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magz

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  1. magz

    Norcal Dogfight

    Time: ~3 PM Registration: On-site. Starts after 3 PM. Venue fee: $6 to play. Just spectating is free. Location: 1607 Old County Rd, San Carlos, CA 94070 Stream: http://twitch.tv/NorcalDogfight Twitter: http://twitter.com/NorcalDogfight Facebook: http://facebook.com/NorcalDogfight Archives: http://youtube.com/theloafingone Norcal Dogfight is usually every 3rd Saturday of the month. Double elimination singles isn't the only format we like to run All games are held on PS3 unless otherwise specified. Games planned: -Guilty Gear XX Accent Core +R -Guilty Gear Xrd -SIGN- -Under Night In-Birth Exe:Late -Mobile Suit Gundam Extreme Versus Full Boost -Aquapazza (Maybe?) For more information please see the events thread here.
  2. Just so I don't keep searching if this is the right one - is this the right thread to watch for the BBCP system sprite/art rips or is it specifically only gallery stuff?
  3. magz

    GGXXACR changes. facts. no theory fighter plz.

    I don't think there is a specific hard limit on ground bounces - rather just the normal combo limitations.
  4. magz

    GGXXACR changes. facts. no theory fighter plz.

    If I'm reading the frame data right, it's 1f unless you can somehow get it to hit with the 2nd or 3rd active frame.
  5. magz

    GGXXACR changes. facts. no theory fighter plz.

    Old stuff, but whatever. Taken from: http://blog.livedoor.jp/en712/archives/51833818.html Taken from: http://blog.livedoor.jp/en712/archives/51836363.html Taken from: http://blog.livedoor.jp/en712/archives/51838175.html Taken from: http://blog.livedoor.jp/en712/archives/51865030.html
  6. magz

    AC+R Videos!

    Pretty cool combo video released today by 蓮根 (Hasune?): http://nico.ms/sm22401967 Haven't had a chance to watch it in full but from what little I saw it looks interesting.
  7. Sorry for posting these late, but here are the photos from the September Cali Burst: https://www.dropbox.com/sh/5ckvndied7ojedm/CyrowWiKdf
  8. magz

    GGXXACR changes. facts. no theory fighter plz.

    I'll concede Dizzy belonging in the j.K j.2K list, but Kliff was actually really tough for me to get even now when I'm trying it and the difference in damage between j.K j.2K and j.S(1) j.2K which is 3 dmg vs. how difficult it is (at least on Kliff) does not seem like a wise trade.
  9. magz

    GGXXACR changes. facts. no theory fighter plz.

    Corner 2K combo into BBU as per en's blog: 2K 2HS BBU 6HS 5HS Undertow j.K j.2K j.D
  10. magz

    GGXXACR changes. facts. no theory fighter plz.

    Yes, the standard metered (25%) combo off 6K (or It's Late) in corner is: 6K/It's Late 5K 6P FRC 6HS 5HS Undertow SJ j.HS j.D j.2K j.D If you hit 6K pretty far, 6P might not connect, so going 6K 5K FB Dandy Crosswise 5HS Undertow SJ j.HS j.D j.2K j.D
  11. magz

    GGXXACR changes. facts. no theory fighter plz.

    Hige Corner 6k Meterless Combos Taken from En's blog here: http://blog.livedoor.jp/en712/archives/51879302.html Original: 6K 5K 6P 5K j.S(2) j.K 5HS Undertow 5HS 214P-P 6K 5K 6P 5K j.K j.2K j.K 5HS Undertow 5HS 214P-P Use on JA, ED, VE Variation 1: 6K 5K 6P 5K j.S(2) j.2K j.K 5HS Undertow 5HS 214P-P Use on AN, JO, KY Variation 2 (not as much tension gain): 6K 5K 6P 5K j.K j.2K j.K 5HS Undertow [2S] j.K j.2K j.D Use on MI, AX, ZA, SO, OS, MA, BA, BR, FA, JU, DI 6K 5K 6P 5K j.S(2) j.2K j.K 5HS Undertow j.K j.2K j.D Use on AB 6K 5K 6P 5K j.S(1) j.2K j.K 5HS Undertow j.K j.2K j.D Use on KL, IN Variation CH: 6K 5K 6P 5K j.K j.2K j.K 5HS 214P-P Variation TE: 6K 5K 6P 2P 5P j.S(1) j.2K j.K 5HS Undertow 5HS 214P-P Variation PO: 6K 5K 6P 2P 5P j.S(2) j.2K j.K 5HS Undertow j.K j.2K j.D Notes: SL and KL will get hit by j.S 3 times if used during first jump. JO and KY are a little heavy, so you can use 6K 5K 6P into 2P 5P or 5K 5K to guarantee that they don't fall too low. May be needed for Ky CH's combo can probably be optimized, but I was having trouble finding stable combos and the one listed above is 200+ on CH already Stuff can probably get more optimized but this is what I've got so far based off the original combo.
  12. Won't be able to make it, but will tune into the stream.
  13. magz

    Norcal Dogfight - GG/P4U/AP

    until
    Sorry that it's a little late. Currently streaming Aquapazza followed by a Persona 4 Arena 8v8 exhibition match.
  14. magz

    Norcal Dogfight - GG/P4U/AP

    until
    Streaming from Gamecenter Arcade in San Mateo, California. Game lineup: Guilty Gear XX Accent Core - Round Robin Pools + Single Elim Tournament Persona 4 Arena - Double Elimination/Team Exhibition Match Aquapazza - Double Elimination/Round Robin Dustloop Thread
  15. magz

    GGXXACR changes. facts. no theory fighter plz.

    Taken from: http://blog.livedoor.jp/en712/archives/51826476.html DOT関係 Dead on Time Related DOT自体が発生遅くなったっぽい。少なくとも暗転0Fではないし、レイトからたちくらいの相手に繋がらない。 DOT's startup seems to be slower. At the very least, it is not 0F after the superflash - can't combo into it after It's Late on stand hit. しゃがみは確認してないけれど。 Did not confirm on crouch hit yet. 基本はDOT→6HS→HS→アンダートゥ→エリアル。頑張るとJHSが入るが、現状俺は安定しません。安定するまでは2S→JK→J2K→JD The basic combo is DOT→6H→5H→Undertow→Air Combo. If you try hard, j.H can combo, but as of now I can't reliably do it. Until then I will use 2S→j.K→j.2K→j.D HJHS→JD→J2K→JDとか入るのは確認済み。 sj.HS→sj.D→sj.2K→sj.D confirmed to work. 中央 Midscreen 6HS→HSが入らないキャラ Characters that 6H→5H won't combo on: チップ、ブリ、ソル、聖ソル Chipp, Bridget, Sol, Order Sol そもそも6HSが当たらない事が多いカイ、ジョニーは除く Not included above because 6H won't even hit: Kai, Johnny あやしいキャラ(要検証) Odd Characters (Needs Confirmation) ファウスト、ミリア(6HSが低めに当たらないと多分入らない)、梅、イノ、ディズィー、ジャスティス、クリフ(多分はいらない) Faust, Millia (if 6H doesn't hit as low as possible it probably won't work), Baiken, I-No, Dizzy, Justice, Kliff (Probably won't work) 入るキャラ Characters it will work on: その他 All the rest. 端ではDOT→JHS→HS→アンダートゥ→エリアル In the corner: DOT→j.H→5H→Undertow→Air Combo ファウスト、ジャム、アクセル以外は入る Works on everyone but Faust, Jam, Axel ・新パーツ(端付近限定) ・New Combo Parts (Near Corner Only) HS→アンダートゥ→6HS 5H→Undertow→6H はせ君がロボに入れてた。連続技の序盤なら入るっぽい。時間たつと無理。 Hase did this combo on Robo-Ky. Seems to work at the start of combos. Impossible with high combo count. メモ(調べて追加していく) Memo (Will add to after more research) クロス→HS→2HSが入りにくいキャラ Characters where Crosswise→5H→2H is hard to combo: ポチョ、アバ、ヴェノム、エディ Potemkin, Aba, Venom, Eddie HS(スライドダウン)→マッパが当たらないキャラ Characters where 5H(Slide State)→Mappa won't hit: ミリア、スレイヤー、アンジ(ディレイをめいっぱいかけると当たらないが、早めにすると当たる) Millia, Slayer, Anji (If you delay to the very end it won't hit, but if you do it as fast as possible it will)
  16. magz

    GGXXACR changes. facts. no theory fighter plz.

    Taken from: http://blog.livedoor.jp/en712/archives/51825137.html Blue = Original Red = English コンボ Combos アンダートゥはノーマルヒットでJHSまでつながってカウンターで6HSがつながる。 Undertow on normal hit combos into j.H. CH combos into 6H. コンボ中はJHSつながらない?何回かやったけど、時間たつと無理なのかな。 If used mid-combo, j.H does not connect? No matter how many times I tried when the combo count rises, it seems impossible. 現状、カウンター意識してるとJHSはちょっと辛い。2Sかなー。 As it stands, even if you know it will CH, j.H is rough. Maybe 2S will work. ・安定コンボ ・Guaranteed Combos 取りあえずの安定は浮いた相手にHS→2HS→エリアルでダウン。 For now, on aerial hit: 5H→2H→Air Combo→Knockdown 端が見えてればHS→マッパ→(Kor2P→2S)→エリアル。 If you can see the corner: 5H→Mappa→(5K/2P→2S)→Air Combo 入るキャラにはHS→マッパ→K→マッパ→2P→2Sエリアル。 For those that it works on: 5H→Mappa→5K→Mappa→2P→2S→Air Combo 端は6HS→HS→アンダートゥ→エリアルで。軽量級も6HSを低めに当てれば入る。 Corner: 6H→5H→Undertow→Air Combo. On lightweights, hitting 6H at the lowest point will make the combo work. ・DOT DOT絡めたコンボが相手キャラと画面端との距離でいろいろ変わってちょいめんどい Combos using DOT vary depending on your opponent's character and distance to the corner. It's kind of annoying. 端付近は現状、相手キャラ関係なくDOT→JHS→HS→アンダートゥ→エリアル When approaching corner regardless of opponent's character: DOT→j.H→5H→Undertow→Air Combo JHSから6HSが画面端でも入らないかなーってやってるけど、一回も入らないw I thought that, from corner j.H, that even 6H would connect, but it didn't combo even once. 中央はDOT→6HS→HS→アンダートゥ→エリアル Midscreen: DOT→6H→5H→Undertow→Air Combo 軽量級とソルが中央からだとDOT→6HSの後にHSが入らない。JHSかなー多分。 Lightweights/Sol Midscreen: DOT→6H won't connect. Probably need to use j.H. DOT→JHS→6HS→ハイジャンプJHS→JDとか入らないかな。検証しないと。 Maybe something like DOT→j.H→6H→sj.H→sj.D will work. I need to confirm this. 課題 Problems ・空中の相手に6HS→低ダHSの安定 ・On aerial hit, 6H→IAD j.H's Combo Reliability どーも安定しないんだけど、2HSを使ってると中々相手が画面端までいかないので出来れば安定させたいパーツ。6HSを立ち回り時に空中の相手に引っ掛けた時とか現状コレかクロスしかないしなー。 No matter what it is unreliable, but if we use 2H we can't corner carry so we want to make this work. When we randomly catch an airborne opponent with 6H it's either this or crosswise. 6HSは空中カウンターでマッパフェイント6HSがつながるらしい。地上ヒットは大体パイルつながる。 On aerial counter, 6H→Mappa Feint→6H seems to connect. On ground hit you can generally combo into pilebunker. 地上カウンターが低ダつながる。アンダートゥもつながる? On ground counter you can IAD. Maybe undertow connects too? 6HSは確認できるといろいろ変わりそうだが、全部対応するのは無理そうw On confirmed 6H there are a lot of options, but reacting to them all seems impossible. 軽量級にアッパー高めで当てた時とかが、これ出来ないと困る。 It will be problematic if we can't do this on lightweights when we hit them with BBU at max height. 6HS高めならHJ空中ダッシュJD→サマーJKとか入るらしい。 A 6H hit at max height seems to combo into SJ IAD j.D→j.2K→j.K. ・2K→2S→FBDステFBパイル→追撃 ・2K→2S→214D-D→Followup 画面端までの距離見てやる感じ。下段でダメージ取りつつ燃費がいい。 Do this based off your distance to the corner. Good damage-tension ratio off a low. FBパイルの硬直が減ってるっぽいので、どこまで何が入るのかわかんない。 FB Pilebunker's recovery seems to have been lowered, so I'm not exactly sure on the limits of where/when this will work. HS→2HSのコンボは距離調整しやすいので、こういう狙いがあるなら全然いいんだよなー。 Comboing into 5H→2H based off distance is pretty easy, so aiming for something like this is completely fine.
  17. magz

    GGXXACR changes. facts. no theory fighter plz.

    *6HS Starts up slower. Special and jump cancellable. Aerial hit causes ground bounce. Fairly long untechable time allows for 214S 5P to connect. Due to slower startup it won't connect from JHS so it should be used as apart of a combo on opponents in untechable state. Even if it is jump cancellable, IAD JK 5H did not seem like it would connect. Some people used IAD JK JK but JK reduces guard gauge too much so it didn't do much damage. *Combos 2H BBU combos only do 30% so we don't need them. 2H BBU already lowers the guard gauge a lot. TBH the basic, no-gauge combo is fine. 2K 2H [5H] 2D omitting the 5H for people who can mash out of stagger. Using these two options (?) we should push them to the corner. 6K still does a lot of damage so people will probably be stand guarding. Next up is whether or not 5HS on air hit will connect with 236K 5K 236K. If it does, off of things like 6P CH we can do that off of IAD JHS. For characters it does not connect on, if you have meter, it is best to use BBU. Even if you go into an air combo you do no damage without meter. Going into BBU through anything other than 2H still deals good damage. Corner combos will now include 6H so they should do good damage. Off of lows it might be best to go into eternal wings. 2D RC feels a little off. 6K 6P FRC 6H into 214P-D (with meter) or 5H into something (without meter). I have a feeling we will need to do 2P BBU. *Notable Changes 214S was sped up a lot. Even if you cross them up you can do 2K okizeme. 6K feels a little slower. Are they telling us to use feint more? J2K causes ground bounce on ground hit. Maybe we can use it as a bait? 6P's lower hitbox was nerfed. I have a feeling that Faust can crouch walk under it. We may not longer be able to use it to beat wakeup mashing. 214D felt like it lost its invulnerability some time during the movement. Was beat out a lot. Without a mook we won't know the invincible frames. When it finally comes out I should run some tests against CPU to see which characters 2D mappa loop works on. Before that I should check which characters the corner eternal wings combo works on using the PS2 Accent Core. I have a feeling I've done this before though... This time around I had expectations (?), but regular throw was not changed at all. WTF? Currently it feels like "His damage is a lot milder than AC, but we added 214H and 214D!" -type character. Probably will be able to win but it feels a bit unsatisfying. (the rest is about other characters)
  18. I was under the impression that black spot actually summoned the persona in front of you regardless of current positioning and even if they 5A the 5C they should still get hit/CH which is why you see a lot of JP Chie's do that exact same trap in match videos. Feel free to correct me if I'm wrong.
  19. I never said anything about mashing. Connecting with the 5A after the 5C dash does rely on you hitting the 5A relatively quickly otherwise they will just tech before the 5A connects. Same thing with the 5C 214C 236236D - if you don't input those in relatively fast succession they will tech out of the 236236D. I used to be under the impression that opponent height during the 5C was extremely important but have come to the realization that cancelling the 5C into 214C into 236236D as fast as possible plays an even bigger role in the combo's success.
  20. Doing it as fast as possible is fine. Everything about the dash 5C > 5A > 5C 214C > 236236D is all about input speed. Note that there is a dash cancel in between the 5C and the 5A in that sequence as well so it actually is dash 5C dash 5A 5C. It wasn't noted in the original video notation but it is shown in the video itself.
  21. I've been thinking about it recently, but a strategy Chie can use when she is a little bit over the 25% health mark is to use her BD in a safe situation (e.g.: full-screen) to force her health below the 25% mark in order to force awakening. If you play your cards right you can regain that health anyways and gain a considerable amount of effective health in the process which can make it so that the combo which would have killed you at 26+% leaves you with a sliver or more when you force awakening. I don't really see a downside about this if you play it really carefully and don't do it from too high an HP level. Chie's BD really lends itself to abuse in this manner because it is really fast in terms of overall frame count.
  22. Don't get hit by things randomly as that will reduce your fate counters. If your fate counter reaches 0 do not get comboed without burst.
  23. magz

    GGXXACR changes. facts. no theory fighter plz.

    Some tweets from En: 6/28 For now I'll be happy if something like 2K -> 2H -> 5H -> 2D works. (Source) They sure about leaving DOT's damage unchanged? Is it alright to leave the 5K -> DOT FRC j.H -> 6H -> 5H route as-is? (Source) Currently, Slayer has no reason to do air combos. Meter usage is rough. From 5K -> FB Crosswise you can get a knockdown. With 75% you can do so with DOT. Position-dependent 5K -> FB Dandy FB PB looks like fun. (Source) Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source)
  24. magz

    [AC+R] News & Gameplay Discussion

    I think I remember En saying something along the lines of going from a 5H which now causes groundslide on air hit (opponent remains airborne) into 2H in order to combo. I haven't seen it personally so it is hard to say for sure.
  25. magz

    [AC+R] News & Gameplay Discussion

    Slayer Changes: j.H: Hittable box increased. Recovery increased from 7f -> 10f. j.2K: GB- increased from 10 -> 13. 5K: Special cancellable. 2S: Active frames reduced from 9f -> 6f. Recovery increased from 12f -> 15f. 5H: Removed stagger from ground hit. Aerial hit causes ground slide. Now gattlings into 2H. Damage lowered from 50 -> 45. 2H: Ground hit causes stagger. Float on aerial hit lowered a bit. Untechable time increased from 34f -> 42f. GB- increased from 6 -> 12. Aerial hit causes vacuum effect. 6P: Lower body hitbox reduced. 6K: Aerial hit causes ground bounce. Damage proration lowered from 100% -> 90%. 6H: Hit causes ground bounce. Untechable time lowered from 32f -> 26f. Damage lowered from 50 -> 40. j.D: [*]Plummet on air hit made a little stronger. j.K: [*]GB- increased from 7 -> 10. j.S: [*]GB- increased from 6x4 -> 9x4. Undertow: [*]FRC point added just before the active frame. [*]Hit causes ground bounce. [*]Startup lowered from 31f -> 28f. [*]Float on hit made higher. [*]Lower body hitbox increased. [*]Untechable for 24f. [*]Proration lowered from 70% -> 50%. [*]Level lowered from 5 -> 3. [*]Knockback on superarmor hit reduced. [*]Hitstun increased from 24f -> 26f. Mappa Hunch: [*]Knockback on hit reduced. [*]P Mappa hitstun lowered from 26f -> 25f. [*]K Mappa hitstun lowered from 28f -> 27f. Bite: [*]FRC added 2f after the frame damage is dealt. [*]GB- increased from 6 -> 10. [*]Input changed to 236H. [*]Added 3f of recovery. [*]Stagger lowered from (at most) 19f to 13f. [*]Knockback on hit reduced. [*]Being hit out of bite causes CH. [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt. [*]Proration lowered from 70% -> 60% [originally 50% in AC]. S Dandy Step: [*]Above feet invulnerability time changed from 10~17f -> 6~13f. FB Dandy Step: [*]Added new move. En's impression: Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source)
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