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kombatfreak

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  1. Hi Otaru, can I add you to my PSN friends list? This is Michael, the Ky player from USA and we sometimes play at TinTin arcade in Tsuen Wan. It's hard to find other Hong Kong players with good connections. PSN: kombatfreak82 Location: Hong Kong Character: Ky
  2. All I could do is experiment myself. I wasn't able to FRC or RC the move so I'm not sure if there anything else to it. I did get the timing down better though. Basically the move can only be input when they're in a grounded lying state, so you need to finish the input when they're on the ground. It is possible to miss with the move if you're late. I.e. you input it at the last second and they're already in the getting up animation. Probably my fault for describing the colors badly. I think you're referring to the regular Slash color. The one I called pale yellow with blond hair. I guess looking closely and depending on the arcade monitor it does look a little green. To me it looks more yellow, but I guess it's really a yellow-green.
  3. First off a couple of color corrections, my memory plays tricks on me sometimes. General gameplay: Took me a while to figured out, but you can only throw break if you're free when being thrown. That is, if you throw someone out of animation, or during recovery, they won't be able to throw break. Ky's Arcade Ending: New ending picture. After you beat I-no she gets back up and gives you a quick two frame smirk. She then opens a portal (just looks like a black circle) and jumps in. The new ending picture is of Ky standing against the boss background, looking thoughtfully. Your "view" is from a lower angle. Pretty cool new picture I guess. 222HS: As it turns out this move can ONLY be done otg on a grounded opponent. I tried doing it by itself it definitely doesn't work. Also, if does not have to follow up 2D. You can also do 222HS after a throw or slide as long as your timing is right. I am finding the timing kinda strict so I just mash it out. Example combo: 2K-S©-236K-222HS. Ground SE FRC (both): Timing seems to be audio based, like the air versions, but I am finding the timing hard right now. Pretty useful for combos and rush reset etc. Still working on these, finding the S version frc more useful right now. 6P-6HS Loop: Finally got this off. The higher you anti-air the better. If you get the 6P too low, you'll only connect one 6HS before they hit the ground. Otherwise, when you do actually get this it's very nice. Usually you can get about 4 reps. New VT Loop: Higher is also better here. Not much else to say, except that sometimes you can even loop after an air combo VT+javelin. Not often but still sometimes.
  4. Hey, it's Kevin right? I hope you found your HRAP after Evo. Yeah I remember you and Andrew use the same color in Slash also. I also lament the weakening of slide, though it might make you feel better to know that the move is still useful, you just need to be more careful with it. You can still combo off of it, it's a bit trickier though, if you do it wrong either the first hit won't combo, or the first will and the second won't. So far I've found that it combos easiest after a S© or a 5HS. Example: 5K-S©-6K-2K-S©-236K 2K-S©-6P-5HS-236K And of course it helps if they're crouching. Combo with slide off of a long far S is definitely harder. 2S still works but seems to miss more if it connects from too far away. FRC timing feels the same to me despite the longer startup and slower speed. I think that's because the move still stops moving forward around the same place, even if that place is a lot closer than before, so you won't really have to relearn this one. As for options out of it, I feel like most of the same stuff still works, but I guess your mileage will also vary depending on timing and who you're playing. I am less inclined to do random slides now, or just riskier stuff like anti-air slide (Jeff knows what I'm talking about). But at the same time, if you can predict another Ky's fireball for example, I'm still able to slide under it on reaction.
  5. Actually I have that same pad (but I don't use it ). D pad feels pretty good but the buttons are very stiff to me. Glad that you'll be able to play AC though, I'm having more fun with the game now that I'm more used to it, and I'll finally have someone else to compare notes with. In case there's still confusion about the colors, I'll post them again with the buttons they're assigned to for the benefit of anyone playing in the arcade, so you don't waste a lot of money if you just want a certain color. Format is: Outside color/Inside color, hair color, other details I can remember. So for example, default color would be written White/ Blue, Yellow Hair, White sword, green eyes, peach skin. Normal Colors (just press button) P: Default Ky - White/Blue, Yellow Hair, white sword, green eyes, peach skin. K: Orange/Green(?memory fuzzy), Brown Hair, regular skin S: Pale Yellow/Yellow, White-Yellow Hair HS: "Vampire" - White/Black, Red Sword, Blue skin, Red eyes, Purple hair. D: Black/Black, regular skin EX Colors (hold start + button) P: Slash Black - Black/Red, White Hair K: XX Red - Red/Darker Red, Yellow Hair S: XX Dust - White/Black, Red Hair HS: X Black - Black/Yellow, Brown Hair D: X - White/White, Orange Hair Total 10 colors.
  6. Hey guys sorry I haven't replied for a day or so, internet's been bad here in Asia. Thanks to all for covering any questions while I was away. Seems like everyone's done a pretty good job answering most of your questions Chibi, so I'll try to elaborate on the Haruhi reference: Yuki is on the left side of the screen, next to the girl with the sign. She's has her regular silver hair and is wearing glasses. Haruhi and Mikuru are on the right side of the screen. Haruhi actually has green hair, but you can clearly make out the same general hairstyle as well as twin yellow hair ties. She also has her signature finger pointing at the screen. Mikuru is to her left, on the far right side of the screen. Again hair color is not the same, but she's well endowed and is doing a finger spinning motion ripped straight from the show's ED. I'm sure that if you're a fan of the show you'll have no problem spotting these three. I've read everybody's ideas and will try them out next chance I get to play the game. I honestly couldn't do the alleged 6HS loop but if you insist it works I must be doing something wrong. You're sure it's not just the fact it combos onto itself on the ground? To clarify about the colors, there are 10 in total, 5 default and 5 EX colors (select by holding start+button). I summarized them all a few posts back. Ky's weirdest color is the vampire one (HS button default). It's white, but with black where the blue normally is. Sword is red, but Ky's skin is blue and his hair is purple! Oh yeah you asked about his FB moves, I think everyone explained them but: 214D after performing a CSE will cause a big blue sphere to appear in front of Ky. Useful for stopping jump ins or resetting a rush string. Performing 46D after that will cause Ky to stab straight forward. I think it's really hard to hit people with this by surprised, but it does combo if you get the first FB to connect. That said, if they do jump into the 1st FB you might as well just air combo. His other FB is a powered up j.D, performed by doing 214D in the air. HF Blade: Thanks so much for the videos on combos. Even though I've played the game I just didn't wasn't able to watch vids until now (even youtube loaded really slow). But I now know how I should be doing it. You hit an anti-air 6P, then cancel to 6HS. Actually 6P is the only move that cancels to 6HS. Then you just repeat 6HS, canceling to 6K on the last rep to position yourself for CSE. Purify: The dragon punch motions are still strict. It was not a system wide change for Slash, that's a common misconception. In fact they specifically added 6236 as a fireball motion for Ky, likewise for Sol's bandit revolver. That's why they come out on accident, it's an added input as opposed to an actual changed input. As proof, you can still do sloppy Dps with characters like Chipp.
  7. Oh I missed Jeremy's point. I am getting better at the later ground CSE frc timing. If anyone is worried you can still do most of your old cse frc mixups with it despite the later timing, so nothing to worry about there. Run forward, jump around, crossup, high/low it all still works even though the frc timing is later. And Jeremy, does Maryland know about the Suzumiya Haruhi no Yuuustu reference in Johnny's stage in AC? There are 3 pirate girls that look like Haruhi, Mikuru and Yuki in the background. And I just realized I posted a lot of info somewhat disorganized, if anyone has anything else to try to needs explained better please ask. Also since I'm still pretty new at AC there my be other options or reasons things don't work that I don't realize. Also random: Order Sol is REALLY good. When you get hit by a charge cancel rush down in the corner in person you just feel violated. His new normal and FB from a charge are really good for zoning and pressure and on the spot punishes. To keep it on topic, I'm currently having a hard time in the Ky vs. Order Sol matchup. Order Sol is SOOO good. Okay I had to say it. It's off my chest.
  8. I tried really hard to get this to work, but either I did it wrong or it just doesn't work. When you hit them with a counter hit 6P they fly far back but don't really bounce back very much. Also when you hit them with a 6HS in the air they wall bounce but then fall at a sharp angle and hit the ground quickly. Either way given the startup on 6HS and the angle of descent I don't think this works, either that or it's impractically hard. I'll keep trying it in case I have to eat my words later but right now I can't get it to work. HS stun edge frc combos - I feel like the timing on HS stun edge is too late to combo like you suggested. It could be I'm using the wrong set up, but right now I don't think that idea works 6HS quite a bit of startup so you have to really be ready for the burst if you want to punish with it. Easiest if you get a whiffed blue burst, otherwise I only see it possible if you slashback a burst, and from that range you might as well go for a different punish. 6HS has great range but for the startup I think it's hard to use as a burst punish. And if you do want to use it as a long range punish, the other question is how to get someone to burst from that far away. 6K loops are definitely gone, still works okay in combos, which is probably why it's all you see. It's harder than before to combo after 6K so anything you can do to help it along is needed. I only recommend comboing with 2K or 2P or 5P. Of course doing it on a crouching opponent is still easier than a standing opponent, just moreso than ever before. Is it still a good normal? Yes, it's just riskier than ever to followup, but it's still useful for combos (just harder) and you can still use it for block strings, just at greater risk. Okay, as for the VT+Lightning Javelin ender ground and air question. I can't give you any frame data, but when I compared a vt+ender in the air and the ground the recovery on both felt the same to me. I tested it by doing a VT+ender, then I held up and took a note of hold long it took to jump. I then repeated for the air and it felt the same. Questions aside, I played a lot more of the game today and figured more stuff okay on my own. It was posted before but to elaborate on the EX colors: Start+P: Slash Black/Red, White hair color Start+K: XX Red, Yellow hair color (Someone tell Andrew quick!) Start+S: XX White/Black, Red hair color Start+HS: X Kuro Ky, Black/Yellow, Brown hair color Start+D: X White, Orange hair color More details on 2HS counterhit: Like I said before they float higher than before, but what I forgot to mention is that this changes how you want to combo sometimes because it's not untechable. If you get a counterhit 2HS on an aerial opponent and wait for them to float down they might tech first, so you sometimes want to meet them in the air directly. Or just cancel to VT. The funny thing is if you try to jc and combo directly off a counterhit 2HS they fly so high so fast you can end up missing unless you superjump. Air Stun Edge frc timings: I finally figured these out, the timing is immediately after Ky finishes yelling. So it goes something like "stun edge-*tap*" Tap being the sound of you hitting a frc. It's the same for S or HS air stun edge, so I might have to take back what I said about different timing for each. It works consistently regardless of which voice set you get. Also, when you do an air stun edge now, you drop to the ground in recovery without exceptions. So if you want to do double jump or double stun egde tactics after an aerial stun edge now, you HAVE to frc. Ground HS stun edge frc timing: I'm horrible at it, but right now I don't see much use for the HS stun edge frc except for safety. More on 6HS: It seems you can cancel out of 6HS into just about anything. On the other hand, very few moves cancel into 6HS. The only one I've found is the 6P-6HS link. Note that it does not combo. Lightning Sphere forcebreak: Finding more uses for this. Other than stopping jump/dash ins, this is surpringsly useful in rushdown. Especially at close range when people are used to the greater ground cse startup, it just kinda pops out and lets you rush down. Can be used to reset a rush string, or in the corner. Also, if you mistakenly do a ground cse for oki and you think the opponent will recover first using the lightning sphere fb is a good way to maintain pressure. Can also be used in the same way as all meaty pressure moves, try mixing up after it. Note that it will not save you from wakeup dragon punches. I was playing another Ky and when he tried to do lightning sphere for wakeup pressure, a HS VT went clean through it and hit him. Oh and one last use is for otg. It's pretty effective for getting a lot of otg hits if you know it will kill. Better than the old 2K-S© anyway. Stun Raising: Can be cancelled to from more moves than regular j.D. For example normally if you tried to cancel to a j.D from air pressure, you'd pretty much be limited to j.P-j.D. However you can cancel to stun raising from anything, eg. j.S-214D. So far I'm only using this fact for resetting aerial pressure/traps. New VT loops: I still have a lot more experimentation to do, but I'm able to do some basic loops now. Making use of the lightning javelin frc helps, but as it turns out sometimes you can do loops tension free. When depends on the height at which your VT connected and is often character specific. At least unlike before you can attempt these mid screen. An example would be to connect with a high 6P-S©-2HS-623HS-Lightning Javelin (frc...sometimes don't even need to)-5K juggle-S©-2HS-623HS-LJ. Of course what you use to juggle can change. The loop seem very dependent on character, height, and distance.
  9. Ahhhhh, thanks so much for the info on the EX colors, that explains why start didn't do anything. I didn't even try to press it with another button. I'm an idiot. I guess that goes to show I should browse the forums more often. Will make sure I check it out tomorrow. And as was already said you can have more than one stun raising out at once. As to purify's question you can have regular j.D and stun raising out at the same time. So yeah, I guess you can litter the screen with whatever you like. I guess I should play the game more before I post more impression, that and I probably can't offer much you can't see in vids. Is there anything specific anyone wants to try?
  10. I know this might be a little early, but I've been able to play AC Ky for a little bit and thought I might share some impressions. Keep in mind I haven't watched any vids (Taiwan earthquake killed internet across Asia) so these impressions are just me messing around with the game on my own. In case anyone cares here are the corresponding colors and buttons. Colors: P - Default K - Orange, brown hair, close to Slash Dust Color S- Yellow color scheme HS- Black color 1, Ky has blue skin, red sword...too funny. Kinda similar to his Slash S color at the same time. Dust- Black color 2, black sword Start/Taunt - no longer selects a color Yeah I know this might disappoint some people but Ky now has 2 black-ish colors Gameplay: Wakeup game - I'm finding the increased startup on CSE to be the biggest thing to get used to. FRC is still when the blue ball first appears, but since startup is longer, is naturally later. Having to substitute air CSE on wakeup now. In fact air CSE seems to come out faster so is preferable on wakeup - at least the frc is earlier. Jump D still works well on wakeup, the new Force Break air Dust is also proving to be a good wakeup substitute. Force Breaks - j.D Force Break (214D) seems most useful so far, probably common knowledge, but it makes j.D stay out longer, have a bigger hit area, and it hits multiple times. I'm finding the CSE forcebreak (lightning sphere) surprisingly useful. Since CSE has more startup it's almost necessary to stop people that jump in on you. Charge drive seems pretty stupid to me, but it does combo for free if you manage to get someone to jump in on a lightning sphere. Greed Sever - GS loop is still somewhat possible on heavy characters. When it hits they hit the ground and bounce up and can tech pretty quick. But it's still possible to catch characters with big/heavy hit boxes with c.S before the tech point. I don't know if this is even a preferable combo anyone, but thought it might be interesting to note that it still works sometimes. GS on counterhit is the same as always untechable, free combo. S stun edge - Feels like it's somewhere between #R and Slash. It definitely has more recovery as you can't combo after it at close range anymore. But it's still somewhat spammable. Just don't expect anymore Infinite Justice. 2HS - doesn't feel too different despite the 1 hit. On counter hit it's a little different though, they fly way up, higher than before. Guess it gives you more time to think of what to do. Stun Dipper - It really is slower and with more startup. FRC is still at the end of the forward movement so it feels the same. Harder to end combos with but not impossbile. Definitely makes you want to use 2D more though. 6HS - Haven't figured out how to use this right yet. I don't know why everyone says this is his attack from Isuka, it's nothing the same. You can cancel to special from it, like 6HS to stunedge. It's also jump cancellable, and can be cancelled to 2D and c.S. Probably more, just haven't played with it much. Air Stun Edges - Every one has a different timing. Air CSE frc is earlier and the move seems to come out faster. Like I said earlier I think it might be preferable to ground CSE on wakeup now. j.HS SE frc is really early, almost right away. j.S SE frc is later than HS frc. Like the beta reported, frcs on landing are all gone. Lightning Javelin - Frc is after Ky flies back and the flip animation starts. Haven't figured out how to use it right at all, maybe I should watch some vids. More as I remember it.
  11. I'm pretty sure g_ngan didn't mean anything in a bad way. As someone who knows him personally I'll just say that Gary never minces his words, he talks direct as a way of giving suggestions for improvement. He used to tell me, "not enough 6P", "throw more" or "play smarter, stop doing the same crap over and over again". It was because of him I learned to play the game at a much higher level than I started. Thought I might be able to enlighten the situation, since I've been lucky enough to play both g_ngan and Fraley in person. Fraley is solid and it was fun to play him when he visited Atlanta, I'm sure he's done nothing but improve. That said, I've been fortunate enough to play a lot of you in this region including most of you in this thread and it's been my honor. So for those of you that know me I'll just say one thing on behalf of g_ngan, he taught me how to play across hours and hours in Hong Kong arcades, and I became a much, much better player because of his advice. Let's all try to show each other some respect, and take advice at face value. I think we all mean well, but often words don't come out the way we want them to, and I understand how everyone is especially sensitive about criticisms to their own playing. Still going through the vids myself, will try to post something more productive once I'm done. I brings back good memories of playing you guys Final Round, Otakon, etc. Until the next time I get to play you all again.
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