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Unimportant Guy

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Everything posted by Unimportant Guy

  1. Oh yeah, forgot about the new DI kick special. Not sure if it's overhead, but it would be awesome considering that it seems to add some extra openings for Sol to get his combos in with DI speed boost. Not sure if it's so useful to warrent use of DI more or not when you can save tension for rcing or frcing. Guess only time will tell. Edit* apparently from the official change page for GGXXAC+R, Sol's DI kick special really is an overhead attack. Refer to that page for all characters changes. This includes property changes to normal attacks as well as the special attacks from what I saw.
  2. Just found out recently of GGXXAC+R. Sol's looking pretty strong in this one. As far as the gatling of 5s(f) > 6hs, I think they are just bringing back a form of gatling that he had back in the first GG. In that one, 5hs was what 6hs would eventually become from GGX onward. 6hs no longer staggering or doing more damage isn't going to be a big deal now that fafnir can combo after it's thrown out as a way to close the distance or combo guranteed combo starter in the corner from what I saw thus far. On another note, having the dustloop returned is cool, even if only2 reps or so available.
  3. I know it's been a long time, and I am severly out of practice and no one probably plays GG anymore over BB but...anyone want to play some GG over the weekend?
  4. Hey Rod, I'll probably show up again, but not til about 7 or 8 this time. I probably won't stay til 4 in the morning either cause that was just insane.
  5. Got the address on the PM Rod, I'll probably show up at 6 or 7pm, don't think I'll be able to make it at 5 when it starts but I'll be there. @TaoFTW I was in Iwakuni Japan for two years. You showing up at Honnou's tomorrow?
  6. Yo man! I'll definitely try and make it. Anyway, PM me your address sometime today so I know where to go tomorrow. edit: At the moment I've got no cellphone. My bro is apparently using my old number on his cell, so anyone who has my old cell number on the list please don't use it because it's not being used by me.
  7. Alright, it's been a long time, but I've finally got back to the Bay Area. Haven't played GG in a very long time, and I know I really suck now more than ever before. But that won't stop me from playing it, even if I have to relearn every mechanic again from scratch. Also got into BB but way more casually at the moment as I still don't like it over GG. Anyway, hope to see old and new faces sometime for the next two weeks I'm around before I head to Arizona.
  8. Ex Sol's TRA has a slow start up that leaves him vulnerable so he can be hit easily out of it by higher priority attacks, like Ky's RTL. It's got some pretty beneficial properties though once Sol start moving. For the first few frames, the flame shield has projectile canceling properties allowing Sol to not be affected by projectiles and barrel right into an opponent and can lead to CH if the opponent doesn't use/have frc. Also seems have some invul frames I think somewhere during the rush, so say Ky used RTL first and is far enough away(highly doubt players would use the OD at all much less from a distance, but...) and Ex Sol could ram through it. All I really remember at the moment.
  9. With Sol, doing the addition does not allow him to reset his offense/defense options. He needs to RC VV. With Ragna, it does without the use of meter, but I guess since he has to do the second upper addition first before the knockdown it would leave him more vulnerable in the air unless high enough and out of reach, so I can see why the players wouldn't want to use it. Off topic, the way it resets his options kind of reminds me of GG1 Sol's VV: If you sj and do VV high enough, Sol recovered all his options after the frames were complete. Anyway, I guess the options reset only occurs with the knockdown? The mid-air RI/SW addition looks like it doesn't allow it, but with the right timing can allow for follow-ups after Ragna lands. Maybe once players get more experience and comfortable with the game, could lead to possible loops.
  10. Can he use his additions if ID is blocked or whiffed? Haven't seen any players actually try it. Could lead to a descent options game, since he can actually attack almost instantly after the heel drop comes out like the vids show/TB said.
  11. Here's an Order-Sol combo vid that uses some fairly unorthodox combos. Some don't do as much damage as what we all may be used to seeing and some look fairly character specific. http://www.youtube.com/watch?v=bqCcFqcS6lo
  12. http://www.youtube.com/watch?v=KjMImDmAR84 Akira's AC OS starter guide. Has some good basic combos and set-ups, as well as some advanced stuff. Part 2 hopefully will be completed soon. http://www.youtube.com/watch?v=Q5AlIa2EqEs http://www.youtube.com/watch?v=pkiC5gScMQs http://www.youtube.com/watch?v=A_NJBHWhLmo http://www.youtube.com/watch?v=fg2dqEfBzV0 Some random corner combos. Was done on a crappy cell phone camera. Sorry. http://www.youtube.com/watch?v=JFbGNIWCnVQ Order-Sol combo: The Akira http://www.youtube.com/watch?v=pipnRV3DelE Order-Sol combo: The Hatred Edge
  13. Yeah, that's a good find. Yet another decent option for getting JI combos in the corner.
  14. It's probably Savage Fang. Hos's SF lvl 1 looks exactly like DI GF, because it's the same animation.
  15. If DI had the 10 sec time limit without penalties after use and untech time on HS to combo repeatedly over and over like it had in GGX, The new properties to GF, VV*, and BR from GGXX onward, and took more than a single knockdown to deactivate, tension gain from / and AC, and the air OD from GGI's K.Sol, that would be a truly scary DI. Edit: *I think Sol always had this change to his VV even back to GGX, can't remember.
  16. Okay, I'm on that map thing now.
  17. It's Sol's answer to Slayer's pilebunker. Now It just needs to be added to clash in their pre-battle intros, as well as Slayer's BBUFB and Sol's new GV upper in AC.
  18. I thought the 2d>cc combos would come in a later update so I didn't mention it.
  19. It was good. One thing I want to point out is at around 5:48 when you did the 2hs rc then ran up to combo. You left yourself open momentarily before you threw out the 5k. I think that part should be done faster to show that HOS can combo after the 2hs rc without leaving himself momentarily open. If A.B.A had been used by an actual player, her quick 5p could have turned the momentum around and leave you at a disadvantage.
  20. After the second. The corner combo will be like this: 6p>FFB>j.hs>j.d>jc>j.hs>j.d>land>j.hs>j.d>jc>j.hs>j.d>lvl2 BRP. I guess it's not really a loop per say but it makes HOS's combos become extremely powerful if you learn the corner situations to use it. It requires some timing of the second j.d to hit your opponent extremely low in the air then land and quickly jump up with j.hs into usual combo. I just refer to it as a loop because it looks like one when you see all those j.hs and j.d.
  21. You can extend that combo by setting up HOS's loop which adds another j.hs>j.d>jc>j.hs>j.d and follow with lvl2 brp. This would net you around 272 dmg to Baiken, and 241 dmg to Anji. If you end the combo with lvl3 brp, a quick combo like 5s>jc>j.k>j.s>j.k>jc>j.k>j.s>lvl1 sv will give you only about 10 pts more dmg. If I figure something else out I'll let you know.
  22. Just need to be in the corner.
  23. 6p combo works on almost everyone except May, Jam, Dizzy*, Baiken, and A.B.A**. For the first four, just don't do j.s during the super jump and start with j.hs into usual combo instead. for A.B.A, the / combo works best since she seems to fall faster than others if you use 5hs instead. *AC 6p combo does work, but timing is so tricky, your better off doing the combo for May, Jam, and Baiken. **for the AC 6p combo to work, after using 6p you must run at her to keep her in the corner, and delay 5s to connect just before she can recover.
  24. It shouldn't be that hard to pull of sj canceling lvl.3 GB. You might be trying to sj too early. once you see your opponent go airborne for a little bit, you should be able to sjc the lvl.3 GB and go after them to do your combo. As for the GB combo, you shouldn't need the corner for it. Run towards the opponent after launching them with GB and wait for them to fall a bit. Your running momentum should allow you to complete the combo and end with sv. Some characters like May, Eddie, and Vemon have odd hit boxs in the air, so you may need to delay your jump a bit longer to get the whole combo out. If you are trying for the HSD loop, that would require the corner.
  25. Your opponent would have to be near the verge of death for WT>TR to work, but it'll still work in gaining an OD finish regardless. It's just one option out of several he could try in getting the OD finish if he wants to fight BOS.
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