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shinquickman

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Everything posted by shinquickman

  1. I wish there was more clips of Baiken's walk forward animation. There was glimpses of it last night, but that's it. Gotta have more Bacon Strut.
  2. shinquickman

    [AC+R] News & Gameplay Discussion

    Oh snap, you're right. I just remembered the button priority was changed in XX/ to prevent OS FD grabs.
  3. shinquickman

    [AC+R] News & Gameplay Discussion

    Why didn't H Fuujin come out in that instance instead of Shitsu? Doesn't H have priority over all other buttons aside from D? Do you have to press the buttons in a certain way to get a non-H special to come out instead of an H special in an OS throw-break?
  4. shinquickman

    [AC+R] News & Gameplay Discussion

    What's "EAD"? Googlefu didn't help me much on this one.
  5. shinquickman

    [AC+R] News & Gameplay Discussion

    Ky's j.D says NOPE. I believe Robo and Kliff's j.D are non-overheads too, but don't quote me on that.
  6. shinquickman

    [AC+R] News & Gameplay Discussion

    Is there a vid that shows off the Justice wintrolling?
  7. shinquickman

    [AC+R] News & Gameplay Discussion

    Funny. Faust SEEMED to be the least changed character out of everyone else to me. I guess there were subtle changes that can't really be seen on a 30FPS video.
  8. shinquickman

    [AC+R] News & Gameplay Discussion

    How long does it usually take for a finalized change list to come up?
  9. shinquickman

    [AC+R] News & Gameplay Discussion

    Why? He already has a Sparta Kick.
  10. shinquickman

    [AC+R] News & Gameplay Discussion

    Axl's modified 623P counter is ridic. Instead of being a counter, Axl basically gets into the counter stance for like 15 f with GP on for some time, then does the attack at the end even without getting triggered. It's safe on block, it still has amazing reach, and overall it just looks tough to beat; the new counter stance is like O. Ken spamming L Shoryuken all day.
  11. shinquickman

    [AC+R] News & Gameplay Discussion

    Justice Install has a timer like Dragon Install, only it lasts much much shorter. Justice gets dizzy for a pretty long while when it ends, and her guard gauge gets maxed out. Seems like a gimmicky move like Dragon Install: Sekkai On a side note, Johnny is able to get meterless coin combos even at Lv. 1 MF charge. Woah...
  12. shinquickman

    [AC+R] News & Gameplay Discussion

    ^From what I can tell, kiresai is referring to TK Sidewinder.
  13. shinquickman

    [AC+R] News & Gameplay Discussion

    I've never heard of an FG loketest using a console port for an arcade game. And even if there were, additional features like training mode would be locked. And even if there were a training mode, the set-ups would be too crowded for one person to hog the whole set-up just to use training mode.
  14. shinquickman

    [AC+R] News & Gameplay Discussion

    ^Thanks, Doren. You're making this place look more like the good old days, lol. As I think about the SB change more, I come to realize that it's actually a little more risky vs. some things. For example, in AC I always attempt SB against obvious single-hit high hit stun moves like FB Rin, FB puffball, Axl's 6H, and just about all the 5d's out there. If I land the SB, then good for me. If I don't, I just block the move and waste a little tension. In AC+R, SBing in these cases would be worse; I'd just be ramping my own guard gauge for my opponent more often than not.
  15. shinquickman

    [AC+R] News & Gameplay Discussion

    Hmmm, seems like the devs are going with the XX/ treatment for this game. I don't mind, honestly, as long as Sol and Ky aren't top tier again :p BTW, am I reading this correctly, or was Justice's ground dash removed? What is up with that?!
  16. shinquickman

    [AC+R] News & Gameplay Discussion

    Ah crap, how did I miss that? Well, at least Johnny's non-corner mix up getting boosted seems assured. Johnny's non-corner wake up game is pretty terrible in AC. This new coin toss I think can upgrade Johnny's non-corner oki game from one of the worst in the game to pretty good. Just take a look at this probable oki sequence: 2D>214H, j back, AD j.K, land, 2K This is a potential MF lv. boosting (presumably) safe left-right-high-low-throw mix up all rolled into one. That is some scary stuff for Johnny.
  17. shinquickman

    [AC+R] News & Gameplay Discussion

    ^Plus, we don't know if the damage calculations on that move were altered in some way in AC+R. If the new coin toss hits on the way up and semi-homes like Zappa's Triplet mode 236P, then Johnny's non-corner rushdown/mix up gets a pretty significant boost, as does his anti-air capability.
  18. shinquickman

    [AC+R] News & Gameplay Discussion

    From the very same ACR preview video we all watched.
  19. shinquickman

    [AC+R] News & Gameplay Discussion

    Kliff's 5H vacuums on hit. I don't think it did that before. Ky's Lightning Sphere extension seems to deal more damage. Order-Sol's overall damage output seems notably lower, probably due to across the board damage nerfs or forced prorations attached to his moves.
  20. shinquickman

    [AC+R] News & Gameplay Discussion

    Power discrepancy/=Broken The power discrepancy between characters is much different to an oversight that drastically changes the way the game is played. Infinites, OCK, DHC glitch, those are gamebreaking. Testament being a stronger character than Bridget is not game breaking.
  21. shinquickman

    [AC+R] News & Gameplay Discussion

    Slash, sure. Reload, nooo.
  22. shinquickman

    [AC+R] News & Gameplay Discussion

    Chipp wouldn't be Chipp without his low health. AOU2012 stream started about 15 mins ago. Still no Guilty Gear, but keep your eyes open.
  23. shinquickman

    [AC+R] News & Gameplay Discussion

    Playable Kliff, Justice, and EX characters? Wow. I wonder if arcade GG will actually have to start banning some characters.
  24. Justice is just all sorts of cheese. Kliff, eh, I think is underpowered to be honest. All in all, I don't think there are any hard facts per say that state Justice and Kliff are broken. They're just not played in tournies because they're not in the arcade version.
  25. Not just throws. When I get May's Whale OD in training mode with normal Guard gauge, it deals 100 dmg. When I increase the Guard gauge a bit, it deals a little more damage (about 115).
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