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Banoffee

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Everything posted by Banoffee

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Did Taka not try 2P > 2S after CH PB? That was the reliable combo in #R/Slash.
  6. 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.
  7. Sadly no, the OTG hit forces the opponent to stand up immediately so they recover before you do.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. 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.
  15. Rolling removes options from the attacker.
  16. It looks like you can enter Hell Fire state without returning to neutral if the opponent uses an RC: http://www.youtube.com/watch?v=5B_0ssd8dyY&t=23m3s
  17. "Reversal" is on the right, partially hidden by the "Rejected" message
  18. During the loketests it was mentioned that you can't blitzshield on wakeup. Apparently you can: http://www.youtube.com/watch?v=h5LD-DBUdS8#t=54s (apologies if this was known already)
  19. This is probably too specific but did you notice how air IB pushback works in Xrd? In X/XX it always reduces pushback to zero, which is nice for punishing bursts, bringer etc, but in one of the earlier loketest vids Zato air-IB's Greed Sever and gets pushed away as much as a regular block. Any change since that loketest?
  20. Is there a lot of talk about Blitzshield and its effect on the game? I mean is there some awkwardness to using it or does it really make every move with 20F+ startup totally useless? e.g. Sol's BR and BB, Faust's doors, I-No STBT, Axl Raiei etc etc...
  21. So Ky doing good damage is "retarded" but his nerfs are "dumb" What the fuck do you even want dude. f.S -> 3H -> GS is a nice meterless abare buff and DC w/ Split Ciel YRC etc improve his neutral game. You could wait a bit longer than two days into a non-final version before acting like he's F tier.
  22. GG is a well-explored game but there are still some cryptic aspects to it not documented in any kind of detail. This post has some things I found with PC #Reload and a memory editor. #Reload is an old version but it's likely that AC+R works the same way. It's very rough and probably incomplete but hopefully this is useful to someone. If anyone else has system info like this, go ahead and post it here. --- COMBO SCALING Besides damage scaling, there are 3 kinds of combo scaling in GGXX: - Untech time - Pushback (corner only) - Gravity Gravity is affected only by the number of hits in the combo. The other two are governed by a combo timer. While the opponent is in hitstun, a timer increments by 1 each frame (60/s). Hitstop (the freeze that occurs the moment an attack connects) does not stop this timer. The combo timer maxes out at 960. (16 seconds) Proration, guard gauge, number of hits etc do not appear to have any effect on the combo timer. Only time matters. So basically, you should try to avoid leaving any time gaps in your combo and land hits as fast as you can. This can be verified without a memory editor by doing identical stagger combos with different timing (e.g. Sol 6H RC loop with gaps in between) and observing the difference in the followup combo. This is just speculation but I think it conveniently explains why some moves have unnecessarily long animations, like Wild Throw. It gives a sort of "untech proration" by intentionally wasting time. TENSION PULSE Starts at 0, ranges from -25,000 to 25,000. Has a special minimum of -12,500 enforced by negative penalty. I remember reading (forgot where) that there is an "upper limit" that can be reached only by Instant Blocking. In #Reload at least, this is false. The 25,000 limit can be reached without IB'ing - it just takes a long time. NEGATIVE PENALTY This is not as useful as the combo scaling stuff, but no one really knows how Negative Penalty (NP) works, so I got curious and decided to investigate. It's a bit more complicated than you might think. tl;dr If you want to play runaway style, stay as close to the opponent as you can manage, land stray hits every 15 seconds or so, IB as much as possible, and don't touch the opposite corner. You have a primary NP gauge (just called "NP" from here on). Defensive actions increase your NP. It starts at 0, gives you a warning at 6,000, and hits you with the penalty at 10,000. It cannot go below 0. This gauge is like a slippery slope - the higher it is, the faster it rises. For scale, Sol's backdash adds about 680 at round start. NP gradually falls back to 0 by itself. This is the ONLY way to reduce NP. It CANNOT be reduced faster by acting aggressively. NP is proximity-based. The further away you are from the opponent, the faster your NP will rise. The difference is about 2x. Within a certain range (1 Anji width) you will not gain any negative penalty at all (except for the NP counter effect below). NP is not directly caused by Tension Pulse, but any NP effects are scaled by it when your pulse is negative. There is also a separate NP counter, which is much more sensitive to character movement. It ranges from 0 to 1,800, and while it is above 1,100, your NP rapidly increases. This counter rises at a constant rate (about 65/s) while you're being defensive (including standing still) and falls at double that rate while you're moving forward. Other things that reduce the NP counter: Attack opponent (blocked) - 250 Attack opponent (hit) - 1,200 Opponent attacks you (hit) - 450 Opponent attacks you (block) - 450 (unless you FD, in which case it has no effect) There appears to be a THIRD NP counter which increments while your back touching the corner (even if the opponent is close to you!). I can't seem to find the variable(s) that control this one so I can't give any details, but it definitely happens, verified by freezing the regular NP counter. --- Once again, this information is from #Reload so take it with a grain of salt. Any of the numbers given may also be character dependent. I tested with Sol vs Anji - combo scaling stuff belongs to Anji, TP and NP are for Sol. I'd like to check out the guard gauge too so expect some info about that eventually.
  23. The new Undertow animation might be another Alberto reference (pic), the similarity is more clear in motion @Anyone at the loketest: can 5H/6H moves can be YRC'd on startup for 25%? i.e. 4H~KS to attempt a throw and RC immediately if it whiffs. A completely safe throw OS might be okay if it costs 50%.
  24. Its startup was changed in AC, so that you couldn't combo it off fS at most ranges. I think that's the only change. You kind of had to space it in #R as well (couldn't be too close). I'm watching a clip of Stun Dipper in Xrd now and the startup looks fast enough to be #R. While I'm here Xrd Ky 2H is the Slash version (2 hits, JC'able)
  25. I think I figured out why that was nerfed (and 2D) - it's because those moves combo into Gunflame midscreen. 2D counterhits frequently and 6H staggers (or used to). GF combos could be a huge deal now because a few reps of GF FRC -> CLBB will lead to absolutely disgusting damage anywhere on screen. I guess they just wanted to limit that. I haven't seen any japanese players attempting it though, either GF doesn't actually combo into CLBB (pretty sure it does) or it's impractical because burst kills your clean hit modifier and you just spent all that tension on nothing. Still I'd like to see Sol doing some wicked tension-heavy death combo even just for the novelty.
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