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Posted

[table=width: 700, class: grid]

[/td]

[td]:ballYU:

:ballYO:

:ballCHIE:

:ballYK:

:ballKA:

:ballNA:

:ballTD:

:ballMT:

:ballAK:

:ballAI:

:ballLB:

:ballEL:

:ballSLB:

Startup

24

27

23

33

26

24

28

34

27

28

27

35

27

Active

1

1

1

1

1

1

5

1

8

4

3

1

3

Recovery

40

34

38

28

25

37

29

32

23

36

31

37

31

Guard Point Frames

15~24

17~27

15~23

16~33

14~26

16~24

17~28

16~34

19~27

14~28

17~27

15~35

17~27

Frame Adv

-23

-17

-21

-11

-5

-20

-17

-15

-14

-23

-17

-20

-17

[/table]

note translations:

Took a shot at translating.. I'm a bit rusty plus I'm still not 100% on the fighting game vocab but hopefully this is better than nothing :) I highlighted the parts that I thought people might care the most about.

Yu Narukami

With a relatively quick startup and a shorter prep (1-14) this is one of the better AOAs. However, with a long guard point, it's easy to be dash-countered.

Chie Satonaka

Startup is the fastest of all chars and she's airborne from the 6th frame. It can break their guard, stop a throw-escape (t.n. not understanding why they use throw-escape instead of just throw), as well as abare; the strongest AOA.

Yousuke Hanamura

Because he's airborne from the 15th frame, good for countering an opponent's low attack. The somewhat slow startup can mean the occasional painful block.

Yukiko Amagi

While the startup is long, the gap after block is short so it's okay to use it without too much worry. Try hitting at its max range to reduce risk.

Kanji Tatsumi

The highlight is the -5 frames on block. It's no risk on block, but the reach is short, which means you'll be whiffing unless you're up close and personal.

Naoto Shirogane

An average AOA like Yu's. Since the movement is just the leg it's good for going for a guard break. On block, it's risky, so use it when you have meter.

Kuma / Teddie

Because you can input directionals to move a bit, Kuma's AOA can come in handy as a cross-up or to punish a throw-escape. The large movement means it's better for crossup than even some overhead attacks.

Mitsuru Kirijo

Super slow startup, but puts you in the air quickly. You can move during the attack but it's not hard to beat so don't use it too much.

Akihiko Sanada

Startup varies by cyclone level (level zero is shown). At level 3, it becomes the fastest startup AOA. The attack part is long so it's good for hitting backsteps, too.

Aigis

The startup is slow to go airborne so it's easy to read, but the guard point is long and it becomes airborne quickly. Use it when the opponent least expects.

Labrys

Although the startup seems slow, the time before she drops her axe is small and from the flash it's only 11 frames to active, so it's hard to guard after seeing the movement.

Elizabeth

Slowest startup but with very little movement in prep frames (time before guard point) it seems fast. With a long guard point, it can be used to stop abare.

Shadow Labrys

Stats are exactly like Labrys. Because you can attack along with Asterius it's strong as a risk-free way to shake/break a guard.

http://i.imgur.com/uex3E.jpg

http://i.imgur.com/xus4q.jpg

Posted

They're releasing a little at a time through Arcadia magazine. Nothing complete yet.

Posted (edited)

Took a shot at translating.. I'm a bit rusty plus I'm still not 100% on the fighting game vocab but hopefully this is better than nothing :) I highlighted the parts that I thought people might care the most about.

Yu Narukami

With a relatively quick startup and a shorter prep (1-14) this is one of the better AOAs. However, with a long guard point, it's easy to be dash-countered.

Chie Satonaka

Startup is the fastest of all chars and she's airborne from the 6th frame. It can break their guard, stop a throw-escape (t.n. not understanding why they use throw-escape instead of just throw), as well as abare; the strongest AOA.

Yousuke Hanamura

Because he's airborne from the 15th frame, good for countering an opponent's low attack. The somewhat slow startup can mean the occasional painful block.

Yukiko Amagi

While the startup is long, the gap after block is short so it's okay to use it without too much worry. Try hitting at its max range to reduce risk.

Kanji Tatsumi

The highlight is the -5 frames on block. It's no risk on block, but the reach is short, which means you'll be whiffing unless you're up close and personal.

Naoto Shirogane

An average AOA like Yu's. Since the movement is just the leg it's good for going for a guard break. On block, it's risky, so use it when you have meter.

Kuma / Teddie

Because you can input directionals to move a bit, Kuma's AOA can come in handy as a cross-up or to punish a throw-escape. The large movement means it's better for crossup than even some overhead attacks.

Mitsuru Kirijo

Super slow startup, but puts you in the air quickly. You can move during the attack but it's not hard to beat so don't use it too much.

Akihiko Sanada

Startup varies by cyclone level (level zero is shown). At level 3, it becomes the fastest startup AOA. The attack part is long so it's good for hitting backsteps, too.

Aigis

The startup is slow to go airborne so it's easy to read, but the guard point is long and it becomes airborne quickly. Use it when the opponent least expects.

Labrys

Although the startup seems slow, the time before she drops her axe is small and from the flash it's only 11 frames to active, so it's hard to guard after seeing the movement.

Elizabeth

Slowest startup but with very little movement in prep frames (time before guard point) it seems fast. With a long guard point, it can be used to stop abare.

Shadow Labrys

Stats are exactly like Labrys. Because you can attack along with Asterius it's strong as a risk-free way to shake/break a guard.

Edited by jesseBoKe
Posted

So, with some exceptions (like Kanji, apparently), most of these should be punishable on block, right? At least with a 5A or something. I'm new to airdashers so I don't really know what's usually punishable.

Posted
So, with some exceptions (like Kanji, apparently), most of these should be punishable on block, right? At least with a 5A or something. I'm new to airdashers so I don't really know what's usually punishable.
Yes. As a general rule, both in Guilty Gear and Persona, the universal overhead option is unsafe. There are exceptions (Chipp is +1 on block on his Dust, Kanji is apparently only -5). With Yu I can get 5B 5C 214D OMB 214B dash 2B j.c 214B 2B j.c 214A AAA on most blocked AOAs.
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