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Circuitous

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Everything posted by Circuitous

  1. Kokonoe confirmed as playable DLC character. http://img826.imageshack.us/img826/4577/45z0.png http://img547.imageshack.us/img547/2931/tfy0.png http://img9.imageshack.us/img9/6744/tuhk.png
  2. Circuitous

    [CP] News & Gameplay Discussion (Old)

    It should, and most of it is. That doesn't excuse a lot of the things I ended up deleting, however. Ah, so as to post more relevant info myself: I'm curious about CP's pricing. What are the prices in parentheses? It means "with tax," nevermind.
  3. Circuitous

    [CP] News & Gameplay Discussion (Old)

    It'd be easier to know that if people quit posting useless bullshit. Plenty of infractions given out. 321 posts deleted. Every. Fucking. Time. A new character is released, we get this bullshit. How do you people expect anyone to get worthwhile info with the nonsense? Knock it the fuck off. If I come back to this thread tomorrow and have to do this again, I'll just ban the offending parties.
  4. Circuitous

    [CP] News & Gameplay Discussion (Old)

    Fighting games, especially in arcades, don't usually do that. ASW rarely patches games mid-version, and when they do they make it apparently.
  5. Circuitous

    [+R] Kliff General Gameplay Thread

    I did my best translating the notes on his dodge, but they're kind of spotty. No one's re-translated them since, unfortunately. I'll try and explain it again, maybe it'll make more sense without the brief wording I used in the frame data. When Kliff uses his dodge, several things happen. First, a small amount of Stun is applied to Kliff. I don't know how much, but I do know that doing nothing but dodging will eventually cause his portrait to flash. His current Stun is calculated and added to a counter. If this counter exceeds 80, he throws out his back immediately. This counter does not seem to decrease over time, but it does reset once he throws out his back. If Kliff did not throw out his back, but he has attempted to dodge four times this round, his current Stun level is rounded down to the nearest 25%. A random number is generated: Kliff has his modified Stun% chance of throwing out his back each time he dodges. This is the best I can come up with, based on empirical evidence and my understanding of the notes in his frame data. Speaking of which, here are the notes as listed in the mook. ぎっくり腰全体80 気絶値「先の先発動時の気絶耐久値」の1 4を上回るとぎっくり腰が一定確率で発生 気絶値25%~50%未満、50%以上75%未満、75%以上の三段階でぎっくり腰の発動確率 が上昇。
  6. Circuitous

    Potemkin Player Skype Chat

    Got a small Potemkin Skype group going. If you'd like to be invited, just reply with your Skype username or go ahead and add me as a contact. Skype name is Circuitous. Things I hope to achieve with this group: Combo and tech discussion, Matchup analysis, cooperation on Wiki editing efforts Socialization So yeah, if you're interested let me know.
  7. Circuitous

    [+R] Potemkin Combo Discussion

    Let me know if you find anything good after the j.H. I think I once got c.S > 2S > Heat to work but I haven't since, so I'm not sure... I also posted up a working A.B.A combo in the OP, it's probably the easiest one I've done so far.
  8. Circuitous

    [+R] Potemkin Combo Discussion

    c.S > 2S > 2H > HFB, j.P > j.K > jc.APB, f.S > 2S > 623H does about 50% on Axl for 25 meter and is pretty much free. He's so easy to follow-up APB on. Axl's got a weird combo of hurtbox/gravity that makes falling j.H followups really awkward, but I'ma keep at it for a bit. Edit: Got it! For Axl, you need to do HFB, j.P > j.K > jc.K > j.S > j.H |> stuff. The trick is to slightly delay the first j.P until he's in his "vertical" falling animation. This keeps him low enough for everything else to work. Don't delay the j.S.
  9. Very interesting glitch, and a nice video to demonstrate it. I don't think it's enough to warrant banning macros entirely, however. My scene has plenty of pad players, and expecting them to only use the face buttons is unrealistic. It should be enough to discourage this glitch's use - I'd like to think we're all respectable enough for that.
  10. Circuitous

    Kentucky Stomping Grounds Mk. IV

    Bummer, man. Good luck with those.
  11. Circuitous

    Kentucky Stomping Grounds Mk. IV

    It's on the 14th.
  12. Circuitous

    [+R] Potemkin Combo Discussion

    Basically any old Potemkin impossible dust combo still works now, so referencing AC combos works fine. Don't spend a lot of meter on 6H starter, it prorates like shit now (but only as the first hit, because ASW's silly). Also, 2D > HFB FRC 5K is fucking ridiculous, considering it a staple combo makes my head hurt. Never once landed it. 2H HFB jump combos: you vary your options here based on character weight. Lightweights: HFB, sj.P > K > slight delay S > slight delay H, land shenanigans. Midweights are the same, just more Ps until they're at the right height. Heavyweighs: HFB, j.P > K > jc.K > slight delay S > slight delay H, land shenanigans. Only person I've really had trouble with now is May, can't get j.S to hit her at all. Too damn floaty. Maybe Kliff, too? He seems easier somehow, hurtbox is better I guess. On heavyweights you have the option to j.P > j.K > jc.APB. Even on lightweights you can just sj.APB (or at least it works on Jam), so you still have ways into APB. Speaking of Jam, best I've gotten so far is: c.S > 2S > 2H > HFB, sj.P > j.K > j.S > j.H |> c.S > 2S > Heat > Extend, for 227 damage. Just a pinch under 50%. If you time the j.H right you can prolly get 2H > Heat?
  13. Circuitous

    Kentucky Stomping Grounds Mk. IV

    BADC's at Arcade Legacy. 662 Cincinnati Mills Dr., Cincinnati. 2 weeks!
  14. Circuitous

    [+R] Potemkin Combo Discussion

    The problem with fancier Dust combos is that while we have more ways to manipulate height, they just don't work the same way in Dust combos. Your character falls far differently in a homing jump. Now, you could probably do 5D homing jump FD j.S |> c.S into an air combo. I haven't tested it but I'm guessing it would work. But with 5D's proration...
  15. Circuitous

    [+R] Potemkin Gameplay Discussion

    Using APB midscreen for corner carry isn't a terrible idea, especially on characters with meterless APB followups... unless you've fucked up your untech time and get nothing. Even just the APB is nice if it gets you to the corner, though.
  16. Circuitous

    [+R] Potemkin Gameplay Discussion

    You're right, and that's become more apparent as I play on stick instead of the Vita pad. Also we absolutely need some new threads up. I guess I'll get some started today. Might need to get a new mod, raekw0n seems MIA.
  17. Circuitous

    A Beginner's Guide to Training Mode

    Record the dummy holding up for a few seconds. When you're near the part you want to test, press playback. Far from a perfect solution, but it should work.
  18. Circuitous

    [CP] News & Gameplay Discussion (Old)

    Rollback makes good/moderate connections better, and bad connections still suck. So it's still an overall improvement.
  19. Circuitous

    [+R] Potemkin Gameplay Discussion

    Quick correction: 6H is only INITIAL prorate. It does not force an additional 50% midcombo, only when used as a starter. This is very important! Confirmed in Vita +R. Additionally, j.S > j.H isn't a delay, you'd do it more or less like a regular gatling. Potemkin falls fast. Aside from that this was a pretty great write-up, and I thank you for doing it.
  20. Circuitous

    Should I stick with this game?

    You've made some good points here.
  21. Circuitous

    Should I stick with this game?

    If you're learning something, there's no reason to get discouraged by even the most grievous of losses. If you're not learning something, either pay more attention or ask questions.
  22. Circuitous

    Guilty Gear FAQ Thread - Ask your questions here!

    Their policies are largely unchanged, is my understanding.
  23. Circuitous

    The Michigan Thread 35 - Kupo.

    Specifically, Michigan players appear to have confidence well in excess of their demonstrated skill. Though this is as much an issue of players not traveling as it is actual skill level. Also good shit Luna, it'd be nice to see you again.
  24. Circuitous

    Guilty Gear FAQ Thread - Ask your questions here!

    Only information from ArcSys is that development is taking longer than expected. No mention as to what, specifically, is taking longer.
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