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Everything posted by RurouniLoneWolf
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[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
But that's the thing. It doesn't even do that as it's currently implemented because at the end of the day if you want to play, you need to go into a player room first. You can't really play a few matches then have idle chit chat with your opponent/others in between in a way that you can't already do in a player room. I guess it's good if you just want to talk to a bunch of people at once without really caring about playing though. -
Northeast Championship XV Anniversary in Philly. Home of Anime
RurouniLoneWolf replied to eric's topic in Archive
Kind of disappointing there isn't anything going on Friday night. With 6 anime games at NEC this year (7 if we're counting +R and Xrd as different games), we could've used the extra night to do more stuff. Oh well. It can't be helped. C'est la vie. Guess I'll be watching TV and going over matchup notes in my hotel room on Friday night. Or maybe I should actually do the normal person thing and go do some sightseeing...yeah, that's probably not going to happen, lol. -
[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
Xrd's 64 player lobbies sound kind of wacky. Feels like it would be quicker to just go to the regular list of player rooms than to go to the lobby and try and figure out if the 8 player rooms inside have people to your liking. -
Northeast Championship XV Anniversary in Philly. Home of Anime
RurouniLoneWolf replied to eric's topic in Archive
Those anime bucks. Going to make it rain waifu dollars this NEC I've only researched the last 2 NECs but for the last 2 NECs, Friday night was usually an event at the Copa. Not sure what happens there since I wasn't there but I think last year was just casuals. 2012 NEC had Souji and Kirisame vs The World stuff I believe. Not sure what the plan is this year though. -
[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
hmmmm, interesting. Based on what we've seen of the player rooms, I can sort of see this ending up as 64 player Free For All rooms or maybe it has something to do with the tournament app that was talked about. Just what are you scheming this time ASW? Guess I'll wait for the obligatory Famitsu article tomorrow to clarify. -
[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
Look 2 posts above the post of mine you quoted? -
[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
Thanks for the info. Nice. Glad to see the arcade lobbies making a come back. Though I'm surprised they upped it back to 64 players again. I wonder if ASW found a way to optimize the performance between P4U2 and Xrd console releases. Also, Baiken Lobby Avatar please ASW, kthxbai -
[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
RurouniLoneWolf replied to VR-Raiden's topic in Ken Amada
In terms of videos, there's a lot of footage of AXIS' Ken in this ShinSyn Netplay Session He did an FT5 with LordKnight on his stream last week. You can find it in this stream archive @ 1:36:00 He was also at Youmacon and won the Persona tournament. Here's the Stream Archive of Top 8 if you're interested There was also some footage of Justice and J Rivera's Ken at the TSB the weekend before the last one. Here's a link to the first part of the youtube upload That's all I can think of at the moment. If I stumble across any more footage. I'll try and dump it in here. -
[P4AU] Rise Kujikawa Gameplay Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
The best way to deal with zoners is to not let them get started to begin with. If you let them get their zoning started, you'll have to work your way in slowly. For this part, I highly recommend taking the time to watch some vids of high level players fighting the zoners that give you trouble. They don't have to be matches involving Rise. You just want to get a general idea of how people deal with certain stuff in the zoner's gameplan to give you ideas. I don't really think Rise has anything too specific to her that helps her deal with zoners though. Justice already brought up j.C (don't forget you can still use air movements after j.C if you haven't used them already). If you have 50 meter, you can also consider super jumping to a safe spot in the area and summoning the Risette Field to start setting up mines and disrupt their zoning. Just be sure to keep track of whether Yukari has a Garu out so she doesn't snipe you with a tracking arrow. Kind of wish Tetrakarn and Makarakarn were air OK. Makarakarn would be mildly useful against zoners if I could do it in the air. -
You seem to have all the most frequent big name Mays already. The only one missing is Azesuke. He's also a pretty good May that usually appears in Mikado streams. On another note, All the frame data, basic combos and gatling chart data from the 4Gamer wiki should now be migrated to the Dustloop wiki. If I missed anything or something is wrong, be sure to let me know.
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How sure of this are you? Pretty much every 2B in the game has head invuln unless there's a reason for it not to have it (Aigis when she has ammo, Yukiko and Yukari's 2B because their projectiles). And sure enough, I spend bit of time in training mode just now and was able to get the white circle that signifies attribute invincibility to appear when beating Mitsuru's j.B with 2B sometimes. That said, it was pretty tough to get it to appear at all, let alone consistently. I had to do it for 10-15 minutes before I could sort of get a feel for the timing it takes to make it appear. On the other hand, it didn't require too much effort to get the white circle to consistently appear AAing with Mitsuru's 2B. I honestly wouldn't be surprised if the head invuln for Marie's 2B is similar to Naoto's 2B in the sense that it probably only lasts 3 frames and is only head invuln for the very first frame ;.;
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Thanks for helping out, BloodWolf. Going to add in any data that is missing then I'm going to start tossing the basic combos on to the wiki and try filling the gatling chart
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Thanks BloodWolf. That makes more sense.
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Someone who can translate better might have to correct me later but from what I understand from Google Translate, HS Horizontal Dolphin travels further and can wall stick on hit. HS Vertical Dolphin seems to be intentionally slow to come out for air comboing/juggling purposes? Not sure about HS Vertical Dolphin
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Happy Halloween to you too and everyone else as well. Happy Birthday, Hime-Sama! Rachel's Birthday, Got a new acho 11 with N-O. Today is a great day.
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It's no problem. Glad to be of assistance. Wish I could've said more here in the gameplay discussion thread but I'm pretty new to GG and Xrd will be my first adventure with May (Played Baiken in +R) so I didn't really have much to say. Hopefully, I'll have more to say in a month when the game releases.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
RurouniLoneWolf replied to AtTheGates's topic in Chipp Zanuff
Can't really say for sure since I don't know much about Chipp but I think the / implies an "either" condition. So taking the slow shuriken as an example, if you don't take another action after the shuriken, then you're in recovery until landing and have 6 frames landing recovery. If you do take another action, then you get 6 frames landing recovery whenever you do land. Or maybe it's vice versa. Just throwing out a guess.- 260 replies
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May Basic Combo Video From 4Gamer Wiki
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4Gamer's May Wiki Character Page Details a lot of stuff, including frame data. If it's done already, I'll start tossing the frame data on to her Dustloop wiki page later tonight or this weekend.
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Thanks for the info guys. I've added it to the OP.
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This was also my opinion of Nanase from where I left off with her. She's got some pretty good normals (Though every time I think about what the actual hitbox is for 5A, I both die and cry a little inside). Mixup and pressure are solid enough to get the job done so long as you're good at varying your pressure. DP is good. Doesn't have much horizontal range but the vertical range is nice in some instances. Overall, a solid character. That said, I've still got a long way to go in some matchups before I feel comfortable dealing with the entire cast. Got to sit down and pick apart the pros and cons of Carmine's pressure one day so I'm not completely RIP status the moment I get touched, lol.
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I haven't really fought many Mitsuru players but since there doesn't seem to be much conversation going on in here, I thought I'd try giving you some ideas to experiment and brainstorm with to try and get some conversation going. Feel free to ignore it if you wish.
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-4. Also, if you ever need to know the frame data of Akihiko stuff, feel free to look at Akihiko's Frame Data Page on the wiki
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I haven't tested it myself but back while I was waiting for the NA release, I remember people saying that in general, SB Arrow Rain doesn't hit people if they just stand in place. Not too big a deal in my opinion. It's not often that people will be in a position to stand perfectly still and even if they do, SB Arrow Rain is still fulfilling its primary function of limiting the opponent's movements. It does give them the chance to make an attempt to DP you though, not sure if that's a big deal or not. Time will tell.