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ElvenShadow

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Everything posted by ElvenShadow

  1. Don't put too much weight into day one arcade win rankings lol. Game is still way too new. I'm on my way to Mikado now. I'll be playing all weekend. Gonna enter the 3on3 tomorrow.
  2. That's all I was able to see since I noticed the re-stream on twitch too late. The PO player was Kawin after all so of course he would bring some good play. Can't wait to play the game ALL WEEKEND!!! yyyyyyyyyyyyyyyyyyyyyyyeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa (I am excited.)
  3. I'll be entering the Xrd tourney at Mikado on Saturday. Gonna take Friday off work and get to Tokyo early for lots of casuals! Hyyyyyppppeee!!!
  4. Downtown is Faust's stage Yes, Faust bomb has a smaller blast radius... just like I posted way back during the 2nd loketest notes. If it blows up over oil, it becomes much larger. ...and yea... those buttons are really nice! I want a set of Faust ones but I can't make it out to that expo today. Japan got hit with tons of snow and the trains are all messed up and stuff. If they sell them in any stores anywhere I will try to buy a bunch.
  5. Yea I will make sure to investigate YRCing backdashes more. You can do it for sure as I have done it so that is 100% confirmed, but I am unsure if you retain any invincibility frames after the YRC. I will also check air dash after it. I am pretty sure if characters are off the ground they can air dash after it. Since Faust's air dash has so much air time it might even be viable to use an overhead.
  6. ::sigh:: ...once again, you cannot YRC if the opponent is in hit or block stun, therefore you cannot YRC in block strings or in combos. Also once again, you cannot RC (any color or at any time) any bursts And before someone asks again... you cannot RC (any color or any kind) IK mode startup, IK attack animation, whiff IK recover, or leaving IK mode animation. What did I say that everyone is speculating about? I don't really know how to make it any more clear... .....anyway! I'm hype for the release! Game comes out on a Thursday which is sorta odd, so it looks like I won't be playing it on the first day, but I'll head to Tokyo that weekend for sure.
  7. See? Nakamura just backed up what I have been saying. The best way to put it is that the neutral game and moving around feel just as fast. It only feels a little slower when hitting the opponent
  8. I don't think you can YRC on wakeup instantly but I never really remember trying
  9. All of your questions have already been answered. I already posted a few pages back that BS cannot be YRCd. Dead angles would need to either hit the opponent or be blocked by the opponent so of course you would get a red cancel. I guess MAYBE you could YRC a dead angle that was no where near touching the opponent, like if you dead angled a projectile from far away... but why would you want to....? Edit: I had to re read your question to make sure you werent just trolling me and I realized you said OPPONENTS dead angle. Well, I never tested that so I don't know. First of all it would depend on what frame the move that got dead angled was at, then it would also depend on whether or not the active frames of the dead angle are still considered to be read as being in block stun for the variable that determines whether or not YRC is possible. I guess youll have to wait to find that out after release.
  10. Guys, it's not so complicated. There is pretty much a window for every move in the game (with the exception of a few moves that do not allow it at all) to be YRCd, just as there were certain frames you could FRC in old games. The windows tend to be much larger, resulting in YRCs being easier than FRCs. Many of these moves have the window within the moves active frames as well, it does not have to be before active frames. If a move is cancelled while the opponent is in hit or block stun, it will be a red RC. If you wait too long and try to cancel after the YRC window and have 50% meter, you get purple RC and spend 50% meter. If you try to cancel after the window and have less than 50%, you get nothing. Yes, you can YRC backdashes, you can YRC almost any kind of movement. If you are standing completely still and press 3 buttons at the same time, you will YRC NOTHING! I am not even joking. Is there a use for it? Probably not, but you can do it. Doesn't mean you should or have to. I dunno what happens if you both YRC at the exact same time, probably just what you would expect, the effects take place simultaneously. Nothing really odd about it. Does that clear everything up now?
  11. man.. I dunno, I would have to go back and specifically check with that in mind. In the heat of a match after like 180 matches you sorta forget little details like that.
  12. I actually played a lot of MOM... lol. It is sorta fun I guess. It has like this grid system and when you beat an opponent on one part of the grid you get medals and sometimes rare items. The medals can be used to buy stuff that allows you to use sub weapons. you can equip up to 4 at a time and they are used by pressing start as neutral or start plus 3 directions. Most of the items allow you to use other characters moves like fausts bomb, ky's stun edge, etc. The characters you fight have like multiple life bars and on the last life bar they glow red and have hyper armor and cant block. They also always have at least one sub weapon so it is kinda funny watch Slayer throw a stun edge or something like that. There are some original items too. If you have a card, it keeps track of your progress so that you can continue where you left off. I played it a lot mainly because it was the mode that allowed me to stay on the machine the longest between vs matches and I was also able to still test stuff out on the MOM opponents. Sparring mode is pretty basic... all you can do is choose which opponent and their difficulty level (level 1 they just stand there). You can't make them jump or crouch or block so it is hard to test specific things. As for Slayer, he seems OK I guess... I didn't fight Slayer as much as some other characters, just a few matches. I really have no idea how good his new stuff is yet. Just wait a few weeks until the game is out and you can see some vids and impressions from top Slayer players I'm sure. He seems more similar to reload Slayer though. Most characters are based on reload...
  13. I think Sol is really solid in this game. He does high damage and his moves seem to have a lot of priority. I think Sol players will be happy.
  14. Sorry for multiple posts but here is something else that you might find interesting. It shows very specific data in your profile on the Xrd site. For me... Number of times that I attempted a Blitz Shield 144 times Number of times that I landed a successful Blitz Shield 50 times Number of times that got hit by a Blitz Shield 3 times As you can see, I only landed it about 1/3 of the time. Though keep in mind that sometimes I just threw it out to test things as well so the real number should be a higher, but in any case, it should at least show that it isn't as free to land as some people may think. Also, out of 187 matches, Danger Time only happened 12 times. Keep in mind this is 187 MATCHES not individual rounds, so you can see that it is quite rare. If you go to the rankings page on the portal site and click on anyone's name, you can see a ton more very specific stats. I am not going to clutter the thread with all of them but go check them out if you want more specific data. If you can't read it, you can just use translate software and it should make sense well enough. Hopefully that is useful.
  15. Destin, so the reason why I-no can do this is because the follow up is a separate projectile and so the BS wont absorb it. It can absorb multi-hit ones but not more than one separate projectile. It IS possible to BS a projectile close enough to the opponent and punish. I absorbed a gunflame vs Sol about one character length away and was able to punish with Faust's drill kick. That doesn't stop Sol from canceling the gunflame though if he has meter. It isn't going to outright shut down projectile traps. The timing has to still be spot on for the person who is BSing and they most likely will need a good read. And even so, unless the are extremely close, most characters will find themselves having a hard time punishing with more than a single hit or a very very small combo, especially short range characters. It will help them to get in though. The game is not going to be reduced to nothing but low / throw. Keep in mind that you still have to BS low or high so BSing mixups won't be super free. The active window to BS is actually not very long. I had plenty of times where I tried to BS something in anticipation but I did it just a few frames early and ended up getting punished simply by the opponent continuing pressure and their attack coming out later than I thought. And as I said, I think BS combos are scaled and in a lot of scenarios, you won't find yourself being able to land an optimal damage combo off it, though I suppose it depends on the character and it also really depends on the position of you and the opponent when the BS connects. Your time to react to hit them when they are in the reel back state is also pretty short. You do not have time to run up and do anything. You don't even have time to do certain moves. Even Faust's 6HS seems like it could be cutting it short to hit in time. I once landed a BS and hesitated for a very small fraction of a second and when I went in for the punish, I got counter BSed because the opponent hit BS as soon as they reel back state wore off. It really is just another defensive option. People already change their offensive game up slightly when the opponent has 50% meter to dead angle or when they have a burst. It just makes it so that you have to proceed with a little more caution. Keep in mind BS is not possible on wakeup and that it also loses to throws and supers. I found myself attempting to use it much more often than most of my opponents. Not a lot of people were doing it often. Not that I was trying to over use it but I just wanted to test out the mechanic as much as I could and I found that I only consistently was successfully landing it against weaker opponents. Another thing to keep in mind is that when someone is put under really good pressure and don't have a good read or have a lot of time to react, their first instinct will most likely to block and FD. FDing seems to drain meter fairly fast. I want to say maybe even more than AC but don't take this as fact. In any case, if someone was planning to BS, they might find that it is n longer possible because they just burned a sliver of meter on FD and no longer have enough. The bottom line is that as of now, I don't think that BS is going to be extremely game breaking or change things very drastically. It is going to take a while to see how more top players implement it into their games and in what situations and match ups it seems useful in. I think that we will see it in matches more often than slashbacks though. One good example that I can think of where BS is useful is Faust vs Zato. For this matchup in AC, if I am in the air and Zato/Eddie is under me, one of my best ways to get back down safely is to use forcebreak pogo. Now that that is gone, my mobility options are quite limited. I can air dash and maybe float downward a bit slowly with FDC, maybe throw a bomb bag and I can try to come down with j.D, but for the most part, this is a very disadvantageous position for Faust because Eddie can easily air throw me or anti-air me with tons of stuff. Now that I have BS, I can at least try to counter when he super jumps and tries to catch me with a j.D, but of course I still need to be weary of air throws. It adds another dimension to the game but I think it is nice because we will probably find that it gives many characters more options to deal with situations where they would otherwise be put at a very bit disadvantage. tl;dr BS seems useful but not broken, but it is too early to say just yet for sure.
  16. I played a bunch of matches yesterday against NOB's Sol and he was using DI a bit. He probably used it in about 4 or 5 rounds. I remember 2 or 3 times being cheesed out by Tyrant Rave chip damage. If you have low meter and low health and Sol has that move, you are pretty fucked. I was able to wait him out once and kill him after DI wore off and he was in tired mode. I think DI is still really gimmicky but it seems to be the strongest version of it yet and it might actually be useful this time around. Maybe not always the best use of meter though but I would expect to see it more often than previously outside of random Sol scrub play.
  17. Probably will be reset after loketest lol
  18. Alright, I'm on my way home. Loketest has one final day tomorrow but I have other things I need to do. Game should be out this month so I'm sure there will be plenty of vids soon enough. Just remember, the game is really fun. Not everyone will think it is perfect but it feels like GG and it's fun to play. I'm excited for the release!
  19. I'll give this a proper reply later when I'm in front of a keyboard.
  20. If Millia gets hit out of the startup of chroming rose she loses the meter and gets no super. Millia has 3 follow ups to her forward roll. K does another f roll immedietly after. It will always go towards the opponent. S does lust shaker. HS is the new lance thrust move that knocks away and down, wall sticks on counter near corner She can YRC her teleport dive at any time until she hits the ground
  21. I think it's the forward upward rising attack
  22. I think someone asked if sweeping sol in DI mode causes DI mode to end. The answer is no
  23. Not only does gun flame set off Fausts oil to explode but so does grand viper. Sol will blow himself up if he tries it over the oil. Most likely all fire moves do this
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