frame 7 before.) ***8/28 RECENTLY TRANSLATED CHANGES: Thanks to Dustloop member Dream Maker for the help. Robo-Ky Heat increase : heat goes up on normal guard, FD and IB. jHS : heats up 15°C 6P 1 hit : heats up 10°C 6P 3 hits : heats up 40°C Air missile lv 1 : heats up 30°C Air missile lv 2 and 3 : heats up 5°C 2HS : heats up 10°C. Guaranteed to come out. If you shoot it goes all the way up and goes back down. When coming back to the ground, knocks down on both normal and counter hit. 80% Heat only. 2S : heats up 5°C. Untechable time slightly reduced. Impossible to catch after it on ground hit most of the time. Backstep : heats up 10°C Air dp : Acts as an overhead. Can TK. Not possible to get a knockdown. Stronger choice than the gundash (? I think he means the classic low air dash mixup) on okizeme. Level 1 heats up 10°C, no heat up on lv 2 and 3. Stormlocke's note: Regarding Air DP change above ("gundash"), perhaps they are referencing Robo-Dash. ***8/16 LOKETEST CHANGES:*** Robo-Ky: - j.623HS is overhead Source/Credit: Nikki from Hitconfirm & https://twitter.com/en_ootsuru/status/236030653676810240 ***6/28/2012 LOKETEST 2 CHANGE LIST***: robo ky heat changes slower c.S upper hitbox is larger 5D startup from 20 to 22f 2K builds less heat 2S (80% heat) 2 hits increases heat increased range, explosion has increased hitbox j.H floats opponent higher when counterhit 6P damage increased from 25 to 30 untechable time increased from 18 to 80f 6P (2nd,3rd) damage decreased from 25 to 20 upper invincibility during startup throw opponent floats higher ky-genshou (lv1) higher heat increase ky-genshou (lv2) opponent slides when counterhit shorter pushback on hit and guard ky-genshou (lv3) wallbounce on counterhit ky-maku homerun (lv1) higher heat increase air ky-maku homerun new move chounai ky bargain (lv1) higher heat increase chounai ky bargain (lv2) lower heat increase chounai ky bargain (lv3) lower heat increase ky denpa damage changed from 8 x n + 35 to 2 x n + 38 can recover up to 50% of electricity gauge opponent's tension can be lowered by 25% opponent gets higher float, shorter horizontal distance throw invincible during startup kyou wa ky san command changed to air 214d can be steered from the first frame can be cancelled from the second frame can now be cancelled into an airdash or air backdash heat decrease is half of what it used to be dame na yatsu wa nani mo yatte mo dame inputting 6 gives you a headbutt enhanced headbutt can be done when heat is around 93-99 gen ky lovers (explosion) can not be airblocked Credit/Thanks: Coolest My thoughts so far: For me they saved the best change for last, holy shit. Super amped on that. Force Break changes are fantastic for my playstyle too. Fishing with Level 3 horse can have a bigger payoff, easier input window for enhanced super-headbutt is helpful, 2s Eye Laser buffs are a great way to potentially deal damage without dumping as much tension, and 80% 2hs Knee Rockets should help with heat-mode rushdown/pressure (interested to see how much heat they give still though). I can deal with the nerf to his 5d, it's only been that fast since AC, and potential damage loss from command grab. I'm really excited and happy about the changes, at least how they look on 'paper', and I can't wait to get into the lab with this new robot! **From First Loketest** - 623H (SRK) : now possible while airborne, FRC possible just as the ground version. - 2H (Knee Rocket) rocket now comes back down toward opponent after a while. - 2S (Eye Lasers) while heat superior than 80% hits twice and launches. My thoughts so far: Pretty stoked on the Robot changes. Having 2hs Knee Rocket basically become a Doom Hidden missile is very much welcomed. Interested to see if it's going to give significant heat as M. Song alluded to. Also interested in seeing how it tracks, and if you can have multiple ones coming down at the same time. 2hs FRC x N shenanigans, etc. 2s Eye Lasers hitting twice and launching in 80% Heat mode is great too. Saves tension for extended-burninating and missile ender combos in the air. Since it doesn't prorate, it'll be even more beneficial and advantageous to try and sneak it in as a starter. Air SRK seems funny to me still, but it's cool. I'm just picturing Robot doing it from his Force Break motion, and how unnatural it'll be to see at first.
-
Pretty stoked on the Robot changes. Having 2hs Knee Rocket basically become a Doom Hidden missile is very much welcomed. Interested to see if it's going to give significant heat as M. Song alluded to. Also interested in seeing how it tracks, and if you can have multiple ones coming down at the same time. 2hs FRC x N shenanigans, etc. 2s Eye Lasers hitting twice and launching in 80% Heat mode is great too. Saves tension for extended-burninating and missile ender combos in the air. Since it doesn't prorate, it'll be even more beneficial and advantageous to try and sneak it in as a starter. Air SRK seems funny to me still, but it's cool. I'm just picturing Robot doing it from his Force Break motion, and how unnatural it'll be to see at first.
-
Bazooka: I use slight run~5p whiff as a timing device after a 2s knockdown. I then go into bazooka as quickly as possible. Just remember the Level 2 bazooka hits 4 times, while the Level 3 bazooka hits 5 times. As a result you need to plan your mixup accordingly if it's blocked. When you really think about it, this is great attribute, as it's something else the opponent has to keep track of. After they begin blocking one, they have to remember if it's going to end after 4 hits or 5. Lots of Robots will just Robo-Dash during the middle of the bazooka-hits, which doesn't accomplish much. You are trying to make them guess if you are going to go for a Command Grab, or a Robo-Dash, so you need to do this AFTER they have finished blocking the bazooka hits. Timing this is key, remember you're attempting to mixup right as they're thinking, "Is the bazooka thing going to hit one more time? Ok it's gone. Is he going to throw me? Ok, I think he's going to throw me, I'll throw out a move." Then ideally you chose to mixup with Robo Dash. As you said you're aware that certain wakeup moves and supers will stuff bazooka, consult the Okizeme chart in the 5th post Robo-Guide if you haven't already. For example Sol's Grand Viper will always give you problems on wakeup if you attempt a bazooka. Robo Dash: You are correct, generally yes it's worth standing there giggling to get the tension. I many times use this animation to try and bait an opponent's move as they wakeup. Your opponent sees you there in an active animation gaining tension and many times they want to do whatever they can ASAP to stop it. Try and anticipate this and punish. In regards to noticing people cancel into a mat, some Robots do this if they are under Tension Penalty Restrictions. For example if you just used a 2hs FRC, then connected a Robo Dash, you're not going to gain much tension as a result. Many times they'll just throw down a mat to cancel, run up and continue pressure. Air Combos: You have to get a feel for when it's advantageous to end with either J.hs or J.d. It comes down to spacing, where you are and where your opponent is toward the end of your combo. If you are directly to their left or right and/or slightly above them, opt for j.HS. Alternatively, if you're close, but diagonally below them, go with J.d. You also have to have factor in your Heat Gauge. If you're utilizing J.hs you need to remember how it adds a grip of heat. You mentioned your opponent techs forward a lot. Try and capitalize on this and punish. If you have some extra tension, try ending your combo with a Force Break and fly toward them for an air-throw. I also am very fond of landing from my aircombo, as opponent techs, and superjumping diagonally backwards and doing a J.d. This has caught countless people off guard and has surprisingly become a staple of my game. TK Force Break: Try to bypass the 2k entirely if you can, as it prorates. With that being said, it is reliable in the combo form you listed. If you've been forcing them to block a lot, or generally think you've got them conditioned/scared, don't forget about Force Break fly, land, instant Command Grab. Hope this helps man. Feel free to keep the questions coming if you're so inclined.
-
Hope to get in some games of GG with people this weekend!
-
Socal: Arcade Infinity! Let's Match it UP
Dr. Stormlocke replied to choysauce's topic in Offline Community
GGs on Guilty Gear y'all!