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shinquickman

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  1. ::clears dust:: Hello? Any May players still out there? :P Anyway, here's all the stuff that's been revealed about May so far. AC+R Loketest changes and Reception Bold= Changes listed on the official site and shown on the preview video. Italics= Changes found in loke tests, as well as the reception to these changes from some top players. -41236D ; New FB version of dolphin summon, appears behind opponent. -623S or HS ; possible to followup vertical and horizontal dolphin with restive rolling through this command. -Dolphin level for 41236+ button appears above tension gauge. -Overhead Kiss is now a dash throw (like Platinum's Dramatic Sammy). -In the corner, {2D, [4]6S/HS -> j.623HS, c.S, 5HS, loop} is possible -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. -j.H untechable time is reduced. -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. Edit 06/02: Lame loops are still possible to an extent. June29th 2012. Loc Test#2: GG+R May Official Change Log ● command list Special Moves Mr. Dolphin: ← CHARGE → + S or HS Mr. Dolphin: ↓ CHARGE ↑ + S or HS Restive Roll: → ↓ ↘ + S or HS (Air enabled) Change of Direction: ③ lever in + S or HS (up to 3 times) Needs further explaination Greeted with applause, please: ← ↙ ↓ ↘ → + P or K or S or HS or D (Charge Enabled) Kiss Overhead: → ↘ ↓ ↙ ← + K Force Break Mr. Dolphin: ← CHARGE → + S or HS: → + D Mr. Dolphin: ← CHARGE → + S or HS: ↑ + D Jackhound: ↓ ↙ ← + D Supers The ultimate spoiled child: → ↘ ↓ ↙ ← + HS Great Yamada Attack: ↓ ↘ →↓ ↘ → + S large whirlwind spin agony transcendence: → ↘ ↓ ↙ ← + S Bomber Deluxe Goshogawara: P follow-up attack to → ↘ ↓ ↙ ← + S Mortal blow May and pleasant comrades: ← ↙ ↓ ↘ → ← ↙ ↓ ↘ → + HS May and pleasant comrades: → ↘ ↓ ↙ ← → ↘ ↓ ↙ ← + HS Change Details 2HS: Staggers on ground hit (COUNTER HIT OR REGULAR HIT?) 2HS: Cannot Gatlin to Dust. (2D or 5D?) 2HS: Stagger time is now 30F → 26F J.k: Startup is now 7F → 6F J.k: Recovery is now 10F → 8F J.D: Upper body invincibility has been granted J.D: Is F 5F was soon canceled out swinging accepted. (5f kara window?) 3K: Gatling combination routes from the K edge has been added to S Standing or long distance 6HS: Whiff cancel is now possible to order a certain period of time 6HS: Gatling combination routes from S has been added to crouch S · K · Standing Standing distance 6P: Full charge is wall stick 6P: Whiff cancel is now possible to order a certain period of time 5HS: Knock back distance has been reduced 5FS: Lv attack is now 3 → 4 5[D]: Jump cancel is now impossible 5[D]: Recovery time is 30F → 40F 5[D]: Effect has been drawn to the behavior of the grant when hit. (?) Greeted with applause, please: After completing a maximum Tame (Lv4), will now be triggered automatically after 2 seconds Greeted with applause, please: Interface indicates the stage of performance on the tension gauge has been added Greeted with applause, please: FRC of the is now canceled 20 ~ 21F → 23 ~ 24F Greeted with applause, please: Opponent will now knock back when hit in the direction of the dolphin FB Greeted with applause, please: New move added Kiss Overhead: Now move to throw Kiss Overhead: Dash now moves to cancel the normal Kiss Overhead: Startup is 25f Kiss Overhead: Systemic invincible was granted between 19 ~ 25F Horizonatl Mr. Dolphin: causes Slide on air hit Vertical Mr. Dolphin: Guard gauge depletion in value is now 10 → 14 Vertical Mr. Dolphin: Recovery time is 5F → 7F Restive Roll: Recovery time is now 15F → 17F HS-Restive Roll: Ground version trajectory almost verical S-Restive Roll: FRC removed. F is the simultaneous generation and reception of the attack roll. (Need better translation) S-Restive Roll: Move not GROUNDED type = opponent is not required to Barrier block the attack S-Restive Roll: Technique is now the middle (Need better translation) Change of direction: Behavior at the time of the attack hit opponent will now be blown off in the direction of movement Change of direction: Damage is now 14 → 18 Change of direction: Recovery time of is now 28F → 32F Change of direction: Startup of attacks is now 11F → 5F Change of direction: 4F was faster timing is derived. (Need better translation) Change of direction: Move not GROUNDED type = opponent is not required to Barrier block the attack Change of direction: Lv attack is now 3 → 2 Jackhound: Lower hitbox, picks up Testament more often & I-no The ultimate spoiled child: Hits cause suction, except final blow The ultimate spoiled child: Peeling down is now available. (Direction influence?) The ultimate spoiled child: Time of the third stage of recovery to 8 now 20F → 50F Bomber Deluxe Goshogawara: Hit is now usually sticks → wall down Bomber Deluxe Goshogawara: Guard advantage is now +20 F Large whirlwind spin agony transcendence: Startup of attacks is now 1F + 8F → 1F + 14F. Large whirlwind spin agony transcendence: Guard advantage is now +2 F Large whirlwind spin agony transcendence: The move is now to withstand an opponent's attack (Absorb/Armor?) Large whirlwind spin agony transcendence: Moving speed is now faster Large whirlwind spin agony transcendence: Hit = Wall stick Large whirlwind spin agony transcendence: Damage is now 18 → 24 per hit. Large whirlwind spin agony transcendence: Rising value per hit guard balance has been reduced
  2. Hmmm, seems like the devs are going with the XX/ treatment for this game. I don't mind, honestly, as long as Sol and Ky aren't top tier again :p BTW, am I reading this correctly, or was Justice's ground dash removed? What is up with that?!
  3. Ah crap, how did I miss that? Well, at least Johnny's non-corner mix up getting boosted seems assured. Johnny's non-corner wake up game is pretty terrible in AC. This new coin toss I think can upgrade Johnny's non-corner oki game from one of the worst in the game to pretty good. Just take a look at this probable oki sequence: 2D>214H, j back, AD j.K, land, 2K This is a potential MF lv. boosting (presumably) safe left-right-high-low-throw mix up all rolled into one. That is some scary stuff for Johnny.
  4. ^Plus, we don't know if the damage calculations on that move were altered in some way in AC+R. If the new coin toss hits on the way up and semi-homes like Zappa's Triplet mode 236P, then Johnny's non-corner rushdown/mix up gets a pretty significant boost, as does his anti-air capability.
  5. From the very same ACR preview video we all watched.
  6. Kliff's 5H vacuums on hit. I don't think it did that before. Ky's Lightning Sphere extension seems to deal more damage. Order-Sol's overall damage output seems notably lower, probably due to across the board damage nerfs or forced prorations attached to his moves.
  7. Power discrepancy/=Broken The power discrepancy between characters is much different to an oversight that drastically changes the way the game is played. Infinites, OCK, DHC glitch, those are gamebreaking. Testament being a stronger character than Bridget is not game breaking.
  8. Slash, sure. Reload, nooo.
  9. Chipp wouldn't be Chipp without his low health. AOU2012 stream started about 15 mins ago. Still no Guilty Gear, but keep your eyes open.
  10. Playable Kliff, Justice, and EX characters? Wow. I wonder if arcade GG will actually have to start banning some characters.
  11. ^If you listen to Anji's in-game theme, you'll notice how inaudible the supporting layers are compared to the leads. The bass, the organs, the little koto that plays in the C section, they're just there but not accentuating anything really. My priority was to recreate Anji's theme as accurately as possible under the limitations of the YM2612. I'll try to keep what you said in mind though since the priority should be about making it sound as Genesis-like as possible.
  12. I thought the piece needed more bass too. Even after maxing the bass layer's volume up and bassing boosting it a bit, it's still pretty low. Oh well, it's not like the bass was audible in the real game. Thanks for your comment. About the requests, I'll see if I can Genesis-ize other Daisuke themes(though I'm not sure I've ever heard Under Holy Destruction before). You know, I agree too. Also, I find the Genesis music>SNES music despite the Genesis having inferior quality. I'm guessing more people were familiar with the YM2612 card.
  13. ::dusts off old account:: Whoo. It's been a while since I've visited this place. Are al the familiar faces still around here? Anywho, I just wanted to drop by and show off a little project I did. I'm sure everyone here rocked out to Anji's theme one time or another. But who here can say they rocked out to Anji's theme, in cheap but awesome Sega Genesis quality? The answer of course is no, but thanks to Cubase 5.1 and a lot of my free time, now you can!
  14. Back from the grave. Now I don't intend to sound like a jerk but, since when is grab into gamma "too good"? You get a little otg damage, get some tech mixup out of it, and that's it. Chipp has one of the least lethal grabs in the game; it doesn't lead to a combo, and it leads to fairly weak okizeme since you can't reliably set up the FDC crossup trick. Therefore, an opponent being grounded longer by Chipp's grab barely hurts or even helps anyone. As for removing or reducing proration on 2K... please no. There's a MUGEN char like that. But then again, there's a MUGEN character for everything nowadays...
  15. Johnny change: +2nd hit of Ensenga has increased stun damage. It has enough stun so that a CH ensenga into RC combo is guaranteed to dizzy most of the cast.
  16. A good way to know if you are 1F jumping is if your jump doesn't cause any dust to come from the ground. Easiest way to 1F jump: While neutral, hold 2 buttons you can FD with(say P+K), then press 8 and quickly press 7.
  17. 5D is good enough. You could cover up the startup pretty easily with Flaming Spiral. 2D should get more reach yes, but no way do I wanna see the old super. 40% damage and longer invincible time? No thanks. You've just made Ivan Ooze proud.
  18. ^To quote Bender: "That's not irony!'
  19. Well that would make May more balanced against chars she does too good against but now she's gonna suck vs zoners. The only reason she even comes close to a 5-5 vs Ky, Venom, Faust and has a 4-6 vs Testament is because she does high, spontaneous damage. Now she has less combo opportunities, less damage and gets nothing in return.
  20. Exactly. The change is not that big a deal. It just makes 2 meh options he has now slightly better is all. More changes later.
  21. One for Johnny: +CH Divine Blade Slides opponent. One for Faust: +41236K force prorate 90%. ~41236K>236P force prorates as much as the pull-in does now. This gives the FRC and the FB on the pull a little more merit. One for Robo: +When going overclock, the heat gauge goes down slowly at a fixed interval. During the duration, no moves can make the heat gauge go higher or lower. The heat gauge resets to 0 when overclock ends as normal. So if your heat gauge is near max and you go overclock, you can take advantage of the heat while in overclock for a little while and not worry about overheating. If this proves to be too ridiculous, overclock timer goes by faster.
  22. Eh I was just throwing some ideas out there. Seems like an unpopular one so I'll drop it. I don't get what that last last sentence is about though. Well, Potemkin has an FB that was no tension and bad, yet now costs 25%. And you know, I was about to make the same suggestion for Dizzy's FB. Though I think it's a little cheesy that it completely prevents someone from attacking for like 3 whole seconds and it homes on enemies like crazy, so I'd say that the bubble should travel slower.
  23. Actually, that title goes to Pot's FB. I don't have too much of a problem with JH as it stands. What bugs me more is that you can't deal damage after a JH on most characters, and this is more because of KJ's faults and not the force break. BBU damage JH would help for psychic JH, but would be scrubby for other situations. 5K>5H JH, 5K>5H JH, 5K>2D would deal 55 to 60% damage, keep knockdown, and doesn't cost a coin. Add in lv 2 MF combos, and the damage can go pretty high from there. Granted, Johnny's spending 50% tension, but I don't think making Johnny a Slayer with coins is the way to go. I think the damage cap for Johnny should be 40% w/ lvl 2 no tension, 50% w/ 50% tension no coins, 60%w/ lv 2 25% tension. Johnny should stay the way he is in terms of mixup; he should have little mixup tools. What he really needs is more opportunities to mix up. Read my first post about the change to 3H. I added that change mainly cause Return Jack sucks ass as it stands. I just want to give it some bang for its buck is all. And actually, there are certain matchups where you can be conservative with coins and still be short. Any zoning characters come to mind. Yup, Johnny does have the fastest pulse in the game. Tension regen would make his tension gain that much faster And again to repeat what I said above, there are certain matches that you will run out of coins earlier even if you're playing smart. Even with changes that give him more options with coins or tension, there's still the problem that Johnny blows against zoning characters. He can only compete when he has them locked down with coins, but once it's out that's it. Increasing his damage output will help against his weaker matches, but now he's too strong in matches he already does even. With the tension regen, Johnny can JH spam almost as much as he did in XX/, wake up super more frequently, and DAA out of more crap. This is all stuff that would help him significantly vs zoners, and still keep him in check with characters he didn't do too bad . I was thinking also that you could control the distance it travelled a little by holding > or <.
  24. Honestly, I think with a Bacon lady with a worse ouren and more opportunities to do damage is much easier to handle than the one we have now. More damage on JH wouldn't be bad, but BBU damage is too much. And I think an Ensenga FRC would be kinda hard to place that doesn't benefit a 1 hit, but benefits an overhead version. Completely agree with the other changes. Here's some more changes for Johnny: -Return Jack doesn't increase Mist Finer level. +Return Jack replenishes 2 coins after hit. Johnny cannot gain coins over his normal stock of 8. I always find myself short on coins with Johnny, and I would gladly give away 50% tension for some more coins in some matches. +After Johnny loses all his coins, he he gets some sort of boost. Something like slow tension regen, Jackhound becomes a normal move, whatever. Something that would still keep him dangerous, but still less dangerous than Johnny with coins. As it stands, coinless Johnny is far too handicapped. IMO slow tension regen sounds fair enough. -CH 6K no longer wallsticks. CH merely adds a little more untech time. Of course, all you Johnny players should know that 6K is better on normal hit than on counter hit most of the time, so why not just keep it somewhat the same on CH? Here's one I came up for Anji: +2nd and 3rd hit of butterflies have more untech time, allowing Anji to followup a grab with a combo when the butterfly's over the opponent. I think it's kinda annoying how when Anji goes for butterfly pressure, most people would just sit down and eat the grabs all day knowing that they'll be taking crappy damage. If Anji is able to at least do 15% damage off a grab that leads to knockdown and mixup, that won't be so bad. Oh, and a look back at one of Chipp's changes: I think he should have 80% proration. It would be scrubby and random for Chipp to deal 30-50% damage off a NORMAL GRAB.
  25. Great, some responses! If everyone doesn't mind, put a + or a - to represent a buff or a debuff near the changes you list. ~ could represent a neutral change. Anyway... Hmmm, maybe the ground bounce should only apply on counter hit in the ground. And the stun damage should definitely be removed. Maybe it could bounce high enough on normal hit so that you could throw in a Fefnir, and on CH you could run in and loop. Other changes look pretty cool. I was thinking also of buffing his 2H somehow. Keep in mind how any of those changes could affect certain matchups. I-no and Anji who are terrible vs Axl would just get it worse. Keep them coming guys. Really interesting stuff here.
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