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SuperJ

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  1. elvenshadow on mikado! http://live.nicovideo.jp/watch/lv171800830
  2. to be fair i think red RCs would definitely be used to convert off glancing hits (e.g. max range faust f.S rRC, run up pogo?) or random confirms in general (e.g. when are slayers going to confirm non-CH it's late into RC?). and then there's situations where you simply need to RC to continue (e.g. may 6K). these functions are not replaced by FRC on the other hand, and this is for the XX vets: do you ever regularly spend 25% on a bnb in +R that DOESN'T get a hard knockdown? i'm serious. like literally the only example i can think of is JI killer joker FRC, and that's assuming you can't be bothered to learn enkasu setups.
  3. so jonio streams at 60fps. time for frame data! i mentioned slower bursts earlier in this thread. it turns out that sol hesitated; blue bursts hit on frame 19 18! hitstop is unchanged. lvl1 moves have 11f hitstop; lvl5 moves have 15f hitstop; etc. assume #R frame data, in general. (X/Y/Z == startup/active/recovery. can't be 100% certain on active frames fyi; usually just going by keyframes) sol: - 5D: red flash 3f; startup 24f - 6H: 17f startup; lvl5; 20f hitstop - fafnir: 18/3/12; lvl5; 30f hitstop. (great for wasting time during RC tension gain penalty?) - kudakero (dive): startup 22f; active til landing; lvl3. - kudakero (landing): projectile hits on 8f, active at least 9f, lvl2, total recovery 29f. don't whiff! ky: - 3H: 15f startup; lvl4 - stun edge: lvl3. lol - air H stun edge: lvl5. - greed sever: 1f slower (hits air 19f, standing opponents 22f) - split ciel: startup/seal 15f; lvl3; 17f recovery after 1st active frame? - 5D: red flash 4f; startup/seal 28f - j.D: seal 11f; projectile 38f; landing recovery 8f? slayer: - 6[6] dash: invisible (inv?) 6-18f. total duration 24f. - 2K: 6/2/8; lvl3. - 6K: 20/2*3/8? might have more recovery. lvl3. - f.S: 13/2/6; +6/+7 on block/hit. - pile: 4f startup. CH wallsticks for 40f before opponent starts sliding down. (when does CH pile cause tumble?) - helter skelter: 25f startup; 18f recovery; lvl4. projectile. forces crouch; +14 on hit; probably +12 on block; j.H is 2f link potemkin: - p.buster: 3f startup. - 6K: 16/8/?? (significant amount); lvl5. special cancellable. - hammerfall break: 15f total. - slidehead: earthquake hits in 29f? pretty slow faust - f.S: 10/4/18; lvl3. DEAL WITH IT. - 6H: startup 25f. zato: - 5D: red flash 3f; startup 25f. - nobiru: 9f startup, lvl5 - shadow -H-: underground 2f? underground for 30f. negligible recovery compiling this was neat, i guess. wonder how these will match up with the mook? one more thing: BSing a projectile seems to make you completely invincible to strikes for the shield duration. confirm/deny?
  4. since this thread exists i guess i'll throw this out there - if anyone intends or wants to attend pax east, i'd be willing to let you squat at my place. my expectations are: you live out-of-state; you are not a shitlord; you don't smell; you play fighting games. if i hosted you for GUTS last year, you're good (my room has upgraded significantly since then). pm if interested. (i'm not considering anything similar for anime boston.) if you're in the want-to category, be advised that pax is the same weekend as civil war.
  5. you know, now i can't help but think potemkin was destined for failure in xrd. ironically, it's because 25% meter options might be too good. more specifically, yrc heavily favors characters attacking in tandem with projectiles (sol, ky...) and time slow allows them to randomly convert neutral situations into advantageous ones. e.g. what does pot do against max range gunflame yrc other than block (perfect for sol)? are you willing to risk getting CH'd by a physical attack trying to flick? maybe counter yrc solves the problem? iono. not to say that zato and faust trash pot because of yrc but it's certainly not helping his case
  6. elvenshadow mentioned earlier that you can attack little eddie with a normal and yrc, which implies some (if not all?) of the active frames are yrc'able. did someone theorize blitz shield == guard impact way back when? i think i saw someone's air attack getting shielding. and then that someone shielded back while he was still reeling midair
  7. regarding guts: compare these two points in a FAB match. https://www.youtube.com/watch?feature=player_detailpage&v=-5-VWPynao8#t=1093 https://www.youtube.com/watch?feature=player_detailpage&v=-5-VWPynao8#t=1124 the first two pot busters take off almost a 1/3 of the lifebar. the last one does like... a little over a 1/4 of the pot buster damage at full life? (i'm too lazy to measure pixels) for reference, the strongest guts modifier in +R is 36%. is hellfire mode like awakening in terms of defense modifiers? this might have been answered already but 760pg thread :|
  8. you can YRC ICPM and get the velocity boost, right? if so you could see potemkins start doing nasty left-rights off full screen slidehead into sj. YRC ICPM. definitely something he's never had before if it's possible
  9. maybe the developers thought "well potemkin gets to 6H you every time he RCs" i dunno he does look pretty sad in this game. he gets... 2P-5P meterless off pot buster if he touches the corner? lol the devs probably know something we don't random cool venom combo: 2K-c.S(3) xx QV, 5P (ball hits), iad j.S-H-D, 6H xx ball set
  10. http://live.nicovideo.jp/watch/lv170999670 random chipp with 8 wins atm.
  11. https://www.youtube.com/watch?v=JLlbkcSe-6A 17:57. enjoy the slower bursts. incidentally, can you RC after DP'ing little eddie?
  12. i think 5P and c.S are both 5f in #reload? might be able to do 2K,5P>5K>2D/mappa if you're too far out for c.S one other tidbit i forgot to mention: slayer does not recoil if helter skelter is shielded. this would imply it being a projectile? (this would also explain having enough time to link j.H after) the acid test would be seeing it flicked, i suppose
  13. are you sure about this? check ~5:00 on climhazzardous's nico cap. #R bdc had enough inv to cover P mappa active frames and would have beat axl's sweep clean. looks AC level to me
  14. random notes. bite has ridiculous dizzy. 5 bites (stagger too short for loops) dizzied millia. 6P combos into 6H meterless in the corner with the right spacing (i.e. not touching the corner). CH 6P nets nothing midscreen 2P-2S-2H works 5P-6H combos on air CH can still combo j.P after mashed 5P 5D (6) -> c.S-6H xx heel undertow RC into combos. can also be PRC'd! pilebunker RC -> 6H xx heel for better 50 tension damage interesting combo route: heel, 5H > j.K-S-H-2K, j.P-K... relaunch with c.S or continue with double jump? under pressure has enough untech to link c.S/5K -> aircombo 6[K] feint is in reconfirming: 6H xx pile works on standing also: helter skelter link to j.H, SS... j.H-D sounds optimal though. helter skelter can be thrown before active frames things i need a double take on: 2K links into c.S? f.S>6H gatling? 5K clash with wakeup VV? j.H god hitbox? lol: danger time pilebunker 5D (6) > SS RC IK with 100 tension 6P god hitbox (traded with grand viper) RC gimmicks (late 5D uncombo, crossup dash...) i really hope someone saves the kubo footage :|
  15. kubo slayer is on! http://live.nicovideo.jp/watch/lv170693567
  16. so these kind folks started streaming a couple of hours ago: http://live.nicovideo.jp/watch/lv170681924 http://live.nicovideo.jp/watch/lv170684071 respectable quality! nico streams seem to be in 30 minute chunks? this is the start of a new chunk.
  17. some stream impressions from last night: AC vs. pre-AC normals. what are the implications of xrd slayer being based on his #R iteration? - standardized frame data on his normals. no +6/+7 on hit sf4 normals for you! this is more significant than you might expect coming from AC. a lot of AC normals (5P, 5K, c.S, 5H, pretty much all of his air normals) have increased untech time or special effects (slide, bounce) on air hit, which makes his random confirms and relaunch combos possible. you should not expect to hit confirm this easily, if at all, in xrd. - mashable air normals, which are way worse on whiff. no more flailing around with j.K or j.H! this does greatly simplify his air combos though. j.D-2K, j.D is a thing and will knockdown (e.g. xwise, c.S, j.P-K-P-K, dj.S-K-D-2K, D). no minute-long j.2K combos; see my previous point. - no late gatlings (that i've seen). most importantly, no hit-confirmable 2K-2S route. if you want to high-low the opponent, you will need to commit to 2K xx mappa RC, 2H, or 2D RC. also note that c.S, 5K and 2K chain to 2D, and you can link f.S into 2K. #R slayer can chain into 6H from 5K or c.S, although i haven't seen any slayers on stream do this. - other notable normals... his 6H is #R fast, spammable, and special cancellable (is it JC-able?). my memory is hazy, but his 6K trajectory looked weird. reminded me of EX sol's overhead kick. don't quote me on this! 2S seemed slower a la #R but hopefully we get the active frames we lost in +R. 2H range is super gimped but launches on regular hit like AC. can probably follow with 5K/c.S into the rest. how bout his specials? supers? - pile bunker range is gimped and doesn't wall bounce midscreen. it also seems to have no special effect if it CHs an airborne opponent (was this the case in #R?). the CH tumble looks super sick though! the dizzy modifier seems tame compared to #R. - the 1st hit of crosswise heel has regular hitstop. should make punishment easier. it's still upper-body inv as fuck (xwise through burst). i think it auto-JIs on RC unless these random players were TKing their dandy steps (highly unlikely). notably, you can iad crossup afterwards. - #R under pressure was slightly slower and safer on block. probably applies here too. - helter skelter has a lot of potential! i'm actually not sure if it still hits overhead. no matter. my bet is on this move being the scumbag favorite - similarly, you can YRC dandy step unlike, say, DPs (unless d step lost startup inv. i don't think this is the case). this is sick for obvious reasons - bite stagger time is very short. hopefully you get at least a 2K-2D? might be too far though. 5H always black beated. - not 100% sure but i think mappa has standard untech time. in other words, no linking 5P after randomly catching a backdash - CH DoT does wall stick (AC DoT was the best thing to ever happen to the GG series. fight me)! doesn't fly as far as AC unfortunately. hopefully 0-frame after the flash. if that's the case i hope YRC DoT becomes the new DoT FRC - DHD downs airborne opponents instead of wall bounce movement? - did i say d step YRC? - forward dash cancel preserves dash momentum. BUFF. (slayer gained this in AC iirc) i'm not sure if slayer automatically flies forward after j.2K. - short air dashes. probably a buff. - BDC seems to have AC levels of invincibility? inconclusive atm. i saw slayer BDC mappa a riot stomp at one point, but that was probably a fluke - i expect week 1 slayers to develop mixups between short dash and long dash after j.D knockdown overall, YRC may be the best thing to happen to slayer. it could potentially patch up his biggest weakness (controlling neutral) and allow him to set up forced CH situations. also, time slow command grab :| i'm excited!
  18. note the whiffed RC reject at ~40:24. applies to all DPs and command throws, i imagine? (although at one point i noticed someone YRC after the 1st hit of a whiffed tyrant rave. lol)
  19. i really can't wait until players break down the yrc system. based on what i saw in kurushii's nico cap, here's what i'm theory fighting / betting on seeing once people get used to xrd: - venom 2d xx 2 ball sets, YRC in neutral, and uses the extra time to launch a meaty ball while the opponent is still knocked down - knock opponent down, jump, yrc just before landing and just before opponent is back in neutral, force dp-safe iad/empty jump mixup (since the dp is slower). might need to have a short air dash to make this work (so slayer?) - knock opponent down, jump forward so that you're right above the opponent when he's done waking up. vary yrc timing and force left-right mixup with a crossup - prc has hella slow startup meaning whiff punishing with yrc > fast attack sounds super viable - corollary: if sol is still ch state after VV > 214K, yrc could guarantee a 100% clean punish - yrc, get out of dodge whenever potemkin cancels a normal into hammerfall - yrc when the opponent jumps in, confirm if he pressed a button, 6p if so, air throw if not - yrc for no reason, run up wild throw. kusoru tactics ahhhhh i wanna stop time so bad! btw has anyone figured out what happens when the opponent rcs in the middle of time stop?
  20. BS whiff leaves you in CH state, right? wouldn't exactly want to eat a counter hit #r pilebunker
  21. i'm feeling holy grail-like. here comes a curveball! you have a complete and established fighting game which is due for a rebalance. 50% of your playtesters feel the characters should have power levels approximately equal to CP Jin. the other half think characters should have CP Ragna power levels. let's take "power level" to mean... freedom to impose your playstyle on the opponent as opposed to a character that can literally do everything (e.g. kokonoe). single or multiple balancers? just curious. you can probably tell where i stand on this topic
  22. i completely agree with you on the feedback part. let's narrow the questions down given equal quantity and quality of playtesting and feedback, are balance decisions better made by a single person, or by a group?
  23. partially derailing this thread for a sec, since i find these sort of questions interesting: is a game better balanced by a single author, or by a committee? how about character variety?
  24. i think we still need more system specifics before we can make any sort of informed judgement. like does a successful BS put you in azrael growler state? or is it a frame 1 autoguard that is affected by projectile hitstop meaning you are still vulnerable later in the BS animation? the other thing is someone mentioned YRC'ing to bait BS but since RCs freeze time wouldn't your BS input get eaten? kinda like, uh... king's slide in kof13. you can delay the fireball so the gc roll eats your input. if true this kills situations like when pot gets the jump on you and all your buttons lose to j.D. or maybe it's like BB super freeze?
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