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Banoffee

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  1. I would prefer if Dizzy wasn't yet another projectile okizeme character. Got enough of those already. So everything I'm hearing sounds good. A keepaway style would fit her character better story-wise.
  2. Not all characters need a ground AA especially one as godlike as Elphelt's. She is strong in every other aspect so having one weakness is fair, isn't it? Testament never had a proper AA and he did fine. Position yourself and projectiles so that you don't have to AA, that's probably the point.
  3. Slayer - Helter Skelter has throw invincibility on landing - Helter Skelter can be YRC'd and the projectile still comes out It's weird that Pachi's solution to Slayer being weak is to give him projectile oki, in a game already full of projectile oki. Was hoping for more Slayer-esque stuff like better stun or hitboxes. But I guess oki is the name of the game here. Slightly disappointing. Elphelt has massive hitbox nerfs on her S moves though which is a good buff to everyone else. EDIT: I take it back, Helter Skelter YRC combos into K Pile, this is awesome lol. And confirmable on CH. Slayer's back to the corner becoming a K Pile loop for 25% is pretty nice.
  4. Well 75% and 100% are hugely different in this game because of strong guts. 70% is more like a real 40%. Slayer can do that and he's rubbish. You can't trust the life bar.
  5. Several right guesses if you include the whole block pressure beforehand that built RISC. I wonder how much of the outrage about Sin is people not knowing what RISC does.
  6. Make sure your US account has the console set up as the "primary" console, it's in account settings somewhere. Both of your accounts can have the same primary console.
  7. I remember in PS3 SIGN it would slow down a lot when there were text boxes on the screen. e.g. during tutorials and combo challenges. But in versus it was fine. So does it occur in plain versus in Rev too?
  8. If patches even arrive at all, I'm expecting them to be months behind, or something... don't trust them. Instead of hoping it's probably best to buy other versions until ASW and the new Europe team prove that they can do it this time.
  9. It makes sense for people who know their TV at home lags. If you do all of your practice on a TV with 3F delay then go to a tournament where the monitor is 1F or less delay (can reasonably be assumed at a tournament), that will throw you off. Depends on whether you think getting hit by the occasional overhead is worse than dropping all your dustloops in top 8.
  10. Assuming it works the same way as previous games, the damage scaling system is RISC. Xrd doesn't show you but the gauge goes into negatives. Attacks have a positive and negative RISC value - the negative one is your damage scaling.
  11. Banoffee

    [Xrd] Potemkin Combo Thread

    If this game uses the same untech scaling system as #Reload, then gravity is based on number of hits, and untech is based on time only. The examples given in this thread seem to support this. In Koozebanian Fazoob's example here: 5K c.S 2S 2D RRC, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend (12 hits) 5K c.S 2S 2D RRC, 6K HFB, 2S 6K HFB, 2S Heat Extend (12 hits) The second one knocks down because 2S 6K takes less time than 6K HFB 6K. So it may be worth putting 5P 5P 5P in a Heat combo somewhere to get a better number of hits vs time taken.
  12. Banoffee

    [+R] Sol Badguy Gameplay Discussion

    I think I figured out why that was nerfed (and 2D) - it's because those moves combo into Gunflame midscreen. 2D counterhits frequently and 6H staggers (or used to). GF combos could be a huge deal now because a few reps of GF FRC -> CLBB will lead to absolutely disgusting damage anywhere on screen. I guess they just wanted to limit that. I haven't seen any japanese players attempting it though, either GF doesn't actually combo into CLBB (pretty sure it does) or it's impractical because burst kills your clean hit modifier and you just spent all that tension on nothing. Still I'd like to see Sol doing some wicked tension-heavy death combo even just for the novelty.
  13. Banoffee

    [AC+R] News & Gameplay Discussion

    The 360 port is full of hitsound errors, it's surprising how no one has really noticed. There are two separate problems that I can see, 1: None of the "special" hitsounds work correctly i.e. attacks that have sounds that don't match the attack level. Robo's 2S is a lv3 move, specified to play the lv5 hitsound, but plays the default lv3 instead. Most obvious and jarring is his j.S which supposed to make that awesome "CLANG" noise but doesn't. 2: There seems to be only one "blunt" sound that is used for all non-slash attacks. e.g. Potemkin's 5P sounds the same as his 5H. I thought this was a weird netcode bug at first but apparently it's the same offline. Really hoping the PSN ver doesn't have the same issue. (also first post, hi)
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