Banoffee
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I've been thinking about this for a while and need to get something off my chest. Even in this thread I'm seeing the wrong behaviour. I'll propose at least part of the reason why GG gets shafted unfairly. "Anime" needs to go. Anime games, Anime community, Anime FGC, just stop, please. "Anime" has a huge stigma in the west. It immediately brings to mind neckbeards with Sailor Moon hug pillows and weird anime clubs at your school. Look at it from the average gamer's perspective. Maybe most people don't want to be a "member of the anime community". Or to be associated with such a thing in any way. If you all step out of your dumb twitter circles for 5 minutes you'll see it. I'm not exaggerating, it's a serious issue holding back GG outside of Japan. The more sensible people out there are probably thinking to use "Airdasher" instead. But that's misguided in a similar way - it's a subcategory that doesn't need to exist. You play Guilty Gear, say you play Guilty Gear, or fighting games. It's not hard. Or else you'll be stuck playing second fiddle forever. Japan doesn't subcategorize themselves like this at all, players or developers. Arcsys has never referred to its own games as "anime games". Always fighting games or kakuto gemu or whatever it is. Take a hint. And follow their example. It's really going too far now. Red Bull just posted a bunch of "Anime" and "AFGC" shit on their eSports site. CEOtaku, great an event as it is, is an example of how deeply rooted it's become, and now in an official capacity. Many other tournaments have what they call an "Anime Room". And do you remember Mr Wizard being handed a literal anime pillow on EVO's main stage in front of tens of thousands of viewers? Whoever that was, thanks a lot, fucking idiot. Do you see what I'm saying? Don't get mad about your game being treated like a lesser thing when it's your own fault.
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Maybe it's related to the opponent's pushbox, or origin on the x axis? Like it has to connect with the character's center so that the pulling animation doesn't look too weird.
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Banoffee reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Banoffee reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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I don't know about EW but DOT was already 85% forced in 1.0. It's just missing in frame data lists. Easily tested with max risc.
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Banoffee reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Is it really that big of a nerf? CH DOT is rare, it's a risky strength for a move to have and definitely not worth making it shit in every other regard. I'll happily take the full screen punishes, real corner carry and stun damage over unsafe CHs.
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Did Taka not try 2P > 2S after CH PB? That was the reliable combo in #R/Slash.
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The characters that relied on crucial high damage combos in #R (Slayer, Potemkin) are worse off in Xrd because of the higher guts. What would have been a pivotal CH in previous games is not such a big deal here.
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Sadly no, the OTG hit forces the opponent to stand up immediately so they recover before you do.
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Found something cool today, searched and couldn't find it so here goes. ICPM can be YRC'd on OTG hit. e.g. full screen Slide Head -> TK ICPM -> YRC. The timing is slightly after the second hit, when the opponent starts their wakeup animation. It's confirmable and you end up right on top of them with good frame advantage, for only 25% meter, so I think it's a really good full screen option. Makes me wonder how many moves have these late YRC points.
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[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
No, I mean you react during the YRC screen freeze which is something like 18 or 20F (I forget). And you would be looking out for the YRC startup frames moving instead of staying still, not the backdash itself. I don't have the demo to really try but I think the fact that it hasn't totally dominated the game since its discovery suggests there's something wrong with it. -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
Tbh I'm still not convinced that this is a real thing. YRC startup conserves momentum so you should be able to see the character moving backwards before the YRC effect and have plenty of time to react. -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
The RC notes video hasn't been posted here yet but I'll ask anyway http://www.youtube.com/watch?v=ocFBgZz8278 It says YRC can be done "on whiff". That implies you can do them after a move has become active. I thought this wasn't possible, at least I've never seen YRC used "on whiff". Does anyone have examples of it used like that? Excluding projectiles. -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
That looks like a one-time gimmick to me. If she can't airdash or otherwise delay an attack after the YRC then you should be able to react to the backdash and OS block high then low. Depends entirely on how hard it is to see the backdash animation. It was pretty obvious in that one clip though maybe she can cancel it earlier. -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
You're right, forget the tiers part, "stable" is a better way to put it. Actually I wonder if 5H RC BB makes Sol too stable in this game too. Can he get a dustloop from midscreen? Like airdash j.D? -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
IMO dustloop is better for the flow of the game as it's corner only. It feels more rewarding as you need to land a short combo or two before you can even begin to set it up. Sidewinder makes Sol "stronger" tier wise but the long loops anywhere on the screen off easy starters just feels like blazblue and is annoying after a while. -
[Xrd] News & (Theoretical) Gameplay Discussion
Banoffee replied to Shinjin's topic in Guilty Gear General
Rolling removes options from the attacker.