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PimpUigi

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About PimpUigi

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    Silver Member
  • Birthday 07/04/1984

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    PimpUigi

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  • Location
    West Philadelphia
  1. PimpUigi

    [+R] Order-Sol Critique Thread

    Very nice! I'd like to see more AA gun blazes out of you though. Especially when you're trapped in the corner and he comes in to pressure you from the air.
  2. PimpUigi

    [AC+R] News & Gameplay Discussion

    Oh look! By the end of the year. c.c That's not seriously delayed for us wanting to practice for big tournaments or anything.
  3. PimpUigi

    [AC+R] News & Gameplay Discussion

    I haven't been able to find this information either.
  4. PimpUigi

    [AC+R] News & Gameplay Discussion

    That and the EX music tracks. And retry when a vs. match is over... *sighs and shakes his head*
  5. PimpUigi

    [AC+R] News & Gameplay Discussion

    No one knows if this is possible or not?
  6. PimpUigi

    [AC+R] News & Gameplay Discussion

    How do I unlock more selectable music in the PSN version of GGAC+? I only have 34 tracks available, and can't select random as a music option either. : (
  7. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    21 hit combo vs. Pot for that one mission...(no need for the RC if you wind up doing the Lvl3 BHB close enough to the corner) Dash S,S,HS IAD j.P,j.S,j.HS,K,S,HSxxLvl3 BRP,Lvl3 BHB, dash, j.HS,j.D, dj.HS,j.DxxSV RC, j.HSxxSV I'm also really liking this corner / near the corner combo... I think it's a lot better than the Lvl3 Rock It combos posted. 200 damage: S,HSxxLvl3 Rock It, jump cancel, j.HSxxLvl2 SV, S,HS hj.S,j.HS,j.DxxLvl1 BRP (vs Potemkin) 227 damage: S,HSxxLvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, S, j.HS,j.DxxLvl1 BRP (can get a dj.HS,j.D against some characters for 230 damage) 226 damage: S,HSxxLvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, K,S, hj.S,j.HS,j.DxxLvl1 BRP (height dependant alternative) 208 damage: Lvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, S, j.HS,j.D,dj.HS,j.DxxLvl1 BRP (their untechable after the SV is longer so it's easier to do here) Also, midscreen...it looks really cool... 198 S,S,HSxxLvl3 Rock It, IAD crossover j.HSxxLvl2 SV (one point of damage less than the standard midscreen Lvl3 Rock It, but high style points) I wonder how much damage these are going to do in +R, testing with Lvl3 Fixed so I can do stuff like Lvl 3 Rock It, j.HS,j.DxxLvl3 BRP Right now I'm hoping for this to be possible... 230/231 damage: S,HSxxLvl3 Rock It, jump cancel, j.HS,j.DxxLvl3 BRP, S,HS, hj.S,j.HS,j.DxxLvl1 BRP (which may or may not hit)
  8. - Charge gauge: When using a move the gauge depletes slower. Buff: now we can always get lvl3 BRP to lvl3 gun blaze combos. Otherwise, we already had the lvl3 Rock It xx lvl3 GB/SV frame trap, and that won't be any easier since we still need to jump cancel to get the timing right - Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%. Buff: Easier to be flashy. ;p - Ground lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup, untech time now at 37f from 18f Buff: Can now grant a ground slide combo in the corner...longer startup is meh. - Air lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos. Nerf. - Lvl 1 and Lvl 3 specials are still the same. Oh well. - 2D apparently has shorter range. Nerf. Hopefully they're wrong. - Can (still) dodge Slide Head with FD. ??? - 5H untech time from 18 to 20f Buff: Lets us get hj. IAD combos easier, and lets us combo things like 5S,5H j.D which will let us get more damage against certain characters. - 2H unthrowable from 1-26f, lower body invulnerable now from 11-22f Buff: Now we don't have to rely on 6K to counter throws. I guess that makes 6K less useful though, but this hopefully will lead to more damage and better mix ups. - j.S larger hitbox at the back Dunno how this will help. - 6P staggers Probably a buff, depends if it still causes wall bounce on counter hit. - throw, proration now 40% Nerf. Less damage after throws. - airthrow, higher float Buff. Hopefully now we can get in 5s, j.HS, jD. dj. HS j.DxxBRP on every character instead of just floaty ones. (better tech traps!) - dead angle, recovery +5 I guess it helps? - charge burst, untechable time from 20 to 43f, increases blockstun by 5f So it's -10 now, still unsafe on block...but hopefully allows better follow up. - gunblaze (lvl1/2) added 85% proration, up to 1 pillars guaranteed to come out of lvl2. Nerf. Less damaging lvl1 combos. : ( At least lvl2 was buffed. - gunblaze (lvl3) recovery shorter by 3 frames, up to 2 pillars guaranteed to come out Buff. We get to use these as go to moves on wake up again. - blockhead buster (lvl2), guard bar decrease from 4 + 4 + 4 to 8 + 6 + 6, now wallsticks Buff. Hopefully the damage on this in the corner will be comparable to the old lvl 2 Rock It roman cancel combos. (doubt it) - blockhead buster (lvl3), after 2nd hit, decreases guard bar by 2 Slight buff. - rock it (lvl2) faster movement speed, startup faster by 1f, 2nd hit knocks down, recovery lessened from 17f to 14f Neutral change maybe? Was already a good midscreen poke tool that granted big damage and was -1. Now it's +2 and we don't get big damage if it hits. - rock it (lvl3) 4th hit otgs, proration now from 80 to 90% (currently has none according to AC+ Framedata), smaller float Nerf. Less damage. (unless current data is wrong) - savage fang (lvl3), gets up to 5 hits, otgs Will have to wait and see. Hopefully more damage. - tyrant rave ver. omega (lvl2/3), 2nd hit has longer distance Buff. We got twice as many buffs vs. nerfs. I'm probably looking on the down side of things as what we lost is a bit of what I've been relying on.
  9. PimpUigi

    Guide: How to Change Music in GGXX Games (PS2)

    Glad someone else thinks so.
  10. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    OK then. You learn more every day, right?
  11. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    Right, I just think it's cool that fafnir into level 3 SV breaks 300 damage on certain characters. I also don't see how fafnir is bad for OKI, since it hits low, and if you've been throwing out Dust and cr.HS then obviously they might not crouch block.
  12. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    sG, it adds serious damage, these are both 75% tension combos, and mine does way more, and ALSO fits into OKI. And of course I know all about 2HS. Problem is this... "j.s -> j.d -> j.hs -> j.d -> dj.HS -> j.d -> baller dmg -> knock down" How are we getting S, D, HS, D in one jump, without landing, without double jumping??? And what is baller damage? storm viper, and bandit revolver don't score knockdown...so yeah?
  13. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    I'm confused as to how that combo would go. For 75% tension, I'd like to hit with a random fafnir, lvl 3 savage fang, dash, S. JI, HS., bnb HJ combo (or bnb jump combo depending on weight, and height relation to the ground)
  14. PimpUigi

    [Accent Core] Order-Sol Combo Thread

    K.moon, please make the new topic however you wish. It will be nice no matter what.
  15. PimpUigi

    Going Back to Guilty Gear

    Yeah, C&C 3 Kane's Wrath was so beast. Then look at C&C RA3 and C&C 4 and see how much they suck : (
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