Horokei
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[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
Red RC is instant. Only YRC and PRC have a startup (5 and 14) and freeze actually freezes both you and your opponent so it doesn't matter. I also operate with old numbers for hitstops/blockstun. So calculation is not accurate, but as an example it should work. -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
Some numbers about RC.. again. This time about slowdown. Numbers should be pretty accurate but there is still can be some mistakes. Slowdown makes everything 2 times slower. Not 3 times. Duration of slowdown for YRC is ~20 frames Duration of slowdown for RRC is ~60 frames --RRC of regular hits happens _after_ hitstop --RRC of projectiles is possible during hitstop What that's mean? If Axl (for example) RC his 5H (level 5 move) he'll get (18-1)*2=34 frames of advantage because hitstop was skipped. However if he RC his rensengeki (green chain, level 5 move) he'll get (15-x+18)*2=36-62 frames of advantage on block (not 64 cuz slowdown has 60f duration), on hit it's even more (x - number of a frame where rensen was cancelled). No data for PRC but it's pretty similar to YRC -
Overdrives cannot be BS'ed
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Here what I've collected about Bedman. His ground dash is teleport, you know that. Though he can't cancel it like Slayer. So no jumps, normals and specials is possible. His teleport looks pretty similar to his 6H where Bedman leans forward (with superarmor/autoguard) and then do his TP with hit behind opponent, like Johnny's jackhound. It seems range is no problem here since it counters Axl's follow-ups from his new stance. That's his 1H, 2H and 3H normal. Each for it's own range. Bedman does not have double jump. Obviously. His IK very slow now. If you hit opponent with DejaVu task A', real Bedman will be teleported to him.
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http://www.youtube.com/watch?v=GOLLfpGrRQY vs Zato, Sol and Jonio Potemkin, check 9:12 for meaty Rashousen http://youtu.be/FQ5DRCyK38o?t=10m31s vs HEVEN Venom
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I tried to summarize how all new changes and mechanics affect Axl's gameplay. inb4, Sorry for all mystakes. Generally, new Axl is his AC+R version with #R aircombos/loops and several new tools: He lost 4 specials: j.63214S (Kokuu, green airchain), 623P (Hachisubaku, counter/autoguard move), 623H (H Bentengari, no more easy knockdowns) and 63214H (H Raieisai, Axl goes to his planet but fails and falls down). Rensengeki ([4]~6S) and it's followups, S Raieisageki (63214S) and Tenhouseki (214P/K) look unchanged. Axl Bomber (j.623H) is his old #R version. Rensengeki builds ~25% of RISC Level if blocked. Cool. Axl's DP, Bentengari, was reworked. Now it's fast DP with full invul and great hitbox. On hit it do blowback, on CH it has knockdown. Recovery seems fast, so his DP is really good now. It also has hitbox behind Axl. New stance, Haitaka no Kamae (63214H), is slow to come out but has fast fullscreen followups. Followups can be cancelled in each other up to 6 times even on whiffs. On hit it would be a 20-30% combo. Also it can be cancelled, cancel's animation is also slow but can be YRC'ed. Haitaka's followups are usual hits, not a projectiles. They have a hurtbox so they can be hit with other moves, BS'ed and, more important, shutted down completely by projectiles. IMHO this move will end up as a combo filler/chip dmg after certain setups. It will be useful in neutral in specific matchups (Potemkin, Slayer). Chipp, Millia, Bedman, Venom, Ky and Axl can deal with this stance easily. His new overdrive, Kairagi Yakou (214214S), looks like Rensen and pull opponent back like 2H. It's superfast (almost instant). Staggers on hit, but seems it does not have any invul. Now his normals: 5P and 2P are 1-hit moves. 2P can be cancelled into f.S and 6H. 5P - into 2S and 6K. 3P is 1-hit move and looks like #R version. On CH it has a very small float and knockdown. j.6P also looks like 1-hit move (is it a curse of all P-chains? lol) 2S, 6K, 2H and j.S are 2-hit moves, pretty similar to AC and AC+R. No info about 2H 2D string but probably it's lost. 6H's hop looks higher. It will be useful for YRC mixups. Also it has a bounce on CH. No more info. I wait for more 60fps vids of Axl in good quality, so I can compare Xrd framedata with #R and AC+R. Now about his gameplay. First of all. New RC system work great with him. Why? 1. Axl can YRC/PRC whiffed moves (+ Rashousen) to be safe. 2. Axl can RRC any move on hit and to do a combo from it, no matter what a move or where it hits. Rensen~8? Rashousen? Full screen 5P? Sure, just spend 50%. 3. New mixup possibilities + unblockable setups. So generally, his poking/zoning/mixups capacities MUCH scarier when he has 50%. It makes him more meter dependant though and there is no good option to extend pressure for 25%. He can mixup with 6H/Raiei YRC, but opponent can deal with it since he will be at neutral already. That's mean meter managment will be even more important part of his gameplay. His defence is better too. New DP is amazing and BS works really good with Axl since he can do a combo from succesful BS at any range. Also backdash YRC is possible. IDK about Benten YRC (probably impossible), but Byakuerenshou (2363214H) YRC should work. Also BS not so effective against Axl's pokes since it hard to do a combo from it due to range. Also Axl would really love Danger Time. This mechanic makes any move a Mortal Counter, which works as a regular CH with RC slowdown. Characters who'll benefit from DT the most are those with good single hit pokes. And Axl has tons of them (5P, 2P, f.S, 3P, 5H, 6H Benten?, j.6P, Haitaka's followups etc). Axl can do fullscreen 5P MC, then dash 5K into combo. Neat. There is also other stuff like meaty Rashousen (lol) and new combo routes. That definetely not all what Axl can do now.
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I-no is Axl's final boss in arcade and her final dialog with him is actually his pre-fight dialog. Axl says to her that he has a message for That Man afterward. Axl's sub-boss is Bedman, who wants to kill him for some reason
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http://youtu.be/vQQaThLYALQ?t=1m18s
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[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
http://www.dustloop.com/forums/showthread.php?15601-Where-s-the-Beef-A-GGXXAC-Health-Tier-List Well, you're right, just tested it myself. Now I wonder where I get a wrong idea about GUTS. -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
Yep -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
GUTS starts to work after combos so your picture is right only if you do all damage through pokes. For example, if you do 40% combo and then 60% combo, you don't have to deal with GUTS. Ofcourse we haven't numbers for Xrd so this is just an example -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
He tryed to PRC there. PRC has really big startup -
Doublepost but whatever. There is several things I thought about: 1. Can Axl cancels Rashousen on hit? If yes then at which point (when he catches opponent and slides to him or after explosion) and how much damage he can do afterward. It would be funny if Axl has guaranteed combo for 100% tension (any blockstring into rensen rc rashou rc combo) 2. What will happens if Axl cancels his Raieisai somewhere at midrange of his flight? Will he retain a inertia of his flight? If yes then there is some good crossup possibilities like c.S 28(superjump-install for autoturning in the air) 5H raiei yrc j.K or something 3. High/Low/Throw mixups (j.K/land 2K/ad j.P/throw) after YRC of JI Raieisai or JI 6H. Personaly I think that this kind of mixups sucks and can be shutted down easily with 6P+H OS or backdash YRC (cuz opponent is neutral and YRC has 20f freeze. Too easy to read and react to incoming mixup), but if slowdown is good enough then this kind of stuff should be safe at least and allows Axl to retain pressure for 25%. 4. Is rensen rc blockstun is big enough to do something like rensen rc dashjump j.K/land 2K/ad j.P/throw 5. How good Axl's tension gain in Xrd compared to whole cast? Pre Xrd it wasn't good IMHO. But seeing Xrd Slayer gaining 50% just for 3-4 second of walking forward is ridiculous so maybe Axl has something like that. That's all for now EDIT. Just saw meaty Rashousen. WTF EDIT2. http://www.youtube.com/watch?v=KiJWrtUn0jw More Axl at 1h30m. Mortal Counter 5P has huge slowdown and hitstun. Axl can do dash in 5K afterward for combo. Saw rensen~8 rc combo. Looks good. 21214S staggers vs grounded opponent Just saw RASHOU RC BOMBER LOOP. Axl can YRC Haitaka cancel. Combo route ...2S j.H j.D Bomber rc land 6K is possible 6K Raiei RRC j.D.. What? Watches, do a video thread please.
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I think Axl can do something like bla-bla-bla rensen rc haitaka. If you look closely when Axl cancels rensen on hit opponent stucks in slowed hitstop (not even hitstun) of rensen. Pre-Xrd rensen frc was +32 (15f of hitstop + 18f of blockstun - 1f of frc) on block I think. According to FAB reports about new RC this +32 on block will be +52 in Xrd and even more on hit. And this calculation doesn't even concider the fact that hitstops in Xrd are HUUUGE. I saw 5P 6K combo several times. Usually 6K hits too far away so even 2S whiffs. TKB probably whiffs too. I think sj.6P Bomber or RC Haitaka could work here though.
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That c.S. Combo looks like AA 6P c.S j.S j.H HCL~VCL rc ad land c.S j.S dj.S j.H HCL~VCL
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It went back to #R status. Old rensen frc rashou now probably better cuz slowdown bur require 50%. Actually I think there will be more setups with rc rashou like ...5H rc rashou or ..6H rc rashou. I actually think that 5P is better that AC but worse than AC+R 5P. Cuz in AC u can't even combo 5P into anything at mid-far range even on CH. Now CH 5P has huge untech like #R so probably old 5P rensen combos are possible. Also it can be cancelled into 6K but it's hard to combo afterward. It will be good if all Axl's pokes go to #R status in term of speed. In AC and onward they all 2f slower
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http://www.ustream.tv/recorded/44027631 2:30 and onward http://www.ustream.tv/recorded/44032006 Nice I-no in action EDIT: That's U-zen actually
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CH 6H has bounce 5P is 1 hit like 2P. 5P can be canceled into 6K 2P can be canceled into 6H 214P/K can be RCed on hit. Rensen RC has a huge blockstun His IK shows that he is cool guy who doesn't look back at explosion
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[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
Not quite true. #R DP invul doesn't cover entire startup so it mostly used as a trading tool against certain attacks. His Xrd DP seems have better invul and hitbox like a legit DP move. -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
Don't forget about BS. You may not be able to punish Axl, but it can give you enough time to do something (like stunedge or slidehead or ball summon or even dash in). Haitaka follow-ups are not projectiles so BS should clearly beat them -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
I thought so, but till Xrd both bursts had landing recovery and if you watch video frame by frame there is no recovery animation. He YRC'ed recovery right after landing (there is dust on the ground so Slayer definetely landed) or there is no landing recovery on burst anymore. -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
In match Slayer vs Ky, Ky did YRC in aircombo when Slayer bursted. I assume burstbait OS when you has 25% is possible. Also Slayer YRC'ed that burst at landing (and cut landing recovery). That looks useless cuz he just replaced short burst recovery with startup of YRC, but the fact that it was YRC and not PRC is interesting. -
http://www.youtube.com/watch?v=X34qZNepLaA Second match is Axl vs Venom. Иngrish below Haitaka is ridiculous. Startup is slow, but those "rensen" follow-ups are fast enough. Axl is able to cancel "rensen" into "rensen" like 5-6 times. It's a combo btw. Range is better than all pokes Axl have. Though those "rensens" has a Dhalsim syndrome and collide with Venom balls. Benten has new animation and blowback+knockdown on hit. It seems like legit DP move: full invul that covers entire startup Rashousen is cancellable into PRC on whiff. This looks really nice but require 50%.
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[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
https://twitter.com/jonio_mikado/status/433493259256479744 https://twitter.com/port24hamamatsu/status/433483737490554880 Does it mean that game will be out 20 feb? -
[Xrd] News & (Theoretical) Gameplay Discussion
Horokei replied to Shinjin's topic in Guilty Gear General
I already said this before but YRC and PRC has a start-up frames before flash. YRC has around 4 frames, PRC - around 16. During these frames opponent is not freezed nor slowed. Red is instant.