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TheRealBobMan

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Everything posted by TheRealBobMan

  1. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    It feels like the extended c.S activation range was nerfed to pre +R status in Xrd, so I think they could go either way on that one (more likely to leave him with the old Xrd hitbox and give I-No other tweaks). I'd be fine with his hitbox being a pain in the ass again if I-No got old 2D range since then at least we could knock him down from further away and further along in our gatling chain than 6P, and 5K/f.S/2S would be more useful as pokes since they're not very good for much else anymore. Think they'll ever make grounded SM 1-frame faster? I feel like if we make the hard read, we should be able to throw a burst by special canceling from any normal. It would be a really cool thing for I-No to have. Hell, I'd trade being able to YRC/PRC on startup/whiff as if it was a DP. If they didn't burst we'd be screwed anyway. *Edit* Oh jeez, turns out that it DID get at least a frame faster. It fails to grab bursts because they don't go high enough. Set auto-burst to 2nd hit, then try it from an OTG state (2D > OTG 2K > SM) or against airborne (6P > c.S > SM). In either case you can throw the burst, and it works on everyone! All characters go a bit higher when bursting from OTG. *Second edit* Except it looks like this is only right after being knocked down. If you do 2D > 2K it'll happen, but not if you 2D > 2H. Looks like they retain OTG status for combo/scaling purposes if you throw an OTG burst, which is odd since OTG bursts don't retain the throw-invul property form being OTG. So after SM you'll get like 1 hit and they auto-tech. Even the SM itself only hits for like 15 damage. If you turn teching off (we'll assume that the opponent is smart enough to not tech again and get hit by a SM > Pdive > dash SM reset), the gravity is still so high that they'll land immediately. Just about the best you can get is SM > dash j.K > j.S > FFVCL > mash 5P for 2 hits.
  2. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    I'd delete whatever GG Xrd data is there now and try it again. Maybe you need to clear the system data for Xrd too (and if it installed corrupt replay data, that could also be the cause). I'd hate to suggest initializing/reformatting, but you might have to go that far if you're not willing to wait. You should be able to back up your other data though, so while it's a hassle it wouldn't be that bad. I don't think YLoD is related since your other games are working, right?
  3. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Wait, so you're getting the crash 100% whenever you try to run the game?
  4. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    So if they take a vote on the next returning character from +R, that makes me think that the console version of Revelator will have one more "new" character. "New" could very well be Raven or another story mode character that we know about from before Xrd, but someone that isn't in +R's roster. Was there any mention of a timeline for this voting system? I'd imagine it would be open for at least a few weeks to give people ample time to get to an arcade to vote. They can't sit around idle for all that time, hence working on another "new" character. Odds are that it's not a +R character since it would weaken the purpose of the vote.
  5. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I too would like to see revamps (YRC is kinda nuts), but would settle for another small balance patch when Revelator hits consoles. It's kinda shitty that I-No 5K, f.S, and 2S are less useful because 2D has shit range. She used to use 5K as a linker for a lot of combos that involved HCL FRC, but because of the increased meter cost and reduced damage for those sorts of options, it's more of a poking tool. Same with current f.S (back to pre-AC status) since, for both of these moves, almost any time you would combo into them, you have a more optimized combo option. Since 2S isn't a low it's also used as a poking tool per the range. But then things get silly, because 2S starts faster than f.S and recovers faster, and has more range than it and 5K, so they're not as good for poking in most situations. All 3 of these moves struggle to combo into HCL for knockdown when they're used at max range and don't CH, and they won't combo into anything else at that range either. So this leads to a situation where the moves aren't exactly unsafe on hit, but practically give away initiative. All she needs is for 2D to have AC range for these moves to be much more useful (since we wont buff HCL to AC status because the faster input would be kinda bullshit, though I do wish HCL hit behind I-No again (actually, in front of her too since there's a pixel-wide gap where it whiffs on standing opponents right in front of her) and combo'd consistently against standing opponents out of 5K, f.S, and 2S). One of the things I liked most about GG is that it didn't really have that kind of bullshit. I pretty much consider this a bug fix and not a buff because it's so bad on paper (she has enough tools to be good, but why have moves that are borderline useless). Same with Kdive and Sdive having prorates despite not really being starters (knockdown on hit even with RC, unless its fully charged, or air hit + RC, or CH +RC, or CH Sdive in the corner). And 6H[2] doesn't lead to anything worthwhile meterless on air CH anymore. I thought part of I-No's design was that her neutral was risky because she can't really out-poke you with her hitboxes and most of her moves require hard call-outs, but precise reads meant you did big damage and corner push. I get that they had to nerf a lot of things to compensate for YRC and RC being really good for her kit (like, amazingly good), but she feels kinda janky compared to how she played before. With guts being increased to where everyone needs 1-2 more combos to kill, I-No feels like a worse version of Millia, instead of a character with harder neutral and less-consistent oki, but explosive reward (she only needed to oki once or twice off of a good confirm compared to Millia's 4-5 times).
  6. TheRealBobMan

    XRD Matchup Directory

    http://www.dustloop.com/forums/index.php?/forums/topic/10113-xrd-i-no-vs-potemkin/ http://www.dustloop.com/forums/index.php?/forums/topic/10108-xrd-i-no-vs-sin-kiske/ http://www.dustloop.com/forums/index.php?/forums/topic/10120-xrd-i-no-vs-chipp-zanuff/ http://www.dustloop.com/forums/index.php?/forums/topic/10119-xrd-i-no-vs-elphelt-valentine/ http://www.dustloop.com/forums/index.php?/forums/topic/10104-xrd-i-no-vs-axl-low/ http://www.dustloop.com/forums/index.php?/forums/topic/10105-xrd-i-no-vs-bedman/ http://www.dustloop.com/forums/index.php?/forums/topic/10111-xrd-i-no-vs-slayer/ http://www.dustloop.com/forums/index.php?/forums/topic/10110-xrd-i-no-vs-venom/ http://www.dustloop.com/forums/index.php?/forums/topic/10116-xrd-i-no-vs-leo-whitefang/ http://www.dustloop.com/forums/index.php?/forums/topic/10107-xrd-i-no-vs-faust/ http://www.dustloop.com/forums/index.php?/forums/topic/10114-xrd-i-no-vs-millia-rage/ http://www.dustloop.com/forums/index.php?/forums/topic/10106-xrd-i-no-vs-sol-badguy/ http://www.dustloop.com/forums/index.php?/forums/topic/10112-xrd-i-no-vs-ramlethal-valentine/ http://www.dustloop.com/forums/index.php?/forums/topic/10117-xrd-i-no-vs-ky-kiske/ http://www.dustloop.com/forums/index.php?/forums/topic/10115-xrd-i-no-vs-may/ http://www.dustloop.com/forums/index.php?/forums/topic/10118-xrd-i-no-vs-i-no/ http://www.dustloop.com/forums/index.php?/forums/topic/10109-xrd-i-no-vs-zato-1/
  7. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Something hit me about an hour ago. I hope there's an I-No vs Jack-O theme. I hope it's called "Big O". And I hope it references the Flash Gordon theme song just a little bit, so that it'll not only be a double-entendre, but a simultaneous reference to Queen and The Big O. Speaking of which, I've heard that you can hear Jack-O's voice. Any recordings of her theme yet?
  8. TheRealBobMan

    [AC+R] News & Gameplay Discussion

    IIRC patching on PS3 costs like $20,000? They're probably not going to do it at this point. Steam version had the crashes fixed though, right?
  9. Basically, I get the icon over the envelope when I get a message, which is fine (I want this). But then I get an icon over the bell that tells me I got a message, which is redundant. I double checked my settings since I had everything disabled (E-mails for most things were turned back on and I had to turn them off). I've turned off everything I could but this still occurs. The setting to disable notifications for messages is enabled, and when I try to turn it off I get a "the administrator has disabled this option from being toggled" message. It's the second option from the bottom in the Notifications tab. Thanks shtkn!
  10. TheRealBobMan

    [Xrd] Match Finder/GG Thread

    GGs everyone I played with today. Sorry about the room disbanding, had to stop to deal with something stupid.
  11. Things to look into with the new layout: Priority 1. Website is much slower. I have to wait like 30 seconds before a post goes through. Any idea why? Less important 2. Administrators have blocked the ability to disable Notifications for when you get a message. So now when I get a message I get the icon for it, and then another icon for the notification telling me to check the message icon next to it. 3. Bring back the old colors or make new ones. 4. Any way to change the picture bubbles back to rectangles? Bonus points if you can opt to use either cropping.
  12. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Well, 5 per character. I'm assuming 5 'new' characters. Xrd had 2 new characters at arcade launch, and 3 more at console launch. I think it's reasonable to assume they'll shoot for 5 characters with Revelator, even if at Johnny is returning (and more characters could return, but they do have to be at least partially redesigned for Xrd mechanics).
  13. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Was I unclear when saying that our current game skill would carry over into Revelator? They said that they're not making any huge systemic changes with this one. Having to learn a new game in 6 months compared to people that had it for 1.5 years sucked, but the differences will be much smaller between Xrd and Revelator. It's not as big of a handicap for us. Compared to the huge shift in gameplay moving from AC and +R to Xrd, the Xrd to Revelator jump wont be that difficult to learn if they don't overhaul anything. It'll probably just be 5 new matchups, the changes to BS and 5D, and the option to spend your Burst on Overdrives.
  14. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Hey so... Fastfall j.D. It's a thing. It actually occurs in some of the weird 'max range HCL > late YRC > dash j.D' combos I posted in the combo thread. It seems to work just like the "late" version of FFVCL. Do j.D during the last frames of airdash (though the timing seems different from FFVCL - I get it if I 'IAD j.K > j.P > j.D', but not when using 'IAD j.K > j.S > j.D'). It also works during any frames of air backdash. It also does not seem to remove the landing recovery of j.D, which limits what it's good for. Anyone got any fancy stuff with it? I mean, it's been there, so I'm sure people have been using it without thinking about it, but we should discuss and research what it gives us. I just started thinking about it because I did this to Millia in the corner: SM > Pdive > dash j.H > FF j.D > late VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Kdive (182) Nothing super special, but it does open things up, like in those 'HCL > late YRC' routes I just mentioned. I haven't been getting into raw hit RC combos, but now that I'm going to start looking into that kind of thing, it might be really good. Like, if you wanted to feint with the 66956 j.K > j.S > j.K > j.P mixup, you could instead j.K > j.P > FF j.D to immediately land here and go into a mixup. You use the usual j.P > 2K/j.D to get them conditioned to block the whole string and look for an opening later, then end the airdash early and go low/throw. The best part is that you can YRC the j.D and do another j.D once they start catching on to this mixup.
  15. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Attack level will tell you basic properties of the move. This includes: Hitstun Guardstun Differences when IB and FD Differences when airborne Hitstop Tension gain for normals GB (RISC) + on block and - on hit for normals A few normals are exceptions and have nonstandard values. Most special moves break away from this convention in some way. Tension gain is a good example since they usually gain some tension just for using them, and then additional tension on hit, whereas normals only get meter on hit.
  16. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    The difference between Revelator and Xrd is probably going to be smaller than the difference between Xrd and AC/+R, so a lot more of our current practice will transfer over. But you're right, it's pretty bogus that US PS3 didn't get +R until after Xrd was released in JPN, and then they had it for about a year before we got it. If they get Arcade Revelator by the end of this summer, I don't know if they'll push to have the console version out by the beginning of next year. Maybe that would work in JPN, but it would only be one year after we first got Xrd so this market might not respond to it, meaning they'd hold it back a few months.
  17. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Ok, so frame advantage is when you can move before your opponent when you put them in block stun. So yes, if Anji's 2K is +6, if you let the move fully recover you can act for 6 frames before the opponent can when it's blocked. I'm looking at Anji's gatling chart and it looks like you can't chain 2K > 3K. 3K starts on frame 19, so you're leaving a gap of 13 frames since you only have the advantage of +6. 2H does gatling to 3K, so you're not waiting for any active frames past the frame that connects, or any of the recovery frames. You simply chain into the 3K, and since lvl 5 moves have 18 total frames of block stun (19 on hit, 20 on crouching hit), you'll catch someone that tries to jump out since jumps have 3-6 frames of startup. That said, IB would reduce the blockstun by 4 frames and may allow some characters with 3f jumps to escape with FD-jump (1-frame jump if you go by the old inaccurate name). However, characters like Pot with 6f jumps can't escape there since they won't have left the ground, and in that instance an attempt to jump means they're not blocking low, so the 3K will connect.
  18. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    "This year top 8 was 7 Japanese so maybe the impression is 'Japanese GG players are too strong'. However, if Xrd is chosen as the main game again at EVO I don't think we'll see the same results next year. My impression of foreign players was 'strong defense, focuses on setplay'. I was able to win against them this year because 'I have many matchup experience, and was able to make the right guesses when it mattered'. If foreign players continue to play and hone their GG play, I believe this gap can be closed." Thanks Nage. We're coming for you next year.
  19. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    If you try to throw during the time freeze, you'll get a buffered 5H/6H. You have to wait until game play has resumed for throw to work. Since throws are instant you should still have a 1f window to throw them safely, but because you can't buffer the throw during time freeze they can jump on the same frame to escape. But since they'll be slowed, it's much harder for them to do anything. If you think they'll jump, 2K will catch them not blocking low since the fastest jumps are 3f which doubles to 6f. They also can't really counter poke. Honestly, with 6H being such a good jump bait, if you're not messing up by doing the 6H too early they really don't have an answer besides using a reversal or using jump > FD. Backdash can work for some characters, but there's a high risk of getting caught by the second hit of 6H and letting I-No HCL for knockdown anyway.
  20. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    IIRC it's 1f before the flash and 1f after for YRC invul.
  21. TheRealBobMan

    [Xrd] Match Finder/GG Thread

    GGs to people I played with today. I just got my internet upgraded so I'm not playing in 8f of molasses anymore. I'm going to try to be online a hell of a lot more since this is actually good enough to get a handle on matchups.
  22. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Yes, it was confirmed in some of the leaked loketest footage. Of course they might remove it by the time it actually releases.
  23. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Well, that's direct confirmation that Ishiwatari knows about that OS. Now we just have to hope that enough people complain so that they'll want to fix it. And that's an awesome answer. I'm glad they take that approach to fixing bugs.
  24. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Thanks. It's still messy, but I plan to have charts for most starters mid screen and in the corner. You'll notice I put characters in order of damage from left to right, so you can easily see the min/max damage I-No does under each circumstance. Color coding is all out of whack, but I tried to get it started. Most of her stuff is moderately difficult anyway, so there's lots of orange. Meter gained will just be estimates anyway so I'm putting it off, but at least I only have to run those values once (rather than use the same combo on every character). I'll probably do a pass for that kind of info at the end. I should also make sure that similar combos are in the same parts of each table (Ex: 5H IAD j.K based combos should always fall into the same order near the top of the chart so that it's easy to compare damage across different starters/enders). And thanks for the writeup on j.D FDC and the FD OS!
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