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Posted

Her 5D seems ridonkulously fast, even for the small amount of Tension it costs. AND it advances forward! That combination of range and speed might make it one of the scariest overheads in the game.

 

And it's great seeing more stuff come out of people experimenting with her, like that side Dust combo. The more I see of her, the more I like her. Hoping to see more throughout this second loketest.

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Posted

eh it looks like normal dust speed, it does have really good range though it seems

 

also it looks like 2D knocksdown when it takes meter and doesn't when it doesn't (https://youtu.be/5rjAo5npHWg?t=2m20s)

unless the other player just didn't tech

 

also maybe j.D cannot be rapid fired unless it takes meter (As evidenced earlier on in the video)

Posted

Dunno if this has been said before, but after being hit the bags have a brief period of invulnerability. I hadn't noticed it in jiyuna's videos.

2D took meter on the second time when it knockdown. I just think they didn't tech.

It definitely looked like j.D only fires one without meter and has more recovery maybe?

 

Was hoping to be able to Organ yrc, but it seems that the effect doesn't happen until the animation finished. 

Posted
Hiago just tweeted out a bunch of stuff. Dumping it all here. 
 
Combos: 
  • Midscreen combo routes seem to be anything into 3HS or 4D for a knockdown into ghost setup
  • Corner: 6D > 6HS 2 hits > sj.2D > j.S > dj.S > dj.HS > dj.4D
  • anything > 3HS RC > 6HS 2 hits > sj.2D > j.S > dj.S > dj.HS > dj.4D (dealt quite a bit of damage)
  • About j.2D combos: height seems to be char specific but the 6HS wallstick untech time is so long it's still easy to execute anyway
  • You can even use a 360 super in the combo afterwards but it doesn't deal much damage so not worth the meter
 
General Impressions
  • Rather than going for damage, setting up ghost houses seems much better (...).
  • Once you get a lot of Lv3 ghosts, it gets absurdly dangerous for the opponent.
  • You can just let the ghost servants hit the opponent and then you mix them up while they're blocking.
  • However, they get in the way of your combos. Also get in the way if you're trying to get a command throw in
  • Axl matchup seems like a pain in the ass. He doesn't let her play the way she wants to.
 
Normals: 
  • 6K has throw invul.
  • 6K RC combos seemed a bit difficult to execute.
Posted

Do her Ghosts come out at a specific time from the bags or you can make them come out whenever you want?

I'm pretty sure they spawn at intervals.

Posted

Hey guys, I got a chance to try Revelator. Jack-o was really cool. I might play her. Right now I main Venom but shes def interesting, could be my xrd 2nd char while I wait for testament (prob never coming lol.) Her move to block projectiles will be a game changer for her more than her little army.

 

I didn't read much about the game just played but shes really good overall, some great long range and if she gets all her guys out it really turns the tide. But its not broken shes SUPER low damage and if shes hit all the guys disappear so it works well. I wasn't sure at first but after seeing it in action its good. She still doesn't really seem like a real Guilty Gear char in the way Slayer, Zappa etc fit right in, but shes fun!

Posted

And the sol match up?

 

Sol match up is bad, Im sure theres way to mitigate this but all her setup stuff takes time. People will need to learn how to do stuff like Zato. Like trip then bring out one or two bags of baddies. Full screen projectile protection also gives her an opportunity but running up and just punching her in the face is a big weakness. I think sol would be the best match against her though. Some other chars surprisingly like bedman can kill all her army traps in like 1 second. So she WILL have some bad matchups.

  • 2 weeks later...
Posted

hmm she looks pretty cool but I'm worried about how she's gonna be able to set up her game and how dominant is gonna be. Specially with all those gorillas around that won't give 2 shits about the bags and run straight to her

Posted

I could see a few different playstyles develop. Place bags and try to pressure long enough for the momentum to build up or place bags and try to play defensively and try to wait for them to make mistakes.. It looks like she has all the neutral tools she needs to where no matchup would be an autoloss.

Posted

She'll probably be able to place at least one bag off of a knockdown.  I bet that with the right CH she would be able to place a bag, then resume the combo with like a 5P and place a second bag with the knockdown when the combo ends (and a summon already on screen by then to assist oki).

 

 

Considering that her one Organ command detonates all bags and summons as of the last test, I wonder how viable that tool will be.  She gets crazy meter, but it looks like she has to YRC if she wants to use the Organ because of how slow it is.  Or RC on hit I guess.

Posted

She is a very aesthetically pleasing character, so much oddity mixed with her own skills. As usual, the company went all out in their design. They could make some really great tattoos with art like this.

Posted

Hyped for Overture. Hyped for ass.

 

According to the interview with Ishiwatari by 4gamer, she's supposed to be easy to play, and I find that incredibly hard to believe considering she's based off of a game which is a 2D-Beat-Em-Up and RTS lovechild.

Late reply, but I think Daisuke was referring to the fact that she can be played much more passively than any other character and let her units do much of the work, like you're playing single-plane Overture. I could see her making the most sense to players with a stronger background in RTS/MOBA games than fighters, like how I've seen that BB's Carl clicks unusually well with a certain type of person who might struggle to pick up other advanced characters.

  • 2 weeks later...
Posted

Final Loketest starting July 30th (tonight our time) and lasting for a week. We might get a lot more details on her combo theory this time since it'll last longer. Also, apparently her JP VA is Hiromi Igarashi for those interested.

 

Source

Posted

http://www.ggxrd.com/pg2/chara_jko.php

 

Jack-O' command list with actual names.

 

Dust Attack - D

Unfasten Chiron's Chain - j.D

Elysion Driver - 6D (midair also)

Hunger of Dopoulos - 4D (midair also)

Zest - 2D (midair also)

Establish Ghost - 22P/K/S

Pick Up Ghost - 2P near a ghost

-> Place - 2P/K/S

-> Put Away - 4P/K/S

-> Throw - P/K/S

Deploy Organ - 22H

-> Recover All Ghosts - P

-> Clock Up - K

-> Explode - S

-> Aegis Field - H

-> Release - D

 

Overdrives:

Calvados - 214S/D

Forever Elysion Driver - 360P (midair also)

Posted

Calvados?  Like Ramma Ray?  And it's just a 214 input?

 

 

Also, an actual 360 in this game?  Extremely surprised it's not a 632146 input.

Posted

souda tweeted two more things, and it looks like I can't edit twitlongers like evernotes (alas)

so here

 

Jack-O "this and that":
Jack-O's 6K is an overhead, but even if the opponent is crouching, it can't combo. If the opponent is surrounded by servants, then a servant might attack after you hit them with 6K and you can combo from that.
 
Jack-O "this and that" #2:
60P is a super command throw with invul. It can combo from things like 5HS, but churning while blocking the opponent's move then mashing out with the invul is fun. You can rotate clockwise or counter clockwise.
 
 
i don't update the evernote immediately though, so if you want the info as soon as i translate it then follow me on twitter, if you can wait then the evernote will do fine
  • 2 weeks later...

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