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TheRealBobMan

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Everything posted by TheRealBobMan

  1. Sorry about the RCing a taunt thing I brought up. I forgot about that YRC restriction. @youcanwounder: I think most characters don't have a move that starts fast enough to actually connect before you hit the ground. Also, you'd be hard pressed to find a situation where you're opponent is crouch blocking and backdashing leaves you in range to land an overhead if it actually was fast enough to hit before you touch the ground and cancel the start up. Also, you can react to the time freeze pose and block high, then immediately switch to low to cover the mixup since they don't have any wiggle room to do the overhead any later. @phantomblade: I'm pretty sure it's already been said that you can't use any form of RC on a burst.
  2. Wear a kilt and make an arcade stick out of bagpipes.
  3. Neutral YRC > Taunt Oh, I actually had a dumb idea. I'm pretty sure Elven said you can RC a taunt, but I'm not sure. Does that come out red or yellow? Important because you can cancel normals into taunt, so you'd effectively have a 25% RC that's a little slower than normal. It's like Millia's Sdisc FRC, but everyone would have it.
  4. If that comes with the time slow, I'm going to use it, no matter how short it lasts. Holy shit that's amazing. No wonder they removed SlashBack. It honestly made my morning to hear that. YEEEEEEEAAAAAAAAAAAAA
  5. Since his name was officially translated as "The Man" with that Vastedge stuff, I imagined "The Guy" and "The Kid". But yeah, looking forward to seeing what happens when Axl bumps into Sol now. They're not exactly on bad terms since Axl happens to also like Queen, but Sol will probably be in his face if he knows that Axl wants to find That Man now. Also, it's refreshing to know that I-No has been time skipping and dicking around since that seems really in character. I always figured she was a bitch because she had to follow That Man's orders instead of doing more fun things. Or maybe because she wants Freddie Mercury's **** and can't have it even though she can totally go back to when he's alive.
  6. I think cancelling a backdash is awesome, and I'm wondering if I can cancel my jumps for even more bullshit mixups. Also, I can't wait to backdash > reaction RC > Fortissimo before I hit the ground. It's probably no where near worth the meter, but fuck it, I-No just wants to have fun.
  7. In battle there are conventional tactics and unconventional tactics. As DI is not some sort of "always use this because it's the best option" type of ability, it doesn't break the game, so there's nothing fraudulent about it. Sometimes that sort of high risk bullshit lets a player beat someone that otherwise is more consistent and skilled at the majority of skills tested by a game, but let's not be scrubs and complain about SCV rushing or other absurd tactics when they do work. It's super entertaining when you're not the guy that lost, and if you lost you should have practiced against the unconventional more. But yeah, supreme bullshit is what Sol is all about. *Edit* Couldn't you like... confirm that they waited for the GF to get close enough to block with BS and then hit them low? Or, if you're still in recovery, aren't they too far away to get anything worthwhile off of spending that meter? How is this any different from simply blocking it? Also, blocking it is probably sub-optimal at that range anyway. Not sure about other characters, but if you're dumb enough to use a non-FRC'd gunflame as Sol vs I-No, she gets to Sdive at you for a 30-50% combo. Other characters probably have options to get around it and punish your recovery too.
  8. Actually, I thought that it was that way so he wouldn't get completely ****ed. Waking up without DI is probably better than waking up into DI recovery animation if DI happened to end during the combo ending in Sol's knockdown, causing him to eat a 50% follow-up combo. As for glaring weaknesses, you have that cool-down animation, lose your meter when it ends, and are put into severe negative warning where 1 backash gives you negative penalty. It also ramps your dizzy up super high, so getting CH probably means you get dizzied into an IK. It's good for unconventional tactics leading to silly comebacks, chipping someone to death with gunflame / bandit revolver pressure, and in +R I think Sol can confirm it out of certain counter hits into a guarantee dizzy combo on the characters with low dizzy resist, but you better kill someone or you're probably dead.
  9. Featured on Destructoid: http://www.destructoid.com/kiss-ltd-wants-to-bring-more-arc-system-works-to-steam-270302.phtml
  10. Are you sure that means it's going to hit? I'm pretty sure that in AC/+R the Reversal prompt appears whenever you do any move right out of your wakeup invul.
  11. Oh yeah, do you stay facing forward during BS if you get crossed up? You can't cross up the input itself, but could you bait a BS and hit them in the back during its active frames? *Edit* 9TNine, you are my hero!
  12. I'm pretty sure it's already been posted that BS will block a projectile, but there's no clash-stagger because there was no physical contact. Since HCL now has a follow up, it makes sense that she could just attack again as BS goes into recovery frames.
  13. Cool, thanks for that bit of info. Does it feel like there are any changes to how much tension you build? Have you noticed any differences in how tension pulse works? Does BS affect your tension gauge at all like how it gets prorated when using RCs and Dead Angles? Do supers still not prorate your meter gain? Does Negative Penalty pop up after about the same amount of time if you mash out backdashes repeatedly? Any changes to Negative Penalty?
  14. My schedule is opening up a little since my overtime just ended, so I should be able to start coming to these soon. : ) Just send me a text or a Dloop PM to let me know when you have the Glendale meetups.
  15. Not sure if it's different for other characters, but I know that at least with May it's 30 frames to charge. As far as cancels go, you can spend meter to make an uppercut safe, or cancel a projectile's start-up to that you can advance behind it, as some of the basic uses. It gives you the option to be really free form with how you play.
  16. For convenience, here's the wiki (you can also link to it from the top of the page, right next to where it says "forum", and look up other fighting games): http://www.dustloop.com/wiki/index.php?title=Guilty_Gear:_Accent_Core The system mechanics are detailed in there, and there's frame data for the characters if you know enough to care about such a thing already. How detailed is your background knowledge in Smash? Do you enter tournaments? What other fighting games do you play, if any? Then there are character specific forums you can look up for advice on what's important to learn first for each character, combo routes, etc. You should feel somewhat comfortable with mobility since GGAC is an "airdasher", which is a nickname for the modern fighting games that have air mobility. SF4 does not have the same air mobility options, for comparison (no double jump, no air dashing). Doing combos is quite different since in Smash you have to read DI and link whatever you can together, whereas GG lets you chain moves together. It's honestly a lot easier to learn at the most basic level. That said, linking a bunch of moves together just because you can isn't always the best idea because of the way damage scaling works. I could hit you with a super and do 150 damage, or combo 3 jabs into the super and do 130 damage. If you've played Street Fighter you might be used to linking a bunch of jabs into a super for big damage, but that's not optimum in this game. Don't worry too much about the different kinds of blocks when you start out. Just know that you have Faultless Defense, which prevents chip damage and pushes the attacker away at the cost of meter, and Dead Angles which let you attack out of block stun (like upB out of shield) at the cost of meter. The other things are really important to learn once you get above beginner play, but you'll get better faster if you learn other skills first.
  17. I'm pretty sure you can BS on wakeup, so you could theoretically reaction BS most meaty oki options. Maybe they'll make it so that the "you can throw someone for X frames on wakeup" restriction goes away if they BS on wakeup? Projectile based oki would also deal with reversal BS effectively since they'd block it, but be out the 25% with no detriment to the attacker, especially with stuff like Ky's CSE or I-No's note which would probably hit the defender anyway. Do we know about crossing up BS? Like, do you auto-correct and turn around, or keep facing forward? The input can't be crossed up since you use 5 and 2, but if they only block in front, there's that too.
  18. So this means Heaven Trap is back? Or does the ball lose activity when stopping in place? He could have been more specific. I can't tell if that "how embarrassing" bit is directed toward Venom players, or everyone else that has to deal with Venom. Hopefully some footage will leak somewhere. Holy Orders III buff is awesome. It might take a few games to implement, but here's hoping that everyone will get some sort of music change thing built in. Especially if we can get RoboKy to replace "Under Construction Day" with "Holy Orders?" mid match . "Under Construction Night" is fine, but goddamn the day version sucks. I had to listen to industrial droning like that during high school physics for like 6 months with a boring-ass teachers while there was nearby construction, so I can't stand that damn noise.
  19. www.youtube.com/watch?v=5r6_XNELwFE According to this video you're throw-invul starting on frame 2 of jump startup. I thought it started from frame 1, but I guess I remembered wrong. *Shrug*
  20. You don't need the time slow to do GV > RC > WT. Honestly, since jump start-up is throw invincible and the slow-down gives you more time to think, it might make the mixup a straight up 50/50 rather than something more uncertain. I mean, Sol could currently run in and do 5K during your block stun, or he could do WT at some point after the 5 frame restriction window, which gives the defender some window to attempt to do something to counter it, or he could even not RC at point X and wait until 1-2 hits later and RC then, or RC on the last hit. The difference in timing, which occurs so quickly you can't react to it with "perfect" precision, also means you might mess up whatever you intend to do, even if it's the right action to counter what Sol does. Now, if there's the time slow, Sol might be able to attempt WT with perfect timing after the 5-frame throw restriction (assuming it's still there in Xrd) because it'll be much easier to detect a visual cue that the block-stun is ending in practice, and so it'll be easier to memorize the timing to make it frame perfect. However, that slowdown gives the defender more time to plan an action, so theoretically there should be the same advantage in not messing up. There's not as much risk of attempting an input early when predicting the RC to come early during GV, causing you to get hit if Sol does the RC late or not at all, since you can visually confirm the RC occurring. You would have the option to wait a little bit before making that decision since Sol would have to wait for your block stun to end before WT would work. High/Low could potentially be better (even with Sol's weak mixup) because you wouldn't have to wait for block-stun to end. Hell, you might be able to do your 632146 reversal input 100% of the time on reaction to the RC. This would suck if Sol was using 5K during block stun / WT after block stun as a mixup. If he does 5K during block stun, you're still in active block stun so you don't get ****ed for going for the reversal, and if he went for WT, the reversal comes out because the gap had to exist for that mixup to work. Sol could probably just VV through the reversal anyway, but the risk/reward ratio for this isn't as good. Then again, we don't know exactly how block-stun works during the time slow. We'll get definitive footage within the month, since they wont be "leaked" videos that get shut down when the game actually launches.
  21. Facebook God Fucking Dammit
  22. Maybe Ky's new zoning and control are so good that he doesn't need to be using j.S overhead+crossup on oki? I still disagree with j.S whiffing crouchers since that seems really unintuitive, but maybe it didn't need to have that hitbox behind him. Greed Sever losing that crossup hitbox seems a little odd since it wasn't a great mixup to begin with... did they make it faster or safer or have more range? Sometimes moves that happen to be overheads and lows don't really get used for their mixup... And of course he might have some new crossup tech with YRC projectiles that we don't know about. If anyone can confirm if I-No actually has the ability to dash cancel normals besides 6H, I think lots of people would appreciate the info. Especially if she can dash cancel 2D like we initially heard, and still use j.H to immediately land out of dash start-up. Better learn to block now if that's the case. I'd also like to request info on what the actual attack animation is for people's IKs. Not the cinematic, but what they actually use to hit you, like how Sol pretty much does Fafnir, or if May's is still a grab, etc. And do some of them still have invincible start up like Magnum Opera?
  23. "So I have this great idea for an overhead. It's going to have relatively fast startup compared to other overheads, it'll have little recovery so it's + on block, and good range, but you can crouch under it." Was this tested on like... crouching Faust? Does it also whiff crouching Pot? It's total BS, but Bandit Bringer also whiffs on crouching Faust in AC/+R so at least there would be some sort of precedent for that sort of thing.
  24. Yeah, I don't think you can get j.H > Pdive to connect on most characters at mid screen. But yeah, as 9TNine said, that's within meter restrictions. I thought that combo was pretty self-explanatory. You can hit crazy damage off of corner Fortissimo on the light + low health characters. I think I found a 372 damage combo on Baiken before the +R changes, but I have a hard time not dropping it near the end and it starts with Fortissimo > Fortissimo so you need full meter. For just a single Fortissimo I was hitting 340 I think. You can actually connect j.D off of a perfectly TK'd Fortissimo, but it's damn hard for me to do so I prefer other options. On some characters you can directly follow with 5H > VCL > c.S, but I think j.H > Sdive > c.S is universal even mid screen and does decent enough damage for the next set up. As far as meter spent vs damage, that might be damn near close to max damage we can get, but you can probably get comparable (like within 20-30 points) without spending any more than the 50% on the super, and considering supers don't scale meter gain, we can build back a decent amount with the combo by doing it that way. Spend it on oki or the follow up combo, though if you think you can kill with that little bit of damage, by all means. I think that combo is also a potential burst-bait if they burst when expecting you to dash in out of Pdive, since they'll whiff at the HCL and you'll dash in after the burst. If they're paying attention they wont fall for it though.
  25. I wouldn't post this BS google translation, but it was too funny: "Appearance of the Valentine. Ken fairly large one by one behind hot pants live foot brown gray hair white cloak, of both shoulders is floating. There is also a part, such pattern like a gun apart from that pattern is more like a Japanese sword sword. The small and I have two dogs floating black and white's like Guy Rachel" The other two were just as gibberish, but weren't as funny.
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