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Posted
Sir, I respectfully disagree. Tager can combo his spark bolt into an Astral. I don't think it had to be a counter hit or anything. (Someone feel free to correct me if i'm mistaken) Lambda's AH is so stupidly close range, and on top of that you can just mash A to hit her before it goes off. =|

I will agree though that a lot of astrals are better than others. I would personally be a bit happier with them if everybody had the same accessibility to use theirs, but am not really expecting that change any time soon.

Easiest combo for Tager is: (BSledge CH) 2B/6A>2C>Atomic Collider>Spark Bolt>ASTRAL. Not hard. Why you'd have 100% meter is another matter entirely.

Trolling with Tager would be something like this: Gold Burst > ASTRAL

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Posted

Asstral heats are fun to pull off from time to time. I've actually pulled some out without actually planning it. I actually just happened to have 100% heat, and 1 burst left. Then I simply 3c into AH(With Mu)

Posted

My take on Astrals:

:RA:: as someone said before, she owns the corner with it, also, Wind can push airdashers into it. :gonk: I don't think it's blockable....is it? Also seems to have super-armor too.

:HZ:: I think this is a valid anti-air, but not really good input to trigger it...he's better off using Infernal Rupture.

:LA:: Valid Act Parser Throw, decent I guess.

:NO:: Links into Chain Revolver EASILY...but can be done by itself for some mixup lols.

:LI:: Does this still have that "off the pole glitch" that the CT version had? I know you can delay it, but I think it's unsafe when blocked.

:JI:: Can be done on Throw, 6D Guardcrush, sometimes 236C mixup (if you get people to block it on the ground and it doesn't come out too soon).

:HA:: Um....well, doesn't work on Projectile spam, but other than that, anyone crouching and guarding with Haku could do it...I dunno about buffering it from 5D anymore. Anyone worth his salt would be keeping an eye on Haku's gauge anyway, so it's hard to guess when to use it...besides that he can be thrown out of it I think (unless throw triggers it or it's a special property throw like Ragna's one move?)

:CA:: Is this blockable? I don't think it is, but how does Carl maintain pressure by himself long enough to get someone to stay still? Not very viable.

:AR:: Guessing Game...breaks guard regardless of primers, so it makes you have to dodge...unsafe if they manage to dodge it a few times and he reverts back. I forget what all inputs make him do what during this.

:BANG:: I think this only works as a TK off 2D but I'm not sure...works as a good air-to-air auto-guard move though.

:TG:: This can actually grab people who are jumping...so it's not too bad.

:MU:: Um....not all that useful, since it's not a throw and it is blockable as a low, isn't even that safe as far as I know.

:TA:: I have no idea when this would be useful or safe to land, most Tao players won't bother with it anyway since they need the Heat for Taunt Loop.

:MK:: Umm...I guess it lands off certain D moves if they fatal counter...hits people out of the air too.

:RG:: Best invincible frames move in the game, unless blocked. Works off throw, back throw, 6C (delayed), BKed 6D, 3C, 2C FC and others I think...definitely viable.

:TS:: Links with her other moves, so yes, viable...

Keep in mind though, it's still a gamble...if you lose all your Heat and a Burst you're in trouble unless you have one Burst in reserve. Honestly I think Astrals are safer than Instant Kills because you don't lose HP over them or use of Tension (or in this case Heat)...if you missed IK in GG, you couldn't do Rapid Cancel or anything else for the rest of the match, not even Dead Angle (Counter Assault) or Faultless Defense (Barrier).

Posted

My take on Instant Kills:

:BR:: When can Bridget make people faint? Otherwise, he has better pokes with better advantages.

:KY:: Second Fastest IK Startup, IMO, works perfect for faint combos if he landed enough 6Hs and counterhit Stun Edges.

:BA:: Umm...strangely safe on block (she bounces backwards a bit)? Never found a practical use for it.

:ZA:: I've seen Slayer Pile Bunker into this, lol. Also can be dash primed and catches people in the air I think....

:KL:: Easiest character to faint and IK with...probably more broken than :JU:.

:AX:: A valid low for mixups, and I think you can land it off 2H and faints.

:VE:: An anti-air...sortof...useless otherwise, since Venom seldom ever faints people that I've seen.

:JU:: Almost as broken as :KL:, fastest IK startup and launch, hits mid I think, works on Faint from almost anywhere.

:TE:: Not useful except during faint I think.

:JO:: Does NOT work on short characters unless they jump. :gonk:

:AB:: Her EX Bakumetsu is more effective than this...

:SO:: Dumbest anti-air in the game, only works on half the cast.

:JA:: Unsafe on block, works on Faints...maybe.

:SL:: Same as Jams, but more effective since he can faint easier on counterhits.

:IN:: I've seldom ever seen someone good with I-no actually use this.

:RO:: Like Bridget's but not as safe I think.

:FA:: Longest poke in the game except for :KY:'s...hits high I guess...useless on crouchers and small characters.

:PO:: Best IK in the game due to his ridiculous hitbox for it, essentially makes him invincible unless they block it I guess?

:ED:: The only reason his IK works so well is his friggan faint rating for 6P, otherwise he's no better than :KL: or :JU:.

:OS:: Honestly, he's got the easiest-to-land IK in the game, due to the fact it can be combo'd in to via Dragon Install.

:DI:: Most...pointless IK. In. The. Game. If someone actually hits you with it, they are trolling you for SURE. If you get hit by it...there is no doubt you suck at Guilty Gear.

:MI:: Actually one of the better IKs in the game since it works from anywhere...I don't know if it combos very well though.

:CH:: A decent frame trap if you're feeling pressured, but he can be hit out of it for some strange reason.

:AN:: Unsafe on block, can be seen a mile away...so pretty much pointless.

:MA:: A command throw but...about as useful as :ED:'s unless she manages to Faint someone.

Compared to Astral Heats....Guilty Gear IKs are pretty much useless. At least Astral Heats can be combo'd in to...

Posted

@Blade Hazama is easy comboable if you sitting on 100 meter only problem is why would you sit on 100 meter? But the same can be said about every astral so its good. Haku-men beats throws so its very good, the only thing it doesn't work on is some projectiles, it does work on chains from Hazama though. Carl's astral is basically a death sentence for Tager, but outside of that don't see much use for it the doll counts down really fast though. Taokaka doesn't need heat for tauntloop O_o her astral is nothing special though. Makoto's astral is the best in the game, only astral that comes close is Tsubaki. Rest of the characters i pretty much agree on.

Posted
My take on Astrals:

:CA:: Is this blockable? I don't think it is, but how does Carl maintain pressure by himself long enough to get someone to stay still? Not very viable.

He has a corner setup that's unescapable minus like, 3 characters.

Posted

:IN:: I've seldom ever seen someone good with I-no actually use this.

really? you've never seen a good I-no player to an IK? I-no players spam that shit./sarcasm

and of course it's only effective for faints, if it wasn't then that shit would be retarded. same for why they can't be comboed. an attack that can be accessed from the start and kill immediately shouldn't be comboable

My take on Astrals:

:RA:: as someone said before, she owns the corner with it, also, Wind can push airdashers into it. :gonk: I don't think it's blockable....is it? Also seems to have super-armor too.

:HZ:: I think this is a valid anti-air, but not really good input to trigger it...he's better off using Infernal Rupture.

:JI:: Can be done on Throw, 6D Guardcrush, sometimes 236C mixup (if you get people to block it on the ground and it doesn't come out too soon).

:MK:: Umm...I guess it lands off certain D moves if they fatal counter...hits people out of the air too.

:RG:: Best invincible frames move in the game, unless blocked. Works off throw, back throw, 6C (delayed), BKed 6D, 3C, 2C FC and others I think...definitely viable.

Jin can combo in corner combo, Rachel does have guard point in her AH, Haz can combo from just a 3C (side note: don't call it infernal rapture ever [and you said rupture anyway] it's jayoku hotenjin.), makoto can combo her's from a lvl3 5D. period no fatal not nothing. AND it can be a full screen projectile counter, barely viable my ass. for Ragna.... how can blocking lower it's IF's? and it can just be a 5D, or his BNB AIR COMBO, way to good.

Posted

Jin's seems pretty much useless. What situations can you use it where you can't get the job done with two Arrow supers instead?

Posted
Jin's seems pretty much useless. What situations can you use it where you can't get the job done with two Arrow supers instead?

when the situation arises, why not just do the astral? it's cooler than just 2 ice arrows. plus it's unblockable, so it bitch slaps tech rolls pretty well.

Posted
Blade never really knows what he's talking about, don't be so surprised.

I would if more intelligent people posted more often around here...I'm just posting based on my own personal experiences.

@CakeWasBanned...I guess the person I saw using Tauntloop was using it wrong....? :8/:

Posted
I would if more intelligent people posted more often around here...I'm just posting based on my own personal experiences.

No you're not, you're posting things that are completely wrong about a game I assume you don't know how to play. Obese, stupid, and a weeaboo. Awesome combination, you should be proud.

Posted

It's threads like these that make me want to destroy things.

That being said, Makoto can combo into astral from a simple 5CC. Or a 6B. Or a throw. I've done all three and more.

Anyway, most people won't even get to use an AH if they're vs a good player because of bursts, rapids and the like. If you can pull one off, then cool. If you get hit by one, don't get all mad because your opponent outplayed you.

Posted

Wait did you really make a thread about-- nevermind

astrals happen in CS because most of them are easier to do, more characters have better heat gain, and people got stupider.

Posted

I love combo'ing into an astral, such with Ragna j.c j.d j.c j.214c astral, or with makoto after a 5D in the corner... I used to be able to combo into bang's astral but for some reason I can't do it at all anymore.

Posted
No you're not, you're posting things that are completely wrong about a game I assume you don't know how to play. Obese, stupid, and a weeaboo. Awesome combination, you should be proud.

makeing friends every day

Posted
Wait did you really make a thread about-- nevermind

astrals happen in CS because most of them are easier to do, more characters have better heat gain, and people got stupider.

If you're playing lots of rounds (5/9 versus 2/3 or 3/5), you tend to value Bursts more, Astrals are nice and all, but it's a waste if you don't use them when they're actually useful (i.e. guard breakable, or invincibility frames they have). Bursts are also part of what decides a match offensively and defensively, and worth a whole lot more than doing something fancy at the end of a round. The reason people get caught by it is because they're not used to seeing it (it was rare in CT in the first place).

But if you really think about it, saving a burst just for an Astral may not be a good idea, depending on who you're fighting.

Honestly I'd see an Astral happening more often during an Unlimited VS Unlimited match.

Posted

The best thing about Astral Heats are the ragequit messages that come afterwards.

Obese

I don't know where this came from

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