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Everything posted by WolfCrimson
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Usually works against Hakumen trying to airdash in. BTW, here's a funny thing I do: If you land a far 5b (which can usually only continue into 5B>5C>HF>follow-up), hitconfirm it into a 5C and then IAD and j.C in such a way that as soon as the airdash ends, Ragna'll be facing the opponent and close to him when he j.Cs. This can serve as a nice reset if it hits which leads to a stronger combo, or if they block it, you'll be close to them so you can apply pressure.
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Here's an FC combo that uses up 50 heat, but it doesn't do that much more damage than the best FC meterless combos. BUT it's universal: FC 2C > 5C > 6C > DC > 3C > 22C > RC > dash 5C > 6C > DC > Deadspike > dash 5C> SJC > j.C > j.D > DJC > j.C > j.D > Belial Edge > dash 5D > D ID (2) > Upper > Straight > reverse dash 3C >22C ~6200 damage, gains 48 heat (-50 at the beginning).
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To play? Hakumen vs anything except Tager and himself. To watch? Anything with Ragna, Tager, Hakumen or Hazama.
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That's true.
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@AXIS: Character combo rate does not affect hitstun proration and decrease. So the new combo rate just increases his damage.
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Hakumen's counters can't counter unblockable moves.
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What Pachi needs to do with the Guilty Gear franchise
WolfCrimson replied to tataki's topic in Guilty Gear General
@tataki: HELLL YESSS. After seeing 3S:OE being made, why can't GGAC get the same treatment? There's a petition already for the same idea by Arvoyea, though. -
Hmmm... you can contact the company itself through their official english website at http://www.arcsystemworks.com/contact.html, they have addresses there you can mail the petition to. Don't forget to cite SF3:3rd Strike Online's success and how GGAC+ is a much better game and would be just as if not more successful.
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Anyone know what this song/soundtrack/theme is from?
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All according to plan. (fuck "keikaku").
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OK, but what is the case in this situation?
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But that's for moves that always have a set animation whether they hit or whiff. This isn't the case for Gadget Finger.
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Wait wait wait guys, why are we assuming GF has a minimum duration of 24 frames? How was it calculated? The recovery listed, isn't it for when the move actually connects?
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I don't think so... I think the recovery listed is for when it hits, not whiffs.
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I know, and due to this, since Tager's a grappler character, I think it'd make his close-range game really scary.
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Wait, the one I mentioned only picks up downed opponents, not standing or crouching ones. It behaves like normal Tager gadget, not U. Tager gadget.
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Errr... I dunno what U. Tager can do. So if that's what he can do, then yeah.
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Yo yo yo, I'm feeling pretty crazy right. I'mma gonna put a guard break on your discussions about guard breaks and bring something completely new. It's HYPOTHETICAL BUFFS TIME! I want to hear Tager mains ideas and opinions on this hypothetical buff: You know how some characters in GG have like a stance cancel move? Like Johnny has mist stance cancel and o-sol has charge cancel (been playing some GG recently). So I thought: if Tager had a way to cancel some of his more unsafe shit so that it's safer, how would it make or break Tager as a grappler? What I have in mind is this: What if Gadget finger does not require opponents to be downed previously to be able to use? Like you can just cancel his normals into Gadget anytime and let it whiff, but benefit from GF's quick whiff recovery, and even pull them closer a little if they're mag'd, and prevents them from backdashing or jumping out since GF grabs those. Of course it can still catch downed opponents, and it would only be used after the current normals that are special cancellable. What would Tager's close-range game become?
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"Disappears upon being hit" means when Ragna is hit before the projectile dog thing hits the opponent. So if ragna is hit during startup just before the active frames, the dog graphic still comes out, but it doesn't hit (i.e. it doesn't have a hitbox). Hell's Fang's description explicitly states that any time the move hits, it'll enter recovery, while Deadspike's description does not state that at all, so it's not right to say that it enters recovery no matter what active frame you hit with. Even testing it out, you can see that meaty deadspike leaves the opponent in blockstun longer after you recover, so meaty deadspike> dash 5B is gapless
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Wait, I don't understand your reasoning, how come meaty deadspike (i.e. hitting with the later active frames rather than first) doesn't give more frame advantage? What makes you think it doesn't work?
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
WolfCrimson replied to Spirit Juice's topic in Archive
I wouldn't say it's "right around the corner", we still have a few months left. -
There's already something in the works (or SUPPOSED to be, anyway) that encompasses both your ideas, in this thread. Whatever happened to that project, anyway? Was it cancelled?
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ASW saw the last round in BBCS2 Grand Finals with Spark defeating LK's Litchi with gurren>5C xN in the corner, and decided it was too strong. No actually this is how their process of balancing is, they do random shit at first and then by the end of trail-and-error stuff gets balanced. Let's hope this repeat proration doesn't stick.