-
Posts
266 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Shinobi!
-
This Force Break reminds me of Aoko and if it does....I got some shit with that thing that some people wont like heh heh. Now all that Ky needs now is a normal overhead.
-
I have a vote for Purify as the new MOD!!! lol The new 6hs should also have those KOFXI Counter wall bounces on the ground (bounce straight to wall then arcs.) Those are kewl. And I'm serious like hell. Pozer, I would say a well placed 6hs could be a good wake up against uppercutters. Also, it can punish good when it comes to air moves that characters cant attack after they do it like VV, VT, Ensenga, Grave Digger, On, etc.
-
Its immediately when you release it although you can delay it until the CSE is about halfway on screen. Yeah the Force Break is 1 frame and I think that's an ok idea from waking up.
-
As rare as a fuckin pig in your backyard eating your BBQ on the 4th of July. Arcade release was delayed?? Didn't know nothing of the sort.
-
They just made some on the Changes thread. I appreciate chun_li1 for going back and doing my stuff again. I did miss a few things.
-
All right everyone...I've found some fucked up shit today and it may be the salvation of all Ky players everywhere: 1) Close Slash has regained its standard level in Slash!! It may seem slow at first, but it is possible to use after FRC throw. A standard combo they used at the test was this: Throw FRC>c.S>6p>c.S>HSVT>RJ(followup) Throw FRC>S>6P>S>2HS>HJC>S>JC>S>HS>VT>RJ 2) 6p is how can I say this....GAWD POWAFUL!! You can actually get excellent damage from a 6p combo. 6p has no recovery after CH?? I can't make this out yet but I'm getting there. Also, they did CH combos on Pot and they were insane: (Commencement interval, walk a little before which means do not do this immediately. Wait for a second then run in with combo.) 6P>6HS>HJC>S>P>S>JC>S>HS>VT 6P> [deitsupa] FRC>S>2HS> [seba] >S>2HS> [seba] >K>S>2HS>HSVT 6P> [deitsupa] 2nd step HIT>RC> dash S>6P>S>2HS>HSVT>2K>6P>2HS>HSVT 6P>S stun >HJS>HS> ride 6P> [seiku] > Al dash JC> Eli (The picture edge, equivalent of 1 [kiyara] extent it leaves) 6P>S stun >2HS>HSVT>2K> [seiku] >S>6P>2HS>HSVT 6P>2S ([sukashi]) >S>2HS> [seba] >S>6P>2HS>HSVT 3) It's official: Ky has his VT loop back!!! Here's the lowdown though (I hope you didn't think it was that easy to get did ya??) The positive is that it can be done anywhere on screen but....it is very hard to pick it up. The farther you are away from a wall the harder the loop to finish. The main way this can be done is a well placed Raijin. It can be done anyway it was done in the previous games so sky's the limit to start off the loop. Still digging for gold...real gold...*digs nose*
-
OMG MUST SUE ARC.....but what's the point?? It's like u cant do anything guaranteed when you use GS.
-
You heard correctly.
-
Pozer: One of them went down to Level 4. I dunno which one it is. And they shouldn't make a FB when your ASE is 2 hits, he shoots out 3 of 'em lol!!!
-
I could see SE FRC backdash or some mixup game. It's easy to see they're adding to his mixup game. New 6HS, FRC's on almost everything he has, shorter SD(although this has to do very little now.) Drop your way of thinking in Slash, you got to have a new way of looking at Ky. More mixup, less pressure game.
-
So that solves that mystery....I would be safe to say that the FRC's have to make those ground edges safer. I dunno what they're thinking. I mean if its -1 it has to have a FRC straight up.
-
You can still do it...but put standing kick in between it. It's gonna prorate like hell, and you probably have to RC really early to use it well. Overall, don't try it...its gone. http://youtube.com/watch?v=BehBtIpKV0k I just gotta post this.
-
It may look scary at first, but I know someone will make up something fucked up....like a loop or something. The followup after VT will be killer on wakeup. Pozer: I've heard through the grapevine that HS SE stayed the way it is in Slash. Don't quote me on it.
-
Update: I think the FRC's on ASE are either gone or replaced. Pozer: They're level 2....so they need em now since S Stun Edge is -1.
-
If pushback isnt too bad, I'm smelling a 6hs loop....
-
Alright big changes here and this is a Ky forum exclusive for all the Ky players. Ky--AC Changes Normals: 6P--On CH combos with 6HS which is free combo. It blows off farther on CH. Decision substantial weakening. J.P--Attack decision to lower direction decreased 6K--Level decrease due to loss of S-6K loop. 2K can connect from 6K but is very limited and depends on what your oppenent does. 5S(Close)--Level decrease due to lack of connection from throw FRC. 6HS--Very good advantage. JC-able when you hit someone with 6HS in the air (good followup??) Blows off very far from the air. It can connect with 6K, 2S, close and far S, HS, 2HS, 2D, and itself. Niiiiiiice! 2HS--One hit....not much here I can understand. Force Break: Stage 1: Raitoningusuhuia(214+D after CSE)--One frame activation!! Stage 2: Charge Drive(46+D after Raitoningusuhuia)--Looks like Rising Force....no shit. Stun Raising(214+D in air)--This has got to be his new one. Strengthens J.D and JD+JD surrounding occurs. I'm imaging Aoko's Star Ball in Melty Blood. 2 hits and dissappears on guard 2 times. There is no landing and no recovery?? Specials: Ground Stun Edges--FRC's added to both. Slash version has a level decrease due to having bad recovery(-1 I think). Timing is when Ky says "Edge". Air Stun Edges--FRC's are gone. Faster bullet speed. Help me translate this and CSE plz. Vapor Thrust(both)--HSVT passiveness blowing off vector and new skill chase possibility. As for effect of SVT counter change. Raijingujiyaberin(HS after any VT)--When hit, wall bounces. FRC-able. Passive impossible time can come off down long, if passive possibility and distance are agreeable, but depending upon the number and height of hits it can pick up with no gauge. Stun Dipper--Activation is slow, length is short, Ky slides slower....this is very bad. Can be RC'ed for combo but is tricky. Good luck with this one. Greed Sever--Passive impossible time became short in floor bouncing. Way of leaping the time of counter hit became large. Overdrives: RTL--Ground recovery gone which means it can be comboed after. Diary Insert--New VT loop!!!! * Throwing from FRC dust with no gauge possibility If anyone can decipher this you are the greatest Ky in the world lol. This is all they have for Ky altogether. I'm missing a few things but this is most of it. http://www.geocities.jp/ariamusicwithprs/ -- where I got it from if anyone can backtrack what I've done.
-
Yea it is. I only wish they had more changes....
-
LOL tough love for the up and coming players!!
-
Poster post has been fixed so enjoy.
- 2,057 replies
-
- humor wasteland
- not even funny
-
(and 2 more)
Tagged with:
-
Ky's current changes from Isuka--Slash--Accent Core. Enjoiz. One game later.... Now....
- 2,057 replies
-
- humor wasteland
- not even funny
-
(and 2 more)
Tagged with:
-
My first poster. I'll be making a GG related one soon but I just wanted to have fun with it a little. So enjoiz!!
- 2,057 replies
-
- humor wasteland
- not even funny
-
(and 2 more)
Tagged with:
-
Dunno if its confirmed but the main reason why its not a 2-hit most of the time is because he sweeps for a long time. So I figured that if his sweep wasn't that long, it could combo.
-
I would say so as well but as Chojin said there's no use in a big nerf. People will still play Ky regardless, but there are a few who will play with tiers-wise characters. It was a good idea to put Ky top tier in Slash for those who just started playing from Slash. Now that they know how to play Ky somewhat, Arc dropped Ky's high standards. Its very ingenious if you ask me...I wonder if Arc knows. Also, I'm happy that they shortened SD. I believe that SD is a guarantee 2-hit now. Besides, using FRC on a mis hit SD is useful, but its kind of "lacky." It might be good to miss it on purpose for mixup purposes but that's it. I always expect a knockdown. I'm glad they did this. Try this: With this shortened SD, would you say that it would be guaranteed 2-hit? Will it be good for better mixups? Would you rather get a knockdown or mixup advantage?
-
Most likely it stays like Slash although I have seen Sol do different things.... I guess they'll put a new Ik on him. Its kinda stupid to have 2 moves of the same animation, but who really does IK nowadays. I mean really right in a middle of a match. Except vs. A.B.A.
-
His force break works when you CSE. Add a command(i think its 214D) and i think there's another one(46D) involved with the overdrive background. Dunno about Ray Divider. Does anyone have any recent vids of Ky?