Jump to content
Dustloop Forums

Kaizen

Members
  • Posts

    267
  • Joined

  • Last visited

Everything posted by Kaizen

  1. It's not a double airdash. You hit 8 in the air, then pick a direction to dash in. if you don't press anything after 8, you simply go up. Some of Bedman's normals are a little odd, like 2H changing its distance based on whether you hit 1 or 3, and 5H being a crossup normal: it just phases through the opponent. His mobility, as mentioned, is also odd with his long steps and awkward air movement. I'm not even sure he can jump cancel his air normals, or if he can I didn't figure out how it works in the one game I played as him. I couldn't hear anything when I played. Way too much noise around the setups.
  2. AX Xrd shirts are all sold out at the point. There were only two XXLs in stock when I left. -Dust transition is certainly not that big an adjustment. At first it's definitely jarring but not to a point where it messes up combos -Wall stick dust followup didn't always come out, but getting it to combo is nothing difficult (sol 5D 6 c.S 5H BB is pretty easy). -There were three setups, two of which are laggy monitors . -Combo to IK is EASY. Like holy hell. I thought Sol's was going to whiff at first because the opponent was so high. -RC combos are a little awkward but the delay the introduce into combo timing is pretty minimal. -YRC is SO FLEXIBLE. Also, they appear to have fixed the "do YRC, get hit before it activates, keep meter". I YRC'd at one point and got hit out of it, but still lost the meter. -Blitz Shield seriously feels like it has less than a 5 frame active window. There were so many instances I went for it and got nothing. the only time i got a successful BS was on accident. -Gold Burst YRC x4 for no reason is op tech ban please -Bedman is WEIRD. I still have some problems with some mechanics (still need to see if IKs can combo OTG), but i'm pretty fucking excited for console release. And yes, we had people walk by and get blown away, "THAT'S 3D HOLY SHIT"
  3. It was just a demo with arcade/vs modes. No menus or training options.
  4. I like how in every fighting game ever, the background characters are all, "yeah! kick his ass!", and cheer whenever somebody gets hit or dies. And then in Xrd, every civilian goes, "holy shit, who are these weirdos?"
  5. One of our boys. Give TheRealBobMan that glitter.
  6. Hey guys I'm probably going to E3. I'll keep some of these requests for testing in mind. On the off chance the build they have is different from the current arcade version, I'll try to make note of those changes, too.
  7. Why is the number 15 being looked at with validity when it comes from an article singing the praises of how "Arc System Work's beautiful 2D art and animations will again be a focal point of the game"? You can disprove this statement by...watching the announcement trailer. I seriously doubt IGN has insider information confirming a final count of fifteen. Also: going to E3. Overdosing on hype.
  8. Something a lot of people seem to have forgotten is that in #R, and now in Xrd, VV has significantly more hitstun, allowing the delay on the followup kick to connect more easily (to be fair I didn't know this until a few months ago). This also enables Sol to relaunch off of a low j.sVV after a dashing jump-in, or near the corner. It's an oddity that requires breaking the habit of going for the 214K after every VV, resulting in, well, more damage. I've also noticed that sVV would only land one hit as well in #R, but it simply knocked down anyway. What I hadn't noticed was single hit SVVs in Xrd; does this mean the followup whiffs, which is why players don't do it? Or does it knock down anyway, like in #R, at which point the only reason is lack of damage?
  9. Yeah, Fafnir prorated 60% in #R, and it was a weird kind of force prorate.. If you started a combo or somehow combo'd into it, it would only prorate once. So Fafnir (FRC) Fafnir > xx prorates 60% only once, but it's the same with something like 5H (RC) Fafnir (FRC) Fafnir > xx. Does anybody know if: -OTG bursts still count as OTG and are unthrowable? -Bursts can be Blitz Shielded? -If the "YRC > Burst Bait" Option select can be done on reaction, and what burst startup time is? If it's #R speed (23f?), I'd imagine you could predict or react to bursts and YRC pretty easily even with 6f startup.
  10. You can Blitz Shield Axl's stance chains and he'll go into the recoil animation, as well as counter them with Axl's counters, meaning that they're not projectiles. I'm pretty sure I've seen them get hit, too. I imagine they have hurtboxes on them, because I doubt he'd be designed so stupidly: I have more faith in ArcSys Team Red than that. What upsets me is that I still see multiple players getting wrecked by this move, specifically other Sol players for crying out loud. Fafnir didn't work the first time, so let's try it again, Roi? No VV? GG.
  11. The likeliest reason is that you're getting IAD by rolling into it. Instead of 956, you're probably hitting (3 or 6)956 on the way up. If you're getting VV after j.S, it's because when you dash, the 6 counts as a move input and 623 takes priority over 236. That's why if you dash forward and quickly do 236K/S, you get Wild Throw instead of Bandit Revolver, and why you can dash VV so easily. VR-Raiden's suggestion works as well, since GG seems to also put 41236 in priority over 623, and if you don't have a 41236 move on the button you pressed, you get a 236 instead. As for IAD j.P and j.S, you need to delay your IAD a bit against lighter characters because their clean hitboxes are higher on their bodies. Some characters I've never had any luck with IAD j.P or j.S against, due to a combination of clean hitbox and their falling hitbox orientation. I've never gotten it on Johnny, Ky, or Millia, to name a few. I think it's timing specific. I've gotten it on light/mid/heavyweights when I do it early enough (against, I-no, Pot, etc.), but not against welterweights (Baiken, May, Jam, Bridget), because of the aforementioned timing due to clean hitbox location. Millia's another one of those oddities where it usually doesn't seem to work.
  12. Bursts being unthrowable was filling me with infinite sadness. You've made my day.
  13. Anybody going to translate 1.02 patch notes? There's a few things on Bursts, Danger Time, Dead Angles, a handful of character specific notes, and some updates to M.O.M. and sparring mode. http://ggxrd.com/wanted/
  14. Man j.K got buffed up the sky. I love its horizontal hitbox in AC/+R, but always felt it was such a risk to throw out due to a poor vertical range and an inability to combo into much unless you were in optimal spacing. Buffing its crossup potential and giving it a jump cancel is going to guarantee it much more use, as we've already partially seen in BonChan's combo vids and match recordings. Also, don't remember if this was mentioned, but DI Air HVV is now the same as the ground one: ten hits? I keep forgetting to post about this when I see it and then I lose the video link. But I didn't forget the important one, Ch 6H > Bandit Bringer > Dustloop fucking smarts. Christ. http://www.youtube.com/watch?v=nQQOUboMiBc#t=41m30s
  15. I did happen to notice this, and it still seems like it can be kind of beneficial. It'll force those of us used to XX RCs to slow down our movements a bit, sure. But it also gives an extra bit of input window to go for something else. One example is BR RC Airdash. In AC, I like to RC the second hit of BR and airdash for a fuzzy guard, but I have to input 66 after the RC; I can't do it before I RC unlike an FRC which has a buffer beforehand, and usually end up landing and getting thrown like a normal punish anyway. While, from what I'm understanding, that the RC pose itself eats up a bit of input time, the leniency afterwards makes some of this stuff a little more tolerant. A fencing coach of mine always said that, "if you can do something slowly, you can do it quickly." He encouraged us to go through motions fluidly and elegantly before rushing through it. While you've touched the game and I'm only theorizing here, I can't imagine it being a problem in the long run and jarring effect you're mentioning sounds like a relatively small hurdle. The emphasis sounds like it's supposed to be on using that small bit of slow to assess the situation quickly, even if you're in a combo and RC'ing just to continue a string. Two questions I have though: can you buffer inputs during the startup pose? 66 during the pose obviously drops the dash, but does hitting 6 during the pose, and then forward again after push you forward? Also, does absolutely any input cancel timeslow? Will just blocking resume regular time?
  16. I'm astounded that nobody has really been discussing just how versatile the new RC system is. Most players don't seem to be taking advantage of it that much, but the ability to YRC just about ANYTHING is amazing. Hammerfall YRC to Pot Buster? 5D YRC to command throw or to low? Airdash YRC to ground mixup? 1F jump YRC (I think jump YRC cancels upwards momentum) to make something whiff to immediate overhead/punish/whatever? Removing the limitations on what can be YRC'd is clearly going to lead to some ridiculous mindgame wars, since the timeslow gets cancelled the moment the player who RC'd does another input. The only thing I'm upset about is no Grand Viper YRC, because low profile low to YRC whatever would actually give Sol a standard mixup. Go watch the G-Stage and Mikado 3on3 vids if you think this game is dull. Combos are shorter than AC/+R and damage is higher, but the players who are clearly going to be paving the metagame are the ones who are using the new RC system to its max, and it's glorious to observe. Even so, the highest level of play is obviously nowhere near where it's going to be in a few months from now. I think I've seen maybe two successful Blitz Shields out of less than ten attempts, and maybe three players taking advantage of YRC'ing normals to new mixups. Everybody is playing it nearly exactly the same as reload when it's clear that this RC system is pretty big game changer. Of course, the game's been out for less than a week. Gotta give it some time.
  17. Don't remember which vid, but I distinctly recall seeing a Sol jump cancel j.K. Do we know if Gunflame Feint still has a hitbox on it? Going back to one without it = silly wild throw shenanigans. DI actually looks convincing enough to use. I love it.
  18. That's exactly what I'm saying. If RS is blocked, Sol can do an aerial before landing, or jump, because it's auto JI'd. You can watch the third match in the footage and see for yourself.
  19. Yes. He just missed because the opponent was too far away. The crowd went absolutely nuts.
  20. Holy fuck this game is amazing. Riot Stomp recovers IN THE AIR. One of the developers went for combo > IK as Faust. It's totally a real thing. EDIT: There was a drawn out Millia vs Bedman match and about 25 minutes of preceding discussion. You didn't miss much.
  21. Any impression of M.O.M.?
  22. Thanks for the links! Any idea what those gears that show up below the heath bars are (May vs Ky)? They show up in the first round during danger time when one player lands a hit, and again in the third round near the end when Ky lands a 5D and when May lands a burst. I'm thinking it might have something to do with the combo > IK mechanic, maybe? Just a guess. Also, May gets a slow, big projectile.
  23. This is literally the only instance in my life in which I regret deleting my FB account.
  24. This was discussed a little bit after the last loketest, but supposedly when you go into HellFire mode (< 10-15 % health, seems to vary between characters), stuff happens: -Damage taken decreases. -Overdrive damage dealt increases (pretty substantially). -Opponent's IK startup becomes instant, and allows them to combo into IK. That last bit was translated from the jp wiki, so while we don't have footage of it, I wouldn't be surprised (and would honestly be kind of hyped) if this is the deal.
  25. Dunno if it's my computer or what, but the footage freezes at ~ 2:10 while the audio keeps playing. Thanks for all your hard work, regardless!
×
×
  • Create New...