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H-F Blade

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  1. They both have similar character designs, projectiles, uppercuts but that's where the resemblances end. Jin doesn't have the oki that Ky does since BB's engine is different. Ky always sounds pissed off before and after he fights Sol. Can't say the same about Jin before/after he fights Ragna. :V
  2. Just so I'm understanding this correctly, the 2 hits of ice ride do NOT combo if your current combo is at 11 hits? Or will the second hit of ice ride not combo if the total combo count ends at 11? I was always wondering why that was the case and it doesn't really make much sense. :|
  3. Alright cool. I would agree with 214_ being hair car but I suggest Ice Dipper for two reasons: 1- there's no hair involved 2- Although 214A is one hit, the B and C versions are more akin to Ky's stun dipper attack which is two hits (travels forward, slash at the end) whereas Millia's hair car is only 1 hit. And its applicable as a ground combo finisher (like stun dipper) whereas hair car is rarely used for the same purpose. Ice Car would probably be a viable substitute as well. The Diamond Dust is reference to the summon/guardian force Shiva from the Final Fantasy games where she does an attack that creates a trail of ice that freezes the enemy. Whatever names the majority decide on is fine with me.
  4. Yeah the 6B-> air projectiles is really nifty. I was toying around with it when I had the chance to play the game early a month ago. It's safe because the projectiles propel him backwards. I think we should come up with some Jin specific lingo as a way to describe his moves so they're easier to recognize. Here's a few suggestions: 236_: Ice Edge 214_: Ice Dipper 632146C: Diamond Dust And yeah, the first post really needs to be updated. :V
  5. Stuff that you may want to add into the first post and sort accordingly. Profile: Name: Jin Kisaragi VA: Kakihara Tetsuya Height: 178 cm Weight: 61 kg Bloodtype: A Gender: Male Origin: England Hobby: Vintage Motorcycles From a prestigious family, this man is a retainer of the Control System's Kisaragi house. His class is Major. In the past, he had a distinguished military record during the "Ikaruga Civil War" that broke out, and was promoted to the position of Division Commander at an exceptionally young age. He is always cool and calm, though he is a deeply jealous, ambitious, and possessive person, with little care for others. His Drive Ability is known as Frost Bite, which specializes in freezing opponents. MOVELIST Taken from the main thread. Originally posted by shtkn with additional input from myself. Normals: 5A - A quick punch that hits high. Jump cancelable. 5B - A two hit kick attack. One kick outward and one inward. Second hit has slight vacuum effect and both hits are jump cancelable. 5C - A quick horizontal slash. Jump cancelable. 2A - A crouching behind the back poke with his scabbard. 2B - A crouching hand swipe. Moves him forward a little bit and does not knock down. 2C - A vertical slash, jump cancelable. j.A - A jumping punch. Jump cancelable (???). j.B - A jump kick, with some pretty good reach. Jump cancelable. j.C - A vertical slash that hits above and below him. Jump cancelable. Command normals: 6A - An overhead hit with the hilt of his sword. Can be special/super canceled. 6B - An overhead hop kick, kinda like the second hit of Sol's bandit revolver. Puts Jin in an airborne state and can be special cancelled. 6C - A powerful upward swipe of his sword. Has pretty long range and is dash cancelable, but it's got some startup. 3C - A sweep with both his feet and knocks down. Can be special/super canceled but not jump canceled. Drive Attacks: All of these freeze the opponent on hit. The opponent can struggle to get out of ice faster. If you do a combo that involves freezing the enemy, but that they could have mashed out of, the combo counter darkens, so you'll know if you did a valid combo or not. 5D - A gigantic ice wolf head appear in front of him. Dash cancelable. 6D - Creates a pillar of ice in front of him with a high hitbox. 2D - Creates an ice sword that shoots out of the ground in front and towards him. Has vacuum effect. 1 hit. j.D - Jin does a pose and creates an ice aura around him shaped like a snow flake. Special cancelable. This move must be blocked high. Sample Combos: 5ABC3C 214B Basic Air Combos: .... -> j.A-B dj.C-D or j.B-C dj.C-D Other things to note: Jin's supers were changed to 632146C and 632146D I believe. Will probably add more info later or create another thread when I get the chance to play the final release that hits arcades.
  6. This matchup is even. Maybe a slight advantage for Slayer though. Moves that can beat Slayer: j.K - beats all of Slayer's air normals for free. air throw/2H/623H - beats Slayer's j.H. 2H must be done early however. stun dipper - can beat out dandy step greed sever/5H - beats Slayer's 2H and 2D 5S/5H/6P/2S/2H - beats Mappa Slayer's moves that require special attention: 2H - comes out really fast, has lower body invincibility, leads to pain on both normal and CH. j.H - has a really large hitbox and can beat out mistimed 6Ps and FB shine if done early enough. It can also clash with 6P. Causes floor bounce on CH which leads into big damage. BBU - really fast, goes through stun edges, leads to omgwtfbbq damage. Very unsafe if blocked though. Must be FDed in the air. 6K - overhead, can be used as a feint for mixups. Leads to big damage if connected. Dandy Step - leads to Pile Bunker Cross-wise Heel Under Pressure --It's Late (overhead) Be wary of the dandy step where he ends up behind you. 5P - amazing anti-air. Can beat IAD. j.S. 2S - This move will most likely tag you if you're not careful when trying to cross him up. It's JCable so it can go straight into his dreaded air combos. 2D - Good range and pretty safe on block. DOT - Comes out really fast and causes wall stick. If it connects as a CH, consider yourself done. If baited, he can consider himself done. A pretty risky move to use but will significantly change the pace of the match if it connects. Matchup Overview Slayer is one of the undisputed top 3 characters in AC and for good reasons. As seen above, his moves have good properties and many of them can lead into his monstrously damaging combos which always bring you to the corner and end in a knockdown. Midscreen, he can try crossing you up multiple times with his dash which can lead into some ridiculous 4-way mixup if your reaction time isn't up to par. However, this matchup is still very winnable for the following reasons: Zoning - this is quite possibly Ky's biggest strength in the matchup. His ability to control space with j.D, FB star mines, and stun edges can give Slayer a hard time from getting in, which is where he wants to be. Slayer can't really do anything to you if he can't get within his own attack range. Slayer's big hitbox - Slayer's big hitbox is really good for Ky's combos and as a result you can rack up damage pretty well while regaining your meter at the same time the longer you keep your combos rolling. Air-to-air - Ky's j.K slaughters all of Slayer's air normals for free. Other attacks can too but j.K is the most reliable. If Slayer tries to fight you air-to-air, he is at a severe disadvantage because j.K leads to air combo and knockdown every time he gets beat out. Pressure - Ky has a much easier time maintaining pressure than Slayer does thanks to his superior pokes and zoning abilities. Slayer under pressure can't really hurt you without taking risks. The fewer chances he has to land a hit, the better. Most of Slayer's blockstrings have a very noticeable rhythm, so get into the habit of IBing his blockstrings. Be very careful about throwing stun edges when Slayer has meter because he can BBU through them if you're close enough and don't have the meter to FRC (or you miss the frc point). He also has the dreaded DoT which comes out ridiculously fast and causes wall stick. If it connects as a CH, say goodbye to a big portion of your lifebar. Matchup Summary (pros and cons) Pros: -Ky dictates the pace of the match because of his superior pokes and zoning abilities. -Ky is superior to Slayer in air-to-air combat. -Ky has an easier time maintaining pressure than Slayer does. -Ky has a really easy time comboing Slayer. Cons: -Slayer does more damage than Ky, and has more ways to lead into his damaging combos. -Slayer has moves that come out relatively fast and have either invincibility or large hitboxes which lead to pain and suffering if you're not careful. -If Slayer lands a CH DOT, GGPO. -Slayer can bait reversals using his dash. Unless it's really obvious what he'll use for meaty attacks, blocking his strings is safer.
  7. You could have joined us. It wasn't that far. :|
  8. They still have a grab infinite, sort of. :|
  9. A couple of CMs that were posted some time ago: [GGXXAC] :KY: Combo Movie: Tree [GGXXAC] :KY: Combo Movie: Nervous Breakdown ロズ:KY: vs きむち:KY: きむち:KY: vs でふれ ロズ:KY: vs LOX:JA: ロズ:KY: vs かず Roz:KY: vs Miyako:DI: Roz:KY: vs Sanma:OS: 1 Roz:KY: vs Sanma:OS: 2 Roz:KY: vs LOX:JA: 1 Roz:KY: vs LOX:JA: 2
  10. 3D doujin fighting game. Official website: http://r-region.net/ I know this game isn't really all that new but I saw some videos of it and decided to try it out. Kinda interesting though the animations look very stiff. I wanted to ask if anyone has system information and movelists because training mode doesn't have the latter. :\ I believe there's a version 3.00 but the one I'm playing right now is 2.02
  11. Isa:SO: vs buppa:KY: buppa:KY: vs kaqn:OS:
  12. Don't think this has been posted yet. [GGXXAC] :KY: Combo Movie: Roar to the Future
  13. It is, but I kept boosting downward because I was holding 2 for too long. :\ I wish the training mode were better.
  14. I like how when I'm trying to boost forward after 2ABC I end up boosting straight down. I suppose I'm holding the 2 direction for too long but it's something I can overcome with a little practice. :X
  15. Played the game for the first time and I must say that it's pretty fun. Plays like HnK and BBB so I kinda feel right at home with the pace of the game. How many colors does each character have? So far I've only been able to select 4 but I've seen more than that in match vids.
  16. Isn't it still possible to get a 5K off a 6K?
  17. I now have all the stages unlocked and it appears that random select will actually land on the old stages without the need to press up.
  18. いかる vs ミウ:KY: 事故で廃車 vs ミウ:KY: 北のピザ vs ミウ:KY:
  19. Oh shit, the XX stages are also available too? omg damn. I left my ps2 on all night last night and no / stages unlocked at all. <.< Also, does the stage select wheel ever end up on the older stages when you try to go random?
  20. Thanks for the explanation. I just got kinda tired of people complaining about Aka being so overpowered and easy to use. So hopefully this will shed some light on what he can and can't do.
  21. This is still based on v.1.1.2 right? If Aka's mid now, I should have no qualms about using him.
  22. かず vs ロズ:KY:_01 かず vs ロズ:KY:_02 かず vs ロズ:KY:_03 さんま vs ロズ:KY:_01 さんま vs ロズ:KY:_02 明(AX) vs ロズ(KY)_01 明(AX) vs ロズ(KY)_02
  23. Anyone need a third teammate for Evo World? Or is anyone else looking for a team to join? If so, send a PM.
  24. I can vouch for this. In a tourney match, it saved me countless times because it temporarily limited his ability to move even after knocking me down.
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