Hellmonkey Posted May 11, 2012 Posted May 11, 2012 Some good ideas, thanks for the input! Indeed, Ky's pressure game is pretty solid as far as I'm concerned. He also has decent pokes and anti-airs and a good long-distance game. I actually see him as a prototypical example of a lower-tier character who can still do well but has to work more simply because of his damage output, not because of a serious lack of tools and good options. His pressure isn't without holes, but I don't find it difficult to keep momentum going and stay close with meter. I'm not sure how these ideas would actually pan out but here are some: -Less prorate on throws and maybe GS, just to give a bit higher average damage. More with the throws than GS. -I was thinking if he had a normal that was an overhead. Somewhere between Millia's 6K and HOS' 2H. Something neutral, if maybe mildly disadvantageous. Maybe instead make GS a little faster and safer? When I throw out a GS it isn't part of my 'regular mix-up', it comes out when I truly think I can catch somebody with it. It would be nice if it were fast enough that it wouldn't be such a huge BLOCK HIGH as soon as you see it, and if it were safe enough that it couldn't be easily punished on most blocks. If GS were more effective Ky's mix-up would be that much better with a legitimate overhead option, and he would get more damage opportunities. Actually I could do without a prorate reduction, just make it a better tool. Interesting point about greed sever, I guess that move is pretty useless from an okizeme standpoint. Maybe they could add an FRC somewhere before or after the hit. Instead of modifying a mechanic like throw proration, maybe they should allow him to combo meterless from his throw like Millia. Having guaranteed meter after throw combos would definitely help with overall pressure and damage. yes he does have ok-ish pressure and pretty decent oki, but a good amount of his mixups can be reacted to like whiff j.hs into low mixup is pretty easy to see same goes for crossup air dash backward j.s You aren't doing it right. pressure's nothing remarkable without tension This is true for basically every character, and Ky's normals and movement are actually pretty good for this compared to most. He's a ranged projectile character so there must be some drawback on the offensive end.
shtkn Posted May 11, 2012 Posted May 11, 2012 ky for hte most part i think is fine, i just feel that basically, everyone above him has more abusable bs haha. i'd be happy with a more useful 222H that did a guranteed 10 damage and an improved 6H (more gatlings into it? faster?) i'd also want them to fix that bug where if you are falling too fast and do a j.214D too close to the ground, the cross doesn't come out and hte meter is lost.
M.Song Posted May 11, 2012 Posted May 11, 2012 (edited) ky for hte most part i think is fine, i just feel that basically, everyone above him has more abusable bs haha. i'd be happy with a more useful 222H that did a guranteed 10 damage and an improved 6H (more gatlings into it? faster?) i'd also want them to fix that bug where if you are falling too fast and do a j.214D too close to the ground, the cross doesn't come out and hte meter is lost. is that actually a bug? just asking because you can do that with normals too... just you don't lose meter for doing a normal like that as for char buffs i would like..... it'd be nice if they changed the trajectory from roboky's j.hs counter hit. i think its the only wallstick move with a downward trajectory so on counter hit, you either don't get to make use of the wallstick because they are so low to the wall, by the time you reach them, they already hit the ground or you just don't get the wallstick at all cuz they don't reach the wall Edited May 11, 2012 by M.Song
bbq sauce Posted May 11, 2012 Posted May 11, 2012 Axl wishlist - 5P to 6K gatling, so he can pick up awkward angle 5P hits with out burning meter. change dead angle to either 5K or close slash animation. All he really needs imo.
The DMK Posted May 11, 2012 Posted May 11, 2012 (edited) ky for hte most part i think is fine, i just feel that basically, everyone above him has more abusable bs haha. This. Instead of modifying a mechanic like throw proration, maybe they should allow him to combo meterless from his throw like Millia. Having guaranteed meter after throw combos would definitely help with overall pressure and damage. That is a good point HM. I'd rather be able to keep the meter for pressure or something else rather than get more damage off the throw. I thought of GS FRC as an option at one point but it completely escaped my mind. I think that would be a fair solution. I still wouldn't mind it being a bit faster or with a little less recovery. Maybe just a little bit faster with the FRC rectifying the recovery. Even if its properties still remained in the 'risky overhead' category (slow and punishable), the slow magic rainbow blade just seems a bit too telegraphed (although I'm surprised at how much it works in a lot of match videos). I definitely agree on the 6H shtkn. I miss the old one. Even if it was just a little faster I would be content. I don't know how easy it can be reacted to, but it is like GS where in pressure I try to throw it out judiciously, other then when I gatling from 6P where I'm a bit more liberal. I considered a gatling from c.s, but it already gatlings into c.s, and a c.s 6H c.s 6H thing might be a bit silly. Or not. Could give it more gatlings and reduce it's effects on the guard bar. I dunno, just throwing out ideas. Edited May 11, 2012 by The DMK
ehuangsan Posted May 12, 2012 Posted May 12, 2012 Take away that godforsaken prorate on either 2p or 2k, and Ky would be perfect. I'm even willing to attach that prorate to the 6HS instead. I can live with all of Ky's other problems if I only had that. If that's not allowed, then making 222H do guaranteed 10 dmg would be an okay consolation prize.
ehuangsan Posted May 12, 2012 Posted May 12, 2012 You make your point on Q and 3S, the main reason I brought that up is that I know many people who play this game seriously for years and talk about it's balance like you would talk about GGXXAC's. IE every character is fine if you're good enough (well tbh if I insist they manage to make an exception for Sean and 12 but that's about it lol). So it's hard to know where objectivity really is. Those people are lying through their teeth to you with respect to 3S. That game is littered with 8-2 and 7-3 matchups, and it is crystal clear at top level play. That's why you don't see Sean appear in any major tourney. The other low tier characters like 12 and Alex are barely playable. Beating any top player with Sean is considered such an impossible task, that on the REALLY off chance that it happens, everyone loses their shit. http://www.youtube.com/watch?v=-lDHTRmHm-U But given an infinite amount of matches, even Daigo would eventually lose a match to a monkey mashing random buttons while spinning the joystick. In GGXXAC, there is no such matchup. It's not unheard of for top players to lose to any given character at any given time. So the balance is good, even if it's not perfect. I do not think there is any matchup worse than 6-4. OTOH, watching Ohnuki lose a Chun-Li/Alex matchup in a tourney would be a damn sight to behold. I would insta-save that video.
Hellmonkey Posted May 12, 2012 Posted May 12, 2012 But given an infinite amount of matches, even Daigo would eventually lose a match to a monkey mashing random buttons while spinning the joystick. Challenge Accepted.
TGS Posted May 12, 2012 Posted May 12, 2012 Challenge Accepted. I can vouch for this monkey's mashing skills. Especially in GGAC.
9TNine Posted May 15, 2012 Posted May 15, 2012 This is hardly really even news, but I just noticed something: http://guiltygearx.com/community/image/0419/03.jpg Stage is the #Reload version of Kliff's stage, but even using the code in AC+ (JPN release, can't confirm on US), the #R version wasn't selectable (neither was Justice's #R version), only the Slash one was. Then again, it's story mode, which I didn't even play through... so unless it shows up in that mode, it's probably an addition. -9
Horokei Posted May 15, 2012 Posted May 15, 2012 Stage is the #Reload version of Kliff's stage, but even using the code in AC+ (JPN release, can't confirm on US), the #R version wasn't selectable (neither was Justice's #R version), only the Slash one was. They was selectable. You need to hold some button and select arena from Slash to get them
9TNine Posted May 15, 2012 Posted May 15, 2012 They was selectable. You need to hold some button and select arena from Slash to get them In JP AC+ though, those two stages specifically didn't let you do that. I know the button code (hold either L2 or R2 when picking Slash stages) worked for the other stages, but not those two. Fairly certain of this, but can't double-check right now. Can't speak for US AC+. -9
Blade Posted May 15, 2012 Author Posted May 15, 2012 (edited) #R Stages from Slash happen when you Press Start in AC+...but I think you have to unlock them via Story Mode somehow in AC+. Also, "Grave" and "Heaven" stages do NOT have #Reload versions in AC+. It's a shame, since Slash "Heaven" is better than AC+ version. Here's hoping the put the GGX+ stages in. GGX "Grove" is probably one of the best versions of that stage, since it's daytime. GGX "Hell" as well. GGX "Nirvana" had the sealed gear without bandages. GGX "Heaven" as well, since the pillars weren't crumbled yet. Maybe they'll even bring back a redux of Sol's old stage "New York" Edited May 15, 2012 by Blade
Hecatom Posted May 20, 2012 Posted May 20, 2012 heh, with al this talk about bridget and here is a vid of one showing how you put the show with him http://www.youtube.com/watch?v=Ycq2sZt5jno#t=51m25s from 00:51:25 to 1:33:27
Dream Maker Posted May 20, 2012 Posted May 20, 2012 Thanks for the vid. Still, funny to see how this Bridget talk keeps going back to Ruu again and again. ^^ I'm almost certain that's him playing there too.
zdravkelja Posted May 21, 2012 Posted May 21, 2012 Yup, it's him Watching a master Bridget player is one of the most impresive things in GG.
Phrekwenci Posted May 28, 2012 Posted May 28, 2012 I'd like to see that counter move with Zappa's sword that was rumored a few years ago become a reality.
Keo-bas Posted May 28, 2012 Posted May 28, 2012 (edited) Personally as an I-no main, she pretty okay the way she was. I"ll prefer more of system mechanics adjustment. Maybe slash back remodel, make it easier with more active frames but cost more. While its pretty good, actually using it is what seem difficult. I'm trying to relate it Melty Blood shield/ex shield. I simply want it a bit more versatile but not enough to be over powered like third strike parries. while I do welcome I-no double air dash. I think her FB Note might be bit too much. Giving her something like an extra air dash drastically improves her over all gameplay by it self. But her FB note can have the potential to be stupid.She doesn't need both, its one or the other. I'm leaning towards air dash because she has access to it from the get go. One of I-no and most low tier flaws was not making good usage of their meter but attaining them. having an extra air dash can potential improve her rush game, and combo ability which all work toward tension built. Her notes are extremely good and versatile the way they are but what keep them tamed besides the frc was its difficulty to apply them( even then I-no player already made set up for guaranteed note contact). The new FB Note mitigates that by covering more area than usual. Edited May 28, 2012 by Keo-bas
Circuitous Posted May 28, 2012 Posted May 28, 2012 It's a loketest, if it looks broken in actual play they still have time to change it. Don't freak out over this first batch of changes.
Blade Posted May 29, 2012 Author Posted May 29, 2012 With all the dramatic changes being added though, it kinda makes you wonder what they have in store for EX Mode? It would be pretty sweet if they finally made Dizzy's "Wings of Light" an accessible move. And maybe Anji will finally get his "Human Shrine" move they'd been planning for.
oricon Posted May 29, 2012 Posted May 29, 2012 I've been happy with Jam don't think she really needs any buffs if there was one change, this change wouldn't make her better but i want to be able to combo into her 100 fist overdrive
blueNINE Posted June 12, 2012 Posted June 12, 2012 I just want May to have the same command grab that she has in XX Accent Core Plus.
Adelheid Posted June 12, 2012 Posted June 12, 2012 I just want May to have the same command grab that she has in XX Accent Core Plus. too bad about that, huh
Sol Badguy Z AC Posted November 9, 2012 Posted November 9, 2012 (edited) SOL BADGUY - - Riot Stamp speed improved, fixed hitbox - Riot Stamp meterless cancel. Hold kick as he nears the wall, and upon contact, he will simply let go of the wall and drop down instead of performing the rest of the move. FRC point still in place to allow him access to previous gimmicks. - (Idea that Blade gave me) 2nd Hit of Tyrant Rave as a forcebreak. Very fast, excellent recovery, long range poke. Sidewinder fire effects. Wall bounces like counterhit Riot Stamp. - Grand Viper has to have it's final hit inputted using hardslash. Edited November 9, 2012 by Sol Badguy Z AC
iora Posted November 9, 2012 Posted November 9, 2012 I just want May to have the same command grab that she has in XX Accent Core Plus. fuck off bro :P <3 that shit is gone forever, and im soooo happy ^^
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