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Everything posted by pulsr
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236D into DD is probably the only notable thing he has. They need to make his 2b not ass and give him an air normal worth a damn. Oh and fix his god damn air throw that thing is such a POS.
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When I played her, she felt really neat. But she didn't necessarily feel good. All of her changes made her ... post mid game better if that makes any sense. In vanilla, I always felt the hardest thing about her was trying to land the first hit and that didn't change. So basically she's a weaker version of herself now. 5C dash cancel was probably the coolest thing, it looks super terrifying but I'm pretty sure it won't stop people from mashing against her. Xie says the air counter is pretty good, I'm not much of a fan of it since the recovery is like 10 minutes. SB Zio is pretty amazing now, but everything else is worse so I can't see her ever getting in legitly. And when you do get in you can hit them for a whole 2-3k yay?
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http://www.twitch.tv/pulsr/b/488337667 ravage my archives. Btw, purple throws work fine at high levels people mashing OS and what not make 2A throw a completely viable strategy. I go for it all the time and get counter hit throws all day.
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xxx 5d 6b x n
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Yup, Alive and living in Japan. Terumi just has to dance at poke range either gambling with a dash in or baiting a whiff. 2D is really good for those characters that air dash back and do a long ass normal as they retreat like haku or jin. It's pretty nice. Anyways, someone tell me how to do more dmg https://www.youtube.com/watch?v=LXrFIgxc3w0
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If you are aware of your starter you can sneak in a D,6D. Like if it's 5B for sure you can do 5b,3c, stomppppppppp, 2c 5c 3c 5d 6d. I forget how much it hurts the scaling since apparently shoving in Ds in your combo lowers your damage quite a bit. If you REALLY want to deal with back rolls you can 6c or super it. Sadly none of which can be done on a confirm. Though the best thing to do, is to put your self in a situation where you are able to punish a back roll with 5b. So that would be like.. after a 3c into nothing... I mean it too, no 3c 2d because if they delay tech you can get punished.
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5a, 6a 2b or j2d
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The problem with his 6A is that you can't confirm it. If you don't jump ASAP your moves will whiff and you'll lose your chance at momentum. It doesn't help that his air Normals are fickle as all hell too. I think he is Alright tier wise. If they don't have a dp how do they fight him? Crank out those overheads and confirm their IBs and you are gold. The opponent will build hella burst during his combos and I think that is potentially his biggest problem. Who enjoys getting hit by 2 OD combos in a round? I like him a lot.He is a huge footsie based character and it feels rewarding to play him. People can't whiff anything without it being punished for fatty damage. And did you guys see the video about post 6d mixup? I still run that and so do the Japanese now.
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[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
The j.s always pops up making it impossible to do a quick low. Though if spaced properly, it can cross up on opponents wake up. 2d - > 22hs -> j.s is an easy 50/50 -
[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
Yes. Chipps teleports are based on opponent and not distance now. 22k is always in front -
[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
Sols dive kick has a gun blaze effect, so if you can get him to whiff the kick part the explosion afterwards launches for an easy combo -
[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
They aren't using new voice clips. They reusing the old gg ones... So why would they waste time on mouth flap? -
[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
Got to play it for a bit while I was in akihabara with Xie. Over all it Feels incredible. I felt pretty much at home except for RCing. That thing hella freezes time. As far as I can tell all the hit boxes work the same. I only played sol, chipp, and may. May felt the most different, whereas chip and sol felt a little different but not by much. Sol's 2d dodges the world and what not. Oh, Ky's greed sever does not hit into the floor ( lost to Sol 2d). Sols kit is pretty neat overall, I really like it. Dust loop is pretty doable. May felt incredibly slow. HS is still plus but push block seems bigger. Sol 2s is still god probably +2-3 Chipp normals are pretty orgasmic as usual. The new 6p is great and can spam it pretty hard ( think Johnny 6p). Chipp J.s was changed to give him a weird hop thing. Hella warped the 2d 4 way mixup, but I think j.s and a properly timed HS teleport Will give you the same result as his old vortex. Chills teleports are great since they always go to the same positions: Front / behind / Above opponent. I'll have tons of time to check comments tomorrow since I'm off to Kyoto. Lemme know! Game is gorgeous! Oh, couldn't tell if there was button hold like bb- I think it exists. If you clash you go into a reeling animation and i strongly recommended Mashinf cause you stay stuck for quite awhile. -
[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
I might try to go to the loc test ;x -
My answer -> Garudyne.
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http://www.youtube.com/watch?v=e91QWaiTQ5E&list=UULXJMzL--7dDtgYa5onheCw&index=1&feature=plcp just do it.
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Shouldn't be anything new, but take what you want from it: http://www.youtube.com/user/pulsr?feature=mhee
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Mu-channnn.
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I think the true power in 6A is that you can mash it if they double jump :P
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I wish I could annotate your match so I could tell you what I would have done but I can't :P Anyways typically against Ragna I find it more important to get 236A out over Totsuka because he can't really do anything about it. I'll pick your brain about your use of Totsuka though- don't find it necessary to go in after your opponent after you setup two steins into Totsuka because 90% of the time (assuming the match is neutral) they will jump away and you aren't really going to get anything special out of that because your options are pretty limited. * Going in the air means you lose out on a high low game, and due to the recovery of Totsuka going for an air grab might be difficult since they should have more than enough time to mash something before you get there and going for a j.c means you are hoping they don't block it because if they DO block it your only option is j.2c and j2c + being that high in the air = free punish. Basically you lose a ton of momentum as seen here http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m18s (you ended up having to block, but right at the start you pretty much had complete control over Ragna) ... Don't think you need to Totsuka for the sake of Totsukaing* What is cool about the moment I linked ( http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m18s ) is that your Totsuka was done properish and I can explain why, obviously distance being the obvious one- he's full screen so it was free, but also the factthe 236A was out and he had to block it meaning he had to fall into the current Totsuka and at this point (where i mentioned you went in) you could have set up MORE steins and gotten ready to do another 236A to keep him at bay. I wish I could explain the "proper" time to go in, but I think as you play enough you'll understand when you really NEED to get in. The most obvious time will be like if they actually block a totsuka on the ground, especially if you have really far apart steins and you can take advantage of adding more steins to extend the bounce. *** After a burst http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m50s Here you went for 6D Totsuka but that 6D was useless because you already had a stein there lol (watch/memorize your steins). In that particular situation, your steins were incredibly far you even had one behind the one visible in that clip meaning burst -> totsuka would have put your opponent in a bad position because he's too far to do anything and all he can do is fall and since your steins had enough distance to travel you could have extended with a 6D, 2D_4D and gone for a jump in mixup. I think the safest thing to do off a burst (if you aren't watching steins) is probably 6D 236A. This was fun I should do this more... but I'm the worse mu evah -pulsr I'll see if I'm interested enough to do your 2nd one ( didn't really look at it :P )
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James never invites me to these things ;[
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Run up and 2B her again... she can't hit Plat 2B from the air.
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I'm probably the only thinking j.b is going to be sweet. j2C is a pretty big deal but whatever, 6A is better anyways.
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I bet you this is my universal plat answer to everythign... but... 2B her a lot.
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<- totally not dead, but my computer exploded so I've been without one for quite some time now =/