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Xtra_Zero

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Everything posted by Xtra_Zero

  1. To add to this, erratic underperformance is worse than consistent underperformance. If you know a move lags in situation X every time, you can play around it or take it into account. If it happens unpredictably, you've basically got Smash tripping in your game.
  2. For Hilda I just shield until I have enough free meter to 22C For Vatista I'm fucked because beams and flash kick Yuzuriha also fucks me for what I hope are obvious reasons. I have plans for Hilda and Vatista at least, even if they don't work. Even vs Gordeau and Merkava I have an idea of what to do. For Yuzuriha I have absolutely no idea whatsoever. I CAN say though that getting vorpal first in these matches is important so that you can zone back without killing yourself.
  3. For example, in the 5A/5B starter section, 5A, 5B, 2C, 6B, 2C xx 236A OTG, dash j.[C], 66C should be 5A, 5B, 2C, j.6B 2C xx 236A OTG, dash j.[C], 66C Unless I'm missing something really obvious, 6B hits but then won't let you continue the combo. J.6B works. Anywhere you see 6B -> 2C I'm pretty sure it should be j.6B.
  4. Yo just FYI, the Mizuumi wiki still has 6B in places where it should say j.6B. Could use some fixing and I don't consider myself good enough at Carmine yet to fix it.
  5. Re: new valentine: plz no. Get Mori out of my GG.
  6. - Dust is generally like Persona's 5AB, but a little more versatile and more like a normal move. There's also air Dust, which usually is a strong move with big knockback and big hitstun, though for some characters it's a bit different (Robo-Ky). - Input windows are tight but very fair. I think GG has a perfect amount of input leniency. - Re: "Free Jazz" combos: This is very true and one of my favorite things about GG. This is a result of GG's guard gauge, which is a mechanic entirely unique to GG. It's also slightly related to GG's damage scaling system, which rewards smart decisions very heavily and long combos significantly less so than games like BB and P4, which encourages players to go for crazy mixups rather than spamming optimal combo starters. - AC+ and +R are very similar (though +R is pretty unquestionably the better game). Xrd however is a pretty different beast in terms of gameflow. That said, you'll still have a significant leg up on people who have never played GG before. You can definitely use +R to ease into Xrd. - Tier gap in the later XX games is pretty minimal. None of the characters are unviable and none of them are dominating. Personally I think GG has been the most balanced fighter in town since #Reload. Some matchups have clear advantages and disadvantages, but thanks to the game's universal toolset and reward system they're never insurmountable.
  7. Thing is, while you're ducking, the mid chain whiffs, but if you run it doesn't. So if you block the low chain and then continue holding 1, the next chain will always whiff, but that doesn't really mean you can advance because as soon as you stand up the mid chain can hit you. Yes. This is basically what is happening. Haitaka cancel -> Haitaka is slow enough to see it, OR make a break for it, but not both. You can't wait for the animation and then run for it on reaction. https://www.youtube.com/watch?v=a6NzHWzGDrs This Sol seems to be trying to beat it with Fafnir. I can see that working on the mid one after blocking the low one. (Unfortunately he gets read every time in the video lol)
  8. Maybe someone here can help me. I've been playing on and off with Sol since release and I still don't have a solid strategy for Haitaka at fullscreen. I have to make a guess at some point because if I don't chip will kill me. I can't jump out and block because he can cancel the whiffs and just force me to block more. There are options, but all of them are extremely high-risk since any hit from Haitaka turns into 30% damage and a free ride back to the corner. At the end of the day I can't think of anything that isn't just a high risk hard read. Do you have any suggestions?
  9. Yo here's a burning question I've had for months: What does Sol do against Axl's stances at fullscreen?
  10. I didn't even know there was still a scene for AH. If people play it I don't see why not.
  11. Dizzy YRC on all projectiles sounds bonkers.
  12. Looks good dude. You're doing something right! Keep at it.
  13. How are Shining Gundam and Ez8 looking?
  14. Yeah I've been saying this all along the game actually IS slower. Everyone's movement speed has gone down.
  15. This. This was why CT was unbalanced but still fun, and why CS and CS2 were more "balanced" but boring. CT had some of the most ridiculous matchups, even worse than #R Eddie. Almost like Super Turbo where there were just some matchups you didn't play, but characters still did high damage and so could still take matches off an early read even in the bad ones. Then CS and successive revisions came and nerfed everyone's damage, calling that balance, which just made it take longer for people to lose the same matchups, and made it less likely to keep your momentum if you happened to get an early read in a bad matchup.
  16. It's not nearly as bad as tripping, but it is unelegant.
  17. I think it does. It basically raises OD damage to what it was in XX. In my experience it happens rather frequently, like 1/2 or 1/3 of the few clashes I've had.
  18. I can confirm this, it's happened to my Slayer clashing 2P with something. The timer is fast, but I'd still rather just have the clash last twice as long and the background turn dark or something. I'd also rather have it be consistent (happen on all clashes or no clashes, or change activation to simultaneous RC).
  19. This is one of my favorite things about GG. Despite it being pressure heavy and combolinkschainrevoleverinstantfortressgutsblahblabhalbhablah a few good normals in the right spots with some good blocking goes a LONG way. The game is still focused on fundamentals despite the potential power the game gives to leetcombomasters running top tier. Mostly a result of utility move templates and the damage scaling algorithm. XX had a really good damage scaling algorithm. About M.O.M. MOM is really fun. It's like XX mission mode meets BB's Abyss mode meets AC+'s Survival mode. You get a grid of character battles to select from and based on which you choose you progress through the grid and unlock more until you hit a key battle marked by a star on the map, where when you beat that battle the cleared battles reset and you can play them again, and the borders you were blocked by beforehand are lifted and new higher level battles appear. Your HP heals a little bit between battles but otherwise carries over. My arcade lets you play through 10 battles, the operator can probably change this. Each battle has specific conditions, kind of like XX's Mission mode, and they can get quite difficult. Right now, for example, I'm stuck on a Slayer battle where he takes almost no damage and has multiple life bars, but is weak to Blitz Shield. Because of how difficult things get, you may actually need some items/buffs to complete them. If you lose all your HP, or run out of time in any battle, you lose the set and get game over. Your progress is recorded via your AIME card. Each time you start MOM mode, you enter a shop, where you can buy stats, equipment (you get 4 slots for equipment, equipment has stat requirements), and moves (you get more 4 slots for moves, they also have stat requirements). Extra moves are performed by a combination of Start and a direction. They're generally copies of other characters' special moves, timed buffs, HP/MP restoration, or items you throw on the field. They all have recovery animations, but you can cancel into them from normals, RC them and so on. After each battle, there's a short window of time where you can still move your character. When the opponent dies, they drop a chest. During this short window, you can run up and attack the chest. If you hit it enough, it opens and medals or HP restoration items come out. There's also a chance that you'll earn that stage's item (predetermined before battle and specified on the map). There are different types of chests, determined by color. Regular ones will open with just 3 hits of any move, some require hard-hitting moves, some chests will bounce around when you hit them, some chests will hover high in the air offscreen, some require certain elements to be used on them, etc. The non-regular chests are kind of difficult to open within the after-battle window, even if you know what you're doing. The mode usually lasts longer than arcade mode and is generally more fun anyway, so nobody really plays arcade mode anymore from what I've seen.
  20. Chipp and Axl are required fighting game archetypes. If they were omitted, they would have been replaced by characters with similar mechanics. I-No is pretty important to GG's semblance of a story, and was relatively popular. Jam and Johnny aren't particularly mechanically unique nor storyline important nor even that popular afaik, so I'm not surprised they're missing. Dizzy is both mechanically unique AND canonically important, so I'm surprised she's missing. tl;dr: ASW rolled some dice for characters who the fuck knows
  21. Sol/Ky are harder than XX, imo. Not many people played Chipp in XX because he had trouble winning and died in 2 combos, sometimes one. On top of being bad, he was also hard to play because of his speed. His health and damage seem much better this time and he has some new tricks so he seems good, but you can still lose easily if you aren't familiar with him because good offense w/Chipp requires a billion decisions per second (down from a trillion in XX). It's going to take some time before new Chipp players populate the Chipp field is all because few people played Chipp seriously in the first place. shurrickuns: I haven't seen anybody do it yet but there's a way to delay the shurikens in the super so that they hover in the air for a bit. Looks ripe for tricks and wakeup RISC crank.
  22. Chipp IS good. His HP is fine, probably not even lowest in the game anymore, damage output is pretty high. FIND ME is actually useful now, and it makes a significant difference. Played with GV some more. You can dustloop out of it, 2H GV works, and it's RCable on block until Sol flies off into space.
  23. Yes, all DP-type moves have lost RC on block afaik. Which is what seems to have happened to GV despite it not actually being a DP.
  24. No no, like, you can't RC at all. No purple, no red. Probably no yellow either. You just get a big red X over your character indicating NO RC ALLOWED. FOREVER UNSAFE, FOREVER IK.
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