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Posted

I would say that's more of a consequence of him being able to unblockable you and then loop 6P on you while you're frozen by Shadow Hole as opposed to his 6P being really good. Don't get me wrong, it's good. But there are other characters who get huge stun modifiers on their 6P as well.

Posted

How are we not talking about Potemkin's 6P?

It beats everything, and leads into his scary wakeups/Gigantor Trap.

Removes the ability to jump at him at ALL, and some attacks that attempt to poke at it actually extend their hitbox into him and end up getting CH. Because of this move, Potemkin forces you to play his game at all times, and I haven't seen a single solid jump-in attack get around it, and it's probably the easiest to apply.

+Fast

+Invinicible

+Beats everything

+Leads to wakeups/unblockables

+Big damage potential

+Dodges most things it shouldn't

+Time-traveling capabilities allow it to erase mistakes you made!*

*I've had people react to me whiffing a slide head while they happen to jump, they react to the move, then airdash to attempt to punish. I mash on 6P and the move STILL beats what they were doing even after I whiffed slidehead.

If you want to rate each 6P in terms of reward, safety, and utility per character, the top 3 are:

Potemkin (does everything, best at everything)

Eddie (threat level)

Testament (leads to 1-hit badlands, is an overhead, invincible above his knees while kneeling, auto-baits every uppercut except ones that start from the floor, and clashes or goes through most dead-angles in a close S->6P string)

Honorable mentions go to:

Ky (range, stuffing like turkey, hard to punish, leads to some ouch)

Jam (great AA, leads to ouch)

Chipp (rules the ground, speed)

Johnny (hitbox hueg lyke xbox)

Millia (stuffs good, leads to some ouch, critical point)

  • 2 weeks later...
Posted

Just a little thing for Millia, since I consider it important: -5p has an extra 2 frames tacked on as most of us know (5f~7f now). It's only worth noting because this used to be her best "close" poke because of the fast startup and execution (and could be used quite effectively off of her disc oki crossup into j.s, 5p). It's notebale the diffence from Slash 5p to AC 5p in animation. It looks "sluggish" in AC compared to Slash. You can still get the 5p to work off the crossup oki j.s, but it's alot tighter now and easier to drop going into the j.k for tech. Basically, it's not her safest poke anymore as it's run of the mill with anyone else's for the most part, when it used to be one of the best.

  • 2 weeks later...
Posted

Didn't they say that at the last Tougeki magazine(or Arcadia?) would have a oficial GGXXAC tier list?

Posted

This is my opinion on Slayer.

Pros :

+ REALLY stupid normal moves.

+ Dangerous command grab.

+ Powerful Force Breaks.

+ Really safe block strings.

+ 632146S (Dead on Time) is like the ultimate BS.

+ Higher damage output.

+ 'Abare' potential is stupider.

+ BDC is still keeping his ass safe, one way or another.

+ Tension gain is still stupid.

Cons :

- Characters with good space-controlling ability still give him trouble.

-command grab can be throw broken. (WTF?)

Posted

pretty naive arent you... Didnt I post al teh throw break properties bugs when teh game came out?(hell acctualy I posted what they most liekly would be before it even came out period...) anyway yea ummm no basicly....

Posted

No it can't. You just get thrown right before you bite them and your bite input breaks the throw. Duh.

Oh, well it looks like he's getting tech'ed because the other person got pushed back and he was in a bite frame during the tech.

Posted

I'd say location dependent. 2h and parry 5p does hurt a lot at the right locations, or if you just have a charged kick. I agree it's not "great" by itself, since there are things that beat air attacks easier, but the amt of dmg jam gets off an AA is pretty outrageous.

Posted

Testament (leads to 1-hit badlands, is an overhead, invincible above his knees while kneeling, auto-baits every uppercut except ones that start from the floor, and clashes or goes through most dead-angles in a close S->6P string)

While we're on the subject, this isn't exactly true. It doesn't lead to anything aerial ordinarily, since there are very few moves you'll actually catch in the air with it (17F startup, dammit). There are only exceptions like Sol's riot stomp and whatever. Most air attacks will have landed before the hit, and then your only chance for a combo is that the opponent is so confused by their attack whiffing that you'll get a hit in anyway. Doesn't help that the range is terrible so you can only even try if the opponent is right on top of you, meaning you risk that their attack hits anyway if it's directed downwards.

To sum up, it is still not much of an antiair. For some special cases it's nice, but still just no.

It only beats Jams DP safely, and with her a 6P oki means huuuge risk of parry into death. With Ky there is precise timing for 6P to beat his DP (which can be learned pretty well for rise ups though). All the other DPs eat 6P for lunch.

It only wins over very few dead angles. I can only think of Eddie's and Potemkin's at the moment, but I think there was one more. Almost all DAA win cleanly.

So yeah, still a great move what with the mixups and all, but it didn't suddenly become MOVE OF THE CENTURY because of the invuln.

Posted

Translated from Korean GG community. It's originally from Japanese threads. Character rank from うらいた thread S+ ED, SL S TE, BA, PO A+ MA, JA, AB, MI A- AX, KY, FA, SO B ZA, VE, OS, RO C AN, BR, DI, IN D+ JO, CH Maximum damage rank S ED, ZA Raoh, Mohora AB, JA, SL A JO, PO, RO, MA B AX, TE, DI, OS, IN, VE, ZA dog C SO, AN, FA, BR D CH, MI, BA, KY, ZA sword E ZA, ZA ghost, AB Average damage rank S ZA Raoh, MA, Mohora AB, ED, PO A JA, SL B AX, SO, OS, IN, RO, AN ,TE C FA, JO, BA, DI, Za dog, ZA sword D VE, BR, CH, KY, MI E ZA, AB Counter rank S BA A +SO, BR, AN, JA, SL, RO, ZA Raoh, ZA sword B AX, MI, AB, KY, ZA dog, OS, TE, CH, Mohora AB, -PO C ZA, ED D FA, IN, JO, MA, DI, ZA ghost E VE Poke rank(in discussion) S AX, ED(with shadow out) A +FA, Mohora AB, KY, CH, TE, -VE B +PO, +RO, +BR, MI, JA, ZA Raoh, ZA dog, ZA sword, ZA ghost, SL, DI ,BA C ZA, SO, - AN, -MA D +IN, ED, AB, OS Oki rank S +ED, -MI A +PO, +TE, IN, VE, DI, -CH, ZA dog B +Mahora AB, +SL, AN, KY, JA, -OS, -BA, -BR C +FA, +ZA raoh, +MA, RO, AX, SO, -AB, ZA ghost D +JO, ZA, -ZA sword Air to Ground rank' S BA A +Mahora AB, MI, SL, MA, OS B +FA, +CH, ZA raoh, SO, PO, RO, ED , -VE C +KY, +JO, +DI, AX, AN, ZA sword, ZA ghost, BR, -TE, -JA, -IN D AB, ZA dog E ZA 2 other character rank from different threads S+ ED, SL S TE, PO, KY A+ BA, JA, AB, MA, MI A- AX, VE, FA, So B OS, RO, ZA C AN, IN, DI D+ JO, CH, BR S+ ED, TE, SL S PO=BA, JA A+ MI, AB, MA A- AX=VE, FA, SO B OS, RO, DI, ZA C JO, IN, CH D+ AN, BR

Posted

i would assume so lol, Johnny's pokes so bad, he's not even considered in the poke rankings.

Posted

I find it kinda hard to believe that Sol is only a C rank in "maximum damage..." the same rank as Anji and Buri, and a rank lower than Axl and Venom?? I mean pretty much everybody can kill off a mixup with flashing guardbar so that can't be the standard they're judging by (then again... Dizzy above Sol begs the question). The only thing I can think of, is that the characters listed above Sol can sometimes liquidate their entire tension bar to tack on some more damage (case-in-point, I-No) whereas Sol combos do about as much damage no matter how much tension you throw at them... in fact, sometimes using tension makes them worse lol (cf. corner GF FRC vs CLGV combos). So I guess that kinda makes sense... Looking at it some more, most of the time Sol stuff caps out at around 250-260ish without guardbar or wacky counter-hits, regardless of how much tension you throw at it... granted, he can conceivably land combos in that damage range (200+) off of almost any given one of his moves thanks to his new GV and easier Sidewinder clean hits. Which brings me to this point... his "average" damage is B, which kinda makes sense given that he has some fairly low damage combos that he lands a lot (anything into 2D XX BR, mostly)... but then how do you explain the rest of the list? And it's not like Sol has to do sucky 2D XX BR combos all the time, it's just the easiest thing to do. And I mean... how many times do you see Jam landing some crappy combo to 2D? Doesn't count against her in that list, apparently. Looking at the way the list works, it seems more like an "average expected rewards off any given mixup or poke" kind of list, though Sol and Dizzy are pretty low for that, too...

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