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Everything posted by Kaizen
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Oh right, durr. Man I want this game out already so I can try this shit myself.
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You've just posted my new favorite mixup. Have you tried this with airdash pressure? e.g. Oki airdash j.S, j.D, DI YRC > whatever? Or is the demo not really conducive to testing blockstrings?
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
I don't know if we have any frame of reference for the weight of May's anchor, but based on its size we can probably infer that it's under 100 lbs. It looks like an anchor for generally a pleasure craft or smaller vessel, rather than a freighter, a cruise ship, or god forbid the May Ship itself. Since it's part of her description, the weight is probably some arbitrarily high number which PR can change whenever they please to make the crowd go OOH. If, however, these parents you're referring to weighed 2000 lbs. each, you might actually be able to say that May holding an anchor is nothing special considering that they can weigh up to several dozen tons. And of course none of this discussion really belongs here because "story/cannon discussion" but whatever. If it was an anchor for, say, the actual May Ship, we could reasonably expect all of May's normals to be Instant Kills. -
Don't tech the 2k, just take the knockdown (the GF won't hit OTG if you don't tech), then you wakeup into the GF and prepare for a trip to mixup city.
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Turns out there's an easier way. If you open up the config file and turn on 16-bit colors (it's the last/3rd checkbox), it'll also fix it without forcing you to kill Windows Explorer. I felt obligated to play this game again anyway, and ended up finding this out.
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EFZ has the same problem on a lot of post Win7 computers, and the general bandage solution is to turn off Windows Explorer when you run the game. You can either write a batch file that turns it off when you run the game, or you can open the task manager and close it through there.
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Obviously not.
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This is a pretty sweet vid, but you'd probably have more luck with having it seen by posting it here: http://www.dustloop.com/forums/index.php?/topic/8266-xrd-sol-badguy-gameplay-discussion/ or here: http://www.dustloop.com/forums/index.php?/topic/8254-xrd-sol-badguy-video-thread-updated-10182014/page-5 I went ahead and posted it in the first topic, since there was something of note to bring up. Good submission.
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I take it you guys watched this. https://www.youtube.com/watch?v=O8Hmyy0m6Q8 http://www.dustloop.com/forums/index.php?/topic/9649-xrd-demo-sol-combo-video/#entry857755 PBB itself seems to have some kind of immunity to normal damage scaling (but not immunity to prorates, as evidenced by the WT DI combo). Either that, or it has a huge amount of minimum damage, which would make it the only move in GG that does so. Or it's a glitch, and hopefully it never gets fixed because Sol could always use ludicrous damage for no reason. I'm assuming the optimal thing would be to save meter for the end of DI combos and do like three PBBs instead. Somebody taking this to the (ghetto) lab? Edit: Oh hey apparently I'm blind.
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Loving these IK combos. Speaking of which, I'm pretty sure I watched some Sol do WT IK without an RC (Suke or Machaboo or Uki or somebody). The recovery on WT should be low enough to get this out, you would just need to delay IK activation for a spell. Anybody with a demo tried this yet?
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Sleep now, Nightwalker And Forever Spread your Wings Good Night Sweet Dandy -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Just noticed that Leo is holding some kind of book on the cover. If by some chance he is playable, and fights by smacking you with a book (which would be so stupidly unfitting that it would be awesome), that would be four potential subs that Xrd has introduced to me. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
We haven't seen Elphelt's victory quotes against anybody besides Sin or May, so nothing's really been disproven. Just because she doesn't want to marry May doesn't mean she isn't bisexual. Maybe it's the fact that May's, you know. A fucking brat. Further off topic: DAN SMITH, THE MAN -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Goddammit Elphelt's IK should have been a shotgun wedding. -
Pretty much everybody has already said the same thing, but I feel like throwing in a local analogy. Guilty Gear is the hot older sister of fighting games. Others come in and try to muscle into your heart by trying too hard, and sometimes succeed in grabbing your attention for maybe a week. You've got the idiot little sister (BB), the one with nothing of value to say (P4), and the creepy spaz who you stay the hell away from (Mahvel). Meanwhile, GG sits back, sips some wine, and says, "You'll be back".
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You might also want to mention that all versions of DI VV(S) can actually cancel into knockdown now, because for some reason they never could in AC or #R (iirc).
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Notable changes from the frame data that aren't apparent from footage: j.S's startup has taken a slight nerf, but has also retained the removal of its prorate from +R. j.H's startup was nerfed to 12F, up from 9F : ( 5D kept its nerfed startup from +R, but if this was a retained universal change, it's not that big of a deal. 6P startup is buffed down to 9F, not sure if this is the same or better than #R startup, but it's what allows 2P/2K 6P to combo again. GF startup buffed back to 20F. Allows 5H/2H GF to combo against crouching opponents : D Tataki Otoshi startup buffed to 11F (12F in AC), making knockdown out of combos easier. If Air VV got increased untechable time, Ruu/Kedako's findings don't give any indication. DI Grand Viper gets a significant buff to its startup, though we don't really seem to know much of anything else about it (besides linking 5K afterwards) DI keeps a minimal recovery window after activation, though 2F is still longer than the 1F window from +R Air DI has ZERO recovery, likely in exchange for being put into a worse position. On top of 6H no longer being useless, DI 6H is no longer even more useless!
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Frame Data (Note, still translating Riot Stomp changes. Feel free to make note of any errors). DI frame data is in italics. "special" IK means when combo to IK is possible. Sol Frame Data Backdash: lasts 16F, invincible first 8F 3F Jump Startup ----------------------------------------- Frame table (Normal) ----------------------------------------- P: 4F (entire move lasts 13F): attack Lv.1. K: 3F (lasts 23F): Lv.2. 2nd hit active on 5F. c.S: 5F (lasts 22F): attack Lv.3 f.S: 7F (lasts 31F): attack Lv.3 HS: 11F (lasts 38F): attack Lv.5 6P: 9F (lasts 31F): attack Lv.3. Effect Shi blow next. Wall bounces effect. 6HS: 17F (lasts 53F): attack Lv.5. hitstop 23F. Knockdown on hit, Floor bounce on CH. Dust: 24F (lasts 50F): attack Lv.3. DAA: 11F (lasts 38F): attack Lv.3. Blowback on hit 2P: 5F (lasts 12F): attack Lv.1. 2K: 6F (lasts 16F): attack Lv.1. 2S: 10F (lasts 20F): attack Lv.3. 2HS: 8F (lasts 39F): attack Lv.5. 2D: 7F (lasts 29F): attack Lv.4. Knocks down on ground hit JP: 5F (lasts 15F): attack Lv.1. JK: 6F (lasts 28F): attack Lv.3. JS: 10F (lasts 35F): attack Lv.3. JHS: 12F (lasts 22F): attack Lv.3.2nd hit active on 15F. JD: 9F (lasts 28F + landing recovery 5F): attack Lv.4. Blowback on hit. Gun Flame: 20F (lasts 50F): attack Lv.2. Gun Flame (Feint): - F (lasts -F): attack Lv.-. Ground VV (S): 7F (lasts 44F + landing recovery 8F) Lv.3.2nd hit active on 13F. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 29F. Air VV (S): 5F (lasts until landing + landing recovery 8F) Lv.3. 2nd hit active on 9F. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 23F. Ground VV (H): 5F (lasts 56F + landing recovery 8F) Lv.3.2nd hit active on. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 32F. Air VV (H): ?F (lasts until landing + landing recovery 8F) Lv.3.2nd hit active on. Floats on hit. an cancel to knockdown (Tataki Otoshi) after 32F. Tataki Otoshi (Knockdown): 11F (Lasts until landing + 10F landing recovery). Slams down on hit. Attack Lv.3. Grand: 17F (lasts 102F + 10F landing recovery). Attack Lv.?. Hitstop 8F. Fafnir: 18F (lasts 32F): attack Lv.?. hitstop 30F. If FD’d, + 4F (Not sure if this means +4F of guardstun, or if Fafnir is +4 on FD block, which would be ). Tumble on hit. Riot Stomp: active 10F after leaving the wall (lasts ?F): attack Lv.5. 1st hit Occur depends on the position of the screen. 2-stage action can occur from 20F later the second stage occurs at 23F from the first stage occurs. Causes wall bounce, hitstop 7F Shi blow second stage ground bounces + width. REVOLVER: 9F (lasts 35F + landing recovery 8F). Lv.3. First hit floats. 2nd hit active on 25F AIR REVOLVER: 4F (lasts until landing + 12F landing recovery). 1st hit floats grounded opponents. Lv.2. Bringer: 32F (lasts 46+ landing recovery 4F): attack Lv.5. Ground Bounce on hit. Kudakero: 22F (lasts until landing + 29F landing recovery). Lv. 2. -Fire Pillar is Lv.3; active 9F after landing: Wild Throw: 4F (lasts 35F): attack Lv.-. Lasts until end of throw animation. Tyrant Rave: 5F + cinematic 110F + 1F (entire moves lasts 5F + cinematic 110F + 74F): Attack Lv.5. 1st hit floats. 2nd hit wall bounces. 2nd hit active on 144F. DI: (entire duration: 19F startup + 95F super flash + 2F recovery). DI lasts 421F (7 seconds + 1F). Recovery animation lasts 62F. DI (Air): (entire duration: 19F startup + 93F super flash + 0F recovery). DI lasts 421F (7 seconds + 1F). Recovery animation lasts 62F. IK Stance (normal): (lasts 84F total). Activates IK mode on 33F. IK Stance (special): (5F + screen freeze 74F + 5F recovery). Activates IK mode on 33F. IK Attack (normal): 9F + screen freeze 30F + 16F (9F + screen freeze 30F + 53F). IK Attack (special): 5F + screen freeze 30F + 15F (5F + screen freeze 30F + 52F). ----------------------------------------- Frame table (DI mode) ----------------------------------------- P: 3F (lasts 8F): attack Lv.1. K: 3F (lasts 14F): attack Lv.2. 2nd hit active on 4F. Near S: 3F (lasts 13F): attack Lv.3. Far S: 5F (lasts 18F): attack Lv.3. HS: 6F (lasts 19F): attack Lv.5. Dust: 24F (lasts 50F): attack Lv.3. DAA: 11F (lasts 38F): attack Lv.3. 6P: 6F (lasts 17F): attack Lv.3. Causes blowback/wallbounce on hit. 6HS: 12F (lasts 29F): attack Lv.5. Hitstop 23F. Knockdown on hit, floor bounce on CH. 2P: 3F (lasts 8F): attack Lv.1. 2K: 4F (lasts 11F): attack Lv.1. 2S: 7F (the entire 12F): attack Lv.3. 2HS: 5F (lasts 20F): attack Lv.5. 2D: 5F (lasts 18F): attack Lv.4. Knocks down on ground hit. JP: 3F (lasts 9F): attack Lv.1. JK: 6F (lasts 20F): attack Lv.3. JS: 6F (lasts 19F): attack Lv.3. JHS: 9F (lasts 14F): 2nd hit active on 13F Lv.1,3. JD: 9F (28+ after landing the entire 5F): attack Lv.4. Floats/blowback on hit Gun Flame: 20F (lasts 36F): attack Lv.?. Histop 7F. Blowback on 2st hit + Blowback upwards on 2nd hit. . Gun Flame (Feint): - F (lasts -F): attack Lv.-. Ground VV(S): 7F (lasts 37+ 8F landing recovery): attack Lv.3. Floats on hit. 2nd hit active on 11F, 3rd hit active on 15F. Can cancel to Knockdown (Tataki Otoshi) after 22F. Air VV(S): 5F (lasts until landing + 8F landing recovery). Attack Lv.3. Floats on hit. 2nd hit active on 7F, 3rd active on 11F. Can cancel to Knockdown (Tataki Otoshi) after 18F. Ground VV(H): 7F (lasts 94 + 8F landing recovery): Attack Lv.5. 2nd hit active on 10F, 3rd ~ 10th hits active 4F each after 2nd hit. Histop 0F for 2nd ~ 10th hit. Can cancel to Knockdown (Tataki Otoshi) after 62F. Air VV(H): 7F (Up to the entire landing after landing + 8F): Attack Lv.5. 2nd hit active on 10F, 3rd ~ 10th hits active 4F each after 2nd hit. Histop 0F for 2nd ~ 10th hit. Can cancel to Knockdown (Tataki Otoshi) after 62F. Tataki Otoshi (Knockdown): 11F (Until landing + 10F landing recovery). Attack Lv.3. Slams down on hit. Grand Viper: 11F (? F), Attack Lv. ?. Fafnir: 18F (lasts 43F): Attack Lv.?. hitstop 24F. 2nd hit active on 19F, 3rd hit active on 20F. Riot Stomp: Active 10F after leaving wall (lasts ?F): attack Lv.5. Occur depends on the position of the screen. 2-stage action can occur from 20F later the second stage occurs at 23F from the first stage occurs. Effect + wall bounce + Histop 7F Shi blow second stage ground bounces + width. 3F after the second stage occurs, 4-5 stage:: 10F after the occurrence of the attack before, 6-7 stage: the third stage occurs after the attack 4F occurrence of before. 3-7th hits attack Lv.3. GROUND REVOLVER: 7F (lasts 36+ landing 8F). Lv.5.1 ~ 3-stage attack. 2nd hit active on 10F, 3rd hit active on 13F, 4th hit active on 25F. . Hitstop 7F AIR REVOLVER: 4F (Lasts until landing + 5F landing recovery) 4F. Attack Lv.4. 2nd hit active on 18F, 3rd hit active on 20F, 4th hit active on 22F. Bringer: 30F (lasts 44F + 4F landing recovery): attack Lv.5. Causes tumble on hit. Kudakero: 14F (lasts until landing + 24F landing recovery) Attack Lv.2. Pillar of fire is Lv.3.2nd hit active on 8F after landing. Wild Throw: 4F (lasts 35F): attack Lv.-. PBB: 9F (lasts until landing + 12F landing recovery): attack Lv.-. Lasts until grab animation ends. Tyrant Rave: 7F + screen freeze 60F + 1F (entire moves lasts for 7F + screen freeze 60F + 105F): Attack Lv.5. Beam partial specialization(?). Hitstop 0F. IK Stance (normal): (lasts 84F total). Activates IK mode on 33F. IK Stance (special): (5F + screen freeze 74F + 5F recovery). Activates IK mode on 33F. IK Attack (normal): 9F + screen freeze 30F + 16F (9F + screen freeze 30F + 53F). IK Attack (special): 5F + screen freeze 30F + 15F (5F + screen freeze 30F + 52F).
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Justice is a female robot with a two-foot codpiece. The only thing sillier is Zone of the Enders. -
One thing I forgot to test at AX was GF startup. Does anybody know if it's back to #R speed, as in, can you combo into it on a crouching opponent out of 5H/2H?
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Oh shit, this is happening again? Sweet. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
I dunno if Sol can still do it without meter, but I think this was a universal change where pretty much every ground throw knocks down now, and thus have been changed to be much harder to combo out of. E.G Sol could only knock down a quarter of cast out of ground throw up to +R, but could combo the rest in the corner. Either the timing is fairly tight, or requires meter now for most of the cast (with the apparent exception of Bedman). I tried it out of airthrow too (Sol), and kept getting OTG. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
I think my buddy mentioned that everything else was still named the same. Benten, Rensen, etc. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Also, for anybody still doubting that Axl's stance chains are kinda cruddy (translated in game as Sparrow Hawk Stance), ignoring the video proof that you can BS/DP/Counter hit poke it: At one point, I got bored and started spamming Sol's j.D at full screen. My friend thought this was a great time to go into stance and do anti-air chain. He got counter hit. Life's good. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Maybe. There were a lot of Sol players and I probably got hit out of VV a lot considering its hitbox is a lot smaller. Of course I had it clash at least once and I was at the Xrd booth for almost twelve hours so maybe? Who did you play?