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Xtra_Zero

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Everything posted by Xtra_Zero

  1. Also the kick followup is less guaranteed because you can't delay it to give Sol more range.
  2. Is it? I'll check it out tonight but it seems to whiff in combos where I could have sworn it would hit.
  3. Volcanic Viper's hitbox got nerfed hard. No longer the god-DP it used to be. Axl's chains can't be reacted to. You can react to him entering the stance but the chains themselves come out too fast. Pretty sure they can't be 6Ped. Despite them having hurtboxes they basically have to be dodged unless you read with BS or have something with a vertically disjointed hitbox like Ky's projectiles.
  4. He's got a bug in one of his moves where he can float himself indefinitely. It will likely be patched out.
  5. I seriously have no idea what's happening when I fight Bedman. Slayer does less damage compared to the rest of the cast than he used to Slayer can't 5H -> Pilebunker from what I've tried. Crosswise heel is pretty easy to combo off of.
  6. I think the higher guts rating is meant to encourage people to burn as much meter as they can when they get a hit, because your meter will be worth less in your next combo. It's also a quasi-comeback mechanic in disguise, because if we assume a tit for tat situation where P1 does a combo and then P2 gets a chance for the same combo, P2 will have more meter with which to do damage to P1 while P1 is still at 0 guts. This may in fact be why Guilty Gear generally has closer matches than other fighters.
  7. It's along the lines of I-No's Megalomania. Just a boss move probably.
  8. Chipp's theme still kinda sounds like Suck a Sage imo.
  9. Pretty sure it's not just the aspect ratio. Stuff that would obviously combo in #R gets pushed out of range in Xrd. I'll check again tonight but pretty sure Sol can't even j.S j.S j.D VV off of Wild Throw. VV was whiffing in lots of my combo attempts.
  10. Hah, whoops. Venom made a poison cloud while I was fighting him in MoM, turns out it was a MoM exclusive attack.
  11. Venom's poison move is REALLY obnoxious, christ. Perma-ball also seems good. MoM is pretty fun. Zato's HP seems very low, felt easier to kill than Chipp even? Sol's j.K seems to do more damage compared to his j.H and j.D. Either the latter were lowered or j.K damage increased or both. Sol Bandit Revolver does NOT auto-JI. Kind of difficult to tell what's going on when you fight Valentine. Probably because her short shorts are so distracting. Needs further investigation. Finding it hard to do dust combos because of camera angle chase scene.
  12. Damage is still pretty high. Guts rating is completely nuts or something in Xrd. I'd even argue that on average you are at half live when out looks like you have 1/4 left.
  13. Got to play a bit today. Played Sol. Sol, at least, feels slower. 5H range seems significantly shorter. Sol's attacks seem have less range in general. Game feels slower, but for some reason you have to input VV follow-up earlier? Like, you can't delay it as long as you can in XX. Valentine hovered and threw swords at me while I was offscreen. Potemkin super is awesome. Ky sword summon seems REALLY good if you can set it up.
  14. Right, that's exactly why it doesn't make sense. As it is, that's basically a random occurrence. If it happened during double-RC, you could potentially RC reactively and attempt to punish the opponent's RC for massive damage if your yomi is off the charts. Obviously the silly countdown timer should be removed regardless.
  15. It's really only the activation condition for Danger Time that's dumb, imo. It'd be way more hype if it activated when players RCed at the same time. Move clash doesn't make any sense. The music doesn't sound like Daisuke composed it. It sounds like some kind of imitation. Kind of like how the newer Zelda soundtracks try to mimic Koji Kondo's work. It's like they asked "What makes Guilty Gear music great? I know! GUITARS! As long as we have those it's sure to be good!"
  16. THE MUSIC OH GOD MY EARS WHY Okay perhaps a bit dramatic of me, but I am moderately disappointed from what I hear on the stream.
  17. I'm so excited for neutral YRC tactics and YRC wars lol
  18. I've got my doubts about it being so simple but we'll see in a few days I guess. There's a random Ringedge 2 within 5 minutes of my bumfuck nowhere apartment so I'm hype regardless.
  19. I doubt it. 6P doesn't automatically make other 6P-able moves suck necessarily. Even if 6P-able the risk/reward is still in Axl's favor, as if you guess wrong you lose 1/3 life and stay in the chain zone, while if you guess right all you get for damage is a 6P and the chance to get in on Axl.
  20. They do, but the hitbox looks like it comes out at the same time as the hurtbox or even before it, which is why Venom's projectiles kept trading (unfavorably) instead of beating it. The only reason Ky is able to beat it with SE is because he has an angle where he can throw SE but not be in the way of the chain. Axl still gets the hit as long as the character is in the line of fire, regardless of whether they hit his hurtbox. Obviously they're BS- and DP-able but I really hope you can 6P them or something because so far it looks like normals won't beat them very well.
  21. It seemed to trade favorably for Axl more than it straight up lost.
  22. Wow Axl's chains go completely fullscreen and are cancelable into each other AND do significant chip damage wow. wow. wow. what am I watching
  23. BD YRC would literally be the best wakeup option in the game. Even safer than DP RC because you can't whiff it, and at half the meter cost. I doubt BD can be YRCed.
  24. I'm excited to see this in action.
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