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Everything posted by Surf
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This character seems really weird and interesting. At 1:20 in the most recent video LAH summons the white bat while falling down and has the May in the corner with the bat between both characters. Vertical sword slash seems to have a good hitbox so maybe she can lockdown in the corner or discourage a couple of options with it's existence. 3:30 also caught my eye. LAH summons the white bat behind May. Seeing May between the bat and RamV reminded me of Bridget and his yoyo. But sword slashes from the bat seem a bit on the slow side. And its not like it returns to her with a hitbox like Bridget or Litchi's placements. Her abysmal meter gain outside of sword normals and specials I find a bit odd too. What about her specifically would cause them to slow her meter gain so much? Guess we'll see. Raw sword hits gives her like 15-20% tension. Tension gain scales in combos it looks like. Normal "rekkas" seem like an interesting concept for pressure. But what is she supposed to be doing exactly. Focus on zoning/space control? Rushdown? Hybrid? Looks hard to tell. If anything, from the combo theory vid that Kursuhii uploaded a bit ago, it shows that she'll have at least some degree of setplay. Which looks cool and is never a bad thing. It's hard to decipher what shes supposed to be doing as it's still day 1 but a lot of player seems to want to try her so I'm sure content will be coming fast
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6A can still be used as a good pressure tool to bully some characters. Jump cancels can be very unsafe on alert players. Especially if you keep using them. Something like jump cancel land 5B is really slow too. Most people will challenge the jump by pressing something by the time you land. Mixup like that you save for when they tech into B orb oki since they'll be in blockstun. Jump cancel is good to use sometimes. It doesnt help that he only has 5A (which whiffs on crouchings) and 6B to jump cancel with
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
If jonio streams we'll see her in a few hours most likely. He usually streams 3-5 am EST -
I think hes better in the current version. Hes certainly a lot more... explosive. You could fraud wins out with him soooo easy as he is now. The devs didnt like that so they "toned him down". Hes still good. If he was regarded as mid tierish before i would still see him as mid tier now. Thankfully he isnt as crippled as everyone thought he would be. Including myself
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Has there been any talks from jp players about possible Safe jump j.D setups. In the Machobo vs Nemo set he used it a couple of times after midscreen 623HS on aerial hit or using it as a reversal. He would IAD low j.D over Faust, pause, and continue pressure, and Nemo was pretty much forced to block since j.D is active for years. The setup piqued my interest quite a bit. He did it sometimes in the corner too. From 2D into low j.D or after VT loops. But I think DCSE in the corner would be the better option there. But midscreen it can be very viable, instead of taking to the air and ending combos with j.623HS only to have them tech and get away
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I looked over the wiki list twice and only saw the air stance change. My eyes usually scramble up when I look at column list like that so I honestly didnt see it. And I don't remember seeing it when the patch notes were first laid out. I see it now Orb pressure blows up upback. 5BB/5C/2C > A orb can all stop upback. And linking 2A/5B after they block orb can hit them out of jump startup. A orb is +4 at point blank and 2A/5B have 7 and 8 frames of startup respectively. And jump startup for everyone is 4 frames (except Arakune and Tager). Linking 2A after being +4 has you at a 3 frame difference. And jump start is 4 frames so it should blows them up everytime. 5B is 1 frame tighter and harder to link, as it hits them out of the very last frame of jump startup. But its a much better starter than 2A is. A string like 2A > 5B > 5C > A orb hits them meaty if they try to upback after the 5C. If they block it Kagura is left at around +12-15 because the A orb hits them so late during the animation from 5C's pushback. 6B is gapless and 3C hits them out of upback if they attempt it. When I do this string I always go into microdash 2B > 6B and confirm into 3C if I see them getting hit. If their not I sometimes jump cancel the 6B and do some air to ground pressure. Or do 2B > 5B(w) > microdash 5B to catch them trying to react to the 5B that just whiffed by pressing sometimes or trying to jump out But if they start clutching barrier he has a hard time maintaining the pressure despite being +4-5. I haven't made barrier specific strings for him yet. Heres a video showing some blockstring stuff I made my first month playing him. At the end was supposed to be A orb link into throw which is really good to use once they realize they cant upback after blocking A orb. But for some reason it was whiffing on the playback. Didn't feel like rerecording it
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Wiki says it guard points everything expect lows, unblocks, and throws. It should have been able to guard point BHS, Maybe the timing was just off. It's just how it is. She's plus on hit though so it's decent in pressure. But then at the same time it sucks because then your reminded her 2A is 8 frames. I barely use the move outside of setting up oki. TKj.236C if you need the stars and you don't want to lose momentum I guess. TKj.236 during gain art is pretty good since you get about 2.8k from using 3 stars. But Hover j.B/C usually do the job as far as overheads go She has Hover Throw breaks. It's not as fast as I-Nos stuff but thats how she emulates it. 236D is pretty good to use depending on how much stars you have left. I usually use it when people are clutching barrier during my pressure. Just be conservative with it's use. In 1.1 it wont be worth it You mean 236B~214A > 2B. 236B~214B > 2B wont combo unless the opponent is pretty high once their hit with the 236B, which isn't BnB height. Essentially your canceling the recovery of the 214A into 2B. The timing is hard at first but you'll get used to it. You have to input the 2B earlier than you think. 236A~214D is a good full screen crossup if your confident they'll be at least blocking the sabre. Or from the air as you said. And she has some nasty crossup stuff in the corner with 214B. Maybe some situational escapes with other teleports too. And of course using them for combos. But that's pretty much it. As for attempting to use them during your pressure or neutral, just don't do it.
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It's supposed to be blockstun. 5C and 2C had blockstun nerfs. But 6C's was buffed. 5C went from 25-22, 2C went from 23-20, 6C went from 20-24. In terms of pressure 2C is and still will be inferior to 5C because 5C > 2DB would stop upback while 2C > 2DB would not. Those 2 frames made a big difference. I'm unsure wither 5C > 2DB will still stop upback due to the blockstun nerf. But 2DB's travel speed was increased so that may compensate for it. 5C > A orb is also really good. Not sure if it'll still be meaty at close range with the blockstun nerf either. 6C having more blockstun can allow 2DB to stop upback and more drive normals like 6DC/2DC to frametrap easier. But it's not like you can orb cancel after it, your pretty much limited to drive. They could upback/mash pretty much any of them free given how it is now. But the pushback they enter after 6C > Any D stance is real, which can further limit it's uses. The pushback seems like more than the other C normals
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Your missing Labrys in the Why Me tier She was bottom 3 in the first game and somehow shes worse in U.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
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His offense isn't botched. A orb was unchanged. It's still +4 (at thats at point blank) so orb pressure is still really good. It's always been good. The high/low mixup is still there but the reward has been mitigated. He did too much damage off starters that are more inclined to hit people more often than they should It looks pretty unsafe to me
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5DC > 2DA route in action. He gets 4391 damage from CH 6DC currently but it 1.1 it'll drop down to 3661. CH 6DC in the corner is 5137 damage. Using Hikaru combo video for theory, new 6DC combo will probably do about 4.9-5k. From the video we can see we don't really need to worry about corner damage. It's the midscreen stuff that really hurts. 2DA change was probably his biggest nerf imo. It took out the very damaging and combo extending 46B after 2DA, 2DA is severely unsafe on block (he could at least frametrap or 5DA to keep himself safe before), optimal 2DA > 6DB > 64A route isn't possible because 6DB wont combo, 90% of his optimal midscreen combos involve 2DA > 46B. Just... a lot of shit. Sucks. But I guess in a way it's been regulated. He did a ton of damage off fat starters midscreen despite them being meterless.
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The cost is still the same. The main two things they could have done with Trans Am is either make it less expensive, or have it last longer. They went with the later. Trans am as it is now lasts about 4 seconds if you keep Izayoi idle. So 1.1 version should last about 8 seconds, which is a really long time. That's not including the fact that the gauge slows down during hitstop. If you keep pressuring them or comboing, it can last much longer than 4 or 8 seconds. Imo it isn't extremely worth it as it is now but it will have a lot more utility in 1.1. For match ending pressure or high damaging combos
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I'll experiment with it too tomorrow when I get a new pad. I think there's something there too. I still think Kagura's oki and setups are still largely unexplored. I was going to make a video primer on combo routes and setups but once I saw the 1.1 changes I didnt see much of a point Saw on a stream that 6C > 6DB does indeed work. Thankfully
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6C hits a lot lower now so 6DB probably wont hit. As it just about hits from 6C as it is now. If you delay it even for a bit too long it'll probably whiff. No 6C > 6DB means he wont be able to do max damage super ender which involved that route. They really must have not liked him getting the damage he was getting. Plus midscreen extenders like 46B > 6C is botched. Not that he can do 2DA > 46B anymore anyway. Need some combo videos soon.
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That's actually really interesting. Crossup 2DC in the corner is a fat starter too. Leads into 5.6k meterless. The safe jump may have more use in 1.1 since his corner confirms will most likely be shorter. But I'm unsure how he would procure the 6DB since I don't think it will combo after 2DA any longer
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Yea that one. Well then. The streams been idle for way too long. I doubt their getting back on. Tourney was a good watch but I'm just annoyed and tired now -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
No, the earlier one on the 18th. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Pretty sure Narita's tweet said stay tuned -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Oh that thing. Yea wow it was supposed to be in January and now it's mid March. Well hopefully the announcement really happens and it's something worthwhile. Tourney should be starting in an hour. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
What announcement is everyone talking about. The one that Falco mentioned I'm guessing. But I thought he meant they just made an announcement on when and where the tourney will be taking place. Not that an announcement is being held at said toruney