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magz

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Everything posted by magz

  1. Norcal Dogfight VODs from July and August are now posted. July - https://www.youtube.com/playlist?list=PLfV3FdBxEASAfESk4mnYOeIJ5J4bw7Rf6 August - https://www.youtube.com/playlist?list=PLfV3FdBxEASCpBVX7fFw7I6ypkE6JKHz8
  2. there was originally a quote here and a comment about daymendou being the real mvp, but the new dl forums messed it up. oh well
  3. You're basically saying you don't want one of Slayer's best movement options ever made because you can't handle the +R bite motion change. No PM necessary - I'm done.
  4. What the hell am I even reading? Do you even play Slayer or are you just some spy? I honestly can't tell if I'm being trolled here... I've been toying around with dash forward through gunflame at certain distances, but this was in +R. Haven't tested it in XRD yet. A ways back in this thread there was some discussion about 5H pressure and 5S/6H blockstring mixups. I've been using those to relatively great effect lately.
  5. Norcal Dogfight 5/2015 Videos: Playlist Melty Blood Actress Again Current Code Guilty Gear XRD -SIGN- Under Night In-Birth EXE Late Guilty Gear XX Accent Core +R
  6. Hase posted an interesting 100% combo with DOT RC. Will have to confirm damage later. Air to air - j.P j.P j.K j.D j.2K j.D 214K DOT RC KP 6D j.Px6-8 j.K JC j.S j.K j.D 214K. Works on Pot, Faust, Zato, Ram. For Bedman/Sin do 6D j.P j.P j.S j.K j.P j.P j.K JC j.S j.K j.P j.D 214K. Use to finish opponents off.
  7. April Norcal Dogfight videos are now uploaded and grouped in this playlist. Individual Videos: Norcal Dogfight (4/2015) – Guilty Gear XX Accent Core +R Norcal Dogfight (4/2015) – Guilty Gear Xrd -SIGN- Part 1 Norcal Dogfight (4/2015) – Under Night In-Birth EXE Late Norcal Dogfight (4/2015) – Vampire Savior Norcal Dogfight (4/2015) – Estival Versus Still working on getting the GGXRD finals videos uploaded. Will update when finished.
  8. What was the problem? I was having some issues getting audio on my LGP recordings as well but wasn't sure of the reason. My guess was the PS3 audio output settings, but I have yet to confirm.
  9. As a reminder, this month's Norcal Dogfight is tomorrow. Doors open around 3PM. I will be bringing a big platter of cheese if it has not expired yet. Day 0 is tonight with doors opening at 7PM!
  10. Norcal Dogfight Day 0 tonight! Come see me in +R or XRD if you can't handle life in the fast lane!
  11. That's some crazy yomi stuff. I can't imagine that it would be more rewarding than doing a forward dash cancel dandy which would accomplish the same thing while being less risky. Hell, if you have 25% you can YRC it to boot and take your sweet time punishing whatever move they throw out if you're baiting mash on dash (ha, that rhyme).
  12. AFAIK this isn't anything new unless I'm mistaken. From what I've been reading, En has been busy with work, but really wants to start playing XRD Slayer. I'd place my bets on him being the best if that's the case considering his performance in +R. I haven't seen Tsujikawa play very much if at all in +R. Haven't been keeping up with XRD videos but I don't think I've heard anything about him in XRD TBH. Probably playing BB or something... In case anyone wants notation, opponent air tech into P Dandy -> S -> H RC 5S 5S j.S (1) j.H j.D j.2K j.K j.D Land 5S 5S j.D - pretty interesting combo off an aerial Under Pressure -> It's Late hit. Might be character specific. This was sick. Can't believe that untechable time... Can't really tell, but it looks like it might have been just barely an OTG hit which would explain the tech. Corner 6P CH 5H > Air Super into: j.S j.H j.D JC j.K j.S j.H j.D j.2K j.P j.D (PO - 271) j..K j.D JC j.K j.S j.H j.D j.2K j.P j.D (IN - 296, RA - 296, KY - 283) j.S j.K j.D JC j.K j.S j.H j.D j.2K j.P j.D (LE - 280) j.K j.D JC j.P j.S j.H j.D j.2K j.P j.D (SO, MA, SL) j.K j.D JC j.K j.S j.H j.D j.2K j.P j.D (SI, FA) j.K j.D j.2K j.S j.K JC j.D (EL) j.S j.K j.D JC j.S j.H j.D (AX) https://twitter.com/tanabataheidern/status/585647269162135555 Related to the above listing: 6P (CH?) 6P 5H > Eternal Wings (MI, ZA, VE, CH) Some stuff off Tanabata's twitter from April 7th: https://twitter.com/tanabataheidern/status/585649895354343424 Corner & Near Corner It's Late (CH): P Dandy Crosswise > 6H > K Dandy Pilebunker ~ (ZA, VE) 6H > P Dandy Crosswise > 6H > K Dandy Pilebunker ~ (FA, SL) 6H > P Dandy Delayed Crosswise > 236K ~ (SI, CH, SO) 6H > K Dandy Pilebunker (Lightweights) It's Late > 5S 2D (IN, RA, MA, MI, CH, AX) It's Late > 5S 5S 5K 2D (VE, SL, SI, EL, KY, ZA) It's Late > 2P 2D (FA) It's Late > 5P 5K 2D (PO, BE) It's Late > 5S 5S 2K 2D (LE, SO) According to https://twitter.com/mochida_tw/status/586446382363348994, there are a number of characters where, near corner, Dandy Step -> Under Pressure -> It's Late 2P 2S 2H combos. Does not work when opponent is fully in corner.
  13. Technically he was showing "respect"!
  14. Videos are now posted. Playlist is here. Individual video links: UNCD (3/2015) - Daymendou (SL) vs. Honnou (IN) UNCD (3/2015) - Guilty Gear XX Accent Core +R Part 1 UNCD (3/2015) - Guilty Gear XX Accent Core +R Part 2 UNCD (3/2015) - Guilty Gear Xrd -SIGN- Part 1 UNCD (3/2015) - Guilty Gear Xrd -SIGN- Part 2 UNCD (3/2015) - Under Night In-Birth EXE Late UNCD (3/2015) - Persona 4 Arena Ultimax + Raffle/Closing Thanks to everyone who came out especially those from out of town! I had a great time and I hope y`all did as well! Any and all feedback is appreciated so please don't hesitate to post on here, Facebook, Twitter or the NorcalDogfight blog if you have any.
  15. Videos from last week's Norcal Dogfight are coming online slowly but surely. I'll update them in the list below as they become available. -Guilty Gear XX Accent Core +R Singles -Guilty Gear XRD -SIGN- -Under Night In-Birth EXE Late -Mobile Suit Gundam Extreme Versus Full Boost
  16. As soon as doors open around 3 PM.
  17. For the record these were at the 2/14/15 Caliburst. I don't even see a Caliburst thread for the last event... Maybe we should just have one thread for both events lol?
  18. That's a mistake on the part of whoever wrote the article. The actual PDF from Arcsys states that it was set to 90% with the 70% change crossed out.
  19. Loke Test 2 changes: 5p - 2s gattling added. 5k - Initial hit prorate from 85% to 90%. 5h - Stagger time increased. 2h - Increased horizontal hitbox. Increased untechable time. 2d - Vertical hitbox increased. j.h - Removed initial hit prorate. 6p - Horizontal knockback increased on CH which makes wall bounce easier. Added 90% initial hit prorate. 6k - Landing recovery from 7f to 5f. Damage increased from 22 to 30. Initial hit prorate from 80% to 90%. Bite - Damage increase from 72 to 90. increased plus frames after bite. Increased pushback distance after bite. RCs performed after the startup frames are now purple RCs. Pilebunker - Added hitstop to opponent on CH. P Dandy -> Pilebunker - Increased rush distance. Counter hit changed to wall bounce. Damage reduced from 80 to 70. Thing about counter hit during recovery. Added 90% initial hit prorate. K Dandy -> Pilebunker - Normal hit causes wall stick. Forced prorate set to 70%. Forced prorate set to 90%. RISC level reduction value increased from 6 to 10. Thing about counter hit during recovery. Helter Skelter - Reduced jump height after movement. Undertow - Increased untech time, easier to get a knockdown. DOT - Hitstop added. Dizzy power changed from 0 to 70. Increased rush distance. Recovery frames increased from 31 to 39. Forward Dash - Increased momentum maintained from forward dash cancel into jump. Air Tech - Fixed bug where air tech invuln was shorter than other characters. Aerial Hurtbox - Modified.
  20. As a reminder to anyone in Norcal - Caliburst is this weekend (2/14/15) and Dogfight will be the weekend directly after (2/21/15).
  21. Just in case I'll post links to the most recent Dogfight videos here: 11/14 AC+R UNIB DFC DFC Part 2 12/14 AC+R AC+R Part 2 XRD DFC UNIB 1/15 AC+R UNIB XRD AP Nostalgic Kumite MBAACC
  22. Slayer 1.1 changes: 6p: On CH, knocks back further which makes wall bounce easier. Changed to cause wall bounce even mid-screen (just like AC) Bite: Damage increased from 72->90 Increased recovery on hit Increased pushback on hit P Dandy Pilebunker: Increased travel distance CH now wall bounces Damage reduced from 80->70 No longer counter-hit state during recovery (might be wrong, but the kanji didn't make sense here so just assumed) K Dandy Pilebunker: Wall sticks on normal hit Forced damage proration to 70% RISC level reduction changed from 6->10 No longer counter-hit state during recovery (might be wrong, but the kanji didn't make sense here so just assumed) Dead on Time: Added hit stop Dizzy attack power changed from 0 to 70 Increased travel distance Recovery increased from 31 to 39 frames Air Tech/Recovery: Fixed Slayer having shorter invulnerability than other characters when air teching (not 100% sure on this one, but pretty sure?)
  23. Sorry for the late reply. I will not be able to make this due to work. Dakanya might be able to if he has a teammate.
  24. Group Picture Photo Album Ok, good night.
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