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Everything posted by Surf
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Yea but I was hoping he would've at least experimented. Guess he didn't want to since it was a tourney So his HVT is a hard knockdown again right. I see them tech in the air after a VT sometimes and Im guessing its the S version. But why use the S version and make them tech in the air when they could just use the H version and have loops in the corner or just a hard knockdown. -
[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Good footage. Wish that Ky did Durandal oki though. Was just doing basic Ky stuff. -
Those numbers are just sad to look at. Still not sure if I'm going to get this game. But if I do, I'm not playing Labrys.
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Don't understand the appeal of your character. Well, I understand it but I don't see how it's fun.
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But it had 20 frames of recovery. You can be punished for it but it depends on the character. Ragna can dash 5B or Hells Fang, Azrael can 236A, etc. Fast moves that has far range with CH her recovery everytime. But the opponent would have to know that. It doesnt look like it can be punished. It's useful in some situations
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GGs TD. Once in a blue moon I'll actually have fun playing this game. Izayoi will probably have a much easier time in neutral against Rachel and Amane once she can actually "fly" in the next iteration.
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Don't use 236B/C on block. Just stick to sabres to gather stars on block. But yea thats the jist of it
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The primary objective in NM is to gain stars. You can approach them if need be but most of the time the best place to be is full/mid screen away from them. Approaching really depends on the matchup, where there are some where she cant really space and zone (Nu, Mu, Litchi, etc.). Play passive aggressive. Control the space around you so they aren't running full screen in on you. 623B stops all reckless yolo airdash approaches they may attempt and 5B can usually stop blatant run ins. If you get them blocking you can just go into basic 5B > 6C > 236A chains not so much to open them up but to gain stars. It's somewhat hard to explain. The more you play the character the more you'll see certain situation occur and what answer you should choose for them. Personally I usually mode change when in neutral when I have about 5-8 stars. If I get a knockdown I always change even if I only have 2 stars. I don't really get that much more aggressive in neutral with GA. I do in pressure though. I still zone with sabre and I use her movement to get around a bit easier as well. I usually fish for CH 236/j.236A air confirms since it's a hard knockdown. Then I 236D and have them block that on their wakeup. Thats when I usually move in. I also start pressure if I get them with 623B~D knockdown. Her pressuring in GA is a bit hard. She can be pushed out rather easily and her normals are even more awkward in the mode. C Stance Cancels, 2C, 5C jump cancels help a lot in the mode and are all "hover points". Places in her pressure where it's usually safe to go from hover mixup. Stance Cancel Hover is fast as hell, 2C is +5, 5C is -1. 2A is also a hover point. For zoner, thats where 214D comes in. But don't use it recklessly. Best time to is it is when the characters during the startup/recovery of any move. A lot of people jump in reaction to 214D. So 214D air throw is good sometimes. Just try to see how they react to it once you do it. Tbh both modes are somewhat hard to get used to.
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Huh. Sounds really interesting, thanks. Probably going to watch some Overture videos to see the effects. And I really remembering reading somewhere his lightings was red as opposed to Kys blue. Guess the info was wrong or something. Was years ago. -
[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
The slight changes that were made to his design make him look extremely cool now (really like the capri's he's rocking now). When I didn't really care for him before. Looks like his hair is less silver brownish and more blonde to match Ky's. Also has a lot more of said hair as well. Enough to cover his eyes somewhat. If he does become playable, which is likely, I'm really curious to see how they'll design him. Can anyone who played through Overture give an idea of how he would probably play. I know he has red lightning or something along those lines. -
[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Pfft. In the Slayer vs Ky match the Ky player attempts to bait the Slayers burst with YRC but fails to block it. But the burst still manages to whiff entirely. After the match ends the game says "Nice Burst" in Kana under LOSES for Slayer -
Sorry in advance for the wall of text. Collapsed: wall: She does feel incomplete. The rehaul to gain art movement in CP2 shows that. She's closer to being how she should have been in the first place. Maybe this is the idea they had in mind for gain art at first but probably thought she would’ve been too strong so they didn't implement it. Shes not the only character who works like this. Hakumen, Tsubaki, pre CP Hazama (needed meter for big damage. Not so much anymore), Bullet. Normal mode is more well off than a lot of these characters are with no resources/mode changes. Except Hazama. It's just character design. The point is to gather stars to become a threat. Hakumen can kill extremely swiftly when he's stacked with maga, Bullet does half health with H2 combos, Tsubaki does reasonable damage and gets more options with charge, list goes on. But without any of that stuff? Their usually not doing anything spectacular. What would be the point in gain art if shes already an extreme threat in normal mode. But that's not to say normal mode is bad. Its actually pretty good for being the "inferior" mode. Probably will be a lot more evident in CP2 once gain art becomes better and normal mode is virtually unchanged. Shes "decent" already in normal mode and becomes better in gain art. What lead you to believe the character is crippled and unplayable when shes not in gain art. If you don't want to sacrifice orbs for knockdown then dont. 8/10 times you have a choice. Other 2/10 times is when your fighting like Makoto and Tao and their dumbass hitboxes don't allow you to pick up with 2B > 5C or your just too far away for 2B > 5C to catch other characters in general. THEN you go for 623 623B. If I don't absolutely need to do 623B to combo then I don't do it and go for the j.C knockdown. Yes Im sacrificing 2-4 stars on a regular basis when I do that but I'm granted knockdown and I since I got a confirm odds are I have at least 2 or more stars. 2 stars = a bnb at midscreen and a bnb+oki in the corner. If I didn't get a confirm after I switch usually I just switch back to normal mode if I have anything under than 3 stars. If I have more I stay in gain art and play neutral. I'm not going to opt to try to get more stars so neutral can reset everytime I get a hit in normal mode. So you want the opponent to be forced to block something when your a great length away from them, or even further. Barely any members of the cast of an option like this. Outside of ones like Relius, Litchi, Rachel, Hazama, Nu, Mu. Closest thing you have to that are sabres. It may not force them to block 100% of the time because it's not like the hitbox is the biggest thing in the world. But it forces them to move and make decisions accordingly. And you in turn control space and discourage them from moving in. The matchups where she cant even do this and gain stars are her truly bad matchups. 236D forces characters to block on wakeup outside of invul because its a projectile. And there are setups to punish delay tech. Her ground normals are so-so but I do agree that her air normals are pretty lackluster outside of j.A. So in a sense you want her to be like Aigis where she has a timer for gain art stuff. It would be somewhat interesting to be like that but personally I'm fine with how things are now. With a timer, in many cases your inclined to "go ham". Because you only have so much time to open the opponent up, get the damage and knockdown, etc. Her gameplay would most likely be a lot faster paced and urgent. This would be a plus for some people I guess. I've never really had a problem with mode change. Maybe the time where i slipped and my thumb hit D by accident and I was hit but that's about it. Seems like a minuscule thing to complain about Probably why they gave her 6A. Developers probably put it in saying they "at least gave her something". If her 5A didn't hit on crouching she would be able to reliably get out of pressure on IB. Baffles me why her 2A is 8 f as well but it's whatever. Her defense is bad. I know there are characters with also no meterless dps, but in a way they were given something to compensate (Relius 236A, Kokonoe 22C, etc.) to get out of pressure but... its fucking arcsys. I stopped trying to understand why they do things a long time ago. All I can say is really take the time out to learn to IB. 6B not comboing in gain art is whatever. But they should at least give her the ability to combo from it in normal mode to help her mixup in it. That one change would help normal mode greatly. She isn't well thought out and is semi complete. Only thing I can think was they just weren't sure what to do what the character concept. She can easily, very easily be extremely strong if she was just given a couple of changes. Many people thought she would be top tier just from hearing what she could do before she was released. Just one of those things were it isn't the same thing on paper as it was in practice. Even if a lot of the tools she has/doesn't have can be labeled as bad game design, that's not to say shes a bad character. She has many even matchups and some she’s pretty favorable in. Problem is she's raped by the top tiers (Litchi, Hazama, Valk, Tao) because she can borderline do nothing advantageous in those matchups. CP2 as you said still didn't fix her very core problems as to why shes "bad" but first their trying to make what was good before, better. In this case it's making gain art better. Who knows how many revisions CP will get and what changes she'll be given later on but for now it's a start. Shes not an amazing character but she's not crippled or anything.
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How is she the epitome of bad design exactly
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What she gained didn't compensate for what she lost. She was better in Vanilla
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6A has it's uses. But their situational/risky. I would say to not use it until you have a grasp of how someone handles their pressure and what they do at certain pressure points.
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When I look at 6A and how it behaves I don't think anti air normal. Maybe you can look at Valks for references but his has a larger window of guard point (which kicks in faster) and his hitbox for the normal is a lot more vertical. If anything Izayoi's is very horizontal. And I've attempted to use 6A on jump in before only to have her guard point the attack, go into 6A's active frames and whiff under the opponent. Only for them to land in front of me unscathed. The closest thing she has to an anti air normals is 5A/j.A. 5A isn't as good as alot of the other anti air 5A's but it something to go into if your not confident in doing 623B/C. j.A works pretty often for me as well. I can't do 623B/C on reaction like the first time someone jump cancels really. As you said they'll have to do it multiple times or from a certain point of their pressure constantly. What I CAN do on reaction and I think others could do is 5A/j.A them. Learn the spacing for 5A anti air and make it work. It's not that hard. As for 6A I think it's use is to stop redashes during pressure. Which is about the only time I'll use it. Blowing back your opponent is preferred (depending on the matchup) usually because it resets neutral in many cases and grants you a chance at better positioning.
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Normal mode needed alot more help than gain art but for some reason they found the only thing that needed changing was her ability to combo into 236B from 3C. While Aigis will probably still move faster, Izayoi having an immense amount of movement in gain art will help her a lot. In some matchups she cant get in while in normal mode and its iffy with gain art given how it is now. And what do people honestly want with her anti airs. 623B/C are some of the best anti airs in the game. They shine in neutral be i can see why people would complain while their being pressured. There are two problems with them. One has to do with human reaction time and not the character herself. Invul kicks in on f 4 so she can stuff alot of jump cancel pressure. But the problem is the input, 623, which is sometimes hard to do in a wuarter of a second in reaction to jump canc pressure. You also have to sometimes take into account you may have to use a specific version. Other problem is th crap ton of recovery shes put in. But thats understandable because their hitbox and speed are so good. Her anti airs are fine. 5A has its uses sometimes as well. I do agree that 5B was decent as it was and they shouldve looked at other normals instead. From these changes it just looks like they figured lets just make the mode shes actually "scary" in a lot better. Instead of fixing a lot of the other stuff she needed. But its whatever. At the end of the day she has more oftens than she did before Dunno why those combo cancels or gat buffs they claimed arent there though
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I said to a friend the hover change we saw a couple weeks ago wouldnt ammount to much unless they gave her 2 airdashes while in gain art. Which is what they did. Really surprised and happy about it. Gain art will become alot more viable even if your starless solely because of the insane movement boosts. Her movements going to be onpar with Orgia mode or even better. Since she wont have a gauge like Aigis.
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All these changes are going to force people to actually learn how to pressure with the character. No more 6A from any and everything bullshit that 95% of all Kaguras did. I never used 6A so having it + on hit most likely is a buff for me. Cant say the same for others. Even if hes able to link off it he'll be getting about 2.5k damage. He wont reach anywhere near 3k without dp ender, and why the hell would you do that. 2DA change is bad. I think he should still be able to combo off it if he does 46A because he can do that now but thats not the real problem. 2DA > 5DA corner route is gone since he will air stance now. 5C hitstun decreased will most likely botch his corner combos. He may not be able to do 5C > 2DA/6DC anymore. His corner bnbs will probably be doing 800-1000 less damage because an entire portion will be gone. 5B corner starter for example will probably go from 4044 damage to like 3.2-3.3k. Midscreen 5DC 2DA probably wont work anymore since he slightly moves forward on 5DC. So midscreen damage is will be bad. Probably wont be able to really get any sort of reasonable combo off CH DP. Best change is 2DB being a lv 5 attack now. It might be + on block or relatively safe. Which one of his drives desperately needed. Other than that they somewhat raped him. His pressure got a little bit better with the 6A and 2DB changes but they killed his real man damage combos.
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Is it known if you can still air throw Burst startup. They seem a lot faster now, like almost CP speed -
Why is 236B even being done on block in the first place. For stars? Thats what sabre is for. 236B isnt mixup and certainly isnt akin to any stance canceling. The only thing your going to accomplish doing it on block is showing he opponent you want to end your pressure. ALL teleports are unsafe no matter what normal or special you did before you canceled. She's like -15-20something off the damn things. Even after 6C, which is her highest level attack in normal mode. Bar 236D, which you can only do 214D afterwards. And oh you just used 3 stars. It's not even worth the cost. While it is somewhat true a person is more inclined to switch their blocking in reaction to a teleport instead of pressing a button, that doesn't make it any less safe than it already is. One thing I didn't know about is the special cancel recovery stuff on her 214s
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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
"What mixup" indeed. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
You had the right idea the first time Stellarcircle. If your looking for pure mixup and great movement options choose Seth, who arguably has the best mixup in the game. He's the closest thing you'll get to Millia or Valk in this game. Orie can be played in multiple ways and her oki (if you choose to do it, you can play her without it really) usually goes for 1 time 50/50s with 22A/B. Only time where she gets scary mixup and oki is 22C stuff. But that costs 100 meter and Seth can just do all of that meterless. TTK is a good Seth to watch. [Link 1] [Link 2]