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TheRealBobMan

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Everything posted by TheRealBobMan

  1. I'm pretty sure BS is 5+S+H or 2+S+H. Can't activate if you're holding forward. I do have some BS questions though, in case anyone finds footage that answers them: 1. How does BS react to crossups? The input is neutral, so does it block them? 2. Does BS give meter when it absorbs projectiles, or just when blocking attacks? If it does give meter for absorbing a projectile, what happens when it absorbs something multi-hit, like a charged Stinger-Aim? For anyone that reads this that has access to an Xrd machine, please experiment with 'attack > RC > position yourself and go for your strongest laggiest attack > combo'. I'm seeing lots of stuff like RC > 5K/c.S, when I know that time slow will let you pull off way more damaging follow ups with better positioning.
  2. Oh damn, I didn't know that's what you get for the dash follow up to dust. Cool. I'm kinda surprised I'm not seeing Pdive > HCL > VCL. Can you still cancel Pdive to any special move after something like frame 10, besides just air dashing? *Edit* OH shit, look at 19:13 of the long video. You spend 25% to attempt a Blitz Shield, but you get back 12.5% if it's successful! Has anyone noticed this yet?! I was really surprised when I saw I-No do a 5-hit follow up and get back to full meter, so I guess that explains why. It also means that Blitz Shield probably doesn't prorate meter gain like Faultless, RCs, and Dead Angles. Later on at about 19:30 I-No attempts one against VV, whiffs, then punishes anyway and gets 25% meter with the punish.
  3. Wow, what's up with j.D? In that second link it looks like it either launches them if they're high enough, or splats them next to the ground. I almost mistook it for a re-stand combo. That upwards dash is awesome.
  4. 14:55 what the **** was up with that 6H? That looks like it totally should have been a throw. Eddie was crouching after his backdash ended, so it's not like he was still airborne... if you freeze at 14:57 just before the 6H comes out, while the YRC ring is still on screen, you can see that their thighs are touching. Even Chipp can throw at that range! Also, why'd they make the hot pink color more salmon and turn her ganguro? Ugh...
  5. Another One Bites the Dust Come on man, you know Ishiwatari is a Queen fan!
  6. During Danger Time, you get Mortal Counters when an attack actually lands. Basically it's a counter hit with insane hit stun. Not sure if it affects the rest of the combo, but I feel like I saw people saying that "all hits are counter hits" which seems completely false. As an example, I was just watching a video where Venom lands Mortal Counter f.S, sets a ball, then runs in and links 2D, followed by Millia connecting with airdash j.S, landing, backdashing, then linking j.K. Venom looked like he was getting hit in RC slow motion. It happens here at about 16:05 (http://www.nicovideo.jp/watch/sm22950624). Also, looks like H-Disc hits twice (about 10 seconds later)? I just posted asking about that in the Millia forum, but might as well point it out here too. I hadn't heard about that over the complaints that it's slower.
  7. Hey, it looks like at 16:14 of this video (http://www.nicovideo.jp/watch/sm22950624), Millia's H-disc hits twice. Was that confirmed before now? I've seen several complaints about it being slower, but if it hits twice that's a worthwhile change right?
  8. Depends on the machine. I remember hearing that SF4 cabinets were in the $25,000 range at launch, but that was for the dual set-up and no aime cart support. I've heard about some other machines being in similar price ranges, so Xrd probably wont be too far off. Also, some companies just sell you the machine, but some want money up front and a cut of your profits. Contact someone like Maximilian from the community since he could probably give you a lot more background info, but the best way to find out what Xrd costs is to contact ArcSys. Good luck in your endeavor. I get the feeling it wont work out, going off of experience with all of the local arcades closing despite doing everything they could to stay in business, but I still wish you the best because I love GG.
  9. Happy to finally see her new IK, but I'm sort of underwhelmed by it. We don't really see the other guy getting ****ed, and there's only like 6 orbs. What happened to the old version of Megalomania where you got hit so many times you bled out from chip damage? Why don't we hear I-No blasting out a high speed riff in the background? Oh well. We can combo into Megalomania. I suppose that will feel good enough when we use it. *Edit* So watched all of it. Can't wait for the story translations. *Double Edit* Major thanks for the video. While there seems to be a decent amount of I-No gameplay footage (mostly that 30 minutes vs Pot), we're starving for this kind of information. Major kudos for showing us her story mode stuff. *Triple Edit* Translations have been posted: http://www.youtube.com/watch?v=WUFwFHfFfDA
  10. It's some joke/meme based on that Twitch Plays Pokemon thing. You ask the Helix Fossil a question and it answers. I asked about +R for US PSN and it said something like "cannot make a prediction right now".
  11. http://askhelixfossil.com/#1z8og6 Man... Xrd came out before +R on US PSN. How depressing.
  12. "Your R.I.S.C. Gauge was destroyed 100 times" By destroyed I hope they mean "cranked to the maximum". There better not be guard-break bullshit in mah GG. "Nice Burst: Counter hit with a Psych Burst" Aww, looking at that footage with Ky from earlier, I thought this was for whiffing your burst. : ( Hey, Bishop Runout absorbs balls that are on-screen? I remember reading something about that. Got any more info about how that works? *Edit* Yeah, it does. Saw it in this video at about 2:00:42: www.youtube.com/watch?v=ClhM0nP9Ae4 Does the Mad Struggle with a DP on the end cause knockdown, or just float them across the screen? I'm thinking of insane stuff you could maybe do with untechable float whatever > RC > stack like 4 maxed QVs > Bishop Runout > more QVs if there's time > oki.
  13. I know it's hard to break years of muscle memory, but with the amount of time slow on RCs, it's probably possible to walk forward into the proper range to use the second hit of 6H > dash cancel, or jump in for a falling j.D > VCL. U-Zen goes for 6H at least once in that Pot video (I'm at like 24min right now), but when that failed he started doing things like 'HCL > RC > 5K > IAD', and 'HCL > RC > f.S'. I really appreciate the testing on his end (what if 5K IAD actually linked to something now? How nuts would that be?), but I wanna see people actually experiment with how much leniency the time slow gives them. I also wanna see j.D out of this new upwards dash, to see how her momentum shifts. Or upwards dash > j.D FDC. Anyway, glad to see that I-No can combo off of FFVCL oki on Pot without spending meter or getting a CH. She's getting pretty good damage vs Pot for those meterless corner push combos. I bet she's going to have really high burst-damage when we see optimized full-meter combos. Do we have confirmation of exactly which normals are dash-cancelable?
  14. Millia arcade mode currently up. Thanks for the link dude!
  15. I waited for the US version specifically to support that SKU so they'd see the sales, but when the patch didn't come out on time I bought the JP version. Not everyone has the money to buy a game twice, so I totally understand being pissed off, but I've spent more money on games I've enjoyed less than GG. If you really want +R and can't wait, buy it again, then complain to ArcSys. I mean, if you're not going to import Xrd when the console version launches in Japan, you're probably going to be waiting until mid 2015 at the earliest. Also, how about not insulting people that we'd like to play the game with us?
  16. What part of 5K > HCL > 6FRC6 are you having trouble with? Chaining 5K to HCL so that it stays red beat? Hitting the FRC? Getting the dash? You have to JI the 5K, so most people do the input as 5K > 632147896K > 6FRC6. When dash-splitting the FRC, the forward inputs need to be within 10 frames of each other or you wont dash, and the second forward input has to be within 4 frames of doing the FRC or you'll fall below the minimum airdash height requirement, so yes, that part has to be done fast. Also, there's only 12 frames of block stun on 5K and HCL starts on frame 11, so you need to do the HCL pretty fast too. The game runs at 60 frames per second if you didn't know. Try to do the inputs as clean as possible though, so you don't jump out of the HCL FRC or 5K > sj.K.
  17. If you already know that it's too early to ask the question, please don't ask. Not only are we operating on limited info from location tests, which use builds that are subject to change before the launch in a few days, but ArcSys will probably patch the game several times by the time the game has been out for 2 or 3 months to remove any major bugs and fix balance issues. There's little point in people who can't play the game speculating about who is the best when more qualified people are actively trying to balance the game at the same time. But since you asked... *uses scrub install* Top: Sol : He has an uppercut and a command throw, which is already broke, but they made his install super better and made Riot Stamp less punishable. He's too good now. Whiff VV to Purple RC is completely unfair. High: Faust, Eddie, I-No : Faust is long range AND has items. Eddie has always been good, so he'll be good again. He's not as good as Sol though because he's harder to use and his shadow dies in one hit. I-No used to be a boss character and she's easier to use now, so she'll be almost broken. Mid: Ky, Chip, Potemkin, Bedman, Slayer : Ky is good but not cheap like Faust since he doesn't get free items. Chipp is really fast but has to hit you a lot so he's fair. Pot can win in 6 hits but you can run away from him. Bedman is a new character so it'll take people a long time to figure him out, which makes him fair. Slayer is really cool but he's not cheap and his combos are hard. Low: Venom, Axl, May, Millia, Ramlethal: Venom is really hard to use because you have to know how to play with his balls, and you can probably just block them with that new Blitz Shield. I've never had problems playing against May so I'm sure she'll be bad again. Millia is really fast but can't do any damage and doesn't have projectiles, so she's like a worse version of Chipp. Ramlethal looks really cool but she can't hit anything with her super so she can't do damage and will suck. *Scrub install cooldown activates, is temporarily banned from posting to dustloop*
  18. This post gave me gas. Anyway, I can't wait knowing that this is going to be out on console by the middle of 2014 in Japan, meaning we'll get to import and play it this year. If you don't know who to play, hit random. You'll probably still have fun.
  19. I'm pretty sure that during the Skullgirls indiegogo campaign, they mentioned that you'd need 10,000 frames or so of animation to finish a character (people were saying Marie should take no time at all since she's already a boss). Having the model done (and rigged) is a start, but making a good rigged model takes a hell of a lot less time than that much animation. Not saying that it'll be forever before he's added, because I don't know how much work on him is already done. It just doesn't take very long to make a model compared to doing all of the animating.
  20. What's with May's fast airborne overhead at 19:51? Looks like she beats a 2S with it, except she doesn't score a CH. Is that a new normal that somehow keeps her from getting her full jump height, like I-No's j.D or something? *Edit* Or is it j.2H with a new animation that doesn't involve dropping on them with the Anchor?
  21. If there's a button with May doing 6P on it, that's totally replacing my P button.
  22. Hey Pestilence, try this vs Dizzy in the corner. Only works when Fortissimo is done really close to the ground, but you probably have enough time to visually confirm it during the super flash if you didn't TK it. Fortissimo > j.D > VCL > c.S > j.S > j.H > Sdive > 5P > c.S > VCL > HCL: 319 damage I'm having trouble getting knockdown at the end, but I'm also getting this: Fortissimo > j.D > VCL > c.S > j.S > j.H > Pdive > j.S > FFVCL > c.S > here you can do: HLC for 328 (Substituting VCL whiffs, but that probably would cause knockdown) or j.S > j.H > Sdive for 333 Substituting Kdive for Sdive will probably give the same damage or -1, but I can't get it to connect. Sdive connects but she techs out before landing. I wanna try j.S > dj.H > Kdive, but it's really late and I have work in the morning. Almost as much damage as that skyloop, but 1/2 the meter cost, and you'll build between 1/8th and 1/4th of a bar depending on your tension pulse. That Fortissimo to j.D, and the follow up VCL > c.S are really hard. J.D too early and you can't VCL late enough before hitting the ground for c.S to link, but do it too late and you'll drop the combo there since Fort > j.D is really tight. *Edit* Actually, **** it. Replace j.D with late c.S. You can still catch with c.S after the VCL and the damage is only marginally lower for it being significantly easier. Fortissimo > c.S > VCL > c.S > 5H > j.H > Sdive > c.S > j.S > j.H > Kdive: 332
  23. I'd also vote "all of them", though I'd probably only use PS3 or PC, PS4 if I absolutely had to since it's hard to justify spending that kind of money, or WiiU since I eventually might get one since it's cheaper than PS4 and I like Nintendo's games. Also, GGAC was on Wii. You could become one with Sol Badguy as you Tyrant Raved your friends in the face with the Wiimote!
  24. Just making sure... what stage were you on? Have you reproduced the issue?
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