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Posts posted by xlolxlolx
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super jackhound graphics:
sol: queen record
ky: dizzy pic
may: sunglasses
millia: perfume
zato: eyedrops
pot: color pencils
chipp: glasses
faust: paper bags
venom: love letter
axl: megumi's rocket pendant
slayer: sunscreen
i-no: "?" mark
bedman: pillow
ram: burger
sin: meat
elphelt: doggy bank wedding funds
leo: dictionary
johnny: porn mag
jacko: lolipop
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same animation
non-hellfire powered up TR 50-55% on chipp
hellfire powered up anal probe 80% on jacko
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stuff that ppl might not know about:
zweihander motion is the same both ground and air, ground just gets the k followup
according to ain he couldnt counter blitz the blitz followup attack
successful blitz regens burst meter
midscreen dust homing dash nets combos now
super jackhound effect depends on char, on bedman you get pillows
repeated mist cancels in air delays fall considerably
jacko's ghosts eat up projectiles, ex. powered up cse
elphelt's normals frame related stuff appears nerfed praise be
johnny's mist finer info:
lvl1:
high: cant combo into j.s
mid: cant cut projectiles
low: acpr
lvl2:
high: ac
mid: tumbles once
low: reload
lvl3:
high: acpr
mid: wallstick
low: vacuum float
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oh you definitely wont beat it everytime but just the fact that ky jumped is a quite a big factor to take into consideration and it is possible to react to him jumping to beat this in multiple ways without ibing especially with the air s stun edge attack level nerf making jumping even less appealing of an option during pressure in my opinion
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it's actually quite easy since 5k doesn't have much blockstun on it and you'd be hanging in the air for a good while before you can yrc with guaranteed projectile timing
i think it's possible to use it as oki on a non max range slide and get safe jump timing on the j.s while you're at it, normally i do sliding cse yrc off slide but this has higher damage potential, though not as strong in terms of actual mixup
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unless you space it like max range, i'd air throw anyone who would even dare try this
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im guessing you dont know this but hitting an air normal 1f before landing cancels landing recovery its a trick that's been around pretty much forever
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its like a poor man's fb star
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arc revo is always based on newest version....so of course it won't be on 1.0
i'm assuming after consoles get ver 1.1, 4gamer will do a comprehensive change list afterward
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against millia and ramlethal you hj.s>j.hs>vt
against sin you have to delay the j.s a little
elphelt floats too high after gs and you can barely combo into a hsvt off it, best to just do ground combo on her
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unlikely that the changes will be ported onto consoles in under 6 months, the reason they release new revisions in arcades is to make money and keep players coming back to arcades even after console releases
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you're not doing it low enough then most likely
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on faust you have to do it as low as possible and fails if he's out of block animation
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char specific dust combosmay: 5d>homing dash>c.s>6p>5hs>3hs>hsvt>2hs>ciel>2hs(1)>cielelphelt and ramlethal: 5d>homing dash>c.s>6p>c.s>2hs(1)>hsvt>2hs>ciel>2hs>cielmillia: 5d>homing dash>c.s>6p>c.s>2hs(1)>hsvt>2hs>hsvt>c.s>cieli-no: 5d>homing dash>c.s>6p>c.s>2hs(1)>hsvt>2hs>ciel>2hs>cielchipp, sol, ky: 5d>homing dash>c.s>6p>5hs>dash c.s>f.s>3hs>gs>delay hsvt>2hs(1)>cielleo: 5d>homing dash>c.s>6p>5hs>3hs>gs>delay hsvt>2hs>hsvt>c.s>cielslayer: 5d>homing dash>c.s>6p>5hs>3hs>delay hsvt>2hs>ciel>2hs(1)>cielbedman: 5d>homing dash>c.s>6p>5hs>3hs>gs>hsvt>5hs>cielpot: 5d>homing dash>c.s>6p>5hs>3hs>gs>2hs(1)>hsvt>2hs(2)>ciel>2hs>ciel -
5d>homing dash>c.s>6p>c.s>2hs(1)>hsvt>2hs>ciel>2hs>ciel lights
5d>homing dash>c.s>6p>c.s>2hs>gs>2hs(1)>hsvt>5hs>ciel mids
5d>homing dash>c.s>6p>c.s>2hs>gs>2hs>hsvt>c.s>ciel heavys
theres some char and distance specific ones where you can hit late with dc s se and etc
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projectile blitz won't affect him outside of like j.d oki pretty much
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if you're doing it as oki....you might as well do an actual mixup rather than that of all things
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if you're doing cse yrc that close up, you're going to get low profiled by any char that can low profile it, meaning you will trade at best and most likely get knocked down
usefulness of backdash yrc for ky is very very low, there are far better uses of 25 meter
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the strat of ciel f.s cse yrc and air throwing them back in has been a thing for a long time now, no one with half a brain is going to sit and block a slow ass powered up cse
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projectile blitz will most likely kill off powered up cse oki
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most likely going to be arcade update with console chars
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double ciel enders are actually the best in terms of frame advantage+damage like dust combos on lightweights with it etc
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hes thinking more like otg 5k cse like people did back in the day
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not sure why you would ever want to do that but 1236 or 41236 after iad
[Xrd] News & Gameplay Discussion 2 - Console is Out!
in Guilty Room
Posted · Report reply
clarifications: blitz has 2 separate parts to it now, the first part you must still blitz standing or crouching correctly to get the reject, the second part supposedly comes out regardless of whether the 1st part was successful or not as long as you hold hs, the entire charging motion has guard point and ends once you release hs and followup attack enters startup frames which cannot be yrc'd or prc'd, it will continue to reject moves while charging