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Posted

Has anyone figured out all the changes made to forward dash yet? I've been seeing an unusual amount of wavedashing and dashing over shit in general, which would lead me to believe that they reduced the active frames of the dash instead of the recovery. But, I could also be seeing things.

Posted

Japanese wiki says you can 3h>6h>stepjack>3h>6h>stepjack~ on standing opponents. I don't know what kind of damage it does, but I guess you can do it if you want.

Posted

I appreciate the feedback, but it doesn't really answer my question. At this point, the best I can do is infer that there's both less active frame(s) and recovery, and possibly that the timing for FD canceling has become more lenient on purpose.

  • 2 weeks later...
Posted
I think it always had auto JI in arcade version. It didn't work on console.

That would be SO retarded if that were true.

At any rate, it really does seem that divine blade transport is auto-jump install now.

Posted

That would be like, awesome... if DBT were still a legitimate move :/ I guess as oki the additional mixup option might make for decent setups, but honestly I'd rather have the #R trajectory. Speaking of which, I wish they'd made both transports the same so your opponent wouldn't know which one you did, but apparently Arcsys is terrified at the idea of Johnny having any decent mixups outside of the strike/throw dynamic.

My apologies if I'm being overly pessimistic, I'm really tired right now. At least that's what I think it means when my eyes hurt...

Posted
That would be like, awesome... if DBT were still a legitimate move :/ I guess as oki the additional mixup option might make for decent setups, but honestly I'd rather have the #R trajectory. Speaking of which, I wish they'd made both transports the same so your opponent wouldn't know which one you did, but apparently Arcsys is terrified at the idea of Johnny having any decent mixups outside of the strike/throw dynamic.

My apologies if I'm being overly pessimistic, I'm really tired right now. At least that's what I think it means when my eyes hurt...

Posted
Speaking of whining, can anyone explained why they nerfed the Jackhound yet again? I just don't get it.
Posted

Step jack is same on hit, mist jack is worse, not that it was hard to shake. Most people just get tired after a while, lol.

Posted
I'm not sure what you mean, here. Increased recovery and stagger meaning that it's even more negative on block, but it has increased stagger to compensate?

Yep. It appears I wasn't the first person to realize that a well spaced step jack (is that what we're calling it now?) is effectively safe on block, and perhaps Arcsys didn't like the idea of a stupid, safe gimmick that leads to full life combos on the off chance it actually hits someone.

But from videos i've seen, players use the stepjack instead which is a whole lot harder to do.

Go read the thread dedicated to it dude. It's not easy, I'll give you that, but it's far from the hardest thing you'll learn in your Guilty Gear career.

Posted

Go read the thread dedicated to it dude. It's not easy, I'll give you that, but it's far from the hardest thing you'll learn in your Guilty Gear career.

I recently found it, very nice guide to it qwerty =)

the latest satou vids are mmmmmmmmm yummy!

Honestly can't wait to play around with this game, cointraps and all the dazzle that is Sfondi!

  • 4 weeks later...
  • 4 weeks later...
Posted

It was mentioned one page earlier in this thread and we were not too sure but it is confirmed that Divine Blade Transport (and/or DBT~DB) now has auto-jump install in GGXX ACPR. Don't know about KJT though.

  • 2 weeks later...
Posted

Honestly I think most of the Johnny players even Satou have been a grave disappointment as of lately. I really don't understand how he gets buffed and they get nerfed.

Posted

One thing I've noticed is that nobody seems to use the up coin as much as they used to. I don't know if it's because people have gotten used to it and are better at defending against it, or maybe Johnny players are just trying to explore other avenues right now.

There is gonna be another update in January, so maybe his few remaining bad matchups will even out. Zappa is of course as much as a problem as he's always been, but from what I've seen, Faust and Kliff seem pretty miserable to fight against, too.

Posted (edited)
Honestly I think most of the Johnny players even Satou have been a grave disappointment as of lately. I really don't understand how he gets buffed and they get nerfed.

There has been some good stuff shown in matches from any JO players but also bad stuff. I wouldn't dare say it is a grave disappointment as you have both sides. Truth be told, it was more or less the same on AC day in Mikado, Satou for instance may have been rocking in some of the vids you watched but on some others he would get annihilated. Now it stands even truer as the game offers new options and change many things so everybody is still learning.

Could you please explain your last sentence and elaborate on your point of view? This will allow us to discuss more easily about it.

One thing I've noticed is that nobody seems to use the up coin as much as they used to.

Well, it is a coin with a new trajectory, it is not a god-like new special so as the standard coin, your opponent can find many ways around it.

Nonetheless, it has some good use.

You have decent unblockable setup with it consisting in ending a coin MF-P(2) loop with :

[...] MF-P(2) 214H dash 214P

The opponent won't be able to tech if you do it properly (spacing and height matter) and will be hit OTG by the coin. The Bacchus Sigh have good chances to hit too and you being on advantage (FRC needed or not, will need some more testing).

It might not necessarily be a guaranteed unblockable depending on the character you face, distance etc. but at least it puts your opponent under pressure. Again, to be more thoroughly tested.

Sometimes, when you used to go with j.D or sj.D as a tech trap, now you can use a 214H instead. As a coin, it can hit or be used as a locking tool.

On okizeme, during your opponent wake and should the distance allow it, you can toss one 214H then do your usual stuff, you will be more or less protected. Works best in corner but not only. Either your opponent will block (possibility of throwing him before/after the coin is supposed to hit, possibility of increasing the guard gauge with some strings, possibility of doing some mixup/crossup etc.), flee (but FD jump and totally escaping won't be possible, this angle being covered by a coin so he will be forced to air block it or he will backdash or do a special that allows him to evade) or attack and risk being hit (trade should you attack, clean hit should you block or time a safe meaty and block afterward) or completely avoid it with an invulnerable attack but he will be helpless and/ore you woul have made him lost Tension.

Nothing new in fact, the same as usual only you will have a coin backing you up, covering a different angle and giving you more time to prepare and do your stuff.

Granted it won't be as dreadful and as effective as other stuff like Millia's FB disc but that can be proven useful.

When the opponent is hovering just above you, depending on what he does, you might get a 214H wile before 236H wouldn't hit. Sure, you still have the coin startup to worry about and not getting hit but as you can hit if you can or go for some trades with the standard coin, you can do the same the the vertical one, more angle being covered.

Not tested but corner throw and enkasu aside, should you opt for 236H, it could whiff depending on the character faced. With 214H it can connect (needs more testing).

Likewise, for the characters you can't coin after a throw, whether midscreen or corner (AB, BA, DI, MI), it might be possible to land a vertical coin (testing need too, corner only), which would be very nice.

EDIT : I forgot the ground throw now has more untechable time, increasing from 40f to 43f. Ground throw > normal coin can now connect, making my last point less relevant.

At least it was seen midscreen against AB (hoping she did not try neutral tech, possibly making the hit in fact not legit) and need to be confirmed for BA, DI and MI.

Also, after a counter hit MF-S(1) that now sends the opponent flying little, kinda like its lv2 version but with less untechable time and no crossing over, you have just the time to land a vertical coin.

And others ways.

Kliff seems to be a bad match for everybody haha !

Edited by Mitsurugi
Posted (edited)

Sorry for double posting but this talks about a different matter. Besides, this is also to highlight these fresh news... and to avoid text overload in a single post (people are sometimes too lazy to read when facing a wall of text) :psyduck:

Check out the [AC] General Discussion thread, a new version is already planned for January on arcades, ver 1.10 !

http://www.dustloop.com/forums/showthread.php?13487-AC-General-Discussion/page253

Apparently there will be an upgrade (ver 1.10) to AC+R (arcades) in January.

They provided a PDF of changes and locations in which you can locate your nearest game center with the title.

http://pastebin.com/wvvpK7Bq Patch translations, should be accurate

The only change Johnny got affects his air overdrive :

Johnny

- Unchou no Iai

* Bigger horizontal hitbox

Edited by Mitsurugi
  • 1 month later...
Posted

I plan to use Johnny when ACR comes out.

Can you use please tell me a few things that won't change and I can practice with the current version?

I'm already big on practicing MC-ing, and trying to learn the FD dash.

Will the combos generally be easier (less character specific) in ACR?

Posted

+R Johnny is pretty much the same character, but with a lot of significant improvements (namely in regards to Upper Mist finer combos and pressure).

Just learn the character as well as you can before +R drops and you'll be fine. Between the wiki page and the recent threads here, you'll have enough info to work with.

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