Alright. Sorry for that mistake. It was just my perception that there were times where you could do tactical recovery but that was BOGUS information. Sorry for getting everyone all excited/pissed. But thanks to the people that brought that point back up.
As for Potemkins throw FRC, I just mashed until I got it. I want to say its at the “peak” of the throw (aka when your opponent is as high as they will go) or just a tiny bit after. You can FRC, s.H, hammerfall easily enough. I believe they can tech after that, so Im not sure about headgrab. There were a lot of players out today so I didnt get a chance to sit there and test as many things as I wanted.
I did get to test Slayers f.H FRC. It is dope. It is timed right before it connects, so if you do it close up a walk-up throw or bite is pretty much guarenteed unless your opponent has Daigo style reaction. Its a very nice addition.
I spend too much money losing to annoying Testament players this afternoon, so I won`t be going back until tomorrow.
I find FRCs by trying different press points…in #R I didn’t even know there was a feature in practice mode that showed you when to FRC until much after I mastered most of the FRCs in the game…
I did it the same way in Tekken…most Tekken-to-Gear players will tell you they used the same method since Tekken had no way of knowing JF moves aside from just trying different timings.
It has no strike invincibility on lows, meaning it’s useless as wakeup now. You can simply run up and low poke him, no problem. Significantly reduces the fear the move might induce.
You mean “at all”. I’ve seen people try. FRC Rensen doesn’t reach. What does that leave? Some weird 5P stuff that will probably do nothing, or dash with j.S and hope your momentum carries you far enough that j.H will reach. Or just straight Rensen with no FRC. Terrible.
Tenhouseki FRC = nice. FRC on new move = who knows. Reworked move = probably STILL useless except on wakeup and with an FRC. Longer range poke is needed now that his in-close game has been reamed.
BTW, slower sweep probably means stuff like 5K-2D may be interruptable if 5K is IBed. Bad news, as that’s one of his main offensive strings. 5S is also slower.
It’s not like he’s gonna be unplayable, but a lot of the scare factor is gone, from my POV.
ummmm I dont see how that move was useless in teh first place, i use it all the time when i play axl, and im almost always pretty satisfied with it. shrug… maybe you just gotta be more random with it.
Maybe a dumb question but is Slash only an arcade release? If it is for any consoles most likely only released in Japan, which console and is there any place that i can get it? Thanks alot.
It is said to be a console release in November(rumor, don’t quote me). PS2 is a given. I have to look more into the matter. I wanna know if PS2 is finally getting an new English GG game. #R doesn’t count.
Well I’m pretty sure they all read the Arcadia articles where it shows you which frames have the FRC and the Japanese figure it out from there. Makes sense if you think about it I suppose it might seem hard for i dont know ME but hey whatever right…
I personally don’t know where the ‘November release’ rumor started, because I’ve been browsing through different Japanese gaming sites for the past couple of days and haven’t read a thing about it.
When you think about it, 2 month gap between the arcade release and the console release is rather short. And although the current Slash is stated as a finalized release for now, Arc Systemworks could make some adjustments much like the red #R to the blue #R.
Supposly at some jap gaming site (I forget link but its post at gamecombos) it was said that they talk to the people of Sammy/Sega and they said to be expecting Slash to hit consoles by late November of this year.
Good point. Since you put it that way, I also think its bullshit but hey, it could sway either way with 63 new versions of Slash. Just hope its November.
Also, on the point of red/blue #R, isn’t the blue version of #R what we use today?