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shinquickman

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Everything posted by shinquickman

  1. Chipp's teleport H puts him right above the chain stance blind spot. Millia has SJ double airdash and SJ hairpin. I don't think the Teleport ball goes at a steep enough angle to truly abuse the stance chains at far range, IMO.
  2. From full screen, stance chains are anything but easy to disrupt. And yes, the chain is vulnerable from its starting point to somewhere past half its reach, and all characters have answers to it, but few characters can touch it without risking getting womped for 30%. Against the chains, I think Ky, Faust, Millia, and Chipp have the best tools, I-No, Ramlethal, and Venom have decent options, but everyone else struggle pretty hard.
  3. New Arcadia tier list is up at shoryuken: http://shoryuken.com/2014/05/02/whos-top-tier-check-out-the-latest-character-rankings-from-arcadia-for-super-street-fighter-iv-arcade-edition-ver-2012-guilty-gear-xrd-sign-persona-4-the-ultimax-ultra-suplex-hold-and-more/ The list for those who don't want to go there GUILTY GEAR Xrd -SIGN- Ver.1.01 In no particular order within same rank. S Zato-1, Faust A Ky, Sol, Chipp, Millia, May B All other characters C Potemkin Ogawa’s Tentative Ver.1.02 Ranking In no particular order within same rank. S Zato-1, Chipp, Faust A Ky, Sol, Millia, May, Ramlethal (predicted) B All other characters --- I agree with the Zato-1/Faust ranking from my vid watching experiences. I'm a little surprised not to see Axl at A-tier, though. Do most characters have good answers vs. the Lame Flame Chains?
  4. Oh snap, you're right. I just remembered the button priority was changed in XX/ to prevent OS FD grabs.
  5. Why didn't H Fuujin come out in that instance instead of Shitsu? Doesn't H have priority over all other buttons aside from D? Do you have to press the buttons in a certain way to get a non-H special to come out instead of an H special in an OS throw-break?
  6. What's "EAD"? Googlefu didn't help me much on this one.
  7. Ky's j.D says NOPE. I believe Robo and Kliff's j.D are non-overheads too, but don't quote me on that.
  8. Is there a vid that shows off the Justice wintrolling?
  9. Funny. Faust SEEMED to be the least changed character out of everyone else to me. I guess there were subtle changes that can't really be seen on a 30FPS video.
  10. How long does it usually take for a finalized change list to come up?
  11. Why? He already has a Sparta Kick.
  12. Axl's modified 623P counter is ridic. Instead of being a counter, Axl basically gets into the counter stance for like 15 f with GP on for some time, then does the attack at the end even without getting triggered. It's safe on block, it still has amazing reach, and overall it just looks tough to beat; the new counter stance is like O. Ken spamming L Shoryuken all day.
  13. Justice Install has a timer like Dragon Install, only it lasts much much shorter. Justice gets dizzy for a pretty long while when it ends, and her guard gauge gets maxed out. Seems like a gimmicky move like Dragon Install: Sekkai On a side note, Johnny is able to get meterless coin combos even at Lv. 1 MF charge. Woah...
  14. ^From what I can tell, kiresai is referring to TK Sidewinder.
  15. That's the way I understand that convention in the wiki. Like in Sol's section: 通常攻撃からキャンセル可能。遠SCH、HSから連続ヒット。 It mentions something along the lines of being able to combo H Fafnir from CH f.S, 5H. The way I understand that is you can combo H Fafnir from x, OR y since it'd be pretty weird to specifically state a combo like CH f.S>5H>H Fafnir.
  16. I've never heard of an FG loketest using a console port for an arcade game. And even if there were, additional features like training mode would be locked. And even if there were a training mode, the set-ups would be too crowded for one person to hog the whole set-up just to use training mode.
  17. ロボカイ K>Pのルートは健在。(家庭用ではなぜか無くなっていた) 6P 3発全てにダウン属性追加。これでダウンが取れるように Robo-Ky -K>P link still possible. -6P: After 3 shots, knockdown has been added. (I believe it also says something like you only get the knockdown with the 3 shots. I can't tell.) クリフ ダッシュがステップに変更。移動距離は短いが、無敵有り。 2HS ダウン引き剥がし追加。 2S 溜め可能。 FB空中咆哮返し 相手を大きく吹っ飛ばす。 Kliff - Forward Dash has changed into a hop. Very short distance with some invincibility - 2HS Causes knockdown and pull. - 2S chargeable. - Air Houkou Gaeshi (j.236D) causes massive knockback.
  18. Either/or. After a 3-hit gatling OR a 6H>teleport, the opponent stays stuck.
  19. "メイ JHS 受け身不能時間減少" May: -j.H Untechable time decreased.
  20. This has been debunked. c.S>5H still chains fine.
  21. ^Thanks, Doren. You're making this place look more like the good old days, lol. As I think about the SB change more, I come to realize that it's actually a little more risky vs. some things. For example, in AC I always attempt SB against obvious single-hit high hit stun moves like FB Rin, FB puffball, Axl's 6H, and just about all the 5d's out there. If I land the SB, then good for me. If I don't, I just block the move and waste a little tension. In AC+R, SBing in these cases would be worse; I'd just be ramping my own guard gauge for my opponent more often than not.
  22. Some good news guys: * Someone did in fact successfully perform OHK > (cS > H > S-Vert)x2. People were having trouble doing it because of the lag, apparently. So May players can put down their nooses for now at least. * OHK always has her run a fixed distance, which is such that it barely hits after max range fS. Tick-OHK is history. General consensus is that the move is completely worthless and people are pretty upset about it. * It was falsely reported that 6H > Vert doesn't work anymore, but it does. Interesting new combo: 2D > S-Vert > H-Restive > FRC > 6H > Vert. No mention if the loop is possible from there.
  23. ^That new OD will not invalidate tk Ensenga because tk Ensenga is a decent overhead in the corner w/ 50% meter. It also won't invalidate his ground OD because you can use that on wake up.
  24. Not really. I said that the new Lv.2 S MF probably has MORE pulling power, not that the pulling is a new thing. If it does pull more, it would be kind of unwieldy to combo from closer range, especially against heavy chars. Mister, I don't think you know what you missed out on. In the past games, a CH AA 5H led to some big damage for 25% and no coins. In AC, not so much, at least not as frequently. Plus, we have 1-hit ensenga for air knockdown.
  25. These changes sound awesome. 6K getting upper body inv is gonna be so good for weasling through some projectiles. The double jump during a super jump is... weird, but I'll take it. If it has enough knockdown time, the new coin sounds like a great way to end a ground throw. And I hoping Divine Transport+Blade were changed back to the old days, in which case I'd be a very happy Shin. Perhaps the new Lv.2 S MF causes more force in the pulling, which would be pretty limiting for combos. Still, I would take that little set back for all the other stuff any day.
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