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Everything posted by mynus
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[CSE] Litchi Faye Ling - Kokushi Musou (Thirteen Orphans) Oki Thread
mynus replied to Lord Knight's topic in Archive
The vid says every character, But Tager does not need to do this/does not apply. -
Some characters listed in the thread as having no answer to a particular set-up actually have viable escapes and punishes which evolved and are represented in the video. For example Tager/Noel. The thread can be updated with this information.
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Video made by Chaoto which goes through what LK basically wrote up in the Kokushi thread but in video form, and the examples of various punishes characters have against her. One thing which should be updated is that the 6D > 6C(1) > j.9B > dj.7B,C should not be used on Tager while he is sitting on 50% meter, or enough meter to get 50% from the first two hits of Sledge. Video: http://www.nicovideo.jp/watch/sm18240163
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[CSE] Litchi Faye Ling - Kokushi Musou (Thirteen Orphans) Oki Thread
mynus replied to Lord Knight's topic in Archive
Video made by Chaoto which goes through what LK basically wrote up but in video form, and the examples of various punishes characters have against her. One thing which should be updated is that the 6D > 6C(1) > j.9B > dj.7B,C should not be used on Tager while he is sitting on 50% meter, or enough meter to get 50% from the first two hits of Sledge. Video: http://www.nicovideo.jp/watch/sm18240163 -
You cant roll out of Kokushi, unless you enjoy dying faster lol. I personally love kokushi, its not even as bad as daisharin was, im taking whatever i can get to fuck ppl up! BTW if ppl are escaping your kokushi setups here is a vid Cha0t0 made regarding character specific options to get out of kokushi, and what you can do to counter them. Some are very char specific but I would recommend learning all of them, and even switching them up on chars. in which you dont even need to just to throw them off a little bit. Here's the vid: http://www.nicovideo.jp/watch/sm18240163
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1) ...its a safe jump for a reason...whats wrong with having to just block? Maybe there is some rps escape but i wouldnt throw away a round on it. dont get blown up. 2) I do dash j.kote manually. (66923D/669421D/66721D).
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Huh? VCL is not auto-JI. JI or TK is a necessity. But the real question is...why are you using VCL frc iad? o_O
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How is almost unblockable rape boring? o_O Seriously Kokushi success rate is like 90% lol.
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On what planet? Disrespect him.
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Again, I never said your point or opinion was invalid, I just gave my opinion on what you said, based in personal first-hand experience, which many people has come to me for on multiple occasions which is understandable given the situation. This is everyone's right in the same way in which you gave your own opinion in responding to reaVer. You said P4U has the "potential" to be better than GG, and I simply countered that statement with my own opinion, which is the basis for any debate. I never made any reference to you saying anything regarding P4U actually being better than GG. *Now, back to what ACTUALLY matters, the damn petition....hopefully the SMP glitch will be removed from BB/P4U in a timely fashion if it isn't already in the works. Would hate to see that be a factor for having it denied @ MLG, or for the game to lose steam/interest in the US/West, let alone Japan.
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No, I never said it was stupid nor even a bad game for that matter. I was just speaking on personal experience and general consensus of players in Japan about the game as compared to GG, which Klaige initially made. I personally play all three games (GG,BB,P4U) seriously and regard them all as respectable in their own respect. Ppl should just be careful on making assumptions about a game they havent even played yet. I was just letting him know that its not on GG's level since he gave it merit to surpass GG. Not even the female fan-girl players in Japan believe that statement. Nonetheless the game is a blast and really good in its own respect, that is why i applaud LK and Kensou's efforts. and when I come back to the US I will be looking to do the same for the NY community. *BTW I havent seen you in forever man! Hope everyone makes a comeback like the glory days with this sudden ArcSys resurgence.
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Woah....lets not jump the gun on that statement guy. Those two games are incomparable, regardless of what you have seen in youtube vids or on streams. Night and Day. P4U is like Sesame Street to GG's Quantum Physics class. *BTW LK, Kensou; great work guys, signed that shit day 1.
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I-no will never be tier whore'd due to her learning curve/execution barrier. She wasn't tier whore'd in Slash when she was top 5/ top 3 arguably and she wont be again even if she is god-tier (which is what I want! More cheapness!) Still has air-super of course. On another note, i see why they prorated alot of her moves she does so much damage now its rediculous even with the prorations. *AA 6P, 5S, j.S, FB kyougen -> cancel, iad j.HS, S kyougen,...ect - Yeah, its fullscreen corner to corner basically lol too good.
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Yeah except its not as risky as before. (only 2 frames recovery). Plus the window for consecutive SB's is nice.
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Yeah no problem guys. It was lots of fun and experimentation with everyone. Air CL duration feels alot longer. Tested P kyougen fast-fall vcl combos and you can def tell. Not sure if fast-fall VCL is punishable on block cause i forgot to not frc it lol. I will test that too. HS kyougen is so much faster lol really good and hard to punish. New K kyougen untech time is amazing.
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HS STBT is j.cancellable so yeah you can TK/JI another one off the first hit.
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He only gets max 2 reps.
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2nd loketest I-no Impressions: General - I-no's movement is so rediculous now it feels so good to fly around the screen even more. Dashes - increased airdash time means more time to do fast-fall VCL. Pretty nice change. c.S - Didnt really notice much of a difference here. 5HS - Hitbox is really alot bigger. AA'd someone with it from far away by accident lol. I never got to fight a Sol/Hos to test 6P -> 5HS on them. 6HS - ....I knew I forgot something lol. Will try to run this back tomorrow. j.D - with double airdash change, can now hoverdash, j.D, JC, iad j.K, j.S, VCL,...ect. Midscreen. Same for 5D. STBT - BIGGEST change. HS ver causing launch and JC'able is too good. HS STBT, JC j.H works in corner no frc needed. JC'able on hit or block. (STBT, TK HCL, frc, iad/2S ect.) blockstring is pretty good. Especially since they have to block low. Midscreen HS STBT, iad j.k, ect. works. Kyougen - corner double P dive -> iad combos work w/o relaunch. Did 50% + dmg off of cS without touching the ground lol. FB Kyougen - makes her movement even better! Corner: ..., FB kyougen, cancel, iad fast-fall VCL works in corner. * I was doing alot of accidental high-damage this loketest. So many new combo routes/starters and movement options = better opportunity to do high dmg. More freestyle than ever before.
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2nd loketest I-no Impressions: General - I-no's movement is so rediculous now it feels so good to fly around the screen even more. Dashes - increased airdash time means more time to do fast-fall VCL. Pretty nice change. c.S - Didnt really notice much of a difference here. 5HS - Hitbox is really alot bigger. AA'd someone with it from far away by accident lol. I never got to fight a Sol/Hos to test 6P -> 5HS on them. 6HS - ....I knew I forgot something lol. Will try to run this back tomorrow. j.D - with double airdash change, can now hoverdash, j.D, JC, iad j.K, j.S, VCL,...ect. Midscreen. Same for 5D. STBT - BIGGEST change. HS ver causing launch and JC'able is too good. HS STBT, JC j.H works in corner no frc needed. JC'able on hit or block. (STBT, TK HCL, frc, iad/2S ect.) blockstring is pretty good. Especially since they have to block low. Midscreen HS STBT, iad j.k, ect. works. Kyougen - corner double P dive -> iad combos work w/o relaunch. Did 50% + dmg off of cS without touching the ground lol. FB Kyougen - makes her movement even better! Corner: ..., FB kyougen, cancel, iad fast-fall VCL works in corner. * I was doing alot of accidental high-damage this loketest. So many new combo routes/starters and movement options = better opportunity to do high dmg. More freestyle than ever before.
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I was wondering the exact same thing. I double/triple checked the PDF and it did in fact say force prorate. Like she has no non prorated combo routes now that S dive prorates 80% now. Though hopefully they just want to test her damage output. Something they changed had to have made them think that "She is doing too much raw dmg" cause it gets raped EVERY new game.
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Notables: 1) Increase in 5HS hitbox seems to be addressed to Sol/HOS. Would finally be great to be able to combo them regularly. 2) c.S increased hitbox is interesting, hopefully the distance where you get a f.S by accident when you wanted a c.S will change. Would be simple if they just made f.S -> 6S or something. 3) Change to 6HS looks crazy! 7 frames startup lol! back to #Reload days on this. 4) f.S spam is going to be unreal with only 1f recovery! What are they thinking? As long as counterhit fishing with this is hitconfirmable into something decent this is going to be annoying as hell for other chars and really almost impossible to punish. Corner harassment is going to keep ppl from trying to mash out her dash in attempts. 5) 6P prorate was unnecessary I think. But it is one of the strongest 6P's in the game but unless your Chipp or Moroha ABA you shouldnt be jumping in at I-no anyways so I dunno about this one....
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I-no: *No word if previous changes to Horizontal Chemical Love wall bouncing are still present. (I will update at loketest)* System Changes: Tension gain from dash up from 30 -> 35Can now Air-dash twice (Ground dash -> airdash -> airdash possible)Airdash length increased from 18 -> 21 frames (possibly more time to do fast-fall CL?) Normals: 6Pnow force prorates 90% (not cool) 5Shitbox extended horizontally f.Srecovery down 6f -> 1f O_o (spam!!!)forced prorate down 50 -> 60% 2Smoves her forward more recovery down 23f -> 17f 5HS hitbox extended vertically (no more special Sol/HOS combos?) 6HSnow a 2hit move again! first hit active on frame 7 Specials: Kyougen (Dive):K version untech time increased 17f -> 30f almost double (guaranteed knockdown pretty much) S version 80% proration added HS version movement faster; can pass thru opponent; dmg up 20x3 -> 25x3 Chemical Love: [*] hitbox around Ino's body larger now (lol sick) [*]Air K Chemical Love complete move duration now 42 frames?! 30f -> 42f [*]Air S version now 40 frames; 35f -> 40f? Stroke The Big Tree: [*]General hitbox smaller [*]S version now staggers, HS version now floats (reverse from AC) [*]HS version 2nd frc point now after hit [*]prorate 90% [*]jump cancellable on hit (o_O lolz) Force Breaks: [*]FB dive...6-9f invul (YES!) [*]force prorate 90% [*]can stop movement mid move with P,K,S,HS cancel [*]dmg up 14x5 -> 20x5
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Accent Core +R LOKETEST CHANGE LIST Thread
mynus replied to Spirit Juice's topic in Guilty Gear General
I-no: *No word if previous changes to Horizontal Chemical Love wall bouncing are still present. (I will update at loketest)* System Changes: Tension gain from dash up from 30 -> 35Can now Air-dash twice (Ground dash -> airdash -> airdash possible)Airdash length increased from 18 -> 21 frames (possibly more time to do fast-fall CL?) Normals: 6Pnow force prorates 90% (not cool) 5Shitbox extended horizontally f.Srecovery down 6f -> 1f O_o (spam!!!)forced prorate down 50 -> 60% 2Smoves her forward more recovery down 23f -> 17f 5HS hitbox extended vertically (no more special Sol/HOS combos?) 6HSnow a 2hit move again! first hit active on frame 7 Specials: Kyougen (Dive):K version untech time increased 17f -> 30f almost double (guaranteed knockdown pretty much) S version 80% proration added HS version movement faster; can pass thru opponent; dmg up 20x3 -> 25x3 Chemical Love: [*] hitbox around Ino's body larger now (lol sick) [*]Air K Chemical Love complete move duration now 42 frames?! 30f -> 42f [*]Air S version now 40 frames; 35f -> 40f? Stroke The Big Tree: [*]General hitbox smaller [*]S version now staggers, HS version now floats (reverse from AC) [*]HS version 2nd frc point now after hit [*]prorate 90% [*]jump cancellable on hit (o_O lolz) Force Breaks: [*]FB dive...6-9f invul (YES!) [*]force prorate 90% [*]can stop movement mid move with P,K,S,HS cancel [*]dmg up 14x5 -> 20x5