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Everything posted by Surf
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5D probably wont be good for any sort of oki. Can't think of much else to run oki with except chocolate. Which looks like it would be great to use. Just need to be able to procure an ender which will grant enough frame advantage for chocolate to come out and hit rolls/delay tech. Should be something she could do. If that's possible then that's all the oki she would probably need 214C/D needs experimentation. It sets off by itself eventually so a route that results in the opponent teching or getting up into the eye as it opens just might be possible somehow.
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Is it humanely possible to do 2 SB Drills in quick succession. Because when I played earlier someone did yolo SB drill in neutral and we traded but another SB drill immediately came out and the fool went into a combo And is it known exactly how + she is after drill combo ender on a standing opponent.
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They're ok. Best one is SB garu and even that's... just ok. Has it's uses to maintain gapless pressure in the corner but not much else.
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
I just watched an Overture CMV with Sin and saw Phantom Barrel in action. Pretty much, the animation he did was the one at the bottom right of this scan. Also explains why the screen is dim. Moveset says he can do it in the air too. And we can see RTL is his cinematic super, like Ky. I like how they both share the same inputs for their supers Edit: Oh wow I didnt even bother to read the kana under the screenshot. It clearly says Voltic Dyne. Welp -
Sounds pretty damn silly. If anything it can probably be stuffed out before she makes contact because it looks to have pretty slow startup About 2C > 5C, watching the challenege archive again it looks like 5D is slower than I remember. Can you check if she can be DP'd out of the setup
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Can she do 2C > 5D at least
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2C on air hit sends them back down and causes emergency tech, so if she could cancel into 214C/D the eye would be right ontop of them. 2B would just send them back into the air wouldn't it
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But her j.C doesn't look like it places the opponent in much hit/blockstun. Is she still at a reasonable amount of frame advantage if its done low to the ground. And shit. No 5C > 2C > 214C/D then. I was getting pretty excited about that. But omitting the 5C, can she do 2C into specials or is it just not special cancelable
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Ah. No install super for SIn (at least I don't think Voltec Dyne is it. Not the same name as the install super in Overture). Oh well. Still very interested in seeing gameplay from both characters -
I feel that some setup can be vreated after they're frozen from the super. Maybe set up an 214C/D > roll for a crossup while they're breaking out of the ice. Have a couple other ideas 236A/B > OMC (right before the second hit and as you land) > 5A might be a good fake high into low setup.
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In regards to 2B the confirm I go for is 2B > delay 5B > iad j.B > 5B > etc. If they block the 2B I still delay the 5B and usually 214C/D to get a Garu on them and I make more space. I also do 2B backdash cancel > dash 2C if they're a bit too high for the 5B and I keep them blocking with 2C right before they hit the ground. Not having a proper anti air is rough. In some matches I've had people simply holding up in neutral and approaches from the sky due to her lack of anti air (and the time it takes to actually set up a bomb). For these people I usually start using 214C/D depending on where they are or 2D to have a hitbox in their way to bring them back down. Running under them/rising j.A is pretty good too. If you free the DP unpon landing do j.AAC > jump back j.2. Or simply jump back if you dont want to deal with j.2B's landing recovery. Pressure I usually just cut short. The biggest problem with her strings and even frametraps are that many of them can be rolled out of for free. Roll has full body invul starting on frame 3 for some odd fucking reason and her frametraps aren't tight enough to punish it. 5C > 2C doesn't work. 5C > 214C/D doesn't work. 2C > 214C/D doesn't work. Only real string I've found that stops rolls is 5AA > 5C, where the gap is 1-2 frames I think. But usually she has to be in DP range to have it connect. Also she also kind of only has one gapless safe string. 5AA > 5B > 5C. From here you have a couple options. I found canceling into 214A (despite being somewhat minus) to be of help to "see" what the opponent is doing during blockstun. DP or roll mash being the most prominent. The string I just mentioned usually pushes Yukari away from the opponent enough for almost all dps in the game to whiff if the opponent is mashing it. For roll, when you cancel into 214A you also have to be in the mindset to throw the roll. If they're mashing it the character should roll right in front of Yukari well after she's recovered from 214A. Then you can simply CH throw them. If you just want to push them away cancel 5C into 214C/D. If you want you can do jump back rising j.B to hit the Garu in the air as you space yourself away. I wouldn't really advise doing 214A cancel in the corner though. If you want to see what they're doing just 5AA > Backdash cancel/iad back For people who are content on doing nothing but block arrows just keep doing what your doing. Maintain the life lead and time out if need be. Usually Yukari has no reason to even start pressure in the first place against a lot of characters. If the opponent is just sitting there, let them sit there. But of course if you don't have the life lead and need to approach all her D's are good contenders. 5D > iad airturn j.B > dash 5/2A is good to approach with. 2D > dash airturn j. is also good. If the opponent enters midrange and tries a roll attempt ONCE, every time you see them enter that range again, be prepared to grab them. 9/10 if they rolled in the situation once, they'll attempt it a second time in the same situation. Especially if they managed to get in the last time. Also, when I see people slowing inching they're way towards me I either 214D or dash 2C to hit them or force them to block. it's best not to keep setting up D Garus once they enter a range where the characters normal can hit you or at least force you to block/concede. Getting around the 300+ matches mark and I don't even know midscreen and corner AoA combos lol. I should probably learn them. I've mostly been winning just off of neutral
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I just do OMC > 5B into iad route
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[Xrd] News & (Theoretical) Gameplay Discussion
Surf replied to Shinjin's topic in Guilty Gear General
Her design is so so. But I actually like it somewhat. Hope she's more zoner oriented and doesn't rushdown with the gun like Noel. Cant wait to see SIn gameplay too -
Thanks for the info. So DP causes shock in Cloudy huh. How long is the shock exactly. Is it a short duration like cloud or does it last awhile Also for 214CD do you have to use it both times for the unblock. Or can you do 214D but activate with 214CD. I'd imagine that wouldn't be unblockable though. 50 sp may be a lot for an unblockable but like I mentioned earlier, eye starter was granting 2.8-3k unoptimal damage. And imo 50 sp isn't expensive if you factor in Snow and Awakening meter bonus. But I'm sure theres some setup that will procure enough time for the eye to go off by itself and also hit meaty. Shit would be silly So when she activates 214C/D she goes into the animation again I've noticed. I don't think it will be the go to oki tool most likely because 214C~214C will get you DP'd. But it still looks like an amazing tool to set up upon their knockdown to keep them in place so you can space yourself away and set up. But I can imagine rolls to be a problem.. but those can be stopped upon proper spacing. Really need the character
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For her shields the Tetrakarn pushes the opponent back if she blocks and physical hit and Marakarn shoots outs a 5C projectile if she blocks a projectile herself right. Whats different about the SB one exactly I fought a couple Rise plus you last night and one of them I fought would end a combo with the disc in the air and land and setup a Marakarn. Approaching for him became a bit easier because I couldn't just shoot him, and he'd be on me before I can get a limb out. He didn't do this often but I felt setting up shield this way was a problem for me. For Yukari, I had to usually give up 1 persona card to get rid of the shield and return it back to neutral. But usually I had to set up a Garu orb and 236A after so the garu arrow would set the shield off and 236A would keep Rise blocking so she couldn't run in. But Isis would usually get hit with the projectile from the shield. But if Yukari is persona broken I don't think there much I can do other than run away. Playing against her it feels like she should have at least 5 persona cards, not 4. Especially with Himiko being so slow/tall. She seems fun though, I might give her a try some day
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Game saves more than 100 replays unlike CP and Under night. But for some reason you can't favorite/save replays. It makes me wonder how how many of them can it save
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Netplays already a jungle. Fucking Minazuki's literally everywhere. Freaking chimpanzee
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I'm guessing you have access to the character. Or did you watch something. 214CD being unblockable is pretty silly. The move already seems like an amazing starter. Doing close to 3k off non optimal stuff
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Lobbys 6-8 are specifically designated to NA players. 1-3 are JP. At the end of the description it says Nippon in parentheses I'm pretty sure for the first 4. When I usually get on I look at lobbies 6-8 but I usually don't see anyone in there. Tartarus is also an option. So 6-8/Tartarus are probably the lobbies people not in Japan should try to enter imo. Have to get the word out about it somehow. Lobby is just too good to be empty so often. Well... it IS day 4ish so I can understand not a lot of people netplaying. But still
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Alright, thanks Either way I'm starting to get used to her combos. Just grinding different confirms out seems to help a lot. Probably going to give online a try again tomorrow to see if I'm at least consistent
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Whats advanced input exactly, by definition
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Its only been 3-4 days
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I'm mentioning j.C(2) > dj.2 because it's used in her other routes. Like CH 5C > 2C > j.C(2) > dj.2
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You guys arent listing the many intricacies (more annoyances than anything really) her combos have 5AAA needs to be canceled into 214A almost as early as possible to land the follow up 5C. This link is the prime offender of her dropped combos (for me anyway). Also the spacing can be strict too. After playing about 50+ games online I realized you can't rely on timing for this link. It's either visual cue or rhythm. For me, since she shoots 3 sets of arrows I match it in my mind by going DunDunDun. Right as I start the 3rd Dun in my head I input 214A and 5C shortly after. Still drops at times but it made my rate of hitting it skyrocket. ... > 5B > 2C > j.C(2) doesn't combo unless you delay the 2C after 5B. 5B has a lot of untech time, you have a pretty long window to delay the 2C j.C(2) > dj.2 doesn't combo unless you wait until the second hit of j.C to connect since its the hit that causes the bounce. Then you have to double jump and j.2 almost immediately for it to land Usually you have to delay the j.B after IAD routes so the land 5B > 2 combos correctly Her combos are annoying. But once you get used to them they aren't too bad. Just extremely susceptible to online lag which sucks.
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Yea forgot to make note of that in my earlier post. Surprised me it's just different buttons pressing and no holding Looking back on the developer stream, I guess I made the mistake of thinking the guy was mashing the input. When really he was doing 214A~A for chocolate. And 214B~B for cloud. ~C is Igor