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mynus

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Everything posted by mynus

  1. Handling European publishing will be PQube; the same group who handled Blazblue: Chrono Phantasma's Europe release, and the news cannot be more sweet for European fans of the series. Initially reported by Rice Digital; Guilty Gear Xrd Revelator will feature 6 new characters (2 left to be revealed), and many eyes are looking to series favorite Dizzy and antagonist Raven to make their playable debut. The title update will also offer the new "Stylish" mode control scheme - garnered towards beginner players with simplified controls; as well as significantly upgraded graphics, a revamped online lobby system, as well as an updated continuing story mode. There are tons of high level of Japanese Arcade matches available on various online media platforms, so in the interim until consumer release, be sure to check out our English and Japanese databases to view the action before it drops for the home market. Guilty Gear Xrd: Revelator will be available as a cross-platform play for both the PS3 and PS4 systems. Also, be sure to check out the absolutely stunning hi-res visuals for the upcoming game below in the picture gallery.
  2. Henry Cen, co-owner of Next Level Arcade in Brooklyn, NY, has been garnering community interest in the past month to whether or not to include Guilty Gear Xrd -Sign- in the weekly lineup of Battle Circuit. Luckily, the time has come for GGXrd to make its Battle Circuit debut. This is not the first time that Anime/Airdash fighters have been featured alongside the staple Ultra Street Fighter IV at the tournament, as titles such as UNIEL, Persona 4 Arena, KOFXIII, Ultimate Marvel vs Capcom 3, MKX, and Killer Instinct have also graced the tourney halls in Sunset Park, Brooklyn. Expect players such as TSB|mynus, TS|NerdJosh, Lost Soul, Liston the Prince, PsychoDM, Blazeu25, Tinshi, Hard Bread, TS|XAQshinor, and other NYC competitors to make a showing to the kickoff. Hopefully GGXrd can keep up respectable entry numbers to make it a regular at the weekly tournament moving forward, so be sure to come out and lend your support of Guilty Gear Xrd! As always, Next Level Battle Circuit is streamed by Team Spooky and/or Arturo Sanchez (TS|Sabin).
  3. Alongside special consultant Ruu - Japanese GG legend and recent ambassador to the US regarding American Guilty Gear exposure in Japan, the series begins by starting at the most basic principle which is consistent across all games in the genre: Space Control. Also present is more of an interactive approach in which the watcher is encouraged to participate actively in the process by practicing alongside the video immediately after watching, and also to research high-level match videos and look specifically for the concept in which the video described at length. Reaching beginner and low-intermediate players has been largely relegated to tutorial videos, and/or short overviews, so this fresh approach of interactive research and application could breathe some fresh new life into the strategy of attracting and keeping new players interested, and helping them to bridge the gap as fast as possible without overlooking fundamental concepts and principles which are essential at all levels of gameplay. Finally, in an effort to reach as many players around the world as possible, the episode has been subtitled in French, as well as Japanese. You can toggle the subtitled transcripts from the YouTube options at the bottom-right of the video. Check out the first episode of the series below:
  4. Thanks for the update on the Player's Guild site.
  5. As was explained by Daisuke Ishitawari & Pachi during the stream, the voting process will occur in-game, requiring a player to defeat arcade mode - in which turn they can then vote for their favorite character to appear in the next round of reveals. Characters which are eligible include every fan favorite that was present in Xrd's predecessor: Guilty Gear Accent Core +R. As some characters which are noticeably absent from Xrd were extremely popular among the Guilty Gear fan base (ie. Bridget/Dizzy), those whose transition to the Xrd gameplay mechanics would no doubt make for an interesting inclusion (ie. Zappa/Robo-Ky), as well as create potential time/story paradoxes in the Xrd lore (ie. Kliff/Justice/HOS) - this makes the stakes incredibly high. Players can view which characters are current in the voting polls by visiting the official Guilty Gear Xrd Players Guild. At this time, it is not known if non-AC+R characters (ie. Raven/GG2 chars) will be included in the voting process or not, nor how long exactly the voting will be open/run for. Stay tuned to Dustloop.com for updates and information regarding this process as it becomes available.
  6. mynus

    Summer Jam 9 - Essington PA

    until
    Summer Jam 9 is back on August 28th - 30th 2015 with another huge gaming lineup from the folks over at Big E Gaming. Head over to the site to get registered. Link to tournament details here.
  7. In case you were slacking and need to know, the venue hotel is completely booked! However, there is still available space at the Wyndam Hotel and Red Roof Inn across the street. As is to be expected from a Big E tournament, Anime games are in full effect for the Main Lineup! SPONSORS: Team Sp00ky Eight Arc Aksys Games Atlus Dynamic Custom Beadworks MAIN TOURNAMENTS ($10 ENTRY FEE PER GAME): Ultra Street Fighter 4 Ultimate Marvel vs Capcom 3 Guilty Gear Xrd Persona 4 Ultimax 2 Blazblue Chronophantasma Under Night In-Birth EXE: Late Super Smash Bros. Wii U – $1000 Pot Bonus! Super Smash Bros. Melee – $1000 Pot Bonus! Dead or Alive 5: Last Round Street Fighter 3: Third Strike Killer Instinct Pokemon OR/AS SIDE TOURNAMENTS: Injustice Mortal Kombat 9 Tekken Tag Tournament 2 Soul Calibur 5 Splatoon Skullgirls King of Fighters 13 RULES: Check the main navigation bar for rules regarding your specific game. *CRONUS converters are banned* FEES: Pre-register online to save yourself money and the hassle of waiting in line before the tournament! Go to http://bigegaming.com/pre-registration to pre-register! Emergency On-site Registration Fee – $60 (Does not guarantee you seeding by location or otherwise!) Spectator Fee – $20 SCHEDULE: TBA STREAMS: TBA CONTACT: Eric “Big E” Small 267-231-8996 Eric2necphilly@yahoo.com More Big E Gaming: http://twitter.com/BigEGaming http://bigegaming.com/ http://bigegaming.challonge.com/
  8. For those who don't know, Machabou is the #2 ranked Evil Ryu in USFIV in Japan. Hence why he is not considered a GG specialist and is on the Pro-Gamer team. And yes, probably why they chose him to coach Daigo - since they play in the same arcade for SF and use the same characters in both games.
  9. Article edited to redirect to Jonio's channel, as well as the other FT7's feat. Yousuke & Roi.
  10. EDIT: Since Jonio has recently uploaded the same videos (and more) that Jourdal had initially hosted, the latter has taken his vids down in deference to the Mikado manager. In what seems to be his farewell gauntlet from Mikado (and possibly Tokyo as a whole) - Tomo goes head to head in First to 7 match sets against Ain (Ky), Karinchu (Mi), Roi (So), and Yousuke (Ax) - all who were absent at EVO 2015 (including Tomo himself). Lastly, he faces the Evolution 2015 GGXrd World Champion Ogawa (Za) in what was a jaw dropping set packed with stellar play and incredible decision making. Check out the videos below, and be sure to subscribe to Jonio's YouTube Channel for all games, casuals, and tournaments at Mikado, and Jourdal's YouTube Channel and as well for all things Guilty Gear, Blazblue, Persona, and UNIEL[st]. Tomo (Le) vs Ain (Ky): https://youtu.be/7yoigcRkl0I Tomo (Le) vs Karinchu (Mi): Part 1 - https://youtu.be/0LFewyFY7UM / Part 2 - https://youtu.be/lmyCpvF04B8 Tomo (Le) vs Roi (So): https://youtu.be/wrXRpaQT7Yw Tomo (Le) vs Yousuke (Ax): https://youtu.be/ykOjWJf0kzk Tomo (Le) vs Ogawa (Za): https://youtu.be/6UmzIC9j0pM
  11. Be sure to catch up on the various character and system-wide changes posted earlier here. You can check out the Official Japanese webpage - granted you can read 日本語, over at http://www.arcsystemworks.jp/unist/ UNIEL [st] Official Release Trailer - https://www.youtube.com/watch?v=5hhkI4qFoUA
  12. mynus

    [Xrd] I-No Gameplay Discussion

    It was really good in AC & +R so yes. Plus, STBT YRC j.D destroys throw attempts and will net you a CH, which is completely untechable and leads to amazing damage. Keep in mind that you can combo in the rare event it trades as well (if they used throw OS) with tech > airdash. Of course, there are other options such as STBT > YRC > (throw/low/j.D/hover dash button/FDC/iad FF VCL). All to apply mixup & discourage throw attempts. The low option will lose to throw. Note that when coming out of YRC, you can always throw them first due to the 2F invul after the YRC flash/slowdown.
  13. mynus

    [Xrd] I-No Gameplay Discussion

    Added I-no j.D FDC, and Option Select explanations to wiki, as well as some videos for the Overview (+R changes), and the YRC SM OS sub-section. Whoever it was that made the combo chart/tables which character specific damage values, you rock way too hard!
  14. mynus

    [Xrd] I-No Gameplay Discussion

    Off of ground throw, certain air throw heights, HCL enders and low height HCL~D, this is definitely something to take advantage of. Also, almost any KD into note YRC. Either ground or air note depending on distance & KD type.
  15. This is a 3 part affair on YouTube, and lasts over 2 and a half hours! Some of the players present of note are: Satou @alisatu32(red Millia) Saryu @saryu22492477(Ram) Gonzaburou @gonzabrow0201(Faust) bokkuri1129dos (I-no) zigokuzaka @zigokuza(white Millia) BLEED @BLEED_creation (Sin) Nage @nage_pink (Faust) Watch up and take what you can from these great matches as part of your last minute EVO training! Part 1: https://youtu.be/hu7ZafG6WoQ?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD Part 2: https://youtu.be/ycmnmx4-2vI?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD Part 3: https://youtu.be/K7mGRuwucn0?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD
  16. mynus

    [Xrd] I-No Gameplay Discussion

    Oh that's real nice for a midscreen option.
  17. mynus

    [Xrd] I-No Gameplay Discussion

    Write up from my vid explaining the Command Grab YRC OS tech: I-no's command grab - Sterilization Method-, is one of her most strongest moves in her moveset. Unfortunately, many times landing Sterilization Method -SM for short- includes making hard reads on your opponents' teching habits. Although YRC OS was removed in 1.10, this only applied to BURSTS, not Dead Angle, Blitz Shield, or Aerial Tech. This OS requires that you have at least 25% meter, and less than 50% if you do not want to waste all 50% if your opponent chooses not to tech. The OS works as follows: Combo into 6P - 5H - iad j.S - KSH - Slight Delay 214H~S. Note that without the plink on H~S - when your opponent techs, you YRC immediately and have to react since your PKS input either becomes YRC or a j.K, and you have to choose immediately between SM and VCL to either reset, or continue combo accordingly. But...since 1. Ino cannot chain command throw from an aerial normal 2. Slash has button priority over Heavy Slash 3. In GG you cannot FD during your airdash frames 4. VCL & SM -command grab- have the same input motion.... If they don't tech, since you cannot chain air normals into command grab, VCL auto comes out. If the DO tech, the plink of H~S is enough so that you will not activate the Slash button priority over the Heavy Slash. The delay on the 214H~S input is to ensure you do not lose your Heavy Slash input during the YRC flash/freeze - causing VCL to come out instead. Since I-no does amazing damage in the corner, this OS is best served for combos heavily prorated: note starter, 2K, j.K and multiple air normals. Finally, be aware that attacks that connect on your opponent during YRC/RC slowdown force prorate 80%. You can delay your SM input if you manually wait after the YRC so that SM connects and grabs the opponent after the YRC slowdown has ended. However, since your opponent gains all air movement options back after a tech, if you delay SM you run the chance of letting them double jump out of the command grab range.
  18. True. Have to test FD. Cancel/plink window. Or simply use fuzzy jump. Imagine if KOF alternate guard was applicable lol.
  19. Of course there is..... So what is a fuzzy throw then? A fuzzy throw uses the same principle as a fuzzy jump. You block(8-9f), you input a throw (preferably 4HS, option select throws might result in a random) before your throw invulnerability frames ends, you return to blocking. By doing this you throw your opponent before they throw you when they are trying to do poor tick throw-/throw-setups on you. Input: 4/1 (~9F) > 4H+S~K~1 Video: https://youtu.be/t56ESScdR3M + Characters with good throws can turn the tides with just one single throw. + Counters a playstyle that tries to use poor frametraps + Doesn’t require much tension. - loses to good frame traps - loses to delayed lows (depending on characters jump frames)
  20. mynus

    [Xrd] I-No Gameplay Discussion

    Also against Sol, you can safe jump VV on oki for free outside of using note (I.e. Long range KD). Safe jump with j.K/j.H close range KD Safe jump with hover>air dash j.K or FF VCL on long range KD (after HCL~D). Can easily confirm from FF VCL if it hits. Also practice Fuzzy Jump on his strings, Fuzzy Defense Recordings for Sol - A. 2D>66>2P>2K B. 2D>66>wild throw C. 2D>662P>662K Put playback on random, go to town to get your timings down. So in general: 1) Note oki is guaranteed mixup 2) safe jump is guaranteed pressure after KD 3) Fuzzy jump will greatly enhance your defense 4) BS BR & BB on reaction. Can SM BB on reaction as well.
  21. mynus

    [Xrd] I-No Gameplay Discussion

    Your not using it 'over' anything. It's just another tool that can make certain situations along easier. Nothing is catching her up there, and you still have another air option at your disposal. For example, 663 on Zato when Eddie is out lets me bypass him free and comedown on Zato with VCL YRC, or simply YRC j.K. You have to experiment with it yourself. Against Bedman, idol why you would be worried about his projectile in the first place since anything Ino does movement wise can easily avoid it. If anything simply blocking a note could cost him the round.
  22. Please note that the loketest build is NOT final, and is subject to change in the final version of the impending arcade release. Links to the official website & command list PDF are included below for your reference. UNIST Loketest News Website Command List PDF Loketest #1: May 22-24th Collapsed: General System Mechanics: First Attack Feature added. The character who lands the first hit will now be rewarded with Vorpal status unless vorpal has already been awarded to a player Cross Veil Off (XVO) added - Ability to Veil Off during combos. Resets the bounce restriction during combos. Not cancelable from Throws It seems like doing crosscast VO has a CS bar drain of sorts so EX > IW seems guaranteed even at exactly 100. Random-icon has been removed from Character Select screen. Hold the stick upwards for random Charge Partition Mechanics are still in New Hyde vs Seth VS Theme added - Mutual Situation Collapsed: [/size: Akatsuki]2A is a low! Close range 5B added Close range 5B > Far range 5B route works 5B has increased cancel-routes Downed opponent can be picked up with close range 5B 2C doesn't scale as badly as it did before Throw damage increased by about a 100 B Denkoudan (236B) increased bullet speed A Hakubou (22A) is a signle-shot move now. Increased damage A Hakubou increased hitbox!? It's not an aerial suicide, but you can continue with Denkoudan. A Tekkou (214A) worse on block? About -4f. It's a free throw for the opponent. Far range 5C doesn't whiff on crouchers!! Kamikaze raw damage 3900 Assault j.B & Assault j.C won't whiff anymore j.2C doesn't scale as badly as it did before. Collapsed: [/size: Byakuya]Byakuya's IW has invincibility until the hitbox disappears metergain seemed to go down a bit apparently. 2B vertical hitbox improved, can hit ppl jumping out now. j.B also got buffed - either better lower hitbox or more active frames - either way its better air to ground now supposedly 2C vertical hitbox improved like above, and hurtbox shortened 3C hitbox increased from above. Is now a better anti-air. Doesn't float a grounded opponent. Only charged version will. Supposedly has faster startup You can also CS cancel his FF on block FF doesn't scale as much anymore. You can combo 2900 damage from it. You can now only drain GRD twice during a combo has web feints one of his cmd throws is like a counter (?) Has Command throw feints Can cancel the last hit of 236C into 623C You can now combo off of 623C. 623C connects to 236C and 41236D, You can now Trap (214X) B-followup doesn't scale as much anymore. Collapsed: Carmine: Force Function has been given a name - Roll up! (捲れ!) Force Function is now Air OK. Stops momentum Can immidiately use other normals after aerial FF. Loses the ability to block in midair after the move. Overall 200-400 damage loss on combos 6B has worse proration, can't be cancelled into XVO 6C is a worse starter. Has same starter proration as 3B. Has no Head Invuln. 2C will always lose against Gordeau's 2C but 2A will always win 3C Hitbox got bigger 3[C] added. Has more reach than Merkava's 5B Command grab deals 300-400 less damage 236X has worse proration, can't be cancelled into XVO During XVO, 623C > IW cancel is added 2C>5BB>j6B or jABC?>2C>22A>CVO>dashC?>236A>J[C]>2B>2C>236C>623C>IW 3[C]>22B(puddle)>214C>2C>236B(2)>j6B>jCAB>2C>623A>dash C 3050 dmg Can substitute 214C for 236C in the corner. 3[C]>22B not stable. Best to go for 3[C]>22C. Collapsed: Chaos: Force Function has been given a name - Sneak Around (スネークアラウンド) His vorpal trait allows him to whiff cancel Azhi stuff 2A is a low 5BB is low invincible 5CC hitbox buffed 6C's hitbox increased near Chaos 2C hitbox and startup suspected to be buffed Dash B counter hit is longer untechable. Invincibility removed. Azhi is projectile invuln for his moves (Specifics down below) j.2C and j.C float longer Throw is comboable but you need to set up an Azhi special ahead of time to combo Roll supposedly has more invincibility 236C is now untechable 214X (even EX) Can now be cancelled on hit or block. Can be jump cancelled on block. IC ver. has earlier cancel window Hide (22A/B/C) is now Air OK. Does not get cancelled if your throw gets teched. EX Version counts as a separate move than A/B for cancels. IW damage speculated to be increased (though min dmg suspected to be unchanged). No longer resets position on hit! IWEXS damage increased by ~100. Detailed specifics on Azhi's invincibility during his moves:236A has p.invincibility 236B has p.invincibility until Azhi rises into air. 214X have no p.invincibility Charged 214X has p.invincibility 623X p.invincibility 22X has p.invincibility until Azhi goes underground Collapsed: [/size: Eltnum]Force Function has been given a name - Etherite Shift (エーテライト・シフト) IC 3C added 421C lost invuln 214C Nerfed Hitbox. Air blocked 236B into 214C doesn't work EX DP Minimum Damage got nerfed Seems like you cant get a guaranteed air UB from an air-blocked B gunshot Collapsed: [/size: Gordeau]Force Function has been given a name - Rusty Nail (ラスティネイル) His vorpal trait is that his FF gains head invincibility 4B added - Does his Dash B on that spot. Has a delay cancellable window 2C has lower body invuln Suspicion that 3C has an improved vertical hitbox. Seems like you can CS cancel his 3C.You can't combo into assimilation anymore off of it though (due to range obv) Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice. Grim Reaper reach shortened C Aim (22C) invincibility removed Assimilation steals 1/2 the GRD it used to (?) A Assimilation has faster start-up. Reaches as far as his normal Throw. C Assimilation (214C) has invincibility removed Someone definitely confirmed start of the round Grim Reaper into CVO for 5K but thinks someone can get more Collapsed: Hilda: Force Function has been given a name - Tri-Furket (トライファーケット) Hold B+C during Force Function and press 5A or 2A for a follow-up attack Her IW(41236D) has now some invincibility Aerial Teleport added. A warps behind the opponent. B warps into midair close to the opponent. After CS, her Teleport (421X) can't be used. You also can't CS the Teleport. Ground Teleport > Aerial Teleport works in Vorpal only j.FF now floats the opponent like ground version, so difficult to continue the combo from it. FF5A has reduced start-up and recovery FF2A is an overhead. Can be special cancelled even on block ICFF2A can picked by 2A alone. 2C on counter hit. ICFF can't be followed by C Teleport (421C) j.A increased reach? got extended cancel windows on her dash B/C, by ~6 frames fireball also might have gotten slightly faster startup Gloom's (214X) effect seems to have changed... if you have all 3 buttons and then release you can release all 3 lynchpi s in rapid succession (?) if you have at least 2 lynchpins held down you can now slide to swap button holds similar to Carmine (?) Collapsed: Hyde: Force Function has been given a name - Vestige of Cruelty (峭刻ノ残滓, Shoukoku no Zanshi) In Vorpal, chip damage increases. charged FF does really increased chip damage! (ICFF does 400 chip damage? unconfirmed) seems to have more severe overall move SMP. 2A delay window increased 3B range shortened Dash C lower body invincible Throw damage increased a little Lotus and Charged FF can be CS'd. 22C Wraps at the end of the screen Apparently if Hyde gets a CH FF starter and cancels into CCVO he gets up to 7000 Corner OTG into FF > A Orb doesn't link anymore Collapsed: [/size: Linne] Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu) Linne can fucking cancel her FF into roll now. Like...FF Gordeau's 5C, roll cancel it and punish him Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has. B Hien (63214B) is chargeable. Becomes a low Collapsed: [/size: Merkava] [*]Force Function has been given a name - I give beating (我、攪拌する, Ware Kouhan-suru) [*]236C has no bounce at all. Can still be combo'd in the corner without CS. The final 16th hit blows the opponent away, so you can combo on mid-screen if you CS before that. [*]j.2C is worse on block. Probably a free Throw for the opponent. [*]2nd hit of 2B draws the opponent closer [*]FF without additional inputs delas about 1400, with max mashing it deals around 1700 [*]Dash B can be used as a combo part. [*]A and B worms (22X) can be set up faster. The move can be CS'd Collapsed: [/size: Nanase] [*]You no longer have to press the 6 direction for the followup of Nanase’s 236X specials. Chasing the Rêvé (236A/B/C) follow-ups can be done by pressing buttons only. Ex: 236A > 6A is now 236A > A [*]IC j.2C added. Bounds. Seems to be hella plus on block, + even if shielded. It's useful for mixups etc since it can be made to landing whiff etc [*]Her vorpal trait is being able to use her Force Function twice in the air [*]5B, 5C and 2C hitboxes got buffed [*]seems to have frame 1 low invincibility on Dash B [*]B Ange (214B) has a really fast start-up now Collapsed: [/size: Orie] [*]Force Function has been given a name - Aerial Leap (エアリアルリープ) [*]Force Function is now Air OK. [*]Command Order follow-ups no longer require 214 command, 4+A/B/C will suffice. [*]2A,2B: Able to delay chain combos for a longer time. especially with 2B [*]5C increased hitbox width [*]3C lower-body invincibility [*]Aerial Leap (FF): Faster than before, almost seems faster than normal jump. In vorpal, can do FF>j.FF [*]Throw: doesn't launch her back quite as far as before, especially noticeable in the corner [*]Divine Thrust (236A/B): Increased lower hitbox. able to hit all crouching characters [*]A Divine Thrust (236A) will lose to Gordeau's 3C [*]Charged B Divine Thrust (236) has less proration [*]Sacred Arrow (623A/B) can be chain shifted on wiff [*]Sacred Spire (41236C) can be chained shifted starting with the first hit (5 hit>CS lead to 4100 damage combo) [*]minimum damage on IW lowered by about 150 [*]cross veil off and the first attack bonus work well for Orie Still unconfirmed: Collapsed: Phonon: Sourenga’s Translation of Her Profile Sourenga’s Translation of Her Command List Collapsed: Seth: [*]Force Function has been given a name - Geometry of the Abyss Raid (淵侵のジオメトリー, Enshin No Geometry) [*]Follow-up move for "Fastfall" added. Command is 4 + A/B/C. It's an air untechable kick. Seems to be special cancellable [*]Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health! [*]5C reaches farther [*]66B Vacuums [*]Normal Throw does 120 more damage [*]Force Function now causes his orb to be on a separate SMP from normal orbs, allowing them to freeze again if an orb hit already [*]B Command Grab is an anti-air. Following up is difficult but possible. Can combo into it for free. Can combo out of it into fastest tk j.6C for hard KD off any hit now [*]EX Command Grab no longer side swaps [*]623C has more range [*]A Dive Hitbox improved Collapsed: [/size: Vatista] [*]Supposedly can be CH'd now (?) [*]2B > 2B Command Normal added [*]2B+C Force Function Command added. Hits low [*]EX Somersault (28C) no longer has forced knockdown. [*]EX Fireball startup significantly decreasesd [*]Against Phonon in the corner, B Drill>2C doesn't work. [*]Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW works Collapsed: [/size: Waldstein] [*]Force Function has been given a name - Fersen Vulf (フェルゼンヴルフ) [*]720 A/B/C added. Knockdown leaves you right next to them, and does ~200 bonus dmg [*]When in Vorpal, Wald's Rock wall bounces even on the 2nd hit (airborne) [*]1A can be cancelled into various moves [*]66C startup is slower [*]FF has faster start-up and causes wallbounce on hit [*]236C faster start-up [*]IW (41236D) might have its hitbox increased a little.. Collapsed: [/size: Yuzuriha] [*]Force Function has been given a name - Twin Moon's One-handed Sword-drawing Arts Third Type: Sever (双月一刀流抜刀術参之型: 截, Sougetsu Ittou-ryuu Battou Jutsu San-no-Kata: Setsu ) [*]Force Function is now Air OK [*]Now has 4 stance icons. One for D button as well. [*]-> "D-cancel" (button switching on stance) removed. [*]Slide and D+button stance options seem confirmed removed [*]Overall damage nerfed [*]4B counter window shortened, followup range shortened, practically no vacuum effect. [*]No good way to use aerial FF [*]Air short slashes suspected to be nerfed [*]Yaei'ichirin (214X) seems to have increased recovery [*]FF is chargeable? [*]j.6B getting hit by it this will make you fly (?) [*]236X looks like Reppuuken. Opponent flies diagonally [*]214X swings around her whip. Additional inputs max 3 times [*]623X Anti-air. Weird-looking pillar appears. [*]22X Pretty much like Hyde's 22X [*]IW(41236D9 Has pretty long invincibility [*]j.2C: minimum height is about 50% lower [*]Air A Command Order (j.214A): Less recovery [*]Sealing Hoplon (22A/B/C): Knocks down
  23. mynus

    [Xrd] I-No Gameplay Discussion

    Use it in your neutral game more. Amazing for matchup a like Venom, Zato, Bedman, and others where aerial dominance is key to winning.
  24. mynus

    [Xrd] I-No Gameplay Discussion

    Except for that 1 time out of 10 where your fortissimo motion wasn't clean and VCL came out & you got blitzed. Then opponent feels themselves but you know what's really up :-( Sometimes I still get VCL even with the input window buff & easier ODs
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