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4r5

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Everything posted by 4r5

  1. Xanadu 3/8/14 Guilty Gear XX Accent Core +R (20 players) 1st: Steve H (KY) 2nd: GERAHGEN BLOOD (PO) 3rd: SHAZAY (SL) 4th: VR-Raiden (SO) 5th: A Bomb K (SO) 5th: Nephinel (KL) 7th: MOB|fswipes (IN) 7th: Nam (AN) 9th: Taimat (AN) 9th: MOB|DAMN GINA!!! (KL) 9th: MOB|Nyte (BA) 9th: Sesshyru (OR) 13th: Royal Mist (VE) [Forfeited loser's match] 13th: Joe M (SO) 13th: Lynx Winters (JA) 13th: Reloy (BA) 17th: Mu (OR) 17th: 4r5 (JO) 17th: Andy (KY) DQ'ed: Coma [Tardy]
  2. Xanadu 3/8/14 Guilty Gear XX Accent Core +R (20 players) 1st: Steve H (KY) 2nd: GERAHGEN BLOOD (PO) 3rd: SHAZAY (SL) 4th: VR-Raiden (SO) 5th: A Bomb K (SO) 5th: Nephinel (KL) 7th: MOB|fswipes (IN) 7th: Nam (AN) 9th: Taimat (AN) 9th: MOB|DAMN GINA!!! (KL) 9th: MOB|Nyte (BA) 9th: Sesshyru (OR) 13th: Royal Mist (VE) [Forfeited loser's match] 13th: Joe M (SO) 13th: Lynx Winters (JA) 13th: Reloy (BA) 17th: Mu (OR) 17th: 4r5 (JO) 17th: Andy (KY) DQ'ed: Coma [Tardy]
  3. It depends on who you are fighting and your positioning. Fastest move in the game are throws. They happen instantly. So being at -1, or leaving a 1f gap, within someone's throw range means you are getting thrown. But everyone has different throw ranges. Likewise, everyone's "jabs" are different and might not even be their fastest move. Fastest move in the game, besides throws, is 2f startup, Sol's standing punch while in Dragon Install. Of course you don't have to worry about that if you're not fighting Sol. A handful of characters have 3f attacks. And then there's Instant Blocking, Faultless Defense, and Slashback, which all alter blockstun and positioning. See where I'm getting at? In Tekken, nothing is faster than the standardized 10f jab. In Guilty Gear, there isn't a standard, you just gotta know who you're fighting, and then you still have to respond to how they defend. Even in Tekken, some moves are safe not because of static difference, but because they recover in crouching and avoid people's jabs, and so it depends on if your opponent's character has a fast enough mid/low. And then some moves are safe due to the pushback they cause. Even Tekken isn't as binary as you thought. Safe/unsafe is just whether you can be punished or not, but this depends on more than frames. A move that is unsafe, frame-wise, can sometimes be made safe under the right circumstances. One concept that Tekken doesn't have is meaty, or hitting latter in a move's active frames. As far as I can tell, all moves in Tekken have only 1 active frame, which is why frame data is so easy to use in that game.
  4. does anyone uses forums anymore or are we all social now? AC+R Tournament at Xanadu, this Saturday. I'll have a setup with Heavy Days set on loop. Last I checked there will be a SkullGirls and BlazBlue tournament.
  5. AC+R Tournament at Xanadu, this Saturday. I'll have a setup with Heavy Days set on loop.
  6. Should of Dive>YRC,Dive.
  7. I'll go to where ever Aksys/ArcUSA brings an Xrd cab!!
  8. Dark Angel cranked guard in before AC.... ??
  9. If Xrd doesn't make console in time for EVO, it's kinda looking like CEO for me. EVO too much money and planning to go and not enter any tournaments and feel that tournament stress.
  10. Sounds about right. 2H in to 6H is like 150 damage alone
  11. I'm having trouble seeing the guard bar's effect on damage, or just noticing it at all. Seems to fall off really fast, before anyone can land a hit. Or maybe just too much Potemkins and his strong guard bar. Seeing a lot of potemkins in these vids, for as bad as he is. Maybe it's good that he's kinda crappy.
  12. FRC, along with ForceBreaks, was always a dangerous mechanic. Every additional FRC they add to the game must have put a heavy burden on playtesting. #R Dizzy's IceSpike FRC, not counting what she could do with it outside of combos, was a combo extender (like a RC) and did hefty damage (like a super), that's two 50% meter effects for just 25% meter. What a deal! AC Slayer's Big Bang Upper is a more recent example. If Guilty Gear had a more symmetrically designed cast, you'd probably notice how overbearing a good FRC or FB really was. But stuff like Bite Loops, Eddie unblockables, and Lvl5 Stun Edges were always in the forefront. If you take SF4 as an example, chars that could FADC in to their ultra rose quickly. You could see it in AC as the game dragged on. The A and B tiers all had a good FRC or FB or two. The C and D tiers had sub par FRC's and FB's. Either not useful as a combo extender, or not enough damage. If I-No's ChemLoves or Johnny's JackHounds did twice the damage, that alone would probably propel them up a tier or two. A good FRC/FB goes a long way. If I'm playing a char that doesn't have any good ones, against a char with good ones, I have to wait till my 50% before I can contend with your 25%. That means you get yours sooner than I get mine, I might of even given you your 25% from just comboing you. Then at full bar, I only have two supers/deadangles to your 4 FRC/FB's or 1 super/deadangle and 2 FRC/FB's. This is why everything in Xrd concerning combo extending and damage is 50%, and everything outside is 25%. If they went deeper in to why they revamped the RC system, they'd probably say the samething.
  13. hype management
  14. one down, one to go
  15. The most exciting thing about Ultra is not playing Ultra.
  16. NA XBLA has the +R patch.
  17. throw invul? which GG was it where Sol had safe meaty setups with Fafnir FRC?
  18. #reload Ky, air stunedges had really long recovery, but you still recovered before you touched the ground. So it was possible to do two air stunedges before landing. I forget if you needed to doublejump for the second stunedge. You could also air stunedge then airdash. Or VT, if someone got past your stunedge and was trying to punish your landing recover, etc.
  19. Prob the biggest benefit to moving to 3D is that the art scales. GG at 4K res? no prob This is also a sign that they aren't planning to retire GG anytime soon.
  20. No Mori's allowed.
  21. do we have Xrd console date yet? Sol only tournaments when Xrd drops.
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