-
Posts
285 -
Joined
-
Last visited
Other Info
-
Location
Nevada. I say anymore and you'll get depressed.
-
PSN
Thanatos-Demon
-
You weren't there for the loss of the almighty unblockable 8D then. But seriously, just wait out the storm of the first few loke tests. They are always kind of silly. I just like to stick around for the reactions for the first two. Sounds like overall nerfs to the cast and combos is the direction, which I wouldn't mind. Combo's are too complex for their damage in this game. Granted, more complex combo's should yield higher damage than simple combos, but not too much more. If a characters combo damage taken to it's highest, most complex potential reaches 100% output, then a character should be able to reach 70-85% of their potential through simple staple combos. It's because blazblue doesn't do this that the flow slows down quite a bit when one person reaches a 6K combo from a low starter in the corner. I like complex combo's as well, but the reward distinguished between a simple combo and a 42 hit combo is often too huge in this game.
-
I think the new 44D is to act as a pseudo-jump cancel for act parser now. Makes it so she isn't over bearinglingly offensive with it as she was in CT, but gives her retreat a bit more fluid of a defensive dynamic, especially with air act parsers and the new j.6D. Have to see in in action, but this doesn't sound like it'd change so much other than changing her pressure sequence at range when not trying to get in for damage.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
From what I've seen of him, he seems like a distant cousin to Litchi gameplay wise. Large hit boxes on his normals, strong okizeme tricks. His movement is a bit weird, though I could see some fancy set ups involving his teleport and deja vu cross ups. Then again, this is only based off the 1 video impression I have of him, so take that with a grain of salt and let the people there give you a better idea. -
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
Wish any videos of this loketest would manage to stay on youtube for more than 2 hours. I've seen one Bedman vs. Axl, and that one has already been taken down. Also, more Chipp info would be nice if anyone could provide, though I do thank King and Elvenshadow for the info they've already given. -
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
I can't find any info on this anywhere else, and it was only mentioned once. Chipp has a new follow up to his rekka now right? What does it look like, and what does it do? -
Ehhh, that's all in preference really. I didn't grow up with an arcade around, so I'm mostly fluent on pad, and I've taken down just about every stick junkie in Northern Nevada. Only thing I really like about stick is it's pretty universal. Dancing around the wall is just a defensive footsies with the opponent only Carl can do. Because Ada is literally a wall when active, it forces the opponent to resort to the air to get to you eventually, so long as you aren't 2 inches away from her to get hit anyway from a poke. If you manage her bar well enough, you don't have to worry about Nee-san dying. If they do a reckless air approach, you can 6A for an easy combo> sandwich, and if they have less then common approach methods (Mu 2/6 D laser jumps, Tao drive, Haz chains), you can react with a B vivace to go around Nirvana and reset the situation. I've seen it done a couple times on youtube, but mostly just for time outs. Carl's defense sucks and his offense is amazing. You have to have control of the neutral in order to gain the advantage in a match for him.
-
Honestly with default controls, I find the easiest method is claw hand (thumb and index finger on face buttons). It takes some getting used to, but you can perform all the combo pretty naturally like this and you can dedicate your thumb to D for most of his advance plays so it doesn't get to herp derp for your fingers. Nice guide over all though. Will need to update this for CP eventually (Tenerezza is god). Also, do none of you guys "dance around the wall"?
-
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
I never saw the problem with throw breaks in GG to be honest. They are already zero frame throws with like a 9-10 frame window to break. If a throw gets broken, it was either read or completely predictable. As for why they weren't broken pre-^C, it's because throw were good for breaking a good turtler and getting knockdown, but that's it. Only a minority of throws can combo afterwards, and usually it was through a FRC. They didn't do a huge amount of damage, and about a 1/4 of the cast didn't even knockdown in the first place. (Jam, Johnny, probably more I'm not aware of) -
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
Regarding the possibility of those cut-ins during the supers, I would prefer it if it was done a bit cleaner. The camera zooms in on Ky so much during RTL that I swear I could see some nose hair. Maybe if they tweaked to something less extreme like BB Makoto's upper cut super thing. -
[Xrd] News & (Theoretical) Gameplay Discussion
Afro-Demon replied to Shinjin's topic in Guilty Gear General
@Mumm It might be a little bit but not to much. Most of it is the fact that Ky's non sword hand is now idle closer to the tip of his sword, rather than his face. http://www.dustloop.com/forums/attachment.php?attachmentid=2417&d=1368995410 -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Afro-Demon replied to Akira-Shiro's topic in Carl Clover
http://www.youtube.com/watch?v=j3CIXRGqt48&feature=youtu.be pretty good stuff here. Glad someone found out how bs tenerrezza was. Also, was it reported that fuoco's startup can't be interrupted? -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Afro-Demon replied to Akira-Shiro's topic in Carl Clover
Why does no one listen to me. It's like I'm talking to a wall or something. I've said multiple times it has equal to if not more stun than 6D. And yes, Tenerrezza is awesome. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Afro-Demon replied to Akira-Shiro's topic in Carl Clover
I personally think we'll be using our CTs quite a bit for our combos and most likely saving supers to finish off a round rather than every combo we do ever. It's not terribly hard to get 25% heat, and even mid screen potential for CTs are 5.5k, even from reset. (2.2k mediocre sandwich BnB > reset > 5.5 CT combo)x2 = gg. That's 50 heat for two combos per round, that's less than what we use in CSEX from what I recall, so that means even more heat for more CAs. The fuoco setup I was mostly concerned about rags ID. Carl's short, and he's a good distance away from the the opponents wake up. Most dps would whiff with the exception of divider, and that's because of its insane range. I think it has good potential for a reliable setup against most characters, especially if we get someone as springy as Tao in there, as much as I want to dream that we could get her there. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Afro-Demon replied to Akira-Shiro's topic in Carl Clover
Hey anyone mind translating some of the shenanigans in this video. I don't know moonspeak, and those 2C>CT fuoco>6C(full) unblockables look interesting, but I swear Rags ID or forward roll would beat that. http://www.youtube.com/watch?v=yCEuTJhEG8g&list=UUJC5rXAfIrTMuoBY3qJjBdA&index=7 -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Afro-Demon replied to Akira-Shiro's topic in Carl Clover
La Tennerezza I say will probably vastly improve Carl's neutral once people get used to it. It's what Ada was missing before, a fast ground poke. Before in CNO neutral our realistic Ada options were pretty stuck to 6D (pressure/poke), fuoco (pressure/corner push), 8D/brio (AA), 4D (stops enemy approach), and volante (...not even really that useful for anything except presence). 4D got no respect from anyone with a little match up experience, so that's out. Volante has relatively little to no block stun, so unless you were close in already, it pretty much just reset to neutral. Fuoco and 6D everyone can react to VISUALLY, so they are pretty much there to force the opponent to jump over rather than be good pokes. 8D is good at catching airdash spammers and chicken blockers in the corner, but that's about it. And brio is our godsend massive air poke. There is nothing here that would make me get jumpy. The only real threat in this fast paced fighting game of these is brio, so I'll just sit on my ass to avoid brio and avoid/react to everything else. Every character has better control of match flow than carl (except tager) in CNO because they can just wait for everything. See 6D/fuoco? Just react and jump it. See nirvana just sitting there active? Probably waiting to AA me with brio, better just wait to jump in and have him waste it on another useless move. Tennerezza removes all that. It's a threat. It's faster than volante, has as much stun as 6D, has vacuum, and has slightly more reach than 6D from what I can tell. People will get jumpy from that, because that will lead to carl pressure, and people getting jumpy means brio is going to hit them A LOT more. Carl lost quite a bit of damage this time, but that's ok. I always felt silly gaining 50+ heat a combo to always super or save for a CA. His neutral has always been a major problem, and now it's finally going a step in the right direction. My only real biff with CP Carl so far is people saying Ada meter is much weaker overall this time, but only when I get the game myself will I judge, so I won't worry about it for now. Also before anyone bothers, our Carl options in CNO are just lol terrible. 5C, 6A, cantabile, dash-a-gretto, IAD. Only viable one is dash-a-gretto, and it doesn't do much except make them hold back. The rest are what we do AFTER an Ada move connects or to cover Ada so she doesn't eat 5C>5D from every Rags in existence.