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Dream Maker

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  1. Yeah this still works on all characters except Pot, Johnny, Order Sol, Robo Ky and ABA, just as before. I have no idea about Kliff and Justice though as I haven't fought them yet but if I remember well they are lighter than the characters I just mentioned. As for changes, I don't think there is a definite list somewhere but IMO the info will most likely be updated on the GG wiki. I checked so far and only Eddie, Johnny and Bridget have had their change list edited recently. No way to know if there still is loketest info on their pages or not though, but it's likely that they have been updated with the changes of the final version.
  2. I played a bit this morning. I don't know how much guard bar 5S builds up but it seemed pretty big. More than 2S if that can help you to compare. I payed more attention to P Kai on block this time and it actually didn't seem to have much more frame advantage, at least it was definitely not +5. I'm pretty sure it hasn't changed. 6S also seems to have more autoguard frames, I was able to catch more autoguards than usual while using it. Although he got many buffs here and there Anji looks like he hasn't changed from AC and might look meh as a result because people can still play him like before so they naturally play him like before. I think it will take time until we see real new things because people just aren't forced to find new ways of playing. I believe many other characters look like that too right now. Personally there are still very few changes that I have managed to add to take advantage of in my gameplay : - 2D, and 6S improvements are good but I'm still using the moves as before. - I use 3S cancel a lot more, that's one change I can feel and take advantage of pretty clearly. - I started using 6HS and 3S a lot more in pressure strings and it's quite effective, also use them more often as autoguard baits. - Only two changes are actually a little hindrance to me now, the FB shitsu increased speed and the new Aoi. I feel now a bit uneasy with FB shitsu okizemes at short range and I haven't got the timing to combo after Aoi yet. So there are still many many things for me to find a use for, that will take some time to change my old habits since Anji can still do what he could do before...
  3. I didn't notice that, but I didn't get punished either when I used it in blockstrings. I'll try to pay more attention the next time I play.
  4. Yes, in fact I was doing that all the time I got the chance and didn't miss even once. 3S cancel is so easy now it has become completely reliable and not risky as it used to be before. It certainly works, but I'm pretty sure you'll have to start very close to the opponent to do that. For some reason which I suspect is pushbak, moves that go forward like 6P, 6HS and 3S don't seem to go as far forward when cancelled into from high attack level moves like 5H.
  5. I've been lurking in these forums for the past few years, helping people when I can. Anji forums have been kind of dead for a while but I'm always happy to answer questions, give advice or simply discuss and debate about the character. Anji has never been a very popular character and I don't know if ACR will bring new players on these forums but if you have the motivation to do guides for the character I'd say go ahead. I'm already an experienced Anji player, so I don't think I would 'need' a guide but I'm always interested in one just for the sake of exchanging views and seeing how other people play the character. So regardless the level I think a guide can help to get better at the game and of course potential new players would love to have one. If you and other experienced players are interested we could even make a collaborative guide of some sort. Will take less time and work than if only one person does everything by himself, and also probably provide better advice overall, since it would have been debated from several point of views. Anyway I'm still here to help new people that may ask questions and I'll be happy to do that for ACR Anji. Let's just hope that new people will come.
  6. Copy/paste of what I posted in the general AC + R thread about Anji. Anji didn't change much or at least that's how it seems, you can still play it exactly like before and do very well, aside from the changes on Aoi he feels the same with some new options here and there. I'll try to make a list of the changes I noticed, most may be repeats from the previous loketests but at least it will be confirmed now and I'll be able to give some insight. - 5P : it seems the level went up but the recovery is a bit increased. It's really easy to pick up after using it as an anti-air against someone. On the ground you can also easily cancel into 5S via 3S cancel. - 5S : it makes guard bar go up again, so that's great for such an important pressure move. - 5D : it's special cancellable now. - 2H : gained a cancel into 5H, connects even on standing opponents. - 2D : reach is way better now, I'm able to connect the move in many cases where I'd just have missed and get punished before. It's a great change, makes Anji's hit confirm game a lot easier. - 6P : is cancellable from 5H, not very useful IMO as 5H has a lot of knockback. - 6K : contrary to the reports of the previous loketest, the FRC is still there, at least I had no trouble doing it. - 6H : now it's a great move, cancellable into from 2H, 5S, 5H and maybe others but I didn't try. It's special cancellable also which makes it great for pressure. Autoguard frames seem to be increased. Recovery is increased though so it's better not to whiff it. Don't know if the FRC is still here or not but it would be irrelevant now if it is the same as before, maybe it has moved though. I used 6H a lot in pressure strings like 5S, 6H, shitsu or P kai, it's a great way to continue pressure. Cancels from 2H and 5H aren't great because the moves give to much pushback so 6H is likely to whiff after these. It's better to use it after 5S. - 3K : doesn't float anymore, except on CH. I don't know what to do after that if it hits on normal hit except S fuujin into nagiha. - 3S : it's a great move now. Seems a bit faster, moves forward and has more autoguard frames. It's actually a very legit anti-low autoguard move now. It doesn't cancel into another 3S anymore. The 3S cancels are a lot easier to do, but they don't seem to benefit from the forward momentum of the move. So doing 5S, 3S cancel, 5S isn't gonna make you move forward between the 5Ss or maybe the forward momentum is so small that it's not noticeable. - jD : didn't notice any increase in the recovery or it's really a small one. I was still able to do on okizeme shitsu, dash, 5K, IAD, jD whiff (guard breaks by falling butterfly), land and 5K into combo. - FB shitsu : travels very far and faster, takes time to get used to but allows to throw it from farther away on okizeme. - Rin : it's an overhead move now, still very easy to see. - FB Rin : it's now much easier to bait bursts with it even late ones, autoguard frames have been buffed a lot. - K Kai : on normal hit it lifts the opponent up about the same height as P version now, so it's still very possible to combo. On CH however it still bounces very high. - FB On : it's a bit slow to come out but Anji goes up very fast once he jumps. It doesn't seem to have any invincibility but the hitbox is huge, so if you're not super close to your opponent's attack when you do it, you should be able to catch him. It makes the opponent fly very high when it hits so you can connect pretty much whatever you want after. - Kou : I'm not sure but it seems that it's untechable now. - Aoi : the only disappointment of this new Anji. I'm not getting used to it yet, it's much slower to come out (got it blocked most of the times I tried) and the opponent stays on the ground when hit. According to japanese bbs it's possible to combo after it, which should be very interesting but I couldn't get the timing down yet. I also heard it had a FRC but I couldn't try. It's safe on block now though. I think it's not a real nerf and could actually be an advantage considering the combo possibilities but it's necessary to adapt to the new startup and the combo timing first. - In general, Anji is now able to delay his gatlings up to until the end of the recovery of his moves. This could be very useful to create frametraps and such or to counter mashing attemps from opponents. I still have to figure out how to put this change into practice but I've thought of something against people who mash in pressure strings. Using 5S on pressure, late cancelling into 3S or 6H could allow to continue pressure while offering the option to counter an eventual mashing attempt from the opponent with an autoguard. You have to guess on whether to use 3S or 6H, it depends if the best mashing move your opponent has is a low or a high.
  7. I did a few games today. For the colors it seems that the set 2 is the EX color set from the previous version, at least I was able to select the color I used for Anji before with that. Anji didn't change much or at least that's how it seems, you can still play it exactly like before and do very well, aside from the changes on Aoi he feels the same with some new options here and there. I'll try to make a list of the changes I noticed, most may be repeats from the previous loketests but at least it will be confirmed now and I'll be able to give some insight. - 5P : it seems the level went up but the recovery is a bit increased. It's really easy to pick up after using it as an anti-air against someone. On the ground you can also easily cancel into 5S via 3S cancel. - 5S : it makes guard bar go up again, so that's great for such an important pressure move. - 5D : it's special cancellable now. - 2H : gained a cancel into 5H, connects even on standing opponents. - 2D : reach is way better now, I'm able to connect the move in many cases where I'd just have missed and get punished before. It's a great change, makes Anji's hit confirm game a lot easier. - 6P : is cancellable from 5H, not very useful IMO as 5H has a lot of knockback. - 6K : contrary to the reports of the previous loketest, the FRC is still there, at least I had no trouble doing it. - 6H : now it's a great move, cancellable into from 2H, 5S, 5H and maybe others but I didn't try. It's special cancellable also which makes it great for pressure. Autoguard frames seem to be increased. Recovery is increased though so it's better not to whiff it. Don't know if the FRC is still here or not but it would be irrelevant now if it is the same as before, maybe it has moved though. I used 6H a lot in pressure strings like 5S, 6H, shitsu or P kai, it's a great way to continue pressure. Cancels from 2H and 5H aren't great because the moves give to much pushback so 6H is likely to whiff after these. It's better to use it after 5S. - 3K : doesn't float anymore, except on CH. I don't know what to do after that if it hits on normal hit except S fuujin into nagiha. - 3S : it's a great move now. Seems a bit faster, moves forward and has more autoguard frames. It's actually a very legit anti-low autoguard move now. It doesn't cancel into another 3S anymore. The 3S cancels are a lot easier to do, but they don't seem to benefit from the forward momentum of the move. So doing 5S, 3S cancel, 5S isn't gonna make you move forward between the 5Ss or maybe the forward momentum is so small that it's not noticeable. - jD : didn't notice any increase in the recovery or it's really a small one. I was still able to do on okizeme shitsu, dash, 5K, IAD, jD whiff (guard breaks by falling butterfly), land and 5K into combo. - FB shitsu : travels very far and faster, takes time to get used to but allows to throw it from farther away on okizeme. - Rin : it's an overhead move now, still very easy to see. - FB Rin : it's now much easier to bait bursts with it even late ones, autoguard frames have been buffed a lot. - K Kai : on normal hit it lifts the opponent up about the same height as P version now, so it's still very possible to combo. On CH however it still bounces very high. - FB On : it's a bit slow to come out but Anji goes up very fast once he jumps. It doesn't seem to have any invincibility but the hitbox is huge, so if you're not super close to your opponent's attack when you do it, you should be able to catch him. It makes the opponent fly very high when it hits so you can connect pretty much whatever you want after. - Kou : I'm not sure but it seems that it's untechable now. - Aoi : the only disappointment of this new Anji. I'm not getting used to it yet, it's much slower to come out (got it blocked most of the times I tried) and the opponent stays on the ground when hit. According to japanese bbs it's possible to combo after it, which should be very interesting but I couldn't get the timing down yet. I also heard it had a FRC but I couldn't try. It's safe on block now though. I think it's not a real nerf and could actually be an advantage considering the combo possibilities but it's necessary to adapt to the new startup and the combo timing first. - In general, Anji is now able to delay his gatlings up to until the end of the recovery of his moves. This could be very useful to create frametraps and such or counter mashing attemps for opponents. I still have to figure out how to put this change into practice but I've thought of something against people who mash in pressure strings. Using 5S on pressure, late cancelling into 3S or 6H could allow to continue pressure while offering the option to counter an eventual mashing attempt from the opponent with an autoguard. You have to guess on whether to use 3S or 6H, it depends if the best mashing move your opponent has is a low or a high. Also for the general game info I noticed : there is no lag at all so nothing to worry about. Gold bursts don't knockdown anymore, maybe only on CH ? Didn't try slashbacking yet so I can't say anything about it now.
  8. CS2 Haku was fine, of course he was weaker than most characters back then but the gap was nowhere as big as it was between the low and tops of CT or CS1. The three big things Haku gained that made him godly in CSEX : - Gauge stop cooldown being shorter - jB cancel into j2A that opened the way to easier midscreen combos (it was possible to do decent combos on midscreen in CS2, he just had less openings and the combos were harder) - Throw being special cancellable again Aside from that he was about the same except for some little damage buffs on some moves and 6A becoming an anti-air again although it is not even close to be as good as it was in CT. The only reason people think CT Haku was better is because he was like Tager, a character that could deal awesome damage but only from some moves that are very risky or not very likely to hit in normal conditions, basically a "noob bait" that works well against people who don't pay attention enough or don't have enough experience against him, and even more so on online matches. He could reverse a match quickly on an accident, but he didn't have the flexibility and all the options he gained in the latter episodes. Nobody knows how he will be in CP. Although the changes do look bad, I know for sure that it's impossible to predict how the character will perform just based on that, especially in an update like CP which is a whole new game and thus has massive changes. I remember when GGAC just came out, many people considered Testament to be low or low-mid tier because he lost his gravedigger loop as well many of his BNBs and options people were relying on during the previous episodes. But a few weeks later he made his way to the top because people discovered how to use his new options and found out how to do stupidly strong loops with his new move, and also that forward EXE had massive frame advantage. So I say let's wait for the game to be released and see what he can really do with his new options. Sometimes a loketest is not long enough for people to discover everything, and things are still subject to change anyway.
  9. 6K FRC removal is not confirmed, it may just be a timing change. But HS into 6K FRC was a very unreliable method to continue pressure anyway I think that now that he can special cancel 6HS and has many new gatlings into this move he has a better and safer option to continue pressure and close in at the same time rather than ending pressure strings with 5H and just stop there or go for a risky fuujin mixup or 6K FRC into surprise dash. Also it seems the properties from 3S, 5D and 214K stayed the same as the previous loketest, at least didn't see anyone saying the contrary on the BBS. About Aoi : some people on the BBS said that apparently it doesn't float anymore now (IE the opponent stays on the ground) but you still can combo after it. 5K connects quite easily on crouching opponents and also on standing opponents but with a very tight timing. This leads people to speculate that the move is about +5 on standing hit and that you can probably connect 5P easier than 5K if the opponent is standing. But somehow the move doesn't seem to give much advantage on block. Some people reported being beaten out after getting Aoi blocked and trying to continue offense and thus speculate that on block it's just about neutral or at a slight disadvantage which is weird because according the the attack level mechanics it should still get some advantage. If this is true the move should be safe on block anyway, which was not so much the case before IIRC. For the nerfs, I don't mind them nerfing Anji's cheapest things as long as they keep giving him more options but among these the JD recovery nerf is hardly understandable IMO. The move already took a pretty big recovery hit in AC IIRC, and now it probably won't be usable anymore for guard reversing mixups. I loved to throw in Shitsu, dash, 5K, IAD, JD (shitsu breaks guard) land 5K into combo as an okizeme mixup. The timing for 5K was already tight but now it's propably not going to be possible anymore.
  10. Going for the rest of the Wiki changes. Anji 5P : Back to AC status ? Everyone seemed to be able to connect P, P, P without any problem. 6K : FRC removed, or at least it's not the same timing as before. 5S : Less knockback ? 6S : Faster ? 2K, 6S, 5HS seemed to connect at the tip of the move. 3S : the cancel is the same as before. I thought it made going forward for a bit but it seems I was wrong. HS : Gatling into 6P removed JD : Landing recovery increased. Looks really sloppy now. 5D : Cancellable into special moves. 2D : Hitbox extended a lot. Really noticeable. To be precise, htting with the tip of 5K into 2D works even on Ky. S fuujin : fuujin loop is still there. Didn't manage to do 3 loops on Pot though. Might need to adjust height during the combo. HS fuujin : attack hitbox slightly weakened. Not a problem in combos but the move seemed easier to beat by other moves than before. FB shitsu : Fast. Not possible to okizeme if not done late. FB On : Floats very high on hit. Not possible to combo after at midscreen though. FB Rin : Travel time shortened or hitbox weakened ? When using it from afar it seemed shorter to me. Decrease in guard bar is like AC. If this is true this is not good for combos... Kou : Floating seems shorter ? Aoi : Startup is slower. Using it against giganter, the opponent had time to guard it. Wouldn't Ky's 2D beat it too ? Before Anji starts dancing the move has no invincibility. I thought I could use it as a reversal but it wasn't good. Tenjinashi : hitstop shortened Venom (nothing) Testament FB phantom soul : very effective in neutral situations 2S : hitbox is very strong. Clashed a lot against gekirin 3HS : Seems to have a cancel point at the 2nd hit Badlands : 4 loops possible on lightweight chars. Ground version doesn't blow away, only the air version does. Ruft Warrant : recovery decreased Dizzy (nothing) Bridget Rolling movement (214K when yoyo out I guess) : usable when HS is maintaned to have yoyo stay in place. Robo-Ky Heat increase : heat goes up on normal guard, FD and IB. jHS : heats up 15°C 6P 1 hit : heats up 10°C 6P 3 hits : heats up 40°C Air missile lv 1 : heats up 30°C Air missile lv 2 and 3 : heats up 5°C 2HS : heats up 10°C. Guaranteed to come out. If you shoot it goes all the way up seems to go back down. When coming back to the ground, knocks down on both normal and counter hit. 2S : heats up 5°C. Untechable time slightly reduced. Impossible to catch after it on ground hit most of the time. Backstep : heats up 10°C Air dp : hits mid. Not possible to get a knockdown. Stronger choice than the gundash (? I think he means the classic low air dash mixup) on okizeme. Level 1 heats up 10°C, no heat up on lv 2 and 3. ABA (nothing) Order-Sol Rock it : Lv1 traveling distance seems to have increased and the move became easier to hit ? Lv2 hits as far as K dandy into Pilebunker. Floating trajectory on lv 3 has changed. The opponents now travels slightly diagonally upwards. Kliff (nothing) Justice 6P : Now a one-hit move. Or is it that when you hit with the first the second doesn't come out ? Very strong anti air. And 18F mid move. Problem is how to get close enough to use it without any dash ? 2S, 2D, etc, about everything connects after it. There is also a cancel into 6HS but it doesn't connect on crouching hit so it might be useful after a CH anti-air ? 6HS : 2nd hit sucks in a lot. Maybe she already had that before though. Main problem is how to get this to hit and go into a air combo. JHS : very strong. It did beat Venom's new 6P from above. P N.B. : Flies straight at stun edge level. Goes through projectiles but also completely through multi hit projectiles. Even went through venom's max charged stinger aim. Gatling into P N.B FRC into 6HS and air combo will probably become the new BNB. K N.B. : Flies straight at Justice face's level. Looks like the strongest version. Maybe only this can stop Venom's P ball hit with 5P. S N.B. : Flies like platinum's bomb or may's HS vertical dolphin. Doing 6HS, into S N.B FRC into air combo might be a way to gain damage when you have gauge ? Honestly P and K versions are enough for zoning. HS N.B. : Flies like Johnny's new coin. D N.B : Flies a bit like S version but goes stupidly far. No idea on how to use it. STB (DP move I guess) : Did beat Johnny's 2K with it on reversal. Lost to Venom's mad struggle though. Seems to have lower body invincibility. S Michael Sword : Same as the original michael sword but with only one hit. Looks strong. HS Michael Sword : Very slow startup michael sword. Might be good for frametraps ? Air S Michael Sword : used as a combo finisher ? Just the JD into air S michael sword seems to hurt a lot. Air HS Michael Sword : during startup, goes back a bit behind like Ness in Smash Bros. Don't know if possible to move again after using the move or not. Should be strong if it's possible to use JHS after it before landing. Someone please check. Saberia Trance (I think it's the FB move she got in AC+ not sure of the name) : No invincibility before moving. Using it as a reversal, got beaten by Johnny's 5HS. When moving though it went through Venom's balls. Travel distance is about half screen, when it hits it does a low wallstick like Order-Sol's throw. Counter : maybe nothing changed from AC+. Imperial Ray : 6HS, Imperial, 5P didn't seem to work. Seems like the stupid Guard bar buildup was corrected also. Damage seems lower but still does good guaranteed damage after many hits. Michael Blade : Useful as a long distance anti-projectile counter. Needs some vacuum effect... Omega shift : properties changed. Takes 100% tension, lasts 10 seconds and gives back console version movement. The unreasonable burst gauge consumption after the move ends is gone. Guard bar flashing and some recovery are still here after the move ends, but the recovery is now similar to dragon install's. However flashing guard bar justice with slow movement is as good as dead. Throw, 6HS, Omega didn't work. But Throw, Omega, 6HS did. Starters may only be throw and the counter move ?
  11. I think that many people aren't aware of the loketest because it was only announced on twitter (no mention on the official site).
  12. Here you go , the Baiken changes posted above : Changes from 2nd loketest ・2S Startup faster ? Had a good feeling when poking with it repeatedly. (not sure for this part) ・2HS The vacuum effect diagonally downwards from the 2nd loketest is gone (I suppose he means vacuum effect against opponents in the air) - Tatami Gaeshi On CH the opponent flies so high now that you can connect with kabari (41236H). It also has a hitbox when "closing". As it only hits a little bit it doesn't seem possible to combo and because of this it seems that it will be difficult to pursue the opponent with a dash now. - FB Tatami gaeshi FRC added. Startup is faster so you can combo from S moves. When hitting the opponent will sometimes fly in the air but sometimes just get knocked down. This depends on the distance at which your hitting with the move and obviously which of the 3 tatamis are hitting, but I couldn't figure out precisely the conditions for knocking down or launch with the moves. - Zankyoukuruma (new counter move thing I guess) Possible to air guard now (without FD). - Combos (no gauge) - 2K, cS, 2D (down) Classic combo for knockdown. Can jump cancel 2D to go for okizeme. - 2K, cS (fS), jD AC knockdown combo with cS(fS). - 2K, 6P, 6K, HS, tatami No down, but you can hit harder. - 2K, 6P, Youshijin, 6HS, whatever air combo - 2K, 6P, Youshijin, 6HS, special 63214K dash into New wheel move. If you don't connect 6P very close to the opponent, 6HS into dash + wheel won't connect - Tatami (CH), Kabari sliding, 6HS, 2D, air combo Hit confirm CH tatami quickly with kabari. - Combos using tension - Gatling into tatami FRC, IAD jS, jD Techable but good to use when you want to kill. - (close to corner) Youzansen RC, air tatami, 2D, jPSD, jD - gatling into tatami FRC, kabari sliding 6HS, into 1) to 3) 1) special dash into wheel 2) 2D, whatever air combo 3) jD FRC, IAD jHS tatami, 2D, whatever air combo - Combos with dash into baku + followup (50% and more) - Ouren CH, Kabari sliding, special into baku + followup - (close to corner) gatling into tatami FRC, kabari sliding, special dash into baku + followup - Tatami CH, kabari slinding, special dash into baku + followup - (only on crouching opponent) gatling into HS, special dash into baku + followup - baku + moon CH combos - baku (Ch), moon, followup with K, tatami x8 Dizzy's dizzy gauge was flashing after that. If you do that from a normal combo, dizzy gauge doesn't go up a lot as you don't start from a CH. Doesn't look like a practical combo. - Things left to check - Youzansen RC, IAD JHS, air tatami, air combo possible ? "This is what I checked so far. It seemed to me like the way to go was to get tension and get those special dash into baku combos. Rather than JD it seems better to finish combos with Youzansen into falling air tatami, gives better positioning. FB tatami's startup got faster so it should be very useful against Dizzy and Eddie matchups !"
  13. This game was so much fun, not very well balanced but it had some interesting mechanics and the overall atmosphere was great in both episodes. It would be great if they plan to make a new episode or at least release the 2nd game on console. I was lucky enough to play it thanks to friend who had the atomiswave and the game for a while, haven't seen it running in Japan yet for the time I've been there. Boyd FTW, I loved kicking ass as a wicked small grandpa with a hawaiian shirt lol
  14. Japanese Anji players seem pretty disappointed with the changes (at least those who post on the BBS). Basically their main complain is that in this version Anji is still too dependant on HS Fuujin for neutral situations, and that Anji should get better autoguards to help zoning like it was the case in Slash and before. IMO we still get something important though. Those changes should allow Anji to better keep pressure, something he lacked a lot in AC. A lot of changes go in this way : additionnal gatlings, more flexible 6HS, early cancel on P followup of fuujin, better range on 2D, 3K's new properties, gatling possible during move recovery (okizemes and mixups will be easier to set up), etc... Very few changes indeed to strenghten zoning. 3S seems really interesting, has huge frames of autoguard now but only against lows. It remains to be seen whether the new 6H will be a better zoning option now that you can combo after it easily. IMO it still lacks autoguard frames in the early frames to be usable without having to anticipate too much. Something along the lines of 5-19 frames of autoguard up from the current 12-19 would make it more viable as a zoning tool. Also he received some buffs here and there that are not related to things he lacked before but still contribute to make him stronger overall. The most important of them being 5S jacking guard bar again. Anji already had good damage in AC, now that he can jack guard bar easier with 5S (an essential move in pressure), has more combo opportunities and that the heavy hitters from AC have been nerfed I feel like he will become one of the next "cheap" chars if the changes stay as now. Just look at the vids, haven't you guys been like WTF when Anji did his basic AC combos ? I did, life bar just seem to go down like crazy.
  15. CT to CS was their very first time rebalancing Blazblue, it was very likely they would make mistakes. By now CSEX is a much better game as for balance. Previous versions helped them to see what was wrong and achieve a positive trend on balancing. The same can be said for the GGXX series. Although some people may think slash was better balanced than AC, I think most agree that the series' balance was better game after game. Loketests are here to hear feedback and for mistakes to not stay into the final product. We'll start worrying about bad balance if when the game comes out real issues are still there...
  16. This is the very first GGXX before Reload.
  17. It's not actually. There's no point in re-releasing a game that is still widely played on a new system without making any significant changes. That would bother both the players and the arcade owners.
  18. I'm pretty sure this is 2 frames of landing recovery when you slashback in the air or else I don't see what this is about. The original japanese sentence is this : 空振り時の全体硬直時間が 2F になりました。 Which means : "Total recovery when used airbone changed to 2 frames". PS : in fact I'm not sure how this should be translated it could also be translated as "missed slashback" if this is the right meaning I am as puzzled as you.
  19. Just a few corrections for Anji's changes as I was reading them I noticed a few translation errors. 3K : instead of "hit effect weakened ?" the appropriate translation would be "made it easier to hit the opponent at close range" 3S : only self gatling into another 3S has been removed. TBH I don't remember any other gatling routes from this move but better be precise just in case. cS : not guard advantage but guard gauge increase went from 0 to 14 (maybe you understood it right but honestly the way you wrote it I was like WTF when I saw this +14F advantage on this move would have been the epitome of brokenness) The new gatling is not 5S into 6P but 5HS into 6P Shin isshiki : no upper body invincibility but the fan projectiles lost their overhead property. They are also slower. For the FRC just a personal note here, I don't know what it means because there was already an FRC before right after going up. Also Rin(K) this move is called Kai(k). Great work otherwise, thanks for translating. ^^
  20. This link is for the PS3/XBOX AC+ port though, I don't think there is any date yet for the arcade AC+R.
  21. For Potemkin's jS I saw it only once so I maybe wrong, but if the wiki says so you'd better follow it. For sure it did send the opponent towards the ground on air hit though.
  22. Personally I saw it knock down (and not ground bounce) on normal air hit. Don't know about CH or ground hit.
  23. Well, I can tell you what I saw, that is now after inputting 2H the sword stays in place for half a second or so before coming back to Zappa. It certainly seemed new to me but I'm not a Zappa player, so if you can assure me that in vanilla AC this was not the case I can assure you that there is definitely a change there. Didn't notice anything for the other sword moves though, the extension may not be as long as this one and thus I couldn't notice it while simply observing. Sorry if it wasn't clear in the original mentioned change, I know Zappa can already spam his 2H in place for zonning but the fact that the sword stays in place a bit now if you do nothing allows delaying and thus should strenghten 2H based keepaway tactics.
  24. You're certainly right but if the player does nothing it stays in place for quite a while now though, I can swear this wasn't there before.
  25. Yup I mentioned that already, his sword 2H seems to stay in place at the end of the move. Even saw someone doing 2H and then 63214H from the 2H ending position this new shit seems insanely useful for keepaway on sword mode.
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