-
Posts
5,642 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Errol
-
It's hard for me to see tsubaki:bang not being bang favor. Pretty sure Kiba doesn't like this matchup either (I think this is a fallacy called appeal to authority). Valk's wolf 5C got buffed (blockstun) so you can't ib 5a him out of I think 6D wja anymore. anyway, lots of chars got nerfs, so the chars that didn't get hit so bad are of course going to be enjoying this version. Like Valk.
-
Dreize? Early Japanese tier lists...? It hasn't even been a month! A ラグナ ν ヴァルケン バング カルル ハザマ ライチ B アズラエル ハクメン タオカカ イザヨイ ジン C μ ツバキ マコト Λ レリウス バレット アラクネ ノエル ココノエ プラチナ テイガー カグラ D テルミ セリカ レイチェル アマネ A Valkenhayn Ragna Nu Bang Carl Hazama Litchi B Azrael Hakumen Taokaka Izayoi Jin C Mu Tsubaki Makoto Lambda Relius Bullet Arakune Noel Kokonoe Platinum Tager Kagura D Terumi Celica Rachel Amane
-
light moderation is fine. Not sure what else there is to be done. Social stuff I pretty much moved entirely over to twitter, since the crackdowns on the netplay thread. I am mostly here for the specific purpose of talking about the game when I am now, and that seems to work fine, mostly. Some forums have it better than others.
-
No. Let's get back on track. can someone translate these two tweets? https://twitter.com/No_104KANA/status/523248963999125504 I think it is gameplay related, Thank you.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Errol replied to Shinjin's topic in Guilty Gear General
huh, why did this game never have a mook? not popular enough? -
it means very difficult.
-
New rachel definitely feels a couple notches more difficult. confirming got bumped up another notch in difficulty, and tightness of combos, gotta do things exactly right to get oki, don't fuck up. Burn your wnd and you can be really fucked. New 6A hurts. It's pretty good still but I don't think it's one of the top of class antiairs anymore.
-
That's right. the reason you use 5cd is because 5cd on top of 5c being good damage is, it pushes you in close to the opponent, and leaves you close when you start 6C, so it combos into 5c from a pretty good distance, and it combos to 6c easily. though there is some flex, and I've been trying doing just 5C>D>6C., just to try to get it a bit more consistent. it occurs to me that neutral 6CD will probably be better served by doing 5D6C too. But with the large buffs to 6C damage it can be pretty nice to do 6CD and just 8D it twice too.
-
JC floats during 5D wind, exactly the same as 6A. 6A still floats during 5D wind. Some notable differences. 6C prorates once with a p2 of 91 now, which is not bad. 5CD6C can be done from farther range than 5BD6A was able to be done. 6A has hella recovery now so you can't do old 5BD6A dash 5B combos. you have to 5B, 4B, jump cancel, crush trigger basically to continue doing anything. 5BD6A4B>5B6A236A works pretty well now, but still doesn't work on hakumen even though it seems like you are on right on top. fuck hak. 5CD6CJC has some pretty nice corner carry right off the bat, and puts them at a nice high height for landing various combos that are less char restricted. JC> 236A is good for jab starters, I haven't tried this. JC> dash 6A236B is nice. JC> dash 6A>delay 236A also works JC> dash 6A4B also works. JC damage got buffed to 700 so it's good in that regard too. You end up being able to land a pretty long combo, even off a jab, and end with double oki if you end in the corner. You have to be careful not to jump the gun with your wind, or your 6C won't stay on top of them till the end. New thing to get used to a bit because I think most people did 6CD before. You have a bit more time to confirm now because 5C is faster. 5CD basically works, but if you press 5CD too early (while doing another move, 5B..) 6C will fall short.
-
They seem to have fucked up balance good in this game, sadly. Probably switching to valk after console hits.
-
it's worse on hit but it's hella fucking worse on whiff and on block. it simply hurts neutral without using wind a lot, which wind in neutral got a lot harder too.
-
It is much worse. JAJB5C is a harder confirm to go for. if 5b6a won't connect after 5cc you're in a difficult position because 6a will whiff unless you dash right into them. and if you dash right into them you're so close for just rolling out. perfectly spaced 6a 4b 3c is fine but it's much harder to do the spacing in this game. Using 1 wind to touch the enemy and having 3 to break down, or use in a following combo is much different from having 1 wind after you touch someone and not being able to do any kind of real combo. lili combos don't give you back all of your wind and let you set up pumpkin and frog. you're stuck with still probably 2 wind, and only frog or only pumpkin. and 6A is really really fucked up now. probably one of the longest if not the longest to recover antiairs now. there are some better combo paths, but it doesn't make up for the wind loss. basically, you could do similar things in CP by burning an extra wind on all of your combos, and you had the wind to do it. on the other hand many 6a hits require a wind to combo now, and many didn't in CP.
-
5DJC floats now, so the best midscreen route is probably 5CD6CJC>stuff. The new 4b gatlings enable some combos that didn't work before. for example a throw combo, you can connect 6A4B after iris in 1.1 but they bounce too high to hit with 5CC. you can just do 6a4B5CC now. the 6A nerf in neutral hurts quite a bit. total duration is more than 10 frames longer I believe. You can't even connect 5b on 6aCH I think. so have to find out what the combo will be there.
-
5c is faster, not much faster. 5cc on whiff is much faster. 5c is probably 14 frames now, same as 6b. new 3c isn't good, it's a pain. there are a bunch of new combo routes which will let rachel do more with less wind.
-
that is how it is worded, but the effect is that rachel regens wind at the same speed up to 2 stocks, and super slow after 2 stocks (takes twice as long to regen to max). it's more like rachel's wind acceleration was reversed.
-
that depends how long you're in counterhit recovery right? if we saw them GCOD through houtenjin and not get a CH that'd be definitive, but hells fang isn't CH recovery till the end.
-
I'm not sure what the deal with the frame data is, but it seems like lvl 1 and lvl 2 of his drills have vastly different active frames from lvl 3? it seems like with lvl 3 if you did GCOD pretty early you could punish. Lvl 1 and 2 seem a bit different. Not sure.
-
amane's drills have long active but also pretty good recovery. GCOD is longer duration which I think means longer invuln too. I'm thinking if you GCOD when the drill is coming out or even before it you'll get a punish.
-
I remember a tweet about lvl 3 drill that ended up being a hoax. I also remember a tweet about Rachel that was spread as info when it was just a list of possible nerfs. Probably the same. Also, seems like ODGC would handle the drill stuff pretty well anyway.
-
are you sure it's additional hitstun and not reduced proration or something? additional hitstun would potentially make impossible things possible
-
It just depends if they change those DDs to be followupable in OD. They did it with tsubaki's C DD. PF already has an OD version that can't be followed up. You CAN follow up the normal one by going 3/3/0 only. I think OD BBS is good but I don't think it will particularly relate to ODGC. OD fenrir followups.. corner only right now isn't it?
-
All universal mechanics benefit everyone, but how it affects balance is different. Some chars benefit more and some chars benefit less. Some chars might be more vulnerable to GCODs and some might be less. Some chars might have stronger options after using it.
-
Tsubaki is decent at best. now let's move on. The topic was OD Guard Cancel. We identified Tager, Hazama, and possibly Arakune and Tsubaki as good candidates for benefiting from this. Anyone else?
-
This is not my fault.
-
Strong OD can be pretty simple. OD is pretty plain for Ragna, Jin, and Noel, but still pretty strong. The ability to use it like an RC basically, and get instant access to a good combo extender is quite powerful. Ragna can just immediately get 4k dmg and corner carry off a full health OD cancel. Many others are much more questionable, but whatever. I don't think that just buffing DDs for all characters was a great answer to that.. Maybe they'll take note of characters with bad ODs and compensate by making the OD DDs nuts though. I think it's not very interesting for OD to just be a tack on more damage with DD thing though..