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Phrekwenci

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Everything posted by Phrekwenci

  1. Phrekwenci

    [AC+R] News & Gameplay Discussion

    NEED MOAR D-TALEZ ON ZAPPA....MAMAMAMAMAMAMAMA. There was no reports on Zappa from the 3rd loketest, so I'm curious. I think most of us knew about the crazy floaty sword.
  2. Phrekwenci

    [P4A] Yukiko Amagi Gameplay Discussion

    There's way too much recovery on the fan toss to do that.
  3. Phrekwenci

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    IAD jAAA to death?
  4. Phrekwenci

    [P4A] Yukiko Amagi Gameplay Discussion

    In theory they should both work, but the second one will definitely work.
  5. Phrekwenci

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    Yea, I have that happen all the time too. I just do the flame pillars instead, much sweeter.
  6. Phrekwenci

    [P4A] Yukiko Amagi Gameplay Discussion

    I've tried setting one to a trigger but then I have a problem with overall chains. It's a shame you can't set two buttons for the same attack.
  7. Phrekwenci

    [P4A] Yukiko Amagi Gameplay Discussion

    I've been using jA(AA) for oki or air-to-air, using jB definitely isn't good unless you are on defense. One of the tricks that seems to be working is jumping in with jA, and seeing what happens. If it's a hit, continue with AA if not IAD back and jB. The opponents don't notice the fan and get hit, and you can usually 5AA afterward to combo. I think it's also important to make use of jC and j236A to delay her fall and mess up your opponent's timing in the air.
  8. Phrekwenci

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    It seems the only way to get to the next level in terms of combos is to learn how to hold the fireballs while continuing pressure. Doesn't say much for me being on a pad. I'll be stuck with ground level stuff.
  9. Phrekwenci

    [P4A] Yukiko Amagi Gameplay Discussion

    Try 4BB instead. They'll hit slower. That made it easier for the 2AA, 2B, 5BB, 2B, 5BB IAD nonsense.
  10. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    I know for sure we can swipe FRC swipe right now in AC. But we've been following the FRC up for damage in air combos rather than orbs.
  11. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    So, someone uploaded a video to youtube with just Zappa changes from the loketest. I think this is a must see, it shows a lot of the stuff we've been wondering. First, the dog bite does not knock the opponent back very far. It's probably similar to a naked 2D really. He also does some new pushback stuff with a midscreen loop. You can see the dog neck hit Millia and push her back into Zappa. Raoh's fireball doesn't seem to travel very far. This might be the new fireball since one of the first videos I remember showing the air fireball having the same speed we've seen in AC. It seems you can attack after releasing the fireball in the air as well. Then some sword jHS FRC testing, nothing new there really. Now the ghosts. That new move (using the animation from Raoh's 6HS) seems to bring the ghost haunting the opponent back to Zappa. He also does the new 6S and j2S moves. The repeated S attack seems to combo without counterhit (I remember this being a problem in previous games). He does an air combo around 0:57 where he combos jP to jS. I believe this is new. Then it seems like they do some match stuff, OTG summon at 1:15. The thing I was thinking about (with the Zappa / dog air combo assist nonsense) is at 1:39. Dog does 8D and immediately does (6?)D follow-up which throws the HOS into the corner. I believe if Zappa was where HOS landed it could have extended the combo. Another few attempts at 3:27, later trying the dive attack and finally gets a bite to combo (I would have used c5S). At 2:00 you can Zappa is having a problem getting the sword to come back down. I know he's doing a standing S so I don't know if the 2S would do anything better. We know we can reset position with the 236S or 623HS or just wait. He does a 236S soon after, you can see it doesn't travel very far (probably holding back to control it). At 2:10 the new 6S with the ghosts has a sort of staircase effect. At 2:42 playing with the new sword rush properties. Looks like the far one goes about half screen. It also seems to matter how far you go as where the sword ends up afterward. Perhaps the close version may allow for a comboed follow-up and the far just allows us to transverse quickly. At 3:38 he attempts sword air combos which seem to be a problem. The new sword lag is completely missing the opponent (too low), though I wonder if he tried comboing with jK and then jS if it would have been any better? More attempts at 5:38 using the 623HS FRC 2HS JC but no good, only connected with the sword swipe. At 4:15, a very interesting combo with the new ghost 6S. If it was JC'able he wouldn't have gotten the black beat. At 4:30, confirmed that the sword j236HS does reset sword position. HILARIOUS THINGS (ie: Raoh combo) at 4:40 and later holding Justice down with the sword. At 5:37, confirm that sword 2S does move the sword down. It seems some moves will move the sword in different places (like the 2HS going up for example). It looks like the jHS moves it forward also.
  12. Phrekwenci

    [AC+R] News & Gameplay Discussion

    I read that as "Justice is useless, give her tits." Although that may just solve the problem.
  13. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    http://www.youtube.com/watch?v=bjt13UqPVw8 @3:39 jHS FRC dripping with lol. It looks like he does, jS, jHS FRC three times. @5:40, OTG new property with summon. @6:17 midscreen dog loop.
  14. Phrekwenci

    [AC+R] News & Gameplay Discussion

    It's still 3 orbs on hit and now 1 on block. As far as I can tell we also still have the dive overhead.
  15. Phrekwenci

    [AC+R] News & Gameplay Discussion

    That's mostly because Justice can't dash now. I'm sure if Justice had the older properties, there wouldn't be that problem.
  16. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    I had a stupid idea last night, and I don't know if it'll work but with the sword: counterhit 6P, jP, jS, jHS (land) 5S (JI), 2HS, superjump jK, jS, (JC), jK, jS, jHS/jD/236HS
  17. Phrekwenci

    [AC+R] News & Gameplay Discussion

    DJ Khaled: AND EVERY TIME I SUMMON FOR THE SWORD, ZAPPA THROWS IT UP.......... AND IT STAYS THERE
  18. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    I think it'll depend on if they can counterattack the sword to hit Zappa. Like can you hit a projectile with it? Something we'll need to wait and see, but I'm thinking no. Otherwise, in terms of it being threatening, I think it'll be important to get the sword back to you quickly using the uppercut and rush or waiting for it to come back using normals in certain instances.
  19. Phrekwenci

    [AC+R] News & Gameplay Discussion

    Thanks so much. I picked out the Zappa stuff and put it in the forum. Still have no idea what the new ghost move is but the sword is now LOL.
  20. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    Seconds video is located here. First match with Zappa is at 4:04 against Faust (this Faust is nuts, the match just before he did about 85% damage against Dizzy in a few seconds). 4:27 confirms the dog retreat into lunge (4D->6D). Puts Faust in a hard knockdown. Next match is Robo-Ky. More sword stuff here. First view of Raoh at 5:35 but nothing we haven't seen in AC here. Next match is Venom. Nothing to report, Zappa dies here.
  21. Phrekwenci

    [AC+R] News & Gameplay Discussion

    Videos were just removed. I saw the first 3, but THERE WAS SO MUCH MORE...
  22. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    There's stream videos up on youtube, thankfully a good deal of Zappa. I'm going to post the relevant ones here: ...As I was doing this, the videos were being removed. I wasn't able to see anything else. EDIT: this is a dustloop user account (tataki) and he's putting all the videos together into one file on his channel. We'll have to wait a bit. Trust me, there was plenty of Zappa. EDIT2: We back up, here's my commentary for this video as I watch it. The first summon is the sword, and holy hell this keep away is funny. Johnny didn't know what to do for the first 10 seconds because of the new sword delay. You'll see the dog start-up time in this match also. We can follow-up after the naked f5S. 1:19 is probably the new 6S move with the ghosts (using the sword 6HS animation), it looks like the c5S move so I don't know what the difference is since he definitely still has the same c5S move. The ghost f5S is definitely shorter. Next match with Slayer, the new ghost j2S is probably at 2:06. Another Slayer match, you'll see Zappa jump over Slayer with the jHS sword at 3:30 and then it just stays there (now I have a Chris Brown song stuck in my head, SWORD IN THE AIR AND IT STAYS THERE). I think we all do this sort of cross up with the original sword lag but we'll need to think of something different now that there is a delay. Again it happens at 3:51. Next match with Faust. It seems that the sword rush will reset the sword's position back to Zappa no matter where it is. I'm assuming this will also be the case for the sword uppercut but not the swipe. Zappa returns at 5:21. 5:38 has sword interesting new sword pressure. Zappa returns at 8:38 against Justice. Zappa went for a mini-dog loop midscreen around 8:46. Absolute LOL at 9:00 with the sword. Confirm that the sword uppercut resets position. Zappa wins because Justice can't move past the sword. Wow. Next match with Ky, couple more dog loop tries midscreen, nothing we all haven't tried. I'm noticing at around 10:30, Zappa is using moves that progress the sword forward but it seems they don't go beyond 2/3 of the screen. Next match is with May. There's an airthrow into summon at 11:07. In the notes about the changes there's some OTG properties. Where we used to simply do this to get orbs, now we can RC this and RELAUNCH. This is also probably another reason we can't use the dog immediately after summoning. If you see in the video Zappa could have continued a combo immediately without RCing using the dog waiting for the recovery of the summon. Zappa does the Raoh 6HS animation with the ghosts at 11:33 but I still can't tell what it does (maybe this is the yappari kaete kudasai thing). Zappa returns at 21:40 against Bacon. Interesting idea at 21:54, Bacon tries to run past the sword but Zappa tries to respond using the sword uppercut to reset position and counterattack. If he tried this a few moments earlier it might have worked. At 22:00 Zappa does 8D, D with the dog but delayed. It seems that the combination might work but you can't tell here. New ghost moves again at 22:07. Stupid sword things at 22:16. Dog backflip attack definitely moves the dog forward a bit more at 22:43. Next match versus Eddie. Just sword things again at 24:13. Next match versus Bacon. Airthrow to summon again at 24:41, same properties shown. At 25:04 it looks like the dog does the retreat and then the lunge in the air just as Bacon attacks it. This is probably the new 4D, 6D combination we have. That's it for this video. I'll make a new post for the second if there's anything in there.
  23. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    I started watching the stream for the loketest this morning here and just saw a Zappa who didn't seem to know what to do. Then some asshole Axl player just poked him out of everything before really getting a chance to show anything off. A few things I've noticed thus far, the dog is in the tiny version when first summoned (invincible but not playable during this time). There's something new with the ghosts but I'm not sure what it is. The animation for Zappa is the same for Raoh's 6HS, and Zappa had ghosts on him but didn't do anything. There was another animation for another move with the ghosts which is probably one of the new normals, it uses the sword 6HS animation but he didn't have ghosts to see what it was. EDIT: someone is playing by themselves and saw the CPU Zappa. I think I saw the jHS actually stay in place after the hit. I have a feeling that all the dynamic (trailing) sword moves (jHS, 2HS, 5HS, 2S) have the new stall property.
  24. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    We all do, Tonic. We all do.
  25. Phrekwenci

    Zappa Love+R (the theoretical AC+R thread)

    Let's look at the bright side with some of this stuff. It seems that the summon will win where it used to trade hits (except for the last active frame) due to the new fullbody invincibility from 1-13f. So, it's like a DP. I just wonder when the icon will appear during a recovery summon. I'm sure we've all thrown a ghost into the air on wake-up thinking we'll wake up naked. For the dog, yeah it's nerfed. The only thing that MIGHT be interesting is the way the new properties work together. The new 8D seems to "blow opponent away diagonally" but maybe using the followup attack immediately afterward will lead to something interesting since it knocks them into the ground. Imagine like in the VS games, you do an air combo and the final hit knocks the opponent to the ground, maybe into an assist which continues the combo. Now think about the dog doing the air combo and Zappa being the assist. I might be dreaming, but I HAVE A DREAM. Ghosts seem to be nerfed the least. We'll need to see what the new j2S and 6S moves do. I understand why the sword normals can be blocked in the air because it seems you could literally control the air space above you while still being on the ground. Although I kind of wish we have so negative edge shenanigans with the sword in that case. Think about pressing and holding a sword normal, using the controller to move the sword into the location you wanted to hit, and then releasing to attack. Raoh is TRaohOL. Maybe someone can explain this better but the sword somersault move (hai, kaerimasu) says it has an FRC point on 1-2f, but that is still part of it's start-up, right? Or does that mean it's FRC-able during the beginning of the active frames. The first loketest said you were able to FRC the recovery, so maybe something was lost in translation?
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