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doragonkoroshi

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About doragonkoroshi

  • Rank
    Titanium Member
  • Birthday 10/08/1984

Other Info

  • Location
    Oh I guess I live in Japan now.
  • PSN
    Boss_Mimiga
  1. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    You're pretty much right. CL is just 214 now, and the slowdown after rc makes it easier to make whatever comes next connect. 6696 is still hard though, and the iad combos are pretty tight and i drop them sometimes. As for I-no being bad, from personal experience, so far I can't say that she really feels at a huge disadvantage in any particular matchup. I had a really hard time against a venom the other day, but that's just venom pressure I think. I do wish she had more sweep range, and her new move (command throw) seems pretty useless to me, but other than that i have no complaints really.
  2. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Not from an air dash, no. Sent from my SC-03E using Tapatalk
  3. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Thanks essay. I'll try it out, but don't think i have any local potemkins to practice on. Yeah they're almost on the ground, so 5p probably won't work on most characters, but maybe on some. I actually haven't done extensive testing with many characters. Maybe you can get something else on lightweights or something. Are there two alternate dash arcs? 663 goes up, and I think maybe i read about 669 being a thing too, but i couldn't get it to do anything. 6696 is still in, but I'm bad at that. Sent from my SC-03E using Tapatalk
  4. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Played a bunch at A-cho today. Wasn't a tournament day, but still some tough competition. Has anybody seen what okizeme is being used on potemkin? Could be same as previous games, but I usually play Testament. Specifically, backdash>pot buster is blowing up all of my dash oki. Do I pretty much have to go for note oki, or can I mash a ground normal after whiffing (for example) dash, j.hs and have it hit at the end of his backdash? Also, 2p picks up from dash>airdash>vcl. Is anyone using it? Does anything else pick up? thinking you might be able to get 663>j.k to cross up in a funny arc, but not sure. also spacing and recovery from all of her knockdowns might be all wrong for it.
  5. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    There's a lot of stuff popping up on jp bbs. http://jbbs.shitaraba.net/bbs/lite/read.cgi/game/56372/1378965992/l30 I'll post up some important notes from it later if nobody else beats me to it.
  6. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    ^tell me more! Also, i had this all typed up before you posted, so I'll go ahead and post it anyway. Let me know what you think, and if you can help! No Testament, so I played mostly I-no today. I can't get the air throw to work at all. I haven't seen any location test videos, so I don't know what it's supposed to be like. Is it like Anji's 623hs? It jumps into the air just like it if she's grounded, so I'm wondering if you can combo into it, because it seems to get beaten out by a lot of air normals. Can't set the training dummy to do anything except stand there or be AI, so you can't just set them to jump and try it. Didn't get to mess around much in training mode anyway, so couldn't figure out how to combo into it either. airdash vcl still causes her to fall faster, seems safe on block. dash>airdash still feels about the same input wise. hcl, followup... a little extra damage, but you're basically giving up your okizeme to do it. wondering if it's just for when you want to rc into a combo. hcl itself seems pretty limited range-wise, but actually so do a lot of normals in this game. could be the wide screen factor is throwing my spacing off, but like doing 5k, c.s, 5hs with ky for example, 5hs would hardly hit at all. i seriously can't do any rc combos in this game yet. the slowdown after rcing will take some getting used to. dash cancel normals... pretty good, but not broken from what i can tell. the cancel point is late enough in the animation that you can't really get in safely off of a far poke, like a 2s or something. i was playing the same guy all night, and 2k, dash cancel overhead seemed pretty tough for him to deal with, but it's not anything that you couldn't get used to, and it's not unreactable or anything. there seems to be a lot less you can do with 214 p. before, you could kind of fake one direction, and then send it back the other way, but it feels like you really have to commit in xrd to get it to go very far up or down. this coupled with the more limited hcl range, and the fact that f.s doesn't seem that good all seem to make it a lot harder to get in on opponents:( i think that's about all i have for now. post up if you see anything cool in videos. so far i don't really know what to do with her toolbox, so i'm hoping someone else will figure it out for me. one more general note, i was getting way blown up by air throws today. maybe air normals all just have slower startup, or maybe air throw has excellent range compared to normals now? i don't know.
  7. doragonkoroshi

    [AC+R] Testament Q&A

    No it's just moved. I think the AC HS and D colors are Slash and Reload D or something. At any rate, they're in there somewhere.
  8. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^Kedako said that Shounen isn't playing +r:(
  9. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    http://sp.ggacpr.net/ranking_view.php?p=1&mode=exe&type=psr_rank&character=al Risk Ratings from the new game card things. FAB off to an early lead. This thing just started today I think, so not many names up there yet.
  10. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    yeah, guess i was mistaken... but he's obviously a good player
  11. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^I think the fact that it's at a-cho, is normal color, and the fact that he is doing so well with narrows it down to just him. Also some other idiosyncrasies with how he plays that people have mentioned in video discussion thread. I don't think there's any confirmation besides that, but that's more than enough for me.
  12. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    From latest Mikado, Dizzy looks decent. I don't know if that good, but... As for Kliff, I can definitely see how the nerf to his airdash would hurt him a whole heck of a lot.
  13. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^The Shounen show.
  14. doragonkoroshi

    [AC+R] Video Posting Thread

    https://www.youtube.com/watch?v=CfXdV1sbbzw https://www.youtube.com/watch?v=wflmMPlLiRw https://www.youtube.com/watch?v=opht7OVmLrw https://www.youtube.com/watch?v=DjJPloxSHCc https://www.youtube.com/watch?v=rJ9I_7Y9G-4 https://www.youtube.com/watch?v=J_bueO--QwY https://www.youtube.com/watch?v=37R1lrmjKAs https://www.youtube.com/watch?v=Cr4al6xLHCU https://www.youtube.com/watch?v=avTUE8g0l8U Also, LOTS of Shounen: https://www.youtube.com/watch?v=hgD-b6chNLU (^turns out NOT Shounen! But still a good Testament!)
  15. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    ^Dang. Like 2 weeks after 1.1? I think I liked 1.01 better, but I guess this needs a little more time to settle. I think it will be okay with the Evo thing, guys. Just try to build and sustain the scene for a year after +R comes out, and we'll be guaranteed a spot next year on the merits of the scene's strength. GG community doesn't have the financial backing of SG (USA based game wanting to generate sales through showcasing at huge tournament) or ST (old people with decent money/nostalgia factor from people that don't actually play fighters I guess???) What we have is the best game, and we'll just have to rely on that to win enough people over by next year. This is, of course, assuming the port of +R is more playable than the port of AC+... As of now, we have a 1 frame difference between consoles, with reports of the more responsive one (ps3) experiencing crashes in certain situations, and I'm sure there's more stuff I'm not even aware of. Of course a workable online feature would be a huge help, but hiccups in local play really need to be worked out if our game is going to be playable at tournaments going forward.
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