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Everything posted by Ragnarok_F4
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That's a challenge. But I'm having a bit trouble with this against some chars. When you're a bit afar of the corner (the opponent in the corner) and you try 5C > 236AB > 2C > etc, the lance will land all the hits, the opponent will stick to the wall higher and it is so easy to land 2C. If you're closer to the corner, the lance will land less hit, and the wallstick will be at a lower height, making it harder to land 2C after. I could do it against some chars like Yu, it just need to adjust the timing, but dunno if this hits against the whole cast, since I can't make it to work with some people. Any tips? The interesting thing there is that: 1) Is not a FC or counter combo, just raw 5C, and 2) Is not 1 combo, there is a reset halfway with 2A then air-tech then 2D. That's great since a lot of combos end with the j214AB in the air and just needs 25% bar for that combo, then ends with a potential reset.
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Is 9500 considered average? I always thought that it would be 9k since a lot of characters have that health.
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All that stuff is awesome and has a lot of offensive options, she's great with momentum indeed. But I'm still struggling trying to get out of pressure, with her you need to be good defensively without a DP and without a fast normal to poke your way out, 5A has long range, but is slow, and 2B is not fast enough. You have to rely more on IB, dodge, Counter-Assault (or super reversal) and the OS that were explained in the other thread, it's time to train this last part with Margaret xD. She's indeed weird, not that hard but weird as fuck, lol. But she's really fun and her combos are lots of hype, I dunno but is going to be her or Yukari for the main, and I'm gonna kick Aigis from my sub spot xP. Btw, she's unbreakable, they barely touch the personas since you can cancel one into another and she has 8 cards, by that time the round is already over. I have nothing in my side for that yet. The lance is dense enough and faster to destroy projectiles and I'm not spending bar on it as an ender, is only like 300-500 more damage and doesn't knock the opponent down. "Maybe" for oki? Dunno. Mediarahan looks pretty useless right now too, I still don't understand it completely.
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Every time a play her I think she will be less top/high tier. She just doesn't have what it takes, her defense is beyond terrible, her DP is competing to be the worst in the game, you can't rely on that at all. Her pokes are slow, so slow, her 2B is decent but is not a reversal (great AA though, but on whiff is super punishable), so people can stagger you (lol Mitsuru) without much risk. I'm using 236236A as reversal since I think she doesn't have anything else (it works quite well but I'm spending bar now). Arda's 2D doesn't work that much as an AA, for example Adachi jC bested it every single time, is good for the mind game (but is easily dodgeable) and in combos, is better to use 2B as her natural AA. Her mixup could be good, but I agree that the AoA and Sweep should be done to punish stuff and not using it in mixup or in neutral (that much). She's indeed strong but has serious problems, also her damage outside of HT is average or below average too (but this could change with time). I think her blockstrings are really good too. Her meta game in general is so different to the rest of the cast, you can't do common things with her in neutral/pressure/defense. To me, she's like lambda/nu: very good offensive options, but with little to no defense (this explains why she has 9.5k). Margaret without someone rushing you is really formidable. Her Fast Fall crouches the opponent, is there a way to follow it up without OMC?
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Combos for HT in the corner: 5A > 5B > 5C > 236AB > 2C > 2D > 214A > 214214A (like 4.4k) 5B > 5C > 236AB > 2C > 2D > 214B > 214214A (like 4.7k) On midscreen: j5B > j5C > 2A > 5B > 5C > 236C > 214214A (3.9k) j5C > 2A > 2B > 5B > 5C > 236C > 214214A (3.8k) This HT combos are nice, but they are only usable in awakening, so her damage outside of that is average I think. BTW her defenses are terrible, how do you manage against rush characters like aigis or yosuke?
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Her sweep is a low, and on FC has more hitstun. Her normals are unsafe, but you can cancel every one of them into something else, so at the end you're so far that is hard to punish. For example on a opponent blocking you can do: 2A (slide-low) > 5B > 5A > 5B > 5C, you end like two characters away. I feel her a VERY bad matchup for zoners, she has so many tools anti-zoning. AoA auto-teleports behind the opponent and is an overhead of course (does cross-up in the corner, but the opponent ENDS in ther corner), the sweep (lol, you can combo from it, from very far away), the 236C/D absorbs projectiles, travels super fast and has low startup (it eats up Yukari's feather arrow). I think her damage is not that great though. From a sweep with 50 bar is like 3k for me so far, but she has so many tools within her normals and specials. Her j2B is a fast fall like Seth's, but it hits when she falls (you can cross-up that too). 2D AA grab freezes, kind of slow though.
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Someone told me that the Mediarahan reverses the damage taken starting from a point in the past of the round (for both players), that's her awakening super also. Haven't tried that yet, guess it needs to be in a match.
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Her life is 9.5k.
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Yes of course, just giving an opinion about Yukari since we started talking about her, she's a good pickup. I'm not experienced with Yukiko to say something about her xD
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I feel Yukari quite competent and with good potential, is just that her neutral is super weird (and hard). I think that you need a lot of matchup knowledge with her: when you're getting a FC, when you know that the opponent is going to be crouched, also there are a lot of things that doesn't work against the whole cast, when to zone, when to rush, etc. She's quite unstable and her combos are not that easy, you only have 1-2 hits to decide which route to use, she needs a strong neutral since she's not gonna do combos all day and needs good confirms from random hits. Her mixup is not that good, but she has some good frametraps and her zoning is great, also I find her damage good. Personally, she's really fun to use, not top tier, but I agree with her being mid-high or high tier, like some people think.
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Indeed. But now you are using bar, she needs to manage that well (damage or setups). For me, right now she's strong, but not as strong as the top 5 chars. She definitely needs more work. Ok, thanks for the correction.
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I too, think that Marie is a bit weaker than we expected before. Her setups are not that good: chocolate is not that good, you can dodge it easily and it does not have super oki, cloud is the best one I think, awesome air control with that, but the startup is incredibly long with both of them, you can't use that like Rachel's frog or Koko's 22B. Blackhole is good but it only works in the corner and sometimes in midscreen to destroy proyectiles. And her normals looked good at first but they are problems that are being discovered, her anti-air for example doesn't have air invulnerability (that makes many trades/clashes from that), her j5C is not God either. She's not bad, but she's not top material for me, Yu, Yosuke, Aigis, Minazuki, Akihiko, all of them have many tools or something that makes them really really good, and all of them has equal or more damage than Marie, hell even Yukari can land 4k from a 5A and she's mid (I think). Marie indeed needs more work, it is only week 1-2 after all.
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[Xrd] News & (Theoretical) Gameplay Discussion
Ragnarok_F4 replied to Shinjin's topic in Guilty Gear General
Maybe in his command jump? If that has fixed attacks/movement, you could change those with a YRC I think. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ragnarok_F4 replied to Shinjin's topic in Guilty Gear General
Elphelt looks super interesting, Sin looks ok. -
For IADs, sometimes in the ... > j2 > 5B > IAD > j5B...., that j5B is difficult on some characters, like fucking Teddie. I've seen Tahichi doing a variant of that combo for Teddie, it deals the exact same damage with the super ender, and a little less without it. However, you can do it in a FC instead of the classic j2 route and is a lot easier in that case and deals the same damage. It is (on crouch or FC): 5AA > 5B > 5C > 2C > (delay) 2B (or charging it a bit) > 5B > IAD > j5B > etc. It works easy on Teddie, the tricky part is the 2B because if you do it too early, the opponent will be too high when the j5B part comes and will whiff, but is not that hard.
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What do you do when a 5A enters in FC? Edit: After some lab, I found that the 5A > 5B > 5C > 2C > j5B > j2 route works in FC even if the opponent isn't crouched. You can even do 5AA at the start and it will still connect, so is actually quite easy to confirm the FC from some random/mashing 5A into something (my route deals around 3.7k meterless with the status arrow at the end). And on plus all the links of that route are easier to land in FC.
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I do the 214A between the 2nd and 3rd volleys of the third A (so the bomb comes immediately after the last A ), then the 5C is pure timing after that. In the corner I find easier to land 5AAA > 214A > 5B instead of 5C.
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I saw this at SRK the other day, there's some nice stuff: https://www.youtube.com/watch?v=ivaIN6S_oW0 https://www.youtube.com/watch?v=hPXDXQw6zzU
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Damn, Yukari is really hard, challenge 20 was annoying at first, but #23 gave me a huge headache. Which ones are her most usual starters? In a real battle is like random arrows hit here and there, but dunno which one of them are good to start a combo.
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Is there a training menu translation somewhere?
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I feel her combos are a little bit tighter, and the super inputs are a bit more strict, but overall I feel her really similar. Also is there a practical use for jA+B in mixup? It has kind of a long recovery, I can only use j5A after it. Also, is there an use for her super grab? The grab doesn't work while the opponent is in hitstun or blockstun. I don't see it very often in matches either, is very gimmicky.
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New Smash Bros for Wii U and 3ds
Ragnarok_F4 replied to Kyosuke Kagami's topic in Misc Fighter Central
Shulk's Trailer: https://www.youtube.com/watch?v=BEiRLcMhPio -
I like that one better xD.
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The hell was that! hahahaha It was even hype and all xP
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You can combo from 623A into something but you need 100% bar and CS. I'm doing 623A > j236C > CS > Assault > j2C > 236B > 6C > j[C] > j5BB > j2C > j236B. That deals around 2.9k-3k, and ends with the fireball. The thing is, you need to do the CS as fast as you can, that way the final hit of the j236C is canceled and won't send them to the ground, instead they will float and you can continue it with an assault in the air then j2C, etc.