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Rhannmah

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About Rhannmah

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    Rhannmah

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  1. this is much better than whatever Izayoi could ever muster
  2. I am damn pleased to hear that.
  3. her breasts are way too big, jesus christ
  4. courtesy of Fahadouken 1.03 Revelator EN patch notes:Arcade specific changes:Same card can be used for LokeTest.Battle records during LokeTest will also be combined with current records.When using card, even if "Use same settings as before" option is selected, game mode can be changed.Changed appearance of receiving badges.M.O.M. Mode: Changed visuals when challenger joins during character select screen. Skipping acquired medal screen animation has been made smoother. Skill and accessory trait description position has been corrected.Fixed a bug where it sometimes didn:t count weekly quest of playing 2 days in a row and monthly quest of playing 7 total days a month even when conditions were met.Fixed a bug where "Let's play *** mode" quest would not count if interrupted by a challenger.Game mechanic adjustments:Blitz charge attack has been made to counter until the very end.Burst OD version has become less prone to damage scaling. Fixed a bug where game hanged when certain input was made after landing from homing jump.Character specific changes:Bug fixes:Ramlethal:Removed ability to do some taunts while sword is equipped.Elphelt:Fixed a bug where grenade didn't explode if it clashed with a projectile at the same time it landed on the ground.New character balance changes:Jack-O:When Jack-o places 2 ghosts in the same spot, newer one heads forward instead of towards Jack-o.P servant hitbox slightly enlarged towards the front.Johnny:Changes to air grab: Removed ground bounce.Changed throwing direction from towards the bottom to horizontal. Increased time for OTG.Fixed a bug where it wasn't possible to cancel Mist Finer to other moves when clashes.Bacchus Sigh (mist) disappears if Johnny gets hit, added damage scaling if unblockable hits.Jam:Hitbox at feet during jump startup has been made smaller.Hitbox during standing guard made slightly smaller towards the front.Hitbox at feet during air dash has been made slightly smaller.Crouch S hitbox slightly enlarged towards the front.Added gatling from 6p to 2p, from 6k to 2p and to 2k.Jump D> Slightly changed level 1 motion, where hitbox slightly made smaller at top but wider at bottom.Added wallbounce for level 2 CH.Increased speed for ryujin horizontal movement (excluding variations).All ryujin hitbox slightly enlarged.Slightly increased juggle from max enhanced ryujin hit.Faster startup for Hyappo Shinshou.Faster startup and horizontal movement for Senri Shinshou. Axe:Hitstun slightly decreased when interrupted during move.Hurtbox during startup slightly enlarged from front, and became easier to get hit.4-6 command's forward part input buffer extended and made easier.Added routes to baku, saishinshou when interrupted.Bakushuu horizontal speed increased.YoueiKyaku Startup made faster, staggers longer, hitbox slightly enlarged towards the top. Added damage scaling in case of it being starter hit. RISC level decreases slightly more from hit.Bakushuu / Sairinshou follow up damage scaling less likely.
  5. Thank god they're finally realizing this is a huge problem, I've been harping about it for years
  6. Rhannmah

    [Xrd] I-No Gameplay Discussion

    but what this seems to do for certain characters is to carry over the invuln frames of overdrive startup into YRC startup for a 25% "i'm full invuln until YRC is over"
  7. Rhannmah

    [Xrd] I-No Gameplay Discussion

    it's supposed to be 1~13 strike invuln, but we definitely don't get that, it seems the moment you YRC, all invulnerability disappears and you can get hit during YRC startup the characters in the video don't seem to suffer from this problem
  8. Rhannmah

    [Xrd] I-No Gameplay Discussion

    I didn't know it worked for other characters, i thought that only potemkin could do it this doesn't seem to work for i-no though
  9. Oh, i really love order-sol's gameplay, it's goddamn awesome. Just... put it on another face than one we already have.
  10. Rhannmah

    [Xrd] I-No Gameplay Discussion

    I can assure you that 19 is really, REALLY hard to do on pad consistently without rolling your thumb and getting random dives. On stick I assume it's really easy, but on pad it's a nightmare. I always try to find substitutes for SJ combos.
  11. You underestimate me, good sir
  12. I thought it was by doubletapping hold forward
  13. Rhannmah

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    It's not because you're the best at something that you're necessarily the best at knowing how to teach it. Those two things have absolutely nothing to do with each other. Basically, all my argument is summed up in: Everything else SKD is trying to do here is a step in the right direction.
  14. Rhannmah

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    Considering how newcomers will absolutely not know where to go look for videos, and more regular players even, that's where a video dump thread finds its usefulness. There's a lot of stuff on horibuna but nico is fucking cancer and trying to look at matches with it is VERY tedious. I used to update the video thread a lot with matches I found of interest but apparently just posting video links wasn't satisfactory, so I stopped doing it, because people didn't deserve my time. A video thread is still a very important learning tool and it is a mistake to get rid of it. In fact, more effort should be put to keep it as updated as possible.
  15. Rhannmah

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    But that's my point, a video dump thread is a starting point to have a discussion in the discussion thread; where do you suggest we take material from if there's no video thread?
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