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TheRealBobMan

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  1. I actually just hold the first Pdive after the j.H. The timing is tight but if you do it late enough you can hit Sol's legs. Also, I don't know if those combos are fully optimized, but I cut some corners where possible to get more damage out of them. There might be better options that are character specific - I just used Sol since he has a defense modifier of 1.00 so you'd get accurate damage values. I don't think I included this since I could get a worthwhile follow up, but in the corner if you do 2K > 6P > HCL, *Edit* mucked this part up - it's 2K > 6P STBT-S that you can catch with 6P after the HCL, and if you delay the cancel to 5H by 1 frame it'll actually still hit Sol. If you delay any more Sol can tech, and if you cancel on the first frame the 5H whiffs. The problem is that even if you get the sj.IAD j.K > FFVCL, there's not a whole lot you can do after that. Point stands though - you can connect 6P > 5H on Sol at much greater range. Anyway, the rules for combo optimization go kinda like this: 1. Hit with higher damage moves early whenever possible, especially if you're going to use a super in a combo. 2. After prioritizing damage, prioritize attack level. Higher attack level scales future hits better than lower attack level. 3. Avoid moves with forced proration where possible (now that 6P doesn't force the 90% prorate anymore we don't have to worry about this as much since it's just our throws that force proration), and use stuff that prorates later in combos So most of those IAD combos I've posted omit the j.S in the 6P > 5H > IAD j.K > j.S > FFVCL string. j.S does only a little more than half the damage of VCL, and while you're sticking c.S in between the next VCL to keep the combo going, c.S hits harder than j.S anyway. Another thing I try to do is combo c.S > 5H wherever possible when going into the air since you can then go into j.H > Pdive directly and skip the j.S. 5H does great damage (almost as much as VCL), lets you skip the j.S, and scales better since it's lvl 4. This is part of the reason why that low Pdive > 5H string is so cool outside of the corner. Anyway, while supers scale better at the start of combos, you still have reason to use them later in combos since you can't burst a super. You just kinda want to improvise when to do this. Fortissimo is great since it has the invul on startup and it recovers quickly. Most of the time, if they burst before your super starts up, you'll either invul through the burst and get to punish, or you'll recover in time and get to punish. : ) *Edit* Woah, just noticed that Sdive's RISC level is now 19. The problem with the current data is that it's ambiguous about the RISC value. The 4gamer wiki says (using google translate): "Numeric value to reduce the RISC level of opponent when it was hit attack. RISC level is heavily involved in the damage compensation, basically damage correction becomes tight as this number, the greater the damage given in a subsequent continuous technique becomes smaller." So it seems like the value is only the RISC - on hit. I doubt it'd be the same amount of RISC + on block, but anyway, avoid using Sdive in combos to optimize damage. While normals follow the old GB- convention for RISC values, special moves were always subject to change. Sdive didn't use to scale this hard. That's like using 5D, which, by the way, never had prorates before. I think our 5D is the only one to have a prorate ON TOP of scaling hard. So anyway, when optimizing combo damage, avoid Sdive. Since it also prorates 70% and you have to spend 50% on RC (forced prorating an additional 80%) if you want to combo off of a random air hit mid screen, the only use for doing that would be to get corner push. I'd rather take the knockdown if I had 50% and do VCL YRC oki, unless it was going to kill. I'll dig up some air-hit Sdive starter combos just for reference later. I think my next project should be investigating how RISC +/- works, and to see if "guard balance" exists anymore. I'll probably get to that after I do some stuff with I-No's wiki page.
  2. I've barely played any M.O.M, but I have crashed once in training mode. If you were playing for a long period of time without switching modes, maybe that has something to do with it? Anyway, I posted the details about what I experienced in the PS3 performance issues thread. Anything involving a freeze, crash, or hang should probably be reported somewhere where we can keep track of them. If we notice a pattern and can get solid repro steps, we can send it to ArcSys so they'll fix it. I'm hoping no one has had issues with crashes during VS game play? I played casuals yesterday for 4+ with about 15 people on 3 set ups and there were no crashes, so that's a good sign. I have not seen that before on PS3. Shit is gnarly. It's not even like some of the assets are missing. It looks like the background just refuses to render past the bottom third of the screen, but that's weird since I think rendering usually starts at the top? Now, given that characters are hidden while using 5D attacks, I think that maybe a 50% gray 2D plane appeared behind the characters but in front of the background and is blocking the view (would explain why you'd lean behind it when using some attacks). Did you try reloading the stage before rerunning the console? *Edit* Also, did you encounter this while playing in training mode, or did it occur when you first loaded into training mode?
  3. 1. 420 health (not joking) 2. If you're going to back tech, hold a button (I use P) and alternate at least 2 other ones (K and S work, though you can also piano K/S/H). That'll cover more frames so that if there's a 1-frame gap in their combo you can get out. Neutral tech has startup whereas back and front tech don't, so there are situations where you can forward/back tech but not neutral tech. 3. I'm not sure and it's not listed in the wiki, sorry dude. I know that neutral tech has shorter recovery than front/back to compensate for having startup (I think I remember reading somewhere that a neutral tech is 6f, but that might have been another game?). Tech's are strike invul but not throw invul. 4. This one isn't a question. Anyway, for almost everyone (Elphelt is now the exception) 6P is upper body invul. Meeting people with an air-to-air works from time to time, but you wont always have that option. 6P is an anti air that works for everyone, though some people have better tools to AA with (like Sol with VV). 5. I guess at the same time. You'll just feel it out and get it with practice. Kinda depends on the move you hit with and the move you're canceling into though. Most situations will have you jump and do the next move simultaneously, but I know of some combos in +R that involve delays. For example, you'd be canceling a move that starts on frame 16 out of a move that has 20 frames of stun, so there's 4f of wiggle room, and you really need to make the most of it to get optimized follow ups. I'm sure there are similar situations in Xrd. 6. Pretty tight. I generally have a problem with reversals too, though I think it's more lenient in this game. I've heard stuff like, "for reversal backdash, do your 44 input and hold the second 4 to make it easier" which never works. *Shrug* It's hard to time, but you'll have to get used to it.
  4. I compiled damage values for everyone at varying amounts of remaining health using Slayers "Straight-Down Dandy" super, which has a base damage of 100 points. This makes it easy to calculate out defense and guts modifiers. For some characters such as Millia and Potemkin there's a little discrepancy in their defense modifier - this super did 93 damage to Potemkin when he has a defense modifier of x0.94, and Millia took 121 damage instead of 122, but some other moves are actually consistent with their defense modifiers. Rather than muck around, I found the guts rating by dividing the damage the super did at different breakpoints by the amount it does in the 100-51% range (which is the initial value). Though the percentages aren't exact matches, if they match to the nearest whole percent or are within 1% of each other for most ranges, I lumped the characters together: Health > 50% > 40% > 30% > 20% > 10% > 0% Characters Guts Rating 0 x 1.00 x 0.90 x 0.76 x 0.60 x 0.49 x 0.39 Bedman Guts Rating 1 x 1.00 x 0.89 x 0.75 x 0.59 x 0.50 x 0.39 Faust, Elphelt, Zato Guts Rating 2 x 1.00 x 0.86 x 0.71 x 0.57 x 0.47 x 0.39 Sol, Slayer, I-No, Axl, Ramlethal, Venom Guts Rating 3 x 1.00 x 0.83 x 0.66 x 0.55 x 0.45 x 0.37 Ky Guts Rating 4 x 1.00 x 0.80 x 0.65 x 0.53 x 0.43 x 0.37 Millia, May, Potemkin Guts Rating 5 x 1.00 x 0.77 x 0.63 x 0.50 x 0.41 x 0.37 Chipp Raw values posted below with less formatting and slightly more accurate data: Bedman 100-51% health remaining - 93 damage 50 - 41% health remaining - 84 damage (90.32%) 40 - 31% health remaining - 71 damage (76.34%) 30 - 21% health remaining - 56 damage (60.21%) 20 - 11% health remaining - 46 damage (49.46%) 10 - 00% health remaining - 37 damage (39.78%) Faust 100-51% health remaining - 100 damage 50 - 41% health remaining - 89 damage 40 - 31% health remaining - 75 damage 30 - 21% health remaining - 59 damage 20 - 11% health remaining - 50 damage 10 - 00% health remaining - 39 damage Elphelt 100-51% health remaining - 100 damage 50 - 41% health remaining - 89 damage 40 - 31% health remaining - 75 damage 30 - 21% health remaining - 59 damage 20 - 11% health remaining - 50 damage 10 - 00% health remaining - 39 damage Zato 100-51% health remaining - 109 damage 50 - 41% health remaining - 98 damage (89.90%) 40 - 31% health remaining - 82 damage (75.22%) 30 - 21% health remaining - 65 damage (59.63%) 20 - 11% health remaining - 54 damage (49.54%) 10 - 00% health remaining - 43 damage (39.44%) Sol 100-51% health remaining - 100 damage 50 - 41% health remaining - 86 damage 40 - 31% health remaining - 71 damage 30 - 21% health remaining - 57 damage 20 - 11% health remaining - 47 damage 10 - 00% health remaining - 39 damage Slayer 100-51% health remaining - 96 damage 50 - 41% health remaining - 83 damage (86.45%) 40 - 31% health remaining - 69 damage (71.87%) 30 - 21% health remaining - 55 damage (57.29%) 20 - 11% health remaining - 46 damage (47.91%) 10 - 00% health remaining - 38 damage (39.58%) I-No 100-51% health remaining - 106 damage 50 - 41% health remaining - 92 damage (86.79%) 40 - 31% health remaining - 76 damage (71.69%) 30 - 21% health remaining - 61 damage (57.54%) 20 - 11% health remaining - 50 damage (47.16%) 10 - 00% health remaining - 42 damage (39.62%) Axl 100-51% health remaining - 106 damage 50 - 41% health remaining - 92 damage (86.79%) 40 - 31% health remaining - 76 damage (71.69%) 30 - 21% health remaining - 61 damage (57.54%) 20 - 11% health remaining - 50 damage (47.16%) 10 - 00% health remaining - 42 damage (39.62%) Ramlethal 100-51% health remaining - 106 damage 50 - 41% health remaining - 92 damage (86.79%) 40 - 31% health remaining - 76 damage (71.69%) 30 - 21% health remaining - 61 damage (57.54%) 20 - 11% health remaining - 50 damage (47.16%) 10 - 00% health remaining - 42 damage (39.62%) Venom 100-51% health remaining - 103 damage 50 - 41% health remaining - 89 damage (86.40%) 40 - 31% health remaining - 74 damage (71.84%) 30 - 21% health remaining - 59 damage (57.28%) 20 - 11% health remaining - 49 damage (47.57%) 10 - 00% health remaining - 41 damage (39.80%) Ky 100-51% health remaining - 103 damage 50 - 41% health remaining - 86 damage (83.49%) 40 - 31% health remaining - 69 damage (66.99%) 30 - 21% health remaining - 57 damage (55.33%) 20 - 11% health remaining - 47 damage (45.63%) 10 - 00% health remaining - 39 damage (37.86%) Millia 100-51% health remaining - 121 damage 50 - 41% health remaining - 98 damage (80.99%) 40 - 31% health remaining - 80 damage (66.11%) 30 - 21% health remaining - 65 damage (53.71%) 20 - 11% health remaining - 53 damage (43.80%) 10 - 00% health remaining - 46 damage (38.01%) May 100-51% health remaining - 106 damage 50 - 41% health remaining - 85 damage (80.18%) 40 - 31% health remaining - 69 damage (65.09%) 30 - 21% health remaining - 57 damage (53.77%) 20 - 11% health remaining - 46 damage (43.39%) 10 - 00% health remaining - 40 damage (37.73%) Potemkin 100-51% health remaining - 93 damage 50 - 41% health remaining - 75 damage (80.64%) 40 - 31% health remaining - 61 damage (65.59%) 30 - 21% health remaining - 50 damage (53.76%) 20 - 11% health remaining - 41 damage (44.08%) 10 - 00% health remaining - 35 damage (37.63%) Chipp 100-51% health remaining - 130 damage 50 - 41% health remaining - 101 damage (77.69%) 40 - 31% health remaining - 83 damage (63.84%) 30 - 21% health remaining - 65 damage (50%) 20 - 11% health remaining - 54 damage (41.53%) 10 - 00% health remaining - 49 damage (37.69%)
  5. Well, it doesn't scale linearly. There are breakpoints that are 10% wide (42 health), so there are certainly situations where I'd do Slayer's 100 damage super and kill at like 11-12% health, but then they'd live at 10% because increased guts. I'd need to experiment more, but because there's a big range where the next level of reduction doesn't kick in, and because the reduction is so much more pronounced, there might be situations where you'd need fewer follow up combos for the kill if you chose to end your combo early before dropping them into the next breakpoint. It's not likely to happen since you'd need to hit with a very strong opener, and you'd need to be using something unprorated... I would guess it wouldn't come up often, but it's going to happen more often than in AC/+R. Guts made a difference before, but it wasn't this big. Sol's guts at 50-41% is comparable to guts 5 in AC/+R at 31-21% (it's actually slightly stronger), and in AC/+R his guts factor was only 1. *Edit* Hey, so I'm still checking this stuff. Millia's defense modifier seemed a little bit off. Using a move that does 100 damage, she took 121 instead of 122. Across a lot of other moves the modifier of 1.22 seemed consistent, but I didn't dig too deep so I'm not sure what's up. Now I'm seeing the same kinda thing with Potemkin. 93 damage instead of 94, and it's consistent with a move that does 50, but inconsistent with other moves. Anyway, it doesn't happen everywhere and it's a difference of 1 point of damage so it's probably not going to make a difference with actual gameplay, but keep in mind that it could cause inconsistencies when doing this kind of research (if anyone else decides to jump in). I'll post everything in full when I'm done, probably in a new topic.
  6. Ok, doing some manual testing for guts values, using Slayers air super (does 100 damage). All of these values are against Sol, who has a defense modifier of 1.00: Sol 100-51% health remaining - 100 damage 50 - 41% health remaining - 86 damage 40 - 31% health remaining - 71 damage 30 - 21% health remaining - 57 damage 20 - 11% health remaining - 47 damage 10 - 00% health remaining - 39 damage So yeah, these are the breakpoint values. You wont see a change in damage when health is set to different values within these ranges. I'm assuming that we can reasonably use this to determine Xrd's guts factor, and for comparison, this a significant increase compared to Guts 5 in AC/+R (where Sol had a Guts Rating of 1). If anyone wants to point anything out about this method that might skew my results, post here and let everyone know before I start editing the wiki. I'm going to leave in a while, so I'll probably do that stuff tomorrow sometime. I'll check Faust next since he has the same defense modifier and edit the results into this post. Faust 100-51% health remaining - 100 damage 50 - 41% health remaining - 89 damage 40 - 31% health remaining - 75 damage 30 - 21% health remaining - 59 damage 20 - 11% health remaining - 50 damage 10 - 00% health remaining - 39 damage Chipp 100-51% health remaining - 130 damage 50 - 41% health remaining - 101 damage (77.69%) 40 - 31% health remaining - 83 damage (63.84%) 30 - 21% health remaining - 65 damage (50%) 20 - 11% health remaining - 54 damage (41.53%) 10 - 00% health remaining - 49 damage (37.69%)
  7. Ok, so some of the basic 2K stuff. I'll throw in some of the more sub-optimal stuff so that we'll have a reference of random shit that works, and the stuff we already know for damage reference. Corner 2K > 6P > STBT > 6P > HCL > 5K > HCL (SL: 108, SO, KY, VE: 115, SI: 116, AX: 119, ZA: 122, CH: 147) (Knocks down, sets up 2-3 hit note) | ~ D (SL: 115, SO, KY, EL, VE: 123, SI: 124, MA, IN, AX, RA: 127, ZA: 130, MI: 145, CH: 157) (Builds approx 23% meter) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SL: 135, SO, FA, KY, EL: 148, MA, AX: 151, MI: 175, CH: 187) (Builds approx 29% meter) (4-hit Note Oki) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > 5P > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SI: 144) (Builds approx 29% meter) (4-hit Note Oki) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SL: 140, SO: 153, SI: 154, AX: 156) (Builds approx 28% meter) (4-hit Note Oki) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (SL: 148) 2K > 6P > 5H > IAD j.K > FFVCL > 5K > j.S > j.H > Kdive (SI: 121) 2K > 6P > 5H > IAD j.K > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive (PO: 121, ZA: 142) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (BE, PO: 125) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (FA: 153, MA: 156) (Builds approx 28% meter) (4-hit Note Oki) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive (VE: 145, ZA: 153, MI: 173) 2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (MI: 185, IN, RA: 159) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (IN, RA: 154) Mid Screen 2K > 2S > 2D > HCL ~ D (PO: 71, SL: 73, SO, FA, SI, EL: 78, MA, RA: 80, ZA: 83, CH: 99) (Builds approx 8% meter) 2K > 6P > STBT-S > 6P > HCL ~ D (SL: 98, SO: 104, SI: 105, MA: 108) (Builds approx 14% meter) 2K > 6P > STBT-S > 2S > HCL (SL: 87, KY, EL, VE: 92, MA, RA: 95, ZA: 98, CH: 118) | ~ D (SL: 96, KY, EL, VE: 102, MA, RA: 105, CH: 131) 2K > 6P > STBT-S > 5K > HCL ~ D (AX: 101) From maybe half range of 2K (6P wont link) - 2K > 2S > HCL (PO: 49, SL: 51, KY, EL: 54) | ~ D (PO: 61, SL: 63, KY, EL: 67) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (SL: 118, SO, FA, EL: 128, MA, AX, RA: 131) (Builds approx 23% meter) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D (SI: 132, IN: 134) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D (SI: 130) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive (PO: 117, KY: 132) 2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D (BE, PO: 104, VE: 115, ZA: 122) I guess I'll stick the j.S/j.K starters in with these Corner j.S > 6P > 5H > IAD j.K > FFVCL > c.S > j.S > j.H > Kdive (SI: 178, MI: 232) j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > j.S > j.H > Kdive (KY: 199) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SL: 191, FA, KY, EL: 204, SI: 208, MA, AX: 209, MI: 237, CH: 251) (4-hit Note Oki) j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SL: 198, SO, FA: 211) (Builds approx 35% meter) (4-hit Note Oki) j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (SI: 214, AX: 216) (Builds approx 35% meter) (4-hit Note Oki) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Kdive (RA: 209) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive (PO, BE: 171, ZA: 199) (4-hit Note Oki) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (PO: 190) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Kdive (VE: 192) j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Kdive (IN:205) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (IN:213) j.K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SO: 182) (Builds approx 35% meter) (4-hit Note Oki) j.K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Kdive (RA: 183) (Builds approx 35% meter) (4-hit Note Oki) j.K > c.S > 6P > 5H > IAD j.K > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive (SO: 170) (Builds approx 28% meter) (4-hit Note Oki) j.K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (EL, FA: 175, SI: 177, MA, AX: 179, MI: 205, CH: 221) (4-hit Note Oki) j.K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (SL: 162, IN: 179) (4-hit Note Oki) j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (FA: 176, AX: 180) (4-hit Note Oki) j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > sj.S > sj.H > Kdive (MI: 199 j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Kdive (EL: 159, MI: 186 j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > 5P > j.S > j.H > Pdive > dash j.H > Pdive (SI: 168, MA: 170) (Builds approx 28% meter) (4-hit Note Oki) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive (PO, BE: 144, SL: 148, KY, VE: 160, IN, RA: 164, ZA: 169, CH: 202) j.K > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Kdive (PO:150) j.K > j.S > 6P > STBT > 6P > HCL ~ D (SI: 141, RA: 143, CH: 176) j.K > c.S > 6P > STBT > 6P > HCL > 5K > HCL (SL: 142, KY: 150, MI: 179, CH: 191 | ~ D (SL: 150, KY, EL: 159, IN: 164, MI: 189, CH: 202 j.K > j.S > c.S > 6P > STBT > 6P > HCL (MA: 138) j.K > 5P > 6P > STBT > 6P > HCL > 5K > HCL ~ D (SI: 138, KY: 136, MA: 140, MI: 159 j.K > 5P > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > dj.S > dj.H > Kdive (PO: 123, IN: 141) Mid screen j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 163, SL: 167, SO, FA, EL: 177, MA, IN, AX, RA: 181, MI: 211, CH: 224) (Builds approx 23% meter) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL (VE: 148) | ~ D (VE: 159, ZA: 170) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~ D (PO, BE: 165) (Builds approx 23% meter) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D (SI: 186) j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > late Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 162, KY: 180) j.K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (SO, FA: 150, MI: 177, CH: 190) (Builds approx 23% meter) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~D (PO: 137, SI: 155) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~D (VE: 137, ZA: 146) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 138, SL: 142, EL: 153, MA, IN, AX, RA: 157) (Builds approx 23% meter) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (CH: 196) (4-hit Note Oki) (This is odd - I get it as P2 in training mode from starting positions, but not as P1) j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 138, CH: 194)
  8. Some starter j.D combos. Corner j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (EL: 198, MI: 226, MA, IN, RA: 205, KY: 199) (3-4 hit Note oki) j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (MI: 238, MA, IN: 216) j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (BE: 166, SL: 178, EL, FA: 182, KY, VE: 183, AX: 188, SI, ZA: 193, CH: 230) (3-4 hit Note oki) j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (FA: 193) (3-4 hit Note oki) j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (CH: 253) j.D > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (SL: 197) j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (PO: 173, SO: 190) (Builds approx 27% meter) j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > VCL > 6H > HCL ~ D (SO: 202) (Builds approx 29% meter) j.D > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (PO: 184) j.D > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (BE: 173) j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (costs 50%) (SL: 223, MI: 267, MA: 242, IN, AX: 243, FA, EL: 235, SI: 238, ZA: 247) (Builds approx 27% meter) (3-4 hit Note oki) j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive > Kdive (costs 50%) (RA: 244) j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Pdive > dash j.H > Pdive (costs 50%) (SI: 233) (Builds approx 27% meter) (3-4 hit Note oki) j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.S > j.H > Pdive (costs 50%) (KY: 234) (3-4 hit Note oki) j.D > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > j.S > j.H > Kdive (costs 50%) (SO: 234) (Builds approx 34% meter) j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Kdive (costs 50%) (VE:231) j.D > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (costs 50%) (PO, BE: 209) Mid Screen j.D > VCL > 5K > j.S > j.H > Sdive > 5K > HCL ~ D (SO: 144, SI: 146) j.D > VCL > 5K > j.S > HCL ~ D (BE: 114, KY, VE: 125, ZA: 133) j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D (KY: 140) j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D (MI: 152, CH: 164) j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D (SO, FA: 138) j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D (VE: 134) j.D > VCL > 5K > j.S > j.H > HCL ~ D (PO: 127, SL: 130, EL: 138, SI: 140, MA, IN, AX, RA: 142, CH: 176) j.D > VCL > 5K > j.S > dj.H > Sdive (wallbounces, sometimes cross under) > 5P > c.S > sj.S > sj.H > Kdive (may need Sdive if cross under) (MI: 173, FA, EL: 148, SI: 150 j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive (wallbounces, cross under) > 5P > c.S > sj.S > sj.H > Kdive (PO: 127) j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (SL: 139) j.D > VCL > 5K > j.S > dj.H > Sdive wallbounce > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (AX: 158) j.D > Fortissimo > VCL > 5K > j.S > j.H > HCL ~ D (SL: 188, AX: 207) Further away from the corner than starting positions: j.D > VCL > 5P > j.P > j.S > dj.H > Sdive > whatever (123 so far on Sol) Further away from the corner than starting positions: j.D > Fortissimo > VCL > 5P > j.P > j.S > dj.H > Sdive > whatever (189 so far on Sol)
  9. Since we'll be using VLC for oki a lot, here are some VLC starter based combos in case they get hit by the VCL and not the subsequent mixup: Corner VCL > YRC > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (235 on Sol) (5-HIt Note Oki) VCL > YRC > Fortissimo > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (costs 75%) (278 on Sol) Oki FFVCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Builds approx 34% meter) (230 on Sol) (5-HIt Note Oki) These will also be good off of silly pressure strings like airdash j.K > j.S > j.K > j.P > slight delay VCL > YRC. The slight delay isn't necessary, but it helps widen the gap so you don't have to hit the YRC in a 1-frame window. You can safely land into 5P to continue pressure, or go into 2K/j.D for mixup just like before, but now we have VCL YRC to keep them honest if they try to push buttons to beat the j.D. The slow down should make it reversal safe too. Mid Screen VCL > YRC > dash j.K > j.S > FFVCL > j.S > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (173 on Sol) (5-hit Note Oki) Given that Sdive wall bounce relaunches are tricky, there's also a string with the landing Pdive like you came up with: VCL > YRC > Pdive > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Kdive (costs 25%) (182 on Sol) Ender with more damage |_ HCL ~ D (costs 25%) (192 on Sol) From the match start position I can't get a wall bounce to work if using Sdive where the Kdive ender is, and Pdive is too far away to hit. You can do this for regular knockdown and better damage, or if you were further from the corner then this string would be preferable when going for a Sdive wall bounce (you'd be able to use a better ender string too). Some characters might actually get hit by the Pdive in the corner in place of that Kdive ender if they're fat enough, so we'll have to experiment with that.
  10. Hey, so since you mentioned that crossup thing I started looking for ways to do that in case you throw the wrong way when in the corner (like if you want 6H OS in case they jump). I can't do the 66956 method fast enough to get the crossup like you're getting, but I'm able to: If you're backed into the corner and throw them forward Throw > RC > Dash whiff Sdive (cross under) > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive. Puts them back in the corner. (Costs 50%) (141 damage to Sol) If you have them backed into the corner and throw them away from it Throw > RC > Dash whiff Sdive (cross under) > c.S > j.S > j.H > Sdive > 5P > c.S > j.S > j.H > Kdive. Puts them back in the corner. (Costs 50) (120 damage to Sol) Kinda silly flash doing the cross under. It's pretty hard this way. Couldn't find anything that would carry corner-to-corner though, so this'll have to do until someone finds something else. Throwing them back out of the corner is kind of a big screw up, but there are times you'd want to 6H if you were backed into the corner, so that first one will probably be useful from time to time. Does decent enough damage too.
  11. Freezes happen. If there's a consistent way to repro it, they can fix it. Otherwise, it's just some thing that's annoying from time to time. If it doesn't affect VS mode consistently, it wont be a problem. +R specifically has an issue with 2 stages which frequently freeze or crash. If you avoid them (the Slash version of AD2172 or whatever year it was, and some other stage that I forget) you probably wont crash at all.
  12. I'm likely going to attend with Kaizen/DQRF, so if I do I'll bring my console.
  13. Uh... I just froze in Training mode. I've been playing for a few hours, but I'm just throwing this out there in case anyone else gets freezes or crashes. I-No (color 2) vs Sol (color 1) on Central Organ Tower with Elphelt's theme playing. Experimenting with air combo stuff for the last 10 minutes, and I've been experimenting with general combo stuff for hours, so it's more likely to be time spent playing than what I was doing. Still, I was smacking Sol in the crotch with j.H in case that's related somehow. Settings are on performance, otherwise everything is defaulted. Could be isolated, could be something. Send me a PM if you get any info. Basically, if there's a way to reproduce it we need to let ArcSys know so they can fix it. If we can't reproduce it consistently then it doesn't matter so much unless we start seeing once-off crashes in VS mode, in which case ArcSys will be all over it as soon as we tell them even if there's no consistent method to repro the issue. *Edited with the stage*
  14. Corner Throws Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (IN, RA: 159, MI: 183) (2-4 Hit Note Oki) Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 50%) (IN: 169, MI: 191) Throw > RC > VCL > c.S. > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (PO: 135, SL: 139, ZA: 160, CH:191) (2-4 Hit Note Oki) Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (MA: 164) (2-4 Hit Note Oki) Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 50%) (SO: 163, KY: 164, SL: 148) Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (SI: 156) (2-4 Hit Note Oki) Throw > RC > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive (Costs 50%) (SI: 165) Throw > RC > VCL > c.S > VCL >c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (FA: 148) (2-4 Hit Note Oki) Throw > RC > VCL > c.S > VCL >c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (VE: 145, EL: 144, SL: 133) (2-4 Hit Note Oki) Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (PO, BE: 143, CH: 202, KY: 161, AX: 165) (2-4 Hit Note Oki) Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (Costs 50%) (VE: 162) Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Kdive (Costs 50%) (EL:159) Throw > RC > Fortissimo (Costs 100%) (SI: 134) Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 100%) (BE: 192, FA, KY, EL, VE: 212, AX, RA: 217, ZA: 222, MI: 241, CH: 259) (2-4 Hit Note Oki) Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 100%) (IN: 222) (2-4 Hit Note Oki) Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL (Costs 100%) (SO: 218) Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 100%) (SL: 203, SI: 219, MA: 221) (2-4 Hit Note Oki) Throw > RC > Fortissimo > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 100%) (PO: 188) Air throw stuff gets funky because of differences in spacing with the corner and altitude. Probably going to need to know a couple of variations. If you air throw them too low to the ground, can't pick up even with RC. Air Throw > RC > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (costs 50%) (SO: 129) Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H >Kdive (costs 50%) (SO: 151, KY: 152, SI: 153) Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (PO, BE: 136, SL: 138, EL: 151, MA: 154, CH: 191) (2-4 Hit Note Oki) Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive > Kdive (Costs 50%) (AX: 156) Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (Costs 50%) (VE: 154) Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Kdive (Costs 50%) (IN, RA: 154, ZA: 163) Air Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 100%) (MA: 217) (2-4 Hit Note Oki) Variation from max jump height for 5hit note |_ VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (costs 50%) (SO: 151, KY: 152, SI: 153) (2-4 Hit Note Oki) Variation from max jump height for damage |_ VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~D (costs 50%) (SO: 159) SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL (SO: 159) (Builds Approx 30% meter) Variation for oki |_ Pdive (BE: 143, SL: 145, SO: 158, SI: 160) (Builds Approx 34% meter) (2-4 Hit Note Oki) SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive (VE: 152, EL: 151, ZA: 161) SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (EL: 160, AX: 164) SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Kdive (IN, RA: 162) SM > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (PO: 135) SM > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (CH: 173) Mid Screen Throws Air Throw > RC > Pdive > dash j.H > HCL ~D (Costs 50%) (PO: 96, SO: 104) Full height jump - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.S > j.H > Sdive > c.S > j.S > j.H > HCL ~D (Costs 100%) (SO: 156) Lower jump - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (costs 100%) (SO: 161) Lower jump - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 100%) (SO: 157) (5-Hit Note Oki) Low Air Throw > dash j.S > j.H > c.S > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive (Costs 50%) (MA: 131, EL: 128) SM > Fortissimo (costs 50%) (SO: 116, SI: 119, CH: 150) (Unburstable) Low jump SM > Fortissimo > j.S > j.H > HCL ~ D (costs 50%) (PO: 137, SO: 151, SI: 154) (Builds Approx 10% meter) Low jump SM > Pdive > dash j.H > Fortissimo > j.S > j.H > HCL ~ D (costs 50%) (SO: 155, MA: 159) (Builds Approx 21% meter) SM > Pdive > dash Pdive > Sdive (SO: 95, MA: 98) (Builds Approx 22% meter) SM > Pdive > dash j.H > HCL ~ D (PO: 100, SO: 108, RA: 117) (Builds Approx 15% meter) SM > Pdive > dash j.S > FFVCL > 5K > HCL ~ D (BE: 109) Will continue to update this post with more combo stuff. By the way, I'm eyeballing meter values (and not including them for RC based combos because proration). I tried calculating them manually, but the numbers come out way higher than I'm actually seeing, so I don't know what's up with that. *Edit* Air throw note for Bedman: you can RC a regular air throw before he's crossed I-No's body completely and cross your own input up. Take care when doing throw > RC combos on Bedman.
  15. I gotta ask... who is this guy that originally posted the 30FPS thing that got everyone's panties in a bunch? I've never heard of him, and as he made absolutely no mention of a testing method and didn't post any evidence, I'm really getting irritated that even SRK is going around posting "Xrd defaults to 30FPS BAD GAME". The game runs at 60FPS. To appeal to the non-tournament crowd, they have a setting that emphasizes the graphics over the framerate, since they wont even notice small frame drops when a lot of stuff is going on, and if they do notice they probably wont care. That's the default because more people are going to play the game "for fun" than in tournament, so the fact that it defaults to "quality" and we have to change it ONE TIME and then save our settings is no big deal. The last thing we need is an irresponsible news outlet copy/pasting that SRK article as news, because odds are that several other news outlets would get the news from them and re-post it without fact checking. Seriously, if the game has some issue where it's not stable at 60FPS, someone will find it and we'll all be happy to know. Just stop propagating this false 30FPS thing.
  16. Double check your download history? Maybe it populated there.
  17. For anyone thinking about buying the digital import in response to the US LE delay news, I'm seeing posts in other places about getting the Asia/HK version of the game. Has English built in, costs less than JP apparently, and you can still get Elphelt because they didn't include a pre-order deadline. Sorry for anyone that got the JP version past the pre-order deadline. *Edit* Got beaten to it.
  18. I second this. World of difference comboing from 5K/2D/5H because of the 12/13/15 frames of hitstop. Anyway, as long as the netcode is stable, that's all I want. I can play better in 10 frames of stable delay than in a game with the latency sporadically changing between 2 and 7 frames with random full-second lag spikes every 10 seconds. Given the slightly increased buffer windows and the reduced need for hitting 1-2 frame cancel windows, the game will probably play better online than +R did. This is what being responsible enough to not spend money on the same game twice for an extra 2 weeks of fun got me. Now I wont even get to practice before I go back to work.
  19. I think most NTSC-JP games come with English subs. It's more surprising that this one doesn't and is getting a patch for it later, but they were probably really pushing to have the game out before the holidays. This is the first fighting game for the PS4 right? I also seem to remember people getting the "Asia version" (China, Taiwan, Korea, etc) of BBCP because that had English audio, which JP versions usually lack.
  20. Hey, do we know if Elphelt can backdash in Shotgun Stance? I know she can't jump. Also, she has no high/low during Shotgun Stance, though she has a roll for crossup as well as a command throw, right?
  21. I didn't hear that during any streams, but I noticed him say "Sushi" occasionally when using the first hit of his rekkas. Also, I'm pretty sure he's not actually saying this, but it sounds like he's saying "Anime Slash" when he uses his command throw. Hopefully he'll still say "Hello Kitty" somewhere.
  22. Instant Block does not prevent Guard Bar / RISC for being built up. Faultless Defense does. Instant Block is free to attempt and gives you meter when successful, while also reducing block stun and the amount the opponent is pushed back from your block. Faultless costs meter to use (some over time when holding it and some amount when something is actually blocked), increases your block stun, and prorates your meter gain for a short period of time, but it prevents chip damage, prevents the Guard Bar / RISC bar from increasing, and pushes the opponent out farther than normal. I like this system because you don't always want to use one defense option over another. When all you have is IB (like Persona fighter), you always want to IB in any situation where it's possible, assuming that you wont get hit for attempting it. Compare this to a system where IB has benefits (so you want to be doing it), but there are situations in which you'd rather use Faultless (preventing chip damage so you don't die, pushing someone out to make them whiff so you can punish). Anyway, while there are some character specific nuances to offense once you've gained initiative (dealing with a DP vs dealing with a good backdash vs dealing with a tall character that allows fuzzy mixup), defense is just as character specific as the neutral game. You don't have to know as much about the other character's tools when you have them blocking or you're comboing them, but you damn well better know what they can do in neutral and when they have initiative. Dealing with the other player's offense is often as nuanced if not more nuanced than the neutral game. Jam's 6H probably wont hit you very often in neutral, but you damn well better know it's +3 and has some lower body and throw invul if she's pressuring you with it in the corner, or you're going to get CH just looking for an opportunity to interact and play the game. Remember, hitting the other guy means you win, but not getting hit means you wont lose. GG just happens to be made well enough that the game is fun and aggressive while trying to avoid getting hit.
  23. Yeah, this one was weird for me at first too, but then I remembered that she was kidnapped by the assassins guild. Since she didn't grow up in an environment to develop a Russian accent, this kinda makes sense. As long as she can act appropriately I'm fine with this. May was another one that was strange for me at first, but after hearing her voice for a while it grew on me and I like it more than the JPN version. She's significantly older, so I don't want her to sound like a 5 year old sucking helium. I also like Chipp more than the JPN version just because I didn't like his new JPN voice. But uh... since I main I-No and was most interested in trying out Ramlethal, Elphelt, and Venom, I'm probably going to switch to JPN voice over. I can't stand that "Don't just stand there" on every STBT. That's more a problem with the audio leads implementing the recorded clips that way, but then Venom... oh sweet merciful crap. I'm hoping Elphelt sounds good.
  24. I kinda wish that I-No's "Don't touch me!" line when she techs was used only for her Dead Angle. I can't stand the "Don't just stand there" being on EVERY SINGLE STBT. Her fight intro with Sol sounds like the playful voice set, which doesn't fit, and Sol doesn't sound angry enough either. Then her win quote doesn't match the subs. Otherwise, her in-match acting sounds sufficiently angry. I like how pissed off she sounds when she's tumbling after Fafnir. But then the "you're pissing me off" when she loses sounds really flat. Anyway, it's nice that ArcSys is giving 3 weeks for Elphelt. This is the Christmas season, so some people wont have the game right away at launch.
  25. Any other streams running? RevolutionRespawn just finished.
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