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Everything posted by Mumm-Ra
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There's always that one guy that asks if nobody cares about x in a thread about x Do we know the specifics of how GCOD works already? Because everyone's damning it as the worst mechanic ever created even though we haven't even seen it properly nor know how it works exactly yet. And it's also a loketest, so even if it turns out to be retarded right now it could not even matter in the long run
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If c bug guard breaks I guess that arakune's best bug to throw out after a curse combo will be c bug now instead of d bug, that'd be pretty funny to see. The opponent will need to barrier at all times wich means that they're more prone to getting into danger state and then guard crushed, wich means huge damage. It'd be pretty cool for gc cbug to stay.
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Arakune got a wall of nerfs like always, lost his main combo path (6b>jd), JC doesn't hit crouching opponent it seems (lol), and pit super doesn't track anymore either, the OD "buff" is more like a nerf to me too. It's not instant full curse meter, the curse meter you had before od is the aumont of curse you're getting, alas any d move in od meant full curse before. I'm ok with the od change, and even the 6b>jd change, but the j.C change and the pit super change suck, hopefully they don't stick. Then again this is loketest so let's see.
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Bullet seems hella strong now? Dunno, hopefully this means you can't play her by smashing your dick on the controller anymore.
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Losing rising j.c is pretty bad, hopefully that doesn't stick.
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Just got the game, expect me to ask dumb questions in the near future
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We aren't I guess? Just like in CT, 6B was the designated "get off me" move that was used to throw a cloud afterwards. Then again cloud was super strong in CT so... Also in all games but CP you could combo j.C>j.D, so I hope they either buff j.D a ton or make it comboable again somehow, because otherwise fuck that. I just realized that a slower Cbug fucks up a lot of setups and even the main curse combo path depending on how slow it is, we'll have to wait and see.
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It means 6B>j.6D doesn't combo anymore, back to the CT days? These changes aren't so bad, the only one I really dislike is FoG not tracking anymore, hope they change it back. C bug guard crushing sounds pretty strong,I don't believe it'll stick. Also yay 5D JC! Hopefully these CT like changes mean that CT j.D is back (god I wish).
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[Xrd] News & (Theoretical) Gameplay Discussion
Mumm-Ra replied to Shinjin's topic in Guilty Gear General
Kenshin himura is also a punk-ass bitch, Saito4lyfe Not a fan of this new character either but eh, bring back the old cast already. -
I don't think you could get a full damage combo, but getting your opponent cornered and ready to get cursed again in the first 20 seconds of the round? probably.
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Nothing, also the curse duration doesn't have anything to do with the OD duration, since even a 3 second OD can give you a full duration normal curse. This also means less to people that actually know how to play Arakune since you should be capable of managing the curse meter if you're playing him. I also play Arakune and I think this is ridiculous. Not Koko 1.0 ridiculous but still, not a good move on ASW's part, maybe having the curse meter fill by itself over time, or instantly fill 50% curse meter or something, not friggin; 100%, you could instantly curse anyone with a OD combo anyways, this just makes one of the hardest (Blazblue standards) characters more breaindead.
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It's a loketest, don't go nuts over this (yet) guys.
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Well there's the instant curse combos but that pretty much is shoving OD into any combo that goes into j.D for the curse, also you could do the corner recurse (uses 50% meter) wich is curse combo>OD>FoG (pool super)>neutral j.B (all hits). This recurses the opponent because the opponent is forced to tech before the last hit of Fog wich is unblockable after the super goes into it's animation iirc. The important ones are the instant curse ones though, anything that goes into 5A>6B>OD>j.6D>6BDbugs>SJ or forward dash>slow cloud>land 6A for oki, 5C>(j.AxN)>j.C>OD>j.D>5Dbug>land>6A>slow cloud, etc.
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Waldstein Infinite Discussion (Tournament Legality)
Mumm-Ra replied to Tigre's topic in Under Night In Birth
The only way I'd let this slip in a tourney is if the loop was permitted to be used in the last 10 seconds or something of the round, and even then I voted ban. Isn't this getting patched anyways? -
There's a few ways to go into Wheel (j.236c), like j.D in the corner, a stray A bug, etc. Most setups use the Cbug/Dbug or Bbug/Cbug duos as starters though.
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The OP's pretty outdated, the best place to look is in the video thread, either combo videos or actual matchups, most mixups from CS still work in CP (with some adjustments on a few) so you could take a look at some CS videos too.
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It means that the opponent is now cursed and you can run any of the mixup setups listed in part 3; THEN you can go into a curse combo Regarding your 5C>RC>5D question, i'm not a big fan of that combo (there's way better, meterless combos) but I believe that you must RC>5D very fast after the third hit of the 2C since the hitstop of the first four hits is pretty short, it's a matter of timing, so keep practicing until you get it,
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1) They should, there were no changes to Arakune's normals in 1.1 as far as I'm concerned. 2) Arakune's curse combos got considerably shorter in CP due to Same Move Proration and bugs costing tons of meter now, but you can add either Midscreen: >5D (just before the D bug rises)>22B>6A>... >>5C>laser(x2 if available) for the kill >>6B>6D for recurse shenanigans Corner is the same, but you should use 22C instead of 22B. These enders should only be used after you ran out of curse meter or are going for the kill, otherwise you should run corner carry/unblockables instead.
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The j.4a+b should actually be j.44a+b, as in air backdash, wich puts distance between your opponent and you, allowing the second j.D to hit. For the combo to work you need to do the first j.6D as close to the ground as possible (via barrier air backdash) to be able to do the second j.6D quickly enough for it to hit the opponent. It is possible, so if it doesn't work just keep trying.
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Why's that? And to add to my question, who's closest to ABA in this? Not a fan of speedsters or grapplers, but i'll give him a try when I get the game.
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I know i might be opening a can of worms, but, Who's the most high risk high reward rushdown oriented character in the game? Huge damage is a plus. Pls respond
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Yeah like tsubaka, hazama, mu, platinum, relius, bullet, amane, azrael, kagura and terumi edit. Completely forgot izayoi, that broken mess.
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Hopefully there will be a slight change in Lambchops' design 'sides colors because otherwise that'd be lazy as fuck. Inb4 one has a halo and the other doesnt.
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[Xrd] News & (Theoretical) Gameplay Discussion
Mumm-Ra replied to Shinjin's topic in Guilty Gear General
Sol's double confirmed for smash also they should've kept his pachinko design, oh well, at last the jacket is in his DI -
I meant the catalog, whatever the hell that is (I guess it's the R patch), I couldn't find it anywhere on the console marketplace, what the heck? The game had no add-ons available or whatever on my friend's 360, is this a thing? Can the patch only be downloaded with a computer or what?