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Pichy

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Everything posted by Pichy

  1. Matchups smatchups. Passion for a xenophobic nuclear lightning futanari wizard robot/human/animal hybrid conquers all! So yeah, people without Vitas are able to play her now. Is anyone else actually intending on playing this wonderful wall of hitboxes?
  2. It also works on Sol/HOS now. It didn't in any previous version.
  3. Yeah, that's my problem with the thing. You spend 100 meter and then don't deal anywhere near enough damage or gain enough momentum to even land a kill. At least 6H xx Gamma Ray still does like 190 damage even off a throw.
  4. Not sure if anyone's mentioned this yet, but the +R patch translated all the movelist names.
  5. So I was thinking about the lack of mention of throw-teching on the way home this morning, and was struck by a super dumb idea. We know that in X through to /, both players hitting throw on the same frame would result in a counterhit 5H/6H for the character with the faster normal (and how Jam could Excalibur her way out etc.). So what I thought was, what if they're not using that rule for Xrd? What if they make same-frame throw attempts clash? In other words, you get a reset back to neutral, but now you're in DANGER TIME?
  6. The Extra Menu was normally unlocked by doing any of the following: - Doing all Story routes - Beating all missions - Beating Survival Mode at all. Guess it's available from the get-go now. I can't really test on my copy since I"d already unlocked it in the first place, but it appears to have wiped my stage unlocks. EDIT: Also, Kliff's stage is still #R's, not Accent Core's.
  7. So let's talk about something upbeat and inspiring, like Eddie RCing his S drill.
  8. Actually, with the way guard bar is shaping up I'm expecting this game to be very Vanilla XX in terms of both insanely wonky mechanics and gigantic damage output. Hopefully having a loketest this early means they can iron the hell out of those kinks before they're a problem.
  9. That's probably his groundbounce kick while in Dragon Install from AC+R. Or at least I hope it is.
  10. Well that description makes sense for all the FRCs that occur before the active frames of a move (Milia 236S and 214P and so on), so perhaps it does just mean that you can RC on whiff.
  11. I'd be delighted to see Justice return, but I'd honestly expect to see someone like Slayer, Anji or Bridget (since he did, you know, win that character poll and all) instead of her and Justice. As for RCs, it's definitely clear that there's different types given that there's Red and Yellow examples, and one of said examples is pretty much gunflame FRC. Could be varying meter costs on whiff/hit, or maybe there's no time slow on whiff as Akujikan suggested. It's also entirely possible that there's three kinds: - Red: On hit. Slows time. Probably has the harshest penalty to tension pulse. - Yellow: On whiff. No time slow. Similar tension pulse adjustment? - Blue: FRCs still there if timed correctly. Same costs as AC, lower tension pulse adjustment? I mean, it'd make sense if you want to keep a mechanic that determined move balance for the last decade without intimidating newcomers too much. Plus Survival mode in AC+ had yellow RCs that worked anywhere anytime to set some sort of inspiration for the mechanic. For the reamining four characters, I'd expect them to be characters of varying archetypes who people already know how to play. Having a small roster for a loketest this early suggests to me that the primary goal is to make sure the base mechanics are robust before all the new madness gets thrown into the mix. So something like: - Potemkin (grappler) - Zato(Pressure, hunting for unblockables, possibly reworking him to be more of a zoner like GG1?) - Faust/Axl (pokes) and then possibly Chipp (if they feel they need to test rushdown that has less insane oki than Milia), Bridget (if they want to test pure keepaway), Testament (similar reasons) or Dizzy (long-ranged okizeme character, also fanboys).
  12. It could have been this fellow. That being Kudlak, the final boss from Chaos Code. He was recently made a legal character in the PSN and Nesica versions of the game.
  13. You're expecting +R so soon?
  14. It comes when I have time to finish writing stuff about my wife. Which is right now, actually.
  15. You combo into FB dodge off of combos like j.H j.41236S, land, 2S 236S FRC CHOP. Can't remember if the 1.00 combo of throw -> dash -> 2S, 236S FRC CHOP still works. I'll be fine once this weekend's over, pretty much. Busy running tourneys for things that aren't GG.
  16. Opaque foreground objects? Glad to see Necrostorm are continuing to bring the genre to new heights.
  17. Yeah, I've been busy with work, helping organise a local convention and teaching the local Capcom community how to GG. Also switching mains in KOF13 every few weeks only to go back to Kula, but I've been doing that with the game since launch.
  18. H.Sword RC 6H j.S j.D dj.S H.Airsword j.H is also (as far as I've been able to find myself/observe from matches) her optimal 50 tension combo. The easiest combo is c.S 6P 5H H.Sword into the aformentioned stuff. Also I should've mentioned ages ago when I wrote all those posts that you can only combo into Ground H.Sword off of 6P into 5H due to the forced crouch, or off a 6H. So you can also do 6H H.Sword RC into the good air combo (or end with an S.Airsword if you don't want the other guy near you at all). In turn, j.S is the only air normal that combos into H.Airsword, and only off the first hit. While I'm tired and rambling, it's worth noting that people like TON have resorted to only doing 6H xx 22S in the corner off throws/counters now, as it does almost as much damage/builds almost as much meter as an air combo and has better positioning, along with more time to do actualy, you know, okizeme.
  19. Okay so from what I recall of your videos the formula is something like this, right? - Character Type - Good normals - Notable special moves - Offense/okizeme - Defense - Notable differences in +R In that case, we can absolutely do that. These videos are introductions to get balls rolling, not 4398 page guides on every single situation in every single matchup. So for Justice it's: Character Type: A big, slow wall of hitbox. Whether to play aggressively or as a pure zoner depends on the matchup. (if the character has a DP, keep them the hell out. If the opponent is Faust/Dizzy/Zappa/Axl then stay on top of them and never EVER let them poke you) Notable normals: 5S hits four times no matter what, thus breaking armour moves and making hitconfirms into michael sword a cinch. 2K is one of her two lows, the other of course being 2D 6P hits twice, is an overhead and is a super good antiair. 6H is a gigantic poke, launches. Notable special moves: 236P's a counter. Identical properties to her throw if it connects. 22+ATK for nukes. Can fire another nuke at the end of the previous one's recovery. Nukes detonate on contact with the opponent, or if you let go of the appropriate button. 41236S/H for the knockdown moves. S versions knock them down far away, H versions cause wallbounce. Ground H combos off 6P into 5H or off a 6H. Air H version combos off j.S. Which one you go for is matchup-specific (do you want to keep zoning or do you want to pressure?), but the H ones lead to optimised damage and crazy good meter gain. Offense: Do chains into michael sword. If you land a 6H (or get one for free off a throw/counter), do air combo. Nuke FRC allows her to lay down ridiculous pressure, as nukes and 5S build tremendous guard bar. 2K chains into 6P, giving her a grounded high/low mixup game that is to be feared. 236D is completely worthless in combos as she can't combo off the wallbounce, but its recovery on whiff is so fast that you can just zip up with a whiffed one and go for a throw. Defense: Has a shoryu with an FRC point! It's not low-invulnerable. 5H, 2H and 6H are good antiairs. As is c.S 632146H (Michael Blade) is a reversal super that goes full screen instantly and launches on hit. Use it to whiff punish everything. Also has an FRC point if you want to be completely safe. Backdash has the second-most invulnerability after Potemkin's. Notable things in +R Can't run. No airdash. Double jump only. Gains a ton of meter by walking forward. All the more reason to nuke FRC and just walk forward. Don't even think about using that stupid Install. Getting back a slower versoin of her old mobility options is not worth cranking your guard bar up to max, having a recovery animation that goes for a million years and being put in negative penalty. Spend meter on reversal supers and nuke FRCs instead. And for Kliff it's: - j.H launches - 5K launches - j.K is an instant overhead that chains into j.S j.H into air combo, or the spinning sword if you're near the corner and have 50 tension so you can do the stun combo. - DP is tech-trap heaven - Man up and switch to +R Robo-ky you ninny.
  20. Because it's the input Haou Shotoken. SNK were always big in 2363214, 641236 and the like in order to prevent wonky input overlaps with uppercuts. Justice had the input because GG1 took more influence from SNK than Capcom. Also because the move cost no meter. Interestingly, the input's a 632146 in +R, so it would appear that ASW are all dweebenheimers with no love for extreme karate now.
  21. Will it be as good as Earth's Special Forces? Probably not.
  22. If it gets a physical release then I'll be happy to put the OST next to my copy of Killer Cuts.
  23. Push the buttons that hit the dude where they are then input the FWOOSHWING. Then toss nukes, lose horribly and switch to Faust. Okay seriously, I think I've watched enough matches with her (and fiddled with her a bunch on work breaks) that I could write one o' these intro video thingamajiggers. Just need to find the time to do so.
  24. It's the same for most videogame communities? You know why? Because they're full of nerds. Take it as a challenge to overcome, and go play some videogames.
  25. Finally had a spare moment to fill in the gatling table. Broke the formatting in the process somehow. Man I hate working with tables.
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