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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. Remember folks, broken games aren't necessarily bad games.
  2. Slide state is busted, you can launch people from it easily. GF FRC BB will still work in the corner.
  3. Slayer's Pile Bunker causes "stick" on counter hit.
  4. From what I've seen, no clean hit on GV = no combo. This can be observed in the first Sol vs Johnny vid from GameDial. Johnny can tech really early unless you get a clean hit. Fafnir isn't an overhead. And even with the freeze, it's still insanely fast compared to old Fafnir.
  5. You didn't play X, so you don't have the correct view to compare from. Sol was far more badass-sounding in X. Haven't seen anyone combo into GV yet.
  6. FS told me he had heard of an interview where Daisuke said he purposely tried to make HOS into the strongest character in the game. It definitely shows. He is strong as fuck. kaqn does a corner combo off of the throw on Shadow's Eddie that looks like it did 35% damage or something.
  7. I hope that's not true, because faster characters may eat a Burst and still be able to punish you by IADing back into your face.
  8. He's broooooken. His charge is hyper-fast. He hits like a fucking train now. His Fafnir is crazy. Oh man, it's go-time.
  9. That was true in the earlier games, it was just harder to notice cuz usually a well-timed Burst will counterhit. I remember being able to tech blue Burst often in previous games.
  10. Check the multimedia forum.
  11. KAKYUUUUUUUN kaqn makes HOS look broken now.
  12. Tired of people bitching about Sol's voice. He sounded gay in XX as well, especially compared to X. Some of the voice clips sound more like X now, I like it. Fafnir is insanely fast, not VV-fast but way faster than it used to be. It looks faster than Slayer's Mappa. O_O
  13. I like Sol's voice. Like I said in the other thread, it reminds me more of his X voice. I can tell it's Ishiwatari.
  14. I am pissed that a single decent HOS player couldn't trickle into those vids. Most of those matches featuring him were over in an instant. Fuckers couldn't even BLOCK. =(
  15. Um, I don't follow. AC looks plenty fun to me. How will it not be a serious game?
  16. It probably depends on the move. For example, the wiki talked about having to mash Grand Viper to get the clean hit, so that probably means you only get it if you are in very close proximity on the ground when the upper hits.
  17. Move over, I have more crying to do. RIP 2K-6P. ;_;
  18. Both the reports on the 2nd and 3rd location tests confirm that 2K-6P no longer works. The first location test mentioned 5K-6P as no longer working, this was confirmed to be a rumor and false.
  19. I don't even know all of the characters that 2D -> GV works on, but I know it's pretty specific. Still irritated about it.
  20. Ok, so let's get some actual discussion going here. Break it down move by move, change by change. Force Break: Fafnir Very fast. Still completely safe on block. Uses 25% meter. Can link to Tyrant Rave (this does 50% damage midscreen with no followup). Still cannot be cancelled into from normals. Has a clean hit property. Positives: Move is faster now while still being hella safe on block. The fact that you don't automatically go into the Tyrant Rave means that you can use the 25% to do the move, then opt to do TR only if it hits, dealing out a huge chunk. Clean hit property means good positioning = hella strong combos. Negatives: Costs Tension. Ok, so you're basically trading off 25% meter to get a vastly superior move and then using another 25% if it hits if you want to do 50% damage. Woooooo, such a horrible change. Most people only used Fafnir in extremely select situations in previous games (wakeup tricks, certain combos, tech catch in Slash). Speeding it up alone is going to make it hella more applicable in AC, finally giving him a long-range move that isn't horrifically unsafe in order for him to combat zoning characters who have always given him hell. Gatlings: 2K-6P no longer combos, either because 6P is slower or the gatling was removed. Now THIS is a change that actually pissed me off. This really hurts Sol's low game in the corner. Being able to lead into a nice 25% Tension, 35% combo off of 2K was a pretty big deal once you threw in all of his mixups for command grab that could lead into 2K instead. You can still do 2K-5S©-6P, but you have to be so close that it's insanely hard to hit and it makes the string worthless for pressure. Normals: j.HS loses untechable time. Kind of sucks, but it overall just means you have to learn and use different combos, which is nothing new because Sol is always gaining and losing combos between games. Not a massive loss (yet). As long as it gets replaced by something else, no biggie. Ground throw untechable time altered somehow, the characters who can and cannot tech from it may have changed. Nothing to panic about yet. Air throw completely untechable. YES. Now here's something I can get behind. This makes it more worth your while to set up tech traps and also much easier to combo off of the airthrow (even in Slash, you have to get it pretty low to guarantee anything). Specials: VV damage reduced. Tatakiotoshi (dropping strike) untechable time increased, can be used in Dust combos again. In other words, just like playing #R, except you'll actually be using the S version on a more regular basis. You really couldn't ask for more, since the damage on this move in Slash was stupid. Bandit Bringer causes long sliding down on hit. Cannot be comboed off of midscreen, but combo is still possible in the corner. Command grab, GF FRC BB into dashing 2D appears to work. This is a change that I have slight issue with. It makes Sol more corner-based since GF FRC BB is one of his best damage outlets when he is at midscreen. It makes stuff like CH 5HS on crouchers into BB useless. There's no point to doing "random" BBs at the move's maximum range anymore unless the CH property stays intact. While I understand what prompted this change (move that is safe on block usually and leads to free combo on hit with massive range), it's a little sad. But at least they didn't completely remove the ability to combo off of it (here's hoping GF FRC BB still works in the corner). Riot Stamp has clean hit property (conditions and effect somewhat unknown). Untechable time on air CH changed (most likely increased). Nothing but good news here. Riot Stamp is already at the "almost never used" stage, I can't see how these changes could hurt at all. Timing on air BR FRC changed. Air BR untechable time increased. Again, nothing bad about this. In fact, I've heard that you can actually loop using air BR now. Just hearsay, but again, can't hurt. Grand Viper does ground dash into upper. Clean hit results in a Slayer-2HS CH situation, without drawing the opponent in. Fairly safe on block. Followup combos do around 30% on average. Mashing GV into a clean hit allows 2HS to connect afterwards on middleweights, will likely have to use j.S on lightweights. On characters who get hit by 2D -> GV, no mashing is necessary to get the clean hit. WOW, this is absolutely wonderful. A super-risky move that normally got Sol killed is now hella useful. The evasive properties on GV have always been pretty good, but now it's relatively safe on block, plus free damage on hit with no Tension expenditure? This can only be good. Yet again, another tool to round him out and help him avoid getting killed by zoners. The only vaguely sad part is no more RCing airborne to do weird mixups, but no big deal. Sidewinder landing recovery shortened to VV's time or less. Clean hit point is changed, works from lower than before. Floats lower on clean hit. Ok, more good stuff with only a little bad. The fact that it floats lower kind of sucks since that means no more hitting BB after it most likely (of course, BB has been toned down anyway). However, the shortened landing recovery means easier combos as well as making the move safer to use OUTSIDE of combos. I can imagine baiting a reversal on wakeup with a jump and then airdashing backwards and punishing with a counterhit SW while suffering little to no retribution if I guess wrong. Gun Flame floats lower on hit, making it more difficult to combo afterwards. My view is that this will be a temporary setback and may actually make certain combos easier. Not a positive, but not the end of the world either. GF Feint now hits at the leg, longer recovery and in CH state. I really don't know what to make of this just yet. It'll probably take some time to figure this thing out. I'll miss doing dash 5K-5S© -> Feint, command grab, though. Final verdict: I will tell you right now why Sol is not in danger of being nerfed. The things that actually make him good have not been fucked with. His air combos have not been changed, he still has his command grab and his moves which set them up (outside of 2K losing the 6P gatling) have not been messed with. No loops = no big deal, nobody even really uses loops with him in Slash. If anything, I expect him to be more well-rounded than he's EVER been and he'll probably be very successful in AC.
  21. People who aren't in on the joke need to avoid getting offended. My thoughts to come later, you guys may be overreacting here.
  22. omg discrimination Of course, I didn't realize that girls actually liked that kind of stuff. DISTURBING REVELATION.
  23. LOL, GGX is classic. FCD was wonderfully sad.
  24. Slash. Because it has a fun-as-fuck version of Sol that I can use to further smash whiny players who didn't like Dust Loop in #R (proving that single combos do not make broken characters) and it has Order-Sol, meaning that I don't have to waste my time on other characters because I can always pick Sol even when I'm sandbagging. =P
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