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Everything posted by Jewdo
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Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
Ky is deceptively good in the same way as Ryu - his strong fundamentals are deadly in the right hands and are mistaken for "simplicity" by weaker players. Some beastly Ky-main won an A-cho Ranking Battle earlier this semester, running trains on just about everyone. Holy Orders rules too. I've been toying with Eddie over the weekend, but I'm leaving the games at home until Finals are over. I'll be super bored over winter break, so I can use the three weeks to unleash the beast. -
Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
If we show up and spread the word to GG players, our resurrected scene will stay strong. If we find more players and ease them into GG, the scene will grow. I'll keep doing what I'm doing and cross my fingers. This week is Thanksgiving, so no gathering on Friday. GT has finals coming up - we're gonna be busy until December 20. I will try to get something together before the end of the semester, though. End-of-the-Year Party on Friday of Dead Week, perhaps (10 December 2010). Please RSVP in this thread whether or not you plan on showing up. -
Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
Real talk - Tension Pulse 2010 kicked ass. Attendance in excess of 60 players, finals for all games live-streamed, and a 14-man GG bracket on top of everything else. Big props to FunkyP for working the stream the whole time (over 8 hours!), US Gaming Arena for providing the venue and several TV's, and Alternate275 for making it all happen. Clearly some dedicated folks. I had a blast. Looking forward to the next one. Good luck to everyone going to NEC. -
Here's some bits from the System Mechanics blog entry (trying to just write the new stuff, but possible old news alert): * Guard Crush combos are force-prorated with an 80% penalty after the first two hits. * After Guard Crush, even normal throws will not be throw-escapable. Command throws are also, of course, not throw escapable. * Some specials can't be canceled into from normals or via jump-cancel. I.e., the jump-cancel-cancel is still in, but some moves (like Makoto's parry) can't be started from one. * Gold Burst has a penalty of 65%, but a damage multiplier of 110%. I.e., it isn't as good of an interrupt anymore, but it can be used to extend combos for some characters and increase damage. (please double-check this) * Gravity matters more. Not talking about Lambda's gravity field, but overall character weight. After Inferno Divider or airborne Tiny Lobelia, for example, the opponent falls faster. "Stylish." * Throws are heavily prorated across the board. Lots of characters' throws force-prorate by 50%, give or take. The trend appears to be decreasing returns for landing a throw.
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Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
BBCS2 Intro Vid - http://www.youtube.com/watch?v=B9c19-lXO1A Who thinks Jin and Ragna look a little.... "handsome?" -
Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
Agreed. That, or just above the heat gauge, since the Super bars in SSFIV are in about the same position. This is incredible! Great job, Paul. -
Tsubaki: + D-wings hit high Litchi: + 6B has longer hitstop on guard for some bizarre reason, wall bounces airborne opponents even on normal hit. + Forward throw causes spin-down stagger Bang: - Daifunka's recovery is longer, can no longer be followed up. Mu: *Tsurugi wall bounces, not just in the corner. Also, they didn't make j.2C untechable. Apologies for the mistakes. Makoto: + Makoto 2A hits cat walk. + Makoto's backspin (I dunno Makoto, need English move name) recovery reduced. - j.2C's level has been reduced. Still a strong move though. - Makoto's Big Bang Smash startup is slower. Still a strong move. System: * All characters' Counter Assaults have a gap added into them, making them hard to use.
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Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
I feel misled. The Tension Pulse thread said there would be a venue fee discount for full setup. -
Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
'K. With the room I save by not having a TV, I'll just bring my PS3. -
+ Even if you don't use wind, j.C will connect (after 2C). - Leaving damage itself aside, the way 5C was changed makes it harder to land damage than in CS? When another translator gets on here, please clarify the second change. I'm in the middle of class, can't give it too much thought at the moment.
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Stuff from a few pages back: + A-follow-up recovery has been shortened, easier to use + Ouroboros recovers faster compared to the location tests, but still slower than CS. + Counter-Assault's animation is now 5B. + B-Tager Buster connects with more characters. Rachel eats 4800 from a B-Buster and gives Tager oki, but was it like this in CS already? I saw Arakune picked up with Gadget Finger after B-Buster. + Backthrow launches opponent straight upward, easier to follow up after. + 3C recovery reduced. + j.2C CH causes knockdown, made slower, easier to follow up after. - same bit about 22C we've already discussed. - Staff 6B and j.C both knock opponent back but do not wall bounce. - Staffless j.C is ground techable. - Tsubasa follow-up has a sharp angle, difficult to hit with. - D-wings knocks opponent directly down for a slide down, but D-Hikari won't hit some characters. - 3CC can float opponents high, but cannot be followed up if Tsubaki has no gauge.
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"Lambda's 5DD, j.DD's swords shoot downward and knock the opponent downward as well." "Litchi's Itsuu can go into follow-ups even on block. Supposedly it's been there before, but this is the first time I've seen it." "Carl's 6D knocks horizontally and wall bounces on CH. Good anti-Noel move (lol)" "Litchi's 2C knocks upward on CH. Maybe it's possible to do Itsuu afterward." xlolxlolx, you're good at this. I'm going to bed now. Looks like you guys have it covered.
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Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
I'm bringing the PS2 + GGAC + TV. That much is covered. -
Latest changes are: Carl: + 3C CH knocks down, foot attribute added. + 6A seems like it got an invincible period. + 5B seems stronger for some reason. Litchi + 6D knocks opponent back, has wall bounce Tager * Appears ridiculously strong, according to information from Yuumura-sensei. Charged 6A is surprisingly useful. Jin * Apparently some badass named Tetsu is in the middle of a 40-win streak using this character. Jin seems very strong. (Good effort, KayEff. Thanks for giving it a shot.)
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[edit] Please ignore. Thanks LunaKage.
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Things not yet on the front page, from the blog entry: Arakune - 6D falls faster. Lambda - 4B's first hit has enormous hit stop. If the first hit connects, the second hit will have more than enough time to connect afterward. Carl - A-Vivace's invincibility frames are gone. *Fix "NEE-SAN~ moves faster (only during Cantata?)." should be ----> "+ Nee-san's movement is faster." Cantata is the gear super, Nirvana doesn't move during it. *Fix "- Cantata uses more NEE~san bar." should be deleted. The super doesn't involve Nirvana, so it does not (and never did) use any of her gauge.
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Thanks Zeph. I must be tarding out. Also, it's late here. I'm going to bed.
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- A-Lobelia's recovery increased. Not as much recovery as CT version though. - Baden Baden Lily's damage from the lightning rods slightly decreased. - Something about how j.2C's raised up. The word compound is unclear, hasn't been translated in any of the other Location Tests' notes either.
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[New blog entry], likely to be edited repeatedly throughout the week. ☆ symbol at the beginning of a line represents information gathered from this location test. Update - Ushi apologizes for saying Ragna and Jin are unchanged. He says this is not the case, and he chalks the error up to a lack of character knowledge. Current "☆" info: + Jin - 2D starts up faster. - Arakune - slight increase in startup time before a warp. - Arakune - 6D is positioned slightly farther away. - Carl - 3C retains CS version's float property, but is also ground-techable. * Platinum appears unchanged since last location test. Platinum: + Dash is pretty far. * Has 5 Guard Primers * Air dash animation is Platinum riding her staff like Cardcaptor Sakura. Hang time on the air dash is long. If she and another character air dash and attack at the same time, it might be possible for her opponent to hit her afterward before she lands.
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Hakumen + 4C is super fast, can now be canceled!?
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Ushi says that, aside from Carl, there seem to be very few big changes. A lot of characters feel unchanged from previous location tests. This location test will also be the longest yet, running from 9:00am to 11:30pm japan time until the 21st of November. Japanese players will have ample time to probe the game, and we'll have ample time to bum information from them.
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Georgia: Home of final round ~ Find BB/GG Players!
Jewdo replied to Smilax's topic in Offline Community
The tournament director will run GGAC for an 8-man bracket. I know that three players coming from Columbus play Gear, and 2 more have already requested it on SRK. GG Scene rebirth time. Come on down, Sly. -
Ushi's going home because he has college classes to attend. He notes that he didn't see a single Tsubaki or Tager player today. That's all for now.
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@A.X.I.S. - Ushi did not indicate which one (like he did with Hakumen's forward throw), but the language of the post indicates that the damage applies to ground throws. Fun fact - Ushi's a Carl main, so if there's any information about Carl, we're likely to hear about it.
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Carl: * Throw damage is 600. Throw > Fermata damage is 1700. * Volante has same move penalty. * Brio's knockback trajectory travels farther. * j.B is no longer a fatal counter * Overall damage has been drastically reduced.