I want playable Valentine.
Gimme all the ganguro~
Gimme all the ganguro~
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I will not like it if that's where they place random select. Even ignoring my fanboying over Valentine, I just don't like how asymmetrical it looks when there isn't a character in that spot. :|Random select?
The four gear's cogs could be potential spots.
Still frozen I guess?Can't....wait....
But I wonder where Dizzy is?
http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-(Theoretical)-Gameplay-Discussion/page296&p=1598516&viewfull=1#post1598516valentine is stage 8 opponent for may in japan
valentine impressions: brown white hair, white mantle, 2 big sword looking weapons with katana handles that also have a pistol grip feature also floating behind both shoulders, small black and white ball things also floating around her
gameplay: step dash, mainly attacks with the floating swords, several fang-like attacks with her feet and mantle sleeves, appears to have what looks like a command throw that can be combo'd off of, has 3 overdrives
overdrives: 1. a lunging/charging attack 2. floating sword spins horizontally(note: if not immediately teched on air hit, it will otg for 52 hits) 3. gamma ray-esque overdrive that is charged for about 3 seconds
other stuff:
may's ch 6p>6p>c.s>5hs>stuff didnt dizzy
sin appears in the opening of sol's arcade mode
http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-(Theoretical)-Gameplay-Discussion/page297&p=1598539&viewfull=1#post1598539some more stuff from twitter posts:
general stuff: there's throw teching(?), 6 colors playable
zato(let's make him the king again): s and hs drills>kagedamari>nobiru combos even off normal hit, s drill>6p worked
slayer: ch j.hs does not float, ch it's late floats, ch it's late>6hs>pilebunker>rc>6hs>pilebunker(dizzy), 6hs>pilebunker>SLASH!(good old slayer)
may: ch 6p>6p>c.s>5hs>stuff did not stun, overhead kiss changed from 63214 to 632146(lots of crying about this one)
millia: chroming rose startup is slower, new 6hs 2 hit move 2nd hit is a high, arcade mode last boss is zato
faust: arcade mode last boss is zato
http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-(Theoretical)-Gameplay-Discussion/page297&p=1598553&viewfull=1#post1598553slayer: cant combo bite into bite at all it seems, but it adds a lot to stun gauge, 6-7 bites to dizzy
pot: can dust>forward launch>hammerfall in corner, 6k wallsticks on air hit?
zato: tk gallery 2nd hit knockdown midscreen and wallbound in corner now so no more relaunch into 2nd rep of nobiru>tk gallery and drill special unblockable setups off it, however can combo tk gallery>j.k>j.h>j.d, s drill>tk gallery confirmed on millia in the corner, 2hs>5d new gatling, arcade mode last boss is valentine
sol: decreased chip damage from DI tyrant rave, raw DI tyrant rave does 60% on sol
bedman: 2s>sweep gone, 2hs untech time decreased, longer hemijack startup and recovery(?), task b>hemijack easily beaten with volcanic viper, longer reach on 5hs, task b does fewer hits, task a got nerfed(the guy doesnt specify) arcade mode last boss is valentine
millia: 2hs and j.d untech time decreased, hs disc has longer startup and might have fewer active frames, j.hs has large knockback on hit
As a Slayer player IDK how to feel about those changes.
You don't have to worry about a damn thing. I remember this ****. Lmao.slayer: ch j.hs does not float, ch it's late floats, ch it's late>6hs>pilebunker>rc>6hs>pilebunker(dizzy), 6hs>pilebunker>SLASH!(good old slayer)
It was believing you until I reached this partI was actually always bothered by the Potemkin matchup more. Dashing around, tossing the knife, hair car-ing,and busting out disc combos and secret garden to try and keep him away most of the round, then die in 2 hits.
http://www.dustloop.com/forums/show...sion/page302&p=1598963&viewfull=1#post1598963She got to 2 small creatures (like GGX2's valentine's bloon creature) one is black and the other is white, each of them hold a giant sword, her dash is like azreal from bbCP, she can send her swords and put them in different positions. I think u can control each of them separately, u can send both and go into no sword mode or something not sure what happens to her moves when she has 1 or no swords. I think she's similar to BB's litchi.
.
She's the final boss for sol and ky, in their ending u see in a fight intro fashion sol and ky standing in front of her both of them in fighting stance, and behind them is SIN and he's also in fighting stance, he looks the same as in GGX2:overture.
I'm mostly in favor of no time slow on RRCs mainly because I loved using them as hard to react mixup options or frame traps.Danger Time seems largely pointless, but I think I can live with it.
I don't think I have a problem with RRC slowing time, if I wanted any to have no slow down I would choose the PRC since those are supposed to be the "bad" RC from what I've read(they happen during recovery).
I may be wrong, but I believe it was said that Red has the longest amount of slow down, followed by Yellow, then Purple. I can't find where I read that though.
Anyways, I don't really have any big complaints right now, it's looking, and sounding really good imo.
Hahaha, Holy Orders III plays when Ky's ponytail comes undone.
And he mentions Dizzy when he loses.
That makes sense. Though I don't think the slowdown will affect those mixups, since the slowdown doesn't affect your character. However there is the little pose everyone does during a RC now, that delay will likely make mixups a little easier to react to.I'm mostly in favor of no time slow on RRCs mainly because I loved using them as hard to react mixup options or frame traps.
I'm sure I'll adjust to the new version. YRCs I'm really interested in using.