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Microwallets

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Everything posted by Microwallets

  1. Microwallets

    [Xrd] I-No Gameplay Discussion

    I love simple tech. Some of you may have seen it already but anyway here's a video showing j.D kara canceled into SM: http://www.nicovideo.jp/watch/sm28042219 The input is 2147D~HS from the ground or just 214D~HS if you're already in the air. Since you're plinking from D to HS it will use your Burst if you have it. Kara canceling j.D stops the upward trajectory of SM, giving you an air SM that's really close to the ground. The video demonstrates the most obvious application: I-no lands earlier so it's safer to whiff than a regular TK SM against opponents who don't air tech.
  2. Yeah. Or the tests in February for what eventually became Sign ver. 1.10. In case people don't know, Revelator is currently 1.00. Today's location test is for 1.01.
  3. Some feedback. Gameplay/Beginner Guide - I'm a big fan of this idea. The old Soul Calibur 2 boards used to have stickied "READ ME FIRST" primer threads in every character subforum and they were excellent for beginners, although by 2015 standards they might be considered to have been a little bare. I think we can improve upon this format by fleshing these threads out just a little bit more. - The key to these threads should be brevity: keep everything short, simple, and easy to read. - Could be something like: Brief introduction to the character -> notation guide -> quick rundown of commonly used moves -> short list of BnBs from common starters, including less optimal but practical variations for beginners -> general strategy -> maybe some simple character specific stuff like Faust FDC? -> index of links to relevant threads, posts, wiki sections, useful videos, etc.. Gameplay/General Discussion and Q&As - IMO there should be separate threads for general discussion and Q&A. - Q&A thread should make beginners feel that they're welcome to ask anything, even the most basic of questions. Video and Analysis - I think it works best when there are separate threads for posting links to videos and discussion. - Basically people who are only interested in finding links to recent videos can go straight to the latest posts of the video thread and get what they need. Discussion and link-posting won't drown each other out. - The OP should probably contain an index of links to important match vids as well as important non-match videos like tutorials, tech demonstrations, and combo vids, Yeah lots of people have been saying this lately and I agree. It feels like posters are afraid to make new threads so I think we need to start encouraging people to make separate threads for information that gets buried in the megathreads. For example, on Tekken Zaibatsu there's usually a "How to EWGF" thread in the subforums for Mishima characters. Questions about j.D FDC were pretty frequent in the I-no general discussion thread and it's kind of an important technique, so I think there should be a separate thread for teaching people what this thing is and how to do it. An "Odds and Ends" thread would be great for miscellaneous tech and info that's important and interesting but probably not worth making dedicated threads for.
  4. Microwallets

    Guilty Gear FAQ Thread - Ask your questions here!

    The bottom of this wiki page has all the hitstun and blockstun values for each attack level: http://www.dustloop.com/wiki/index.php?title=GGXRD/System_Data
  5. Hi. I don't know how many of the Google form submissions have been read yet but I'm going to repeat one of the suggestions I made in order to get feedback. I was the one who wrote about Tekken Zaibatsu's "Legend" pop-up. To elaborate on what I wrote, DL could have a "Notation Guide" link within that table that appears at the top of every page (the table with Articles, Forums, Members, Calendar, etc.). Clicking this link would open a pop-up that would have a quick guide to numpad & button notation and abbreviations common across all anime games as well as game-specific ones like DA = Dead Angle and OMC = One More Cancel. Go to www.tekkenzaibatsu.com and see it for yourself. It's really handy. The legend should be as compact as possible IMO, so there won't be any dictionary definitions of terminology. Maybe the top of the legend could have a link to the notation guide on the wiki for users interested in more in-depth explanations, and each entry in the legend itself could have a link to the appropriate page of the wiki (like clicking "RC = Roman Cancel" will take the user to the wiki section that covers RCs). I'm not sure if we should include character-specific abbreviations. It's fine for Tekken Zaibatsu's legend because their site only covers Tekken, but DL covers multiple series and including character specific abbreviations across all games might make the legend too long.
  6. Microwallets

    [Xrd] I-No Gameplay Discussion

    I practiced some more today and had much better success. I can get a 6FDC6 to come out after a jump cancel most of the time now but getting the lowest possible dash height is still extremely difficult. Maybe this tech is too risky against characters that require the lowest possible dash (most of the cast?), but I think it might be practical against the taller characters because the timing is significantly more lenient. Besides Potemkin and Bedman, crouching Slayer is also tall enough to be hit at not-quite-lowest air dash heights. I'll test the rest of the cast later. This is actually how I was doing it at first. After about 20 minutes of getting nothing I started to think it was some impossibly fast TAS-like input until I rewatched the video and noticed the button display. Anyway, I don't think 9j.DFDC6 works because if you do 956 close enough to register as an IAD, you will always get the normal height IAD even if a j.D FDC is in the middle. It has to be 9 (or 8 or 7), pause, 6FDC6. Although I never got 9j.DFDC6 to work, I came to this conclusion after testing 7j.DFDC4 instead, which is pretty much the same thing but way easier. If you try it you'll see your 7j.DFDC4 is always the same height as a regular backwards air dash.
  7. Microwallets

    [Xrd] I-No Gameplay Discussion

    Speaking of j.D FDC, the first part of this video shows an advanced application: http://www.nicovideo.jp/watch/sm26289745 It's basically jump cancel 6FDC6 to get a really low IAD. It's kind of like gatling into HCL 6FRC6 from pre-Xrd. Not only is the air dash lower than a normal IAD, but this 6FDC6 lets you do a blockstring into air dash pressure without the meter cost or time freeze of HCL YRC. The most obvious applications are A) catching people who fall asleep while holding down-back, and B) punishing people who mash because they expect STBT after 5HS. The inputs after 5HS: 9 5 6 4+FD 6. It's not 956 like a normal IAD. You're jumping, returning to neutral, and then manually inputting an air dash with 66 and a j.D FDC somewhere in between. You can hit the j.D at the same time as the first 6 or the 4. Personally, I prefer pressing 6+j.D rather than 4+j.D but be sure to try both methods out. This is actually really hard lol. I practiced for over an hour and only got it twice at the lowest possible height. Sometimes I would get the 6FDC6 but it would be too high. 95% of the time I wouldn't get the 6FDC6 at all. Gonna practice some more tomorrow.
  8. Microwallets

    [Xrd] I-No Gameplay Discussion

    There's a minimum height restriction and you might be doing it too fast. It's more like 6[6]956 so that I-no gains a little bit of height during the hover dash.
  9. Microwallets

    [Xrd] I-No Gameplay Discussion

    Don't forget that Elphelt and Ramlethal had their hurtboxes enlarged too. Indirect buffs to I-no!
  10. Microwallets

    Monitor Discussion Thread

    I just switched to this monitor 2 weeks ago. Previously I used an Asus VW246H, which is like the VH236H Evo monitor except it's bigger and has built-in speakers. The motion blur and ghosting is noticeably worse than my old monitor. The anti-motion blur feature is called AMA on Benq monitors and the RL2455HM has 3 settings for AMA: Off, High, and Premium. The ghosting produced by setting AMA to High is very noticeable when playing 2D games or scrolling through text in my browser. Setting it to Premium makes the problem even worse. When playing 3D games, however, the ghosting isn't as bad. I've been playing Xrd and Bloodborne on my new monitor and haven't been bothered by ghosting. I'll probably keep the AMA set to High because I hate motion blur more than I hate ghosting. One nice thing about my new monitor is the LED backlighting. Monitors from the time of the Evo monitor didn't have LED backlighting and the uneven lighting was very noticeable. I probably won't go back to my old monitor because of that but if I find a good deal on a modern Asus monitor I might switch to that.
  11. Microwallets

    [Xrd] I-No Gameplay Discussion

    Let's do a frame by frame analysis: http://imgur.com/a/P3220#0. The frames are from the 60FPS video on Nicovideo.jp and were extracted using Avidemux 2.5.6. Press the left and right arrow keys to scroll through the images. The descriptions underneath contain a frame count. I hope it's not confusing. Let's recap: - Chemical Love has 11 frames of startup (i.e hits on frame 11) - YRC has 6 frames of startup before time stops; frame 6 = invincible - YRC frames 7-24 = time stop (18 frames long), neither player can act - YRC frame 25 = invincible, opponent begins to move (I think this means they begin to animate from being frozen, not that they can perform actions but that sounds weird) - YRC frame 26 = both characters can act - Blitz Shield is active from frame 1 - Assuming it takes at least 1 frame for the Rejection to start up, that means successfully Blitzing an attack on frame 1 of Blitz Shield -> Rejection on frame 2 of Blitz Shield - Blitz Shield Rejection has only 1 active frame according to Hasegawa Assuming my frame counting is correct, everything looks fine and makes sense up to the Blitz Shield Rejection. The 1 frame Rejection and the YRC frame 6 invincibility occur on the same frame. Discrepancy: on YRC frame 24 (time stop frame 18) I-no is performing a Faultless Defense. According to the JP players' frame data, it shouldn't be possible to perform an action until YRC frame 26. Possible answers: a) the YRC frame data is wrong; b) frames from the match video were dropped and this is messing up our frame counting; c) I'm bad at math and can't count properly. I guess the FD thing doesn't really matter since we're here to look at the interaction between YRC and Blitz Shield. Still, I'm going to keep in mind the possibility that the YRC time stop frame data might be wrong.
  12. Microwallets

    [Xrd] I-No Gameplay Discussion

    Hasegawa thinks it's the invincibility of the YRC that saves I-no from the Blitz Shield. Apparently the Blitz rejection hitbox is only active for 1 frame.
  13. Microwallets

    [Xrd] I-No Gameplay Discussion

    I want to elaborate on what Mynus said. IAD j.K is pretty much just: buffer the super jump > air dash as early as possible > do j.K as early as possible. There's no special trick so if it's not working then try some basic troubleshooting. K dive comes out instead of IAD j.K - Your superjump input is messy and has a 236 somewhere in there. Practice with the input display on and clean those inputs up. - Try inputting your superjump as 19 or 39. The idea is to avoid inputting a 236. sj.K comes out instead of an air dash - You're inputting the dash or j.K too early. - Although technically the air dash is buffered, you still need to let I-no actually superjump first before she can air dash. The air dash must also be allowed to happen before hitting j.K. - After 5HS connects there is a large window to superjump cancel. The "interval" between the sj cancel input and the air dash input can vary depending on how early or how late you sj cancel. - If you sj cancel early, you need to air dash a little later. If you sj cancel late, you need to air dash sooner. - Find the timing you're comfortable with and stick with it. Personally I prefer a late sj cancel because the air dash timing becomes similar to doing a raw IAD. The opponent can tech before IAD j.K can connect - You're inputting the air dash or the j.K too slowly - The air dash must be done as early as possible. I-no should be air dashing at the minimum IAD height. - j.K must be inputted as early as possible, but remember that there is a brief period at the beginning of an air dash where you can't attack. I deliberately chose the word "early" instead of "quickly" because IAD j.K involves a specific timing that isn't about how fast you can mash the whole thing out. Again, if you try and do everything as quickly as possible you're just going to get a sj.K or something. Concentrate on getting the inputs down cleanly and accurately.
  14. Microwallets

    [Xrd] I-No Gameplay Discussion

    Partial notes for the next loke test have been released. I'm reposting the stuff from the previous test, which includes stuff I missed. New changes for this version are in bold, changes that are unlisted but reported by players are in italics. 5S: - active frames increased from 5f to 7f - staggers on counter hit 2K: - has more vertical range 2S: - moves forward more - has more vertical range 2D: - cancel window increased H STBT: - opponent floats about 3x as long now - causes wall splat in the corner - 90% initial proration K dive: - less likely to pass through opponent on hit - causes ground bounce when fully charged - new effect on counter hit (doesn't specify what the new effect is; there was literally no effect on counter hit in the previous version) S dive: - less likely to pass through opponent on hit - causes long ground slide when fully charged - on counter hit, causes short ground slide or wall splat in the corner H dive: - I-no no longer bounces backwards after final hit - standing/crouching opponents no longer float on hit (from the previous test; not listed in the new notes at all. Maybe they removed it?) Sterilization Method: - active frames increased - now has above-knee invincibility - no longer in counter hit state during recovery Dash cancel: - can cancel normals into hover dash again - dash cancel window timing has been changed Longing Desperation / Ultimate Fortissimo: - easier to input Also, a general change to all dives from the previous loke test that I didn't post: the time to fully charge a dive was shortened but the length of time before the dive automatically releases remained the same. Players thought you might be able to do something like P dive > max charge K or S dive but opponent could tech before reaching full charge.
  15. Microwallets

    [Xrd] I-No Gameplay Discussion

    Some quick location test impressions from various players on Twitter. From https://twitter.com/moccosbr Dash cancel: - can no longer cancel normals into hover dash 2S: - still doesn't hit low (some players speculated it would be changed to a low) - moves forward more - has more vertical range 2K: - has more vertical range K dive: - causes ground bounce when fully charged S dive: - on counter hit, causes short ground slide or wall splat in the corner - causes long ground slide when fully charged H dive: - final hit causes I-no to bounce backwards like P dive - hitting a standing/crouching opponent doesn't them knock down anymore H STBT: - opponent floats for about 3x as long now - can link HCL at midscreen - causes wall splat in the corner - can link 5H after wall splat Ultimate Fortissimo: - seems easier to input ----- I'll post some more stuff later, if someone else hasn't already done so.
  16. Microwallets

    [Xrd] I-No Gameplay Discussion

    Yes, a kara cancel is exactly what it is. I use P+K to input FD so I press j.D~[P+K] like I'm kara cancelling roundhouse into throw in Street Fighter. When performed correctly I-no does a little bounce due to the upward trajectory of the kara cancelled j.D and she says one of her j.D voice clips. If you see the FD but there's no bounce or no voice clip it means you probably pressed the buttons at the same time, thus no j.D came out at all. If you get j.D but no FD it means you did it too slowly. It's important to note that you CANNOT FDC j.D if you gatling into it. So when you see players do something like hover dash j.S j.D FDC into a second j.S, they are actually jump cancelling the first j.S and FDCing a raw double jump D. The input would be something like 66 S 9 4+D~[P+K]. Try doing a raw j.D FDC by itself. Just jump or hover dash and do j.D~FD and make sure you get the bounce. When you have that down, set the dummy to Standing and try to cross up with with 66,9,4+j.D~FD. I put commas between the directions to indicate very slight pauses. The pause after 66 lets you double jump with 9 and the pause after 9 lets I-No gain some height before the FDC. Start slowly until you can consistently cross up then speed it up so that the I-No is as low as possible while still being able to cross over the standing dummy. When you can do that, add a j.S after the FDC. You can then try cancelling j.S into S-dive or linking into 2S HCL or something. Hope that helps.
  17. Microwallets

    [Xrd] I-No Gameplay Discussion

    A late air tech is supposed to beat SM setups right? Hasegawa came up with a YRC option select (under 50 meter) to beat late techs. In the corner against Sol: dash S, cl.S 6P 5HS IAD j.S (YRC) j.H, cl.S VCL, cl.S jc j.S j.H P-dive etc. Of course 6P 5HS IAD j.S doesn't normally combo. Against late techs IAD j.S will black beat but the rest of the combo after j.S is untechable. If the opponent techs early, the whiffed j.S will get YRCed and you can react to your own YRC and grab them with SM. Actually I think you can just input the 214H whether they tech or not because you can't cancel into SM on hit, so you don't have to worry about getting the hit on a late tech and ruining your combo with a whiffed SM. I'm not sure if I'm doing it right but the way I do it is IAD j.S [P+S+HS], which does j.S -> j.HS if they didn't tech and a whiffed j.S -> YRC if they teched. You can't use K in your YRC because you'll get a j.S -> j.K gatling which you don't want. Can other people test this?
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