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9TNine

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Everything posted by 9TNine

  1. 9TNine

    [Xrd] I-No Gameplay Discussion

    So the command list for I-No went up today with the following noticeable changes: -H Note is gone. This likely means a return to the Pre-AC note speed. -Both HCL and VCL are still in, with the input changed to 214K/214S respectively. -HCL now has a follow-up of some sorts, 214S (The same input as vertical?) Curious to see if the follow-up is just a VCL. Personally not big on the idea of the input change yet. She'll be playable in the upcoming loketest, Nov. 2nd-4th so we should find out more then. -9
  2. Correct me if I'm wrong but isn't this on an old version? There's no space for Leo (not even the question mark placeholder to suggest he just wasn't purchased), and when they highlight his position it's using old temp art. ... May not mean anything but may also mean it's no longer possible. Description says they updated the PS4, opened it and it was like this. Perhaps they've got the DLC installed but are running an old version still and somehow the game isn't catching the difference? -9
  3. Same line effect is already in Xrd. Sad that super pulsing burst icon is only when you have 50%+ meter though due to new mechanic. Current Xrd burst icons are kind of bad, especially being blue or red on blue or red backgrounds. -9
  4. New opera house looks sick. (Also never noticed the Gentleman and Lady doors) This is a very blue game now. -9
  5. Just looks like a modified Nightmare Theatre to me. Could be a different nightmare setting. Looks more like a desert this time, like that red tide is out. Everyone in those shots with the exception of Sin/Sol at Babylon have someone in their stage, so seems likely the same with Bedman. (And maybe Sin moved) -9
  6. This is almost like the turnaround time between Slash and AC (although Xrd had some more arcade time before it's console release). But yeah, game is out on console for six months and the next location tests are starting... Looking back, I suppose then had some pretty similar turnaround times with XX and #R but those were different times for consoles/arcades. (I'm not complaining, Xrd to me still feels likes it's missing too much) Stages all appear to have been redone as well. Typically this also suggests redoing the HUD (please god) but screenshots of debug mode unfortunately don't mean much for the final product. -9
  7. 9TNine

    [Xrd] I-No Gameplay Discussion

    Her changes seem great. Weird one I just noticed.. They gave her air backdash off P dive bounce. Originally it was forward dash only. ... Not that you would necessarily want this but you could do like... Cross up p dive, backdash over into vcl. Probably better for just running, backdash note or cl on blocked dive Changes to air super execution also seems to allow for 242664S again (maybe you could do it pre-patch and I just never tried much?) -9
  8. 9TNine

    [Xrd] I-No Gameplay Discussion

    I should be the one apologizing... Totally overlooked your post! I grabbed it from your post in the Sol forum. :/ -9
  9. 9TNine

    [Xrd] I-No Gameplay Discussion

    ほーちゃん | Ho-chan said
  10. 9TNine

    [Xrd] I-No Gameplay Discussion

    Hmm... Was actually hoping they'd either make dash cancelling better OR make her dash a bit faster... Hoping that 2K change means it hits lower! My mind is blown when stuff goes UNDER it. K Dive fully charged could be neat but rare. Who is getting hit by fully charged K Dive? Kiiiind of like how S Dive bounced in XX/ on CH maybe? S Dive changes sound good, especially if it's possible to get 5H or the new H STBT or something off it. H Dive... I mean... I guess? Bouncing back yet no knockdown to me is asking to be punished... like (old man reference here) Ibuki doing her air SA1 in 3S against Chun. Sure, Chun gets hit, but Chun can SA2 you when you land. Not exactly worth it. H STBT sounds good. Honestly, STBT in general feels kind of weak to me in this game (and compared to +R, it totally is) UF changes are fine. -9
  11. 9TNine

    [Xrd] I-No Gameplay Discussion

    Wouldn't count on it. It just means less time necessary to hold the button, but you don't even need to hold the button so I don't see how it's going to benefit oki. I'm going to admit I haven't played quite as much Xrd as I should of and have been behind on vids, so maybe there's some crazy tech I haven't seen, but H Dive as Oki seems like it'd be bad. I only ever do it for those random chip-out moments, and honestly any reversal or just FDing would likely shut it down. Biggest "nerf" I can see that was already pointed out is probably blitz-shielding VCL, but I wonder if YRCing before the shield counters would still cause the knockback? CL in this game can be YRC'd basically immediately and it still comes out, unlike some other projectiles. -9
  12. 9TNine

    [Xrd] I-No Gameplay Discussion

    Am truly shocked they're making Sterilization Method better (although I guess that depends on if they were literally added extending the entire duration (likely this), or if they converted some start-up/recovery frames). Hopefully converting start-up. It already sometimes eats bursts without even TKing it (which typically gets the burst if not TKing wouldn't)... -9
  13. Change list seems good. Honestly expected Sterilization Method to get nerfed a bit in range at least, but the move actually got better (surprised that it's no longer CH during recovery). Curious to see new STBT hit. Pineberry changes are great. Also glad to see some common sense changes like Eddie not getting gauge back during cinematics. Blue Burst RC change makes sense I suppose. Would still like see stick shaking added for stagger. Expected a bit more "balancing up" but this seems pretty good. (No changes to it, but Danger time is still dumb. Maybe next iteration.) EDIT: Also totally was expecting I-No air throw slightly range reduction (It's back to being godlike) but thankfully didn't happen. Would still like to have 2S be low again... -9
  14. 9TNine

    [Xrd] I-No Gameplay Discussion

    https://www.youtube.com/watch?v=npn9oJcgwiU ”コイチはEVOいきます。” YOOOOOOOOOOOOOOOOOOOOOO. -9
  15. 9TNine

    [Xrd] I-No Gameplay Discussion

    This happens in real life too though. You've never done that? "overhead" *hit*... The rest of them I knew about. The Merry Christmas localization choice is... odd. Like people don't get presents for anything else. -9
  16. 9TNine

    [Xrd] I-No Gameplay Discussion

    Side note: Inertia HCL no longer working makes me a bit sad. -9
  17. 9TNine

    [Xrd] I-No Gameplay Discussion

    Nope, I use JP voices though. JP it's Madamada, Korosu or something else that I forgot, depending on the voice set. EDIT: Eng voice is awful. "MERRY CHRISTMAS."... just... ugh. I do laugh at missed Sterilization Method though... "...SHIT." -9
  18. 9TNine

    [Xrd] I-No Gameplay Discussion

    If you hoverdash cancel, she'll say something when the dash starts. The recovery from cancelling doesn't seem huge (the dash certainly happens after special cancelling would have). Just to add my opinion to an earlier question too, I-No is really strong in this version. Maybe not "the best" but certainly strong. -9
  19. 9TNine

    [Xrd] I-No Gameplay Discussion

    I believe it's If dive is held for max duration, move changes from Level 3 to Level 5. Unique 6 Frame hitstop. -9
  20. I'm now declaring this thread the Evo shoutout thread. (Are those no longer the cool thing to do?) Of course, huge thanks and props to Shtkn and Delta for organizing/running the GG side-tourney. Shoutouts to AKA, KBNova, Teyah, Aginor, PhaetonH, Woki, Hellsap and of course MikeZ. Nice to see you guys again! Also, nice to meet the infamous st1ckbug, TheBrett_ and crew, Jo, Def1n1tely (fix your stick), Phobos, Max, Magz, Stunedge, Fiestament, and Essay! Sorry to anyone whose name I missed! -9
  21. New game, new thread! Here we go!!! Here's the first footage I've seen. Lots of Vs. CPU, but also some matches. http://www.twitch.tv/joniosan/b/333010998 Noted (Not all, just ones that appear obvious) changes, all covered in Loketest notes so far: -double airdash -longer airdash time -FB Note (One up, one down) -Can cancel FB early (Both air dashes restored after FB use) -S STBT doesn't launch on regular hit, only counter hit. -HS STBT launches on regular hit and can be jump cancelled -6H is two hits again -Far Slash recovery lowered from 6 frames to 1 (Certainly looks better, at least) new color: purple outfit, bronze trim, pink hair, black guitar. She looks incredibly solid, imo. Still surprised they gave her all the above. -9
  22. I understand she's Day 1, so maybe I should clarify it a bit. I don't mean it like "Wow, why's she so bad?". I know better than that. I mean that at first glance it looked like she might not get meter from non-sword moves at all (The sparring vid I mentioned is mostly just gatling combos), and that's rather different from other characters, so I was interested if there was another method. Seeing the match vids, it looks like the swords give huge meter, so that's apparently the counterbalance. -9
  23. Her meter gain looks awful. Does she have a more specific way of building it? (Only the combo attacks like PPP for example?) EDIT: Should clarify, I've only really some of the watched the sparring video so far. The match vids look... better? Seemed like the swords give a lot (12.5%?) but normals seem like nothing. -9
  24. 9TNine

    [Xrd] I-No Gameplay Discussion

    http://youtu.be/wfPwtggp_W0?t=25m39s Digging his command grab stuff. -9
  25. While I am possibly not the best person to answer this as it happens to me too. But I would say fear. Bait the do by blocking then punish. Do that enough and they should want to stop doing that and start playing your game. -9
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