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Blade

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Everything posted by Blade

  1. Do you chat online? If so I'd like to talk to somebody...just...kinda...bored.

  2. Sounds like the whiney bitch is you, but don't take my word for it. KH Cloud looks like a huge mess of polygons, I wonder how he'll play in Dissidia. And speaking of 3P costumes...you guys got any speculations on the others? 3P for WoL is probably him without his helmet. 3P for Garland...um...wow...Garland unmasked would be...way too epic. Unless they gave him Chaos Armor. 3P for Firion...might be Leon... 3P for Emperor..."Good" Emperor from 10th Anniversary maybe? 3P for Onion Knight...wow...uh, no clue. Maybe him without armor when he was just a kid. 3P for Dark Cloud...geez, maybe a fancy dress??? 3P for Cecil...Unmasked Dark Knight and masked Paladin maybe??? 3P for Golbeza...his After Years look! 3P for Kain, since his 2P appears to be the Dragoon from FFII, I'd say his After Years look. 3P for Bartz, his chibi-sized adventurer outfit with the big green cape. 3P for Exdeath, Neo Exdeath without the Armor. 3P for Terra....a moogle outfit? No idea. 3P for Kefka....a kappa outfit? Once again no clue. 3P for Cloud (already said) 3P for Sephiroth...maybe a Genesis outfit. 3P for Squall...either his KH outfit, or something to do with Laguna. 3P for Ultimecia...a Rinoa/Edea outfit??? 3P for Zidane...Blank maybe? 3P for Kuja...Zeromus/Garland armor? 3P for Tidus...shirtless beach bum. 3P for Jecht...Sol Badguy!? *I wish* 3P for Shantotto...Traditional Black Mage w/Hat. 3P for Gabranth...Baasch outfit, since he is a twin brother. And that's all I got.
  3. Okay guys, something nice coming your way: http://www.gearproject.onehitcombo.net/Guilty_Gear/Story_Dialogue/Guilty_Gear_The_Missing_Link.txt This is all the compiled data on the first Guilty Gear, everything in-game and in-manual that relates to the story is in this document. Worth noting is the fact this game has mirror match quotes, which almost never happen unless a 2nd player challenges you in Normal "Arcade" Mode. Also, this doc contains data that most other faqs that were incomplete didn't have as some were missing key bits of story data or never finished.
  4. Thanks for at least trying to give advice, unlike others. :(:)

  5. If anyone needs to stop posting, it's not me, it's you guys, for not being helpful at all. I ask for something basic like what kinds of things Arakune or Carl can do to mess with your guard and you guys give me shit posts and changing my posts. To anyone who actually had a serious comment, I'm sorry you have to put up with this.
  6. I think "reaction time" is overrated. Especially if you haven't seen certain kinds of guardstrings before. As for the "question" I want to know what kinds of really really BAD mixups there are that people get caught on. Some aren't even full guard strings either, they hitconfirm to see if you're blocking a certain way and then BAM, hit you with an overhead or trip you with a low, or unblockable high (if you're jumping).
  7. This is a new one to me. And really, it bewildered me to the point of absolute frustration the first time I encountered it. Let's say you're on the defensive VS a very wiley Ragna, he's not only pressuring you, it's "smart pressure". He's not going to do anything that leaves him with an opening. So he throws out 5B>2B (!) (And with most player's reflexes that I know, if you happen to be standing, 2B will most likely hit...so you instinctively go to block low). Then he throws out a curve ball: 2B>6B (!) and while you were blocking low, expecting more lows to come out, he caught you with an Overhead which in Ragna's case, can lead to really nasty combos and Heat. In a nutshell: 5B>2B (wait a tic) 2B>6B... That said, the rule of thumb that's been taught to me is to always block low, and only adjust your guard habits to anticipate overheads...however this is not as simple as one may think. Just being aware of all the overheads and lows that pose a threat is a daunting task. Jin's j.B is another problematic issue, as either I will try to use an anti-air to hit him out of the sky or it out-pokes me, or if I'm careless I get hit with it as an overhead. This goes for any jump attack, really, but some overheads come out really fast, or at least faster than I'm used to. It gets worse if all I'm stuck doing is guarding Jin's j.Bs, or if he does a normal guard string and IADs into j.D on crossup. I get caught by Guilty Gear's Dust Attacks and jump attacks with back hitboxes in a similar way too. Learning what to look for in these mixup tricks and how to properly block has been said to be a major difference between how American and Japanese players play. So I think it's a good idea to beware of all the little dukes and tricks and pseudo-mixups that people have been caught with (if this thread could be used to list them?). Learning this stuff isn't matchup specific either, but at the very least I want to: 1.See right through the trick mixup (knowing what to expect). 2.Find a way out safely (safe movement/dodging/IBing at the right time). 3.Punish the trick (this might be more character specific though). 4.Possibly use some of these tactics for myself or be aware of the risks they pose. Even if I don't use every character, I use quite a lot, so learning this stuff would help me, a lot.
  8. Jump C. :D Read matchup threads moar, sir.
  9. I'm a Graphic Artist, mang. I know shite about art and animation. It's a misnomer to call stuff on TV "cartoons". Yer not in a Car, and there's probably no music, so calling it "animation" is more accurate. That crap came out of 1950s jargon anyway. I wish it would die.

  10. Unless I get lucky and get steady work by then, I'll probably be broke. That and lately Imports just don't do it for me no more. @Kristoph: Dammit, Thiediev, why haven't you added me yet? You're the best Jin I know locally and you play scrubs, your talent is wasted on such foes.... :8/:
  11. I could...but why do you need it? Edit: Unfortunately I don't have access to GG2 Overture's System Voices, just so you know.
  12. Got something of a question about Wolf Rush moves...obviously some have repeat proration, but what would be the best type of juggles as Wolf to do the most damage?
  13. Things I noticed in the trailer: --Emperor/Golbeza are talking in a place I can only assume is either the Subterra Core in FFIV or the Lowest Level of Pandemonium from FFII (based on Origins remake?). --Knights are talking on what is either FFX's Airship or FFXII's Bahamut Airship. --Chaos Shrine looks a little different from before, more ramps and such on an upper level. --Orphan's Cradle seems to have platforms that shift. --Lightning uses her Eidolon "Odin" and goes Gestalt with it as her EX Mode Combo. --Cain has a flipkick brave attack which leads to chase, but the chase mode looks different from before, it looks like the enemy was put in stun for longer (less guessing games from before maybe?), also the chase looks like it arced instead of going straight, so certain hits that have chase do different kinds of chase it seems, on top of that he ended chase with a multi-hit combo, kinda reminds me of Guilty Gear's Dust Combos :D. --Cain can throw his spear from the air as an HP attack (it has multiple brave hits it seems). --Apparently you can perform combos and use Assist to extend the combo (like MVC2/MVC3). It looks like you can do attack combos in this fashion: Brave Combo > Assist Combo from your partner > You end it in an HP Attack. --Cain *might* have some telekinetic control over his spear in EX Mode, I can't be sure, but he can spin it without actually holding it. --Cain's EX Mode unmasks him in crystal armor (he looks badass btw) and he does a Super Jump. --Cloud's 3P outfit is his Amano Shirt. --Some kind of Desert is seen near a stone structure (FFIV/V/X/XII?), it could be Figaro Castle too...not sure. --Also appears to be a nighttime desert (though this could be the Lunar Surface from FFIV). --WoL has a new aerial sword rush combo/HP Attack? --Emperor has a vacuum spell that generates landmines as an HP combo attack. --Cloud can do Meteorain from the air (as he originally did). --Garland has a rather nastly sword smash combo HP attack (looks kinda like the first part of Cloud's Finishing Touch slashes but more damaging and heavier blows). --Cain does his Jump Attack, which appears to come down really fast as an HP attack (not sure how it can be dodged, but he's safe while doing it). It might have homing properties near the ground. --Ultimecia has some kind of chain ground spell like Apocalypse she can use from long range. --Cecil has a new Paladin Shockwave move from the air (AWESOME, about time he had a decent HP attack from the air). Might just trump his Darkness move. --Kuja has a new Meteorain-like detonation spell he fires from above. --Jecht looks like he can do HP detonation attacks as a Block/Counter...I'm not sure though. --Exdeath has an even BIGGER cyclone attack that's an HP attack I guess (more like a Hurricane). --Tina can use her Fire shockwave spell (the one that causes chase on hit) and followup with either a Flare or Firaga spell. --Cloud has some other kind of upward Brave Attack hit...not sure what it does. --Firion has some means of linking physical attacks with spells (kinda like Squall's lightning chase, but does HP damage as well as Brave). --In the FMV, Tidus is shirtless, so I'm assuming that's his 3P costume. --*really wishes Garland can grab and throw objects with his chain sword* --Tifa confirmed. --Game is being done sometime in 2011. That's all.
  14. Do you know if there was any official album releases to "Black Onslaught", and if there were, were official lyrics published in any capacity. So far I've only seen fanbased stuff.

  15. I got a question about "combo correcting" for Mu-12: It was mentioned in this thread that you can use 5C between DBug1 and DBug2, but, in some midscreen situations I'll do: j.D/j.3D>5D(by then they are cursed)>j.A>j.A>j.B(2hit)>j.C>j.D(A/B/C/D bugs hit in the first part), once Dbug1 is just about done, I do 5C (let Dbug2 hit), j.6C, j.236C (D shortly after), 2nd DBug1 hits...I land and do 5C (2nd DBug2 hits) j.6C>j.236C But at this point, if I'm midscreen sometimes a 6D DBug1 comes out and wiffs Mu altogether. I don't know why this happens as it doesn't seem to happen with any other character I do it to. It's like in order to continue spinny loop I have to be in the corner somehow. Also, what are some non-FC Diveloop combos on Mu-12? And lastly, say I warped and used j.2A and it counterhits, what would be the best thing to do in terms of Oki to slow down Mu and prevent further Ds?
  16. It has more to do with the fact that this is Capcom we're talking about. 2D games, sure, they did give us SFA3 palette editor..., 3D games like MKA and Soul Calibur, yeah sure, you could do a little customization and create-a-soul...but Capcom......eehhhhh....Capcom's color and costume choices are crap on a good day.
  17. What's a good followup to 6A anyway? It has a slight popup, which I assume means 6A can be jump cancelled but...timing is odd.
  18. Somehow I doubt a 2.5D/3D game would have a palette editor. :/
  19. Glitch maybe? lol Oh yeah and Invincibily frames into 236A/B then AAAA...genius.
  20. In Jin's case, yes it does, any freeze can be Wolf teched almost immediately. Try it and see. But if it's true that others don't have that issue it's okay I guess. Edit: Just tested it, even common special hits like Inferno Divider on counterhit become techable with it.... And if that weren't enough Wolf Ukemi is essentially wolf cancel which means he can rush in during recovery frames. So yeah...glad this wasn't given to normal Valk. :8/: Just picture: Jin does D Musou to start a combo only for him to wolf tech the first hit and counter the rest as it comes out........I tested it and it works...really bad. Better than burst even. Only thing it doesn't seem to work on are Distortion Drive hits, which is essentially when you can't burst either.
  21. If Normal Valk could Wolf Ukemi, it'd be unfair to Jin, Tager, Noel, Litchi, Bang, and Carl, since they all rely on long untechs for certain juggles.
  22. It's way different because you literally have to change your input with each pass. So like if you started with 236B you do 214A > 236B etc etc. Reverse 214 with 236 if you started on the Left Side. You got two kinds of Wolf rush: Konig Wolf A/B (Forward Rush/Diagonal Rush) Eisen Wolf A/B (Downward Rush/Low Angle Downward Rush) Konig Wolf is easier because you're going up, but depending on where you want your opponent to be at the end will depend on how you want to end it. In Challenge Mode they have you do something like Right KWolfA >Left KWolfB > Right KWolfA > Left C Dash > j.B > Left EWolf A (going down back to the ground).
  23. The more I hear about Phase 0 the more I wonder about Ragna's true condition: If his Red Eye and Black Arm are both connected somehow as part of the Azure Grimoire (or at least the Ars Armagus or Nox Nyctores equivalent), then that means it has nothing to do with him being bitten by Rachel as a vampire...meaning he may not necessarily BE a vampire. Also the white hair thing could have been the trauma he got from being grafted to the Grimoire. What's more...now that his left arm is artificial as well, I don't know if it's biological tissue from Lambda's cells, or if it's cybertechnology. His Right arm now holds both the Grimoire AND the Idea Engine, which make it sort of like an upgraded Soul Vacuum Cleaner that can go in reverse and "inject" souls. Also, when did he get his Life Link with Nu? Does it still exist (assuming she was salvadged at the end and still alive maybe)... Are he, Jin, and Saya all Prime Fields or Boundary Contact Mediums?
  24. lol, isn't that a Burst input?
  25. @King_Slime: Wolf rush attacks (236A/B inputs) need to be inversed when you cross someone up, if you want Wolf rush to go down, you have to invert the inverted input, lol (sounds confusing I know). Also, the whole 2C>6B>5B>5C thing has to be done fast to link, and spacing for the RC is important too, so when you do the RC you're right next to them, same applies to Hell's Fang I guess. Hardest part is controlling wolf timing, you have to wait a bit to do j.AAA JC j.D j.B j.C. Think of Wolf's special cancel as the same has hitting C+direction while as Wolf while dashing. Wolf dash won't stop until you do a normal, a special, hit D, or run out of Wolf Meter. Try it, lol...turn into Wolf and hit 8+C. XD @LeFartknocker: IBing Valk's DD is tricky...I think Jin's 5A wins, and some other single frame stuff trades (Carnage Scissors will wiff the first bite and trade the second hit after) and a well-timed Inferno Divider. But smart players with meter will just own it with Counter Assault. Also, you're in trouble if Noel uses CA on you.
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