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landstalker

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  1. Since everything is pretty much done, here's a tentative streaming schedule for the weekend, all times BRT (UTC -3): Saturday 14:00 - Melty Blood 15:30 - 3rd Strike 17:00 - BlazBlue 18:30 - Guilty Gear On Sunday we'll stream all games' top 8 (4 winners, 4 losers), probably respecting the same order, starting at 14h local time. We'll also do 2 exhibition FT10 matches with our guest Lord Knight, one in BB and one in MB, which will most likely happen on Saturday. And we'll probably stream through our channel but we're still checking it with the venue. For updates, questions or anything else, just hit us on twitter EDIT: the stream will actually happen on the venue's channel
  2. and that's all i can give for now, since Nikki went to sleep
  3. This part Nikki wasn't really sure about some stuff when translating, so sorry if something makes no sense. I'll also link to the source for those who are willing to give it a try source: http://jbbs.livedoor.jp/bbs/read.cgi/game/34742/1323935259/535 [Axl] Kyokusageki pulls the opponent, close range 2S can whiff During the untechable time, you can combo with c.S or 2S You can {chain combo, Kyokusageki} The move doesn't have Axl's hitbox ( Rensengeki's Follow-Up Kyokusageki hitbox's modified (?) If trade hit in CH, you have time to follow in a combo Not sure if you still can force trade hit situations About Axl being low hit only (Axl Bomber nerf), it will be harder to get through the enemy's defense, we'll need more tests/setups. From what I tried, I wasn't confident about it (this change), but there was also the lag effect... if there's any reason for this change, I still don't know what it is. It's not like that move is an excellent overhead that needed a nerf, but it's usually a good move. Positive F.Adv on block, and now if blocked low the blockstun is going to get even bigger... looking from that point of view, I think the move is still strong. But it's still going to be a problem getting through the opponent's defense. S Raieisageki now does "Zusa~". In CH also (we have no idea wtf is a "zusa") HS Raiei is the same, except for the RC loss The button holding stuff to get 2 hits in the normals is weird, a little complicated. For example, if you want to do {5P, 2S} but you hold too much while charging [1], you're going to FD. Maybe it's better to look for an easier way to do it. 2HS FRC is still at the 1st hit timing. You can't hit the 2nd one (and FRC) I think that 2D start-up is still the same. The low hit prorate looks the same too I wanted to try the 5P (1) CH with the opponent in the air but I couldn't. I wanted to try the 623P uses against burst, but since everyone used Gold Bursts to fill the tension and do tests, I couldn't try it...
  4. From En's twitter [slayer] 2D has a little more recovery. 2S got a faster start-up. 2HS causes stagger, still combos into BBU. In the corner, I managed to do {BBU, 5HS, IAD, land 5HS}. Midscreen combos with {5HS, 214D~K}, but the combos after Crosswise look harder
  5. [sol] Fafnir doesn't have FRC (?) Bandit Bringer causes bounce even if it hits the opponent on the ground Dragon Install j.214K is fiery (lol) (start-up similar to FB Greed Saber?) From Woody's twitter Tried Zeinest and Hitomi's input with 236 instead of 623 and it worked. Couldn't do Bad Lands Loop. With the lag, wasn't hitting {Throw 6K}. You call EXE Beast with the command, hold the button and let it go whenever you feel like it. After you let it go, EXE Beast hits even if you get hit. another tweet Normals didn't change. f.S, 6K and j.S are still strong. Couldn't do 6HS' FRC... but I can do EXE Beast's normally, so I don't know if it's the lag or not. I forgot to test if EXE Beast's activation got slower (compared to AC) if you don't hold the button.... probably not I think?
  6. If I may, you should wait until this loketest ends, at least. Then put the info wherever it is fit to be Basically, use this one as some kind of gathering point
  7. from Kuni's twitter again If you hit the aerial Tatami below the opponent, the 2nd hit whiffs and you can combo from it. The question is if it's possible to do it from a TK Youzansen RC...
  8. [slayer] HS D-Step is like a S D-Step, but goes really far. Something like 2/3 of the screen 5HS doesn't cause stagger anymore, but it's still possible to do (5HS, Pile Bunker} Bite looks the same Undertow causes bounce without CH, and its FRC isn't hard EDIT: didn't feel like double posting just for this. anyway 2HS causes stagger (i.e., doesn't launch the character anymore)
  9. @xlolxlolx yup, no matter if it gets empty or you just call him back the tweet where he says that also, from kuni's twitter Looks like you can do {chain, yoshijin, aerial}... the character is really different
  10. From Ogawa's twitter Eddie got weaker... it's just a bad first impression, but now I have a better grasp on the changes. The most obvious one is the Drill Special, its recovery got greatly increased, which influenced the combos after it a lot. On the other hand, FB Exhaustion is actually better, so there will be lots of changes (in the gameplay). The unblockables are still fine, thank you another tweet Damned Fang lost its FRC? Nobiru doesn't hit sliding opponents (smaller lower hitbox?). Mawaru Loop -> Shadow Hole Unblockable -> Invite Hell Unblockable still possible. Didn't test normals a lot, but didn't look like they changed a lot? I'd like to do more tests... ah, and I didn't win against an I-No lol; But it's still the first loketest, is that all....?
  11. [General] Doing an IB in the air (like in BB) causes a "Guard Clean"? [Testament] EXE Beast can be hold Bad Lands Loop doesn't exist anymore (?) From Hama's twitter [Order-Sol] Lv2 Rock It doesn't bounce Lv2 Bandit Revolver causes sliding Dodges Slide Head with FD Lv1 and Lv3 moves still the same Lv2 Blockhead Buster has bigger start-up, causes wall stick Dragon Install: Sakkai caused 40% damage on Millia Throw combo finishing with {HJ j.HS, j.D, j.236K Lv2} didn't cause knockdown 2D apparently has a shorter range
  12. some more [A.B.A] 5HS has slower start-up {f.S, 5HS} doesn't combo some correction [sol] HS Fafnir doesn't combo from normal f.S, only counter hit f.S and a bug already got found (by Robo-Ky player GAKU) [Robo-Ky] doing 2HS on the moment he explodes freezes the game
  13. yeah, that info is gathered from everybody that went to the loketest. consider it as additional info
  14. got some stuff updated in the post @destruction_adv I still don't know about anyone recording anything yet. I know that some people talked about only one foreign faust player showing up. I'm guessing it's Elven Shadow
  15. so, here are some stuff already found from the loketests [General] The cabinet used is laggy (lol) Slashback has a bigger hitstop (you can full SB Dark Angel now) Whiffing SB apparently increases your guard gauge [A.B.A.] 4 bloodpacks Can't do double Keygrab anymore [Faust] 5K CH doesn't knock away the enemy anymore Chikuwa (new item) recovers some HP Dumbbell apparently causes more stun than the Hammer Tarai/Pan now hits 1 screen away [sol] Fafnir and FB Fafnir can be executed as Special Cancels {2D, FB Fafnir Clean Hit} combos, causing sliding in Clean Hit Dragon Install j.214K apparently loops; needs a minimum height, causes a big bounce FB Sidewinder forces Clean Hit HS Fafnir has a different start-up (?); combos after f.S, 5HS and 2D [May] Overhead Kiss is now a dash throw (like Platinum's) (?) [Johnny] Divine Transport's trajectory changed Divine Blade changed (?) He releases the mist quicker now [Venom] {6P, 6HS} chain removed 6HS is faster [i-No] Horizontal Chemical Love causes wall bounce [Testament] 6K's hitbox appears to be smaller Bad Land's untechable time is, apparently, shorter Bad Land's range got smaller EXE Beast doesn't hit on summon (only after it starts moving) (?) Ruft Warrant (new move) is only a warp. No hit [Potemkin] Slide Head causes an OTG state now j.S CH causes ground bounce on air hit (?) [Jam] 6HS doesn't cause wall stick (?) [Ky] Has 40%+ combos after FB Greed Saber [Eddie] Bigger recovery on Drill Special {]D[+22D, 5P} doesn't combo anymore Nobiru can't hit sliding opponents (hitbox changed (?)) [Millia] Harder to combo after throws (?) {j.K, j.D} doesn't combo anymore j.D slower (?) FB Pretty Maids has bigger recovery; It isn't guaranteed to hit (i.e., it's cancelled if Millia gets hit) j.2HS is harder to combo into; If it isn't done fast you get an invalid combo [Anji] K Kai causes a smaller ground bounce Fuujin has shorter untechable time 3S Cancel easier c.S increases the guard gauge more 6P improved (?) Shitsu improved (goes further (?)) FB On nicknamed "Heavenly Anji Buster" - can't combo after it yet [Zappa] Smaller chance to summon Dog (?) When Dog gets hit in neutral state he sleeps [baiken] Tatami Gaeshi knocks the opponent away Tatami Gaeshi causes wall bounce on corner j.D FRC changed Suzuran's (63214K) recovery time seems longer [Axl] Axl Bomber no longer an overhead 623P CH causes a different wall bounce c.S looks different FB Kyokusageki - new FB {5K, c.S, 5H, FB Kyokusageki} combos {5K, 2D, FB Kyokusageki} doesn't [Justice] Lost triple jump, ground dash and triple airdash thanks goes to Nikki, from www.hitconfirm.com.br the original sources are Twitter (lots of users), this 2ch thread and ggxx jbbs
  16. After a long time, we finally got the 2nd part out. it's way shorter when compared to the 1st one, though. There's also plans to turn what was to be the 3rd part into a series of shorter videos, each one focusing on applications of all that stuff that was covered in these videos http://www.youtube.com/watch?v=73lLNTkEALQ Feedback, questions, comments and all that is always welcome
  17. that's the kind of attitude that kills a game and its scene, you know...
  18. I'm gonna risk it and say this is probably an even match. Maybe Makoto's favor. Anyway, j.B works well against jumping Tsubaki and you can hit 5B 5CC 6B 5C 5[D] midscreen. 3C totally ignores her 236 and it's pretty easy to bait her srk on oki. You can even try parrying it. Only minus in this match is that I got the impression that Tsubaki's 5B beats Makoto's 2A. Or maybe I just timed it wrong, who knows
  19. No one said tier lists are absolute. They just show how good a character is compared to the rest of the roster Anyway, is it just me or Baiken in C makes no sense at all?
  20. I still find it hard to believe Slayer is B and Baiken is C
  21. We (GGBR community) weren't involved with the Evo SA so I can't say anything about it. We usually do our events on our own. The closest thing we have to an official tourney would be around the end of July. Since around here it's school break, it's easier to some people to go to. Despite that, this year there's going to be an event in Belo Horizonte (it's in Minas Gerais state) from April 2nd to 4th.
  22. The biggest scene would be São Paulo, but Rio de Janeiro is also pretty strong
  23. If I'm not mistaken, the Faust one was actually a suicide. Just for the lulz
  24. This is a collab of many members of the GuiltyGearBR community. Since our main editor disappeared there hasn't been much action in creating combos and stuff. Hopefully, this will change now. It may not look fancy like the Heaven or Hell collection, but I do hope you enjoy it. As always, feedback is very welcome http://www.youtube.com/watch?v=Di77N7G42gs
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