Destin Posted July 31, 2009 Posted July 31, 2009 ...why? Also, don't play Slash HOS, whatever you do. AC is really boring to me. It doesn't feel like GG either, it feels like a guilty gear made by a really big fan to be extra cool. And in fact, it was a guilty gear made by a really big fan to be extra cool. I played Slash HOS while I was in japan for like 6 months, and honestly enjoy him more than AC hos, but I will be playing slash dizzy. Thanks for the chart. You guys should start playing GG generations also if this works out. We are coming up with a solid ruleset of which characters are allowed, I will tell you how it goes. Edit: Oh and shin quickman, any idea what the source for that is?
Destin Posted July 31, 2009 Posted July 31, 2009 I think the bigger question is: Did Potemkin have a FDC infinite in GGX? He can't dash, so I doubt it.
WUT Posted July 31, 2009 Posted July 31, 2009 Dude slash HOS was fun as hell. You could trade GB with anyone stupid enough to poke at you and BHB was retarded good. Everything else was crap, but it was always lol when you'd get hit out of GB and your opponent would be CH launched by it.
solidshake Posted July 31, 2009 Posted July 31, 2009 i miss old BHB. also the hitbox on old j.S felt more manly. not sure why. that being said, i can't imagine going back to slash :[
Destin Posted July 31, 2009 Posted July 31, 2009 Dude slash HOS was fun as hell. You could trade GB with anyone stupid enough to poke at you and BHB was retarded good. Everything else was crap, but it was always lol when you'd get hit out of GB and your opponent would be CH launched by it. Rock it was money too, so was 2S. And jump S was also cool. 2d though, poor 2d =(.
Hatred Edge Posted July 31, 2009 Posted July 31, 2009 Slash HOS was fun indeed. I thought his f.S was a joke though. And of course I abused Gunblaze whenever I could. Shame on j.S having the hitbox reduced in AC. However AC HOS too much fun.
TITANIUM BEAST!!! Posted July 31, 2009 Posted July 31, 2009 Slash HOS 5S(f) > AC HOS 5S(f). It didn't have as much range, but it was faster and it was neutral on block (frame advantage if you timed or spaced it right).
Destin Posted August 1, 2009 Posted August 1, 2009 I think it baited bursts too. And it hit a really good spot for anti air's that he lacks in AC. I would love it instead of far S in ac. Plus I thought it looked funny, which I liked.
Josh Ballard Posted August 1, 2009 Posted August 1, 2009 I would have thought my character would have to be at least B tier in Slash...are the force breaks really that huge a deal? I couldn't see them making up for still doing AC damage in Slash. *shrug*
4r5 Posted August 1, 2009 Posted August 1, 2009 That damn FB Slide. She's getting it way or another. It's a ForceBreak, just 25%. You pressure, they get it. You don't pressure, they get it. You hit them, they get it.
Destin Posted August 1, 2009 Posted August 1, 2009 I think aba was probably B tier as well. You should play with us, we are coming up with some rules of characters choices that might make a very interesting game. Come down and stay with kenji for a bit!
Digital Watches Posted August 1, 2009 Posted August 1, 2009 Protip for beating ABA slide: Play Axl, hit 2H.
Destin Posted August 2, 2009 Posted August 2, 2009 Start playing Slash Digital Watches, so next time you come down you can play slash with us.
Katsu Posted October 2, 2009 Posted October 2, 2009 #R is the only one I got. So I'll go out on a limb and say that one.
EternalLurker Posted October 2, 2009 Posted October 2, 2009 #R is the only one I got. So I'll go out on a limb and say that one.The logic...it is unbeatable....... <_< I think I can safely declare GGX:AE to be the least balanced Guilty Gear game in that Chipp wrecks everyone's shit hard. ^_^ Though 3v3 mode is pretty awesome and makes him a little better.
GrayscaleRain Posted November 10, 2009 Posted November 10, 2009 There are SO many abbreviations in this thread, I have NO idea what anyone's talking about. XD Would it kill you people to spell things out? ;o;
iora Posted November 10, 2009 Posted November 10, 2009 would it kill you to just ask what abbrev are confusing you? :D?
ilikeusingdizzy Posted November 10, 2009 Posted November 10, 2009 who in the first guilty gear didn't have an extremely long if not infinite combo? id like to say its pretty balanced since my impression of it is that everyone's broken.
rtl42 Posted November 11, 2009 Posted November 11, 2009 There are SO many abbreviations in this thread, I have NO idea what anyone's talking about. XD Would it kill you people to spell things out? ;o; kind of yes and no. however, it's better for you to read the Guides (accessible from the menu bar at the top of the forum) and learn some of the basic abbreviations, then learn some of the common abbreviations for whichever character you're specifically interested in learning, because if you write everything out in full, it becomes too much to write/read. p.s.: your question has nothing to do with the topic, post in the appropriate STICKIED THREAD next time.
creeping shadow Posted November 16, 2009 Posted November 16, 2009 I think I can safely declare GGX:AE to be the least balanced Guilty Gear game in that Chipp wrecks everyone's shit hard. ^_^ Though 3v3 mode is pretty awesome and makes him a little better. Really? How so?
EternalLurker Posted November 17, 2009 Posted November 17, 2009 Okay, I'm exaggerating when I say it's the least balanced as I haven't played all that many Guilty Gears, only AE, Slash, #R, and ^Core. However, for reasons beyond my comprehension, in GGX:AE as compared to the other three I've played... (1) Chipp's 22H teleport has significantly fewer recovery frames, which means you can pull off shit like 262H3S as a nigh-instant crossup Air Beta Blade (due to the buffered 6). Its only giveaway is the double crouch before that, and then the very beginning of the teleport animation, but... (2) ...to make up for that drawback you can fake out your opponent by popping out of a double-crouch into a Tiger Kneed Air Alpha Blade instead, since that has fewer startup frames than it does in the others. (3) Of course Chipp can get a Banki Messai out of nearly any ground or air-to-ground combo (one example: IAD into H \/ (2K)x3 S [s 2S] 36236K, bracketed [s 2S] are for opponents against a wall), but in GGX:AE doing so is basically a guaranteed dizzy, especially if you add a couple 2Ks afterwards before they get up, which you can do even before a DP reversal. (4) And he gains Tension more quickly with a simple dash (which he can easily do without being punished, with a little teleport and IAD trickery beforehand) than in any of the other aforementioned games, which fuels the aforementioned Banki Messai insanity. (?) To top it all off, I think his health isn't quite as low relative to the other characters (notably Millia, who's normally similar in speed and health) as it usually is. Not sure about this one, though. Haven't played in a while. I guess, since AE is chronologically the earliest of the games I've played, Chipp's teleport and Banki Messai and even Air Alpha Blade may have been like that in all the games before it as well. I wouldn't know. But whatever the case, in GGX:AE it ends up being pretty ridiculous since on the tiny GBA screen (1)+(2) creates a crossup mixup option that is nearly impossible to beat on reaction, guarantees you enough time to take advantage of (4), and thus opens the way for (3). Since AE has no Burst you're thus pretty much screwed the moment Chipp lands any decent hit, at that point; the combo in (3), for example, is a guaranteed dizzy on almost any character save Potemkin IIRC (and the against-the-wall version with the two extra hits dizzies Potemkin too if you add a 2K after the Banki Messai), and from a dizzy Chipp can do a simple 41236K 2S 623S 4-hit combo for a Zansei Rouga's worth of damage. That's about 100% of several characters' health bars off a single aerial Heavy Slash. He's pretty insane. EDIT: Oh, it just occurred to me that I forgot to mention his corner infinite: after an IAD->H (2-hit), loop c.S>f.S>H>IAD>j.K>j.K>K forever.
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