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Everything posted by Circuitous
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
Okay here's how we're gonna do this. 1. If you wanna post ignorant, sexist bullshit, don't. YRC that shit. If you see someone post ignorant, sexist bullshit, you go right ahead and report it instead of replying to it. 1.1 If you wanna complain about SJWs on Dustloop, get your head out of your ass. Show people some respect. (No, disrespecting you for doing something idiotic is not the same as disrespecting someone because of their gender. Idiot.) 2. This thread is not, has never been, and will never be about character designs. News and gameplay discussion. If you really want to complain about a new character's design, save it for Zepp Museum. Make a nice thread there and complain all you want. Just know that the devs will never, ever hear you or care what you have to say. Or don't bother, that'd work just great for me. -
Levels are in the code, but the character page markup leaves that section out. It could be added, but that's up to shtkn. We generally save the levels and more "advanced" frame data to the full frame data page.
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
What in the nine hells are you people even talking about -
Thanks Henaki, much appreciated. So yeah, Xrd Potemkin's wiki page is officially live. I've provided some basic move descriptions and the frame data from above (filling in the blanks with comparisons to existing data as best I can). If you have any information to contribute, or want to make corrections, please feel free to do so. You can edit without an account, just answer the question when you commit the change and it'll go through. If you want a wiki account proper, you can PM me here and I'll set you up. Just send me an email address and your desired username.
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If you can read Japanese and know JP fighting game colloquialisms and whatnot, I'd love to see a translation of this information: アクレボも終わったし飲み会でも聞かれたから儀式のコツを置いておく 6Kの発生が17F、壁貼り付けが36F(多分)、ハンブレが16F、猶予は3Fほどあると予想できる。 溜め時間の関係上ヒットストップの後に溜め解除になるのでヒットした火柱確認後解除を心がける。 RC暗転中or2Sヒット中に溜めて最速解除、中間から端にヒットする距離感で火柱後解除、端で最速ヒット後少しまって解除の3種類が基本形 6Kの当たり判定が「>」の字型になってるのでキャラと状況毎に当たる箇所が違う事に注意 チップ、カイ、軽量級は特に注意する 上で当たる場合は最速発生から少し遅れて当たるため1ループ減らす事 最大で5ループ、少しでも時間があくと4ループが限界になる(ガドリングを増やすごとに1ループ減る) 2Sとの威力差がおそらく5しかないので安定して最大ダメを出すには2S6Kを入れると良い 安定最大パーツ 足払いorハンマー>RC>6Kハンブレ*3>2S>6Kハンブレ>6Kハンブレ>2S>ヒート 2S6Kハンブレ>HSヒートで妥協可能だが威力とゲージ回収が若干落ちる 最初の3ループが基本系かつ最大難度箇所 スライドからのみ6ヒットで構成すると受け身不能になる
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You're right on F.D.B., I think I looked at Reflect by mistake. New Mega Fist looks nice on paper. Give training mode please.
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Why not, here's comparisons from #Reload to Xrd. 5P: same. 5K: +1f startup. c.S: same. f.S: same. 5H: same. 5D: -2f startup. DAA: same. 6P: same. 6H: same. 2P: -3f startup. 2K: same. 2S: same. 2H: same. 2D: same. j.P: same. j.K: same. j.S: same. j.H: +2f startup. j.D: same. Heat Knuckle: same. Mega Fist I: +1f startup. Mega Fist II: same. Slide Head: same. Hammerfall: -1f startup. Hammerfall Break: -3f duration. F.D.B.: -2f startup. F.D.B. Shockwave: -1f startup. Potemkin Buster: -1f startup. Giganter: same. Gigantic Blid: -2f startup. Heavenly Potemkin Buster: same.
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Why would Potemkin Buster have a different startup notation from every other move? Anyway, let's get the +R/Xrd comparisons out of the way. +Xf means it's slower by X many frames, -Xf means faster. This only takes into account startup and duration, not special hit effects, proration, hitboxes, etc. 5P: Unchanged. 5K: +3f startup (7->10) and duration (24->27). c.S: Unchanged. f.S: -1f startup (12->11) and duration (36->35). 5H: Unchanged. 6P: -2f startup (13->11) and duration (38->36). Float on ground hit. (!!!) 6K: Different move entirely. 6H: Unchanged. 5D: -4f startup (31->27), -2f total duration (46->44). DAA: Unchanged. 2P: -3f startup (9->6), -5f total duration (20->15). 2K: Unchanged. 2S: +1f startup (13->14), +5f total duration (31->36). No vacuum. 2H: Unchanged. 2D: +1 Level (3->4). No special cancel. j.P: +2f startup (5->7), -1f total duration (19->18). j.K: +1f startup (9->10) and duration (29->30). j.S: -1f startup (14->13) and duration (42->41). j.H: +2f startup (11->13) and duration (32->34). j.D: +2f startup (11->13), +1 landing recovery (8->9). Potemkin Buster: unchanged. Hammerfall: -1f-4f startup (19~35->18~31). -2f total duration (65->63). +1 Level (4->5). Hammerfall Break: Unchanged. Mega Fist I: -1f startup (25->24). -6f total duration (45->39). Mega Fist II: Unchanged. F.D.B.: -2f startup (21->19) and duration (35->33). F.D.B. Shockwave: Unchanged. Slide Head: +2f startup (23->25, 27->29) and duration (52->54). Heat Knuckle: Unchanged. ICPM: New. Trishula: New. Giganter: +8f active (48->56) Gigantic Blid: -2f startup (51->49), +1f total duration (88->89). Heavenly Potemkin Buster: +3f total duration (37->40).
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Circuitous replied to Milln's topic in Locals
hey TN come up to BADC please I miss you guys. -
Cincinnati's premiere (only) airdasher/anime fighting game tournament series, at the one and only Arcade Legacy. Admission is $10, all tournaments are FREE TO ENTER. In lieu of a pot, we'll be offering various prizes to the winner. Your admission also gets you full access to Arcade Legacy, which includes all 50+ arcade and console games on unlimited free play. (Though if I have to pull you away from Pop'n Music for a match, I'll be pretty mad.) Main Game List: - Persona 4 ULTIMAX (PS3) - UNDERNIGHT IN-BIRTH: EXE LATE - Guilty Gear XX Accent Core + R (PS3/360) - BlazBlue: Chrono Phantasma (PS3) - Arcana Heart 3 LOVE MAX!!!!! (PS3) - Melty Blood (PC - WE NEED SETUPS) - Chaos Code (PS3) - Project Justice (DC - Bring DC or PS2-compatible controllers!) If I'm forgetting any games or you think there's something worth adding to the lineup, let me know. The exact schedule will be posted once we have a better idea of how many people are expected to attend. If you're interested in sponsoring the event or helping out as a TO, let me know. Rules: - All games are 2/3 rounds, 2/3 matches. Grand Finals are 3/5. - The following things are banned and their use will result in disqualification for that match: -- Gold/Shadow/EX Characters in GG. -- Unlimited characters in BB. -- Waldstein 6C timer scam infinite in UNIEL. (Two reps maximum.) - Winner of a match keeps character, loser can change. Anyone can change between sets. -- Arcana Heart 3: Loser can change character/arcana, winner can change arcana only. -- Melty Blood: Loser can change character/moon, winner can change moon only. As always, the stream will be at www.twitch.tv/arcadelegacy Check out Arcade Legacy at www.arcadelegacyohio.com See the event on Facebook at https://www.facebook.com/events/264311407025847/
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I notated the stuff in the newest FAB tribute video. http://www.nicovideo.jp/watch/sm24342842 CH j.H |> 2S > 6K > HFB, 6K > HFB, 5H > Giganter, step 6H > Giganter, step 6H. 6H > HFB, 2S > 6K > HFB, 6K. Slide Head RC 6K > HFB, 6K > HFB, 2S > 6K > HFB, 6K > HFB, 2S > Heat Knuckle > Extend. Mortal 6H, walk 6H > Giganter, 6H > Giganter > Blid. Potemkin Buster RC falling j.H |> c.S > Heat Knuckle, Heat Knuckle > Extend. Mortal Mega Fist, 5H > Heat Knuckle > Extend RC 6jump |> 6K > HFB, 6K (> HFB, 2S > 6K > Heat?) CH 2H, 5H > Giganter, 6H. 6H > Hammerfall RRC 6K > HFB, 6K > HFB, 2S > 6K> HFB, 5H (> Heat? RRC = RC before hit. It's Red instead of Yellow 'cuz hitstun.) CH j.S |> f.S > Heat Knuckle > Extend. (Works about mid-jump height.) 6H > Hammerfall RC 6K > HFB, delay 6H > HFB, 6K > HFB, 6H. c.S > 2S > 6K > Hammerfall RC rising j.S > j.H > ICPM. CH 2H > HFB, 6H > Giganter > Blid, c.S > 2S > Heat Knuckle > Extend. CH 2H > HFB, 5H > Giganter > Blid RC walk 6H. 6H > HFB, 2S > 6K > HFB, 5H... Stuff to take away from this: After doing 6K or 6H, you should always immediately be going back to charge Hammerfall. Always. This was probably obvious to anyone paying a bit of attention, but for people coming into Potemkin fresh, it's super important. 6K corner hitstun is strong! HFB > 2S works even towards the end of combos. You can combo Heat Knuckle into itself in the corner. Oki Slidehead is real. Giganter is a combo tool, use it like one. Gigantic Blid does crazy damage in Hellfire. It still does very respectable damage in normal mode. With 100 meter, do Gigantic Blid RC 6H etc. for the kill, Giganter 6H Giganter for dizzy. Flick startup is way faster. There's a scene where it clashes that I thought for sure was a reflected projectile because of how quickly it happened. CH j.S has pretty decent untech time. For maximum buttons, if you have between 25 and 49% tension, every hit in a corner combo should have an RC input after it. Yes, FAB is doing this. If they burst, you get a YRC, if not then nothing happens. Might as well use it. We need a shorthand for 6K > HFB.
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Waldstein Infinite Discussion (Tournament Legality)
Circuitous replied to Tigre's topic in Under Night In Birth
Banning it at my tournaments. Giving two reps for people to realize it's happening and adjust, just on the off-chance it was an honest mistake. It's a dumb thing, and probably not intentional. This doesn't change the fact that it's in the game, and it will be encountered online and probably even in casuals. It's a thing people should know about and be aware of, and I think the 6C infinite as a thing has been adequately brought to light. My intention in banning it isn't to hide it, or to make the game look better. It's just a huge waste of time. I'm selfish like that. It's hard enough for me to run all the games I run in a day without intentional timeouts happening any given round, especially in a game that normally goes at a pretty quick pace. So for these selfish and arbitrary reasons, I support banning it. -
Addendum to the rules: the Waldstein 6C timer scam infinite will be banned for UNIEL. I'm allowing a maximum of two reps (enough to realize the setup you're using performs the infinite and overcome muscle memory), any more than that and you'll be disqualified, losing that match immediately. Future events may not allow any reps - I'm making this allowance mostly because of how sudden the announcement is. Feel free to discuss this change below.
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Columbus Facebook: https://www.facebook.com/groups/cbusfg/
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https://www.facebook.com/groups/cbusfg/ Columbus has weekly meetups but I couldn't tell you how much BB is played. I host bimonthlies in Cincinnati that are worth attending for BB.
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It seems to count as a projectile itself, and eats other projectiles similar to F.D.B.'s reflect. Not sure yet how it plays with other "all-consuming" projectiles like QV, or whether it can itself be F.D.B.'d.
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It's still a thing.
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Compared to +R: PB does slightly less damage.PB *can* be followed up in the corner meterlessly, but the timing is very tight.2S doesn't vacuum.j.S floats like any other air hit on counter hit, and on grounded counter hit causes a stagger.6P is a good anti-air in that it has a very low hurtbox and very good hitbox, but cannot be gatlinged or jump canceled. You need a counter hit to combo off of it easily.2D isn't special cancelable.F.D.B. is faster.Heat Knuckle blows away whether you Extend or not. Always Extend at midscreen. In the corner you may be able to combo off of a regular Heat Knuckle.5P whiffs crouchers, but 2P is faster and cancels into itself again (and not a low).No standing overhead (except 5D of course). 6K replaced with the tackle.Judge Gauntlet and Aerial Potemkin Buster are gone, but we get Trishula and ICPM.Other stuff I might be forgetting.
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[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
New Potemkins? They make those? -
[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
Read an article explaining all the intricacies that a particular Japanese word implies, or just call the character strong, a word whose myriad implications for a fighting game character are already known to this audience. What a silly discussion this has become. I wonder if any strong Potemkin players moved on. Consomme and FAB haven't wavered. Haven't seen much of Haaken in Xrd. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Circuitous replied to Milln's topic in Locals
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Circuitous replied to Milln's topic in Locals
Hey Tennessee. Come take our Guilty Gear money at BADC. -
[Xrd] News & (Theoretical) Gameplay Discussion
Circuitous replied to Shinjin's topic in Guilty Gear General
It seems like the freeze lasts the entire length of the IK activation.