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Everything posted by Dreiko
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Is there an SB Spear super? I've seen combo vids going for max damage and they never seem to use it despite having the meter so I'm assuming it just doesn't exist or does something entirely different than C spear.
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What they talked about was some air normals being short starters, not having nerfed damage. It's still unclear but the average jumping attack should still lead to the same ballpark damage that it does now.
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Why do you have to wait to play a fighting game in your own language? It's a fighting game. Hell, some of us who care about the story actually speak Japanese and the rest are getting the game TWICE just for the story's sake (many people I know are doing this with BBCP) so...yeah. Final Fantasy is finally offering dual audio for the USA version and if more people do that (and if they don't delay the game for half a year) I don't think anyone would choose to spend extra money to import expensive Japanese games. Lets hope Atlus follows what FFXIII-3 does with persona 5. I never imported a BB game before. CP is my first import in the series. It's not my fault the US version for this game was delayed half a year when all prior versions came out within 2 months TOPS.
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[Xrd] News & (Theoretical) Gameplay Discussion
Dreiko replied to Shinjin's topic in Guilty Gear General
I think you don't have any control while frozen so you'd not get anything no matter what you're pressing and you'd have to time it so that it'll come out as time un-freezes by delaying the RC for however long it is needed (as various RCs freeze time for varying amounts of time). -
Hmm, magna tech shuriken would be interesting...you magnetize someone and then the shuriken track them for a while. And people thought umbrella was bad XD.
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Hey there folks, I main O-sol but since it seems he's not gonna be in this game and since my sub (Slayer) feels kinda underwhelming so far I've been looking around. The new DI has me very excited for Sol and I'm seriously considering switching to him for Xrd. All those buffs he gets and the new move that he can only do in DI and everything, it's just epic and exciting so as someone who loves install supers I'm drawn to this stuff. I don't have much to add, just felt like sharing my hype. :D
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You basically just have to hope that you'd have crossed sides by the time the upward dash becomes cancellable into normals so that you won't get a jB. What you input there is just 9(hold)B and it comes out if in the right spot.
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And here's something simple and nice. 2Dch>5C>CT>2B>623B>5C>6D>Daifunka - 4.8k Not too shabby for a short starter, though it does require 75 meter and corner. Trying to maximize those short starters is quite interesting with Bang.
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4k? 4k's kinda low lol. You can get like 7k in the corner and stuff. I expect at least 5k meterless with what we know right now. We get this much from standing 5B so 3C fatal should be way higher. Everything else the same, you should be able to do something like: 3Cfc>2B>6B>5B>JC>IADJC>J2C>J236A>665A>6C>J>JD>236C>5C>6D>623b which if you count the poison should be near 5K. We may even be able to do 6B after the web nail into air combo ender, which should add even more.
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It's not that Tager can't do absolutely anything, it's that it adds a layer of options to the mixup that other chars lack. If he does 360 there's always the risk I jump out, if he does 5C then wakup ashura or 5A wins. What 90% of Tagers tend to do after GF is 5A though, it's the "safe" and "logical" choice, and backdash beats it, that's the real benefit of it. As for 2C, maybe the increased level will make it so that 623B hits em higher up in the air after it, allowing for more time after it to 2B in, which would be godsent.
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Bang's backdash is good for some things and bad for others. The sheer DISTANCE it covers is great for escaping, it's just that you have to be smart with it or you'll get air-hit. It's awesome against gadget finger oki and some other things. It's so good I end up conditioning people to do stupidly unsafe things after it and then get free 5Bs on wakeup lol. Ultimately, I think it's more likely they'd make backdashes universally suck more than the opposite, though.
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We'll have to see exactly what kind of bounce 6B will do to really have an idea at this point. It's not like these are all the changes anyhow. As for the DD change, I think it's made so that you can reversal with it on the ground better. You shouldn't be doing it if they can jump out in the first place.
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Should be around 2:05:00. Sorry for not posting it before lol. I hope the rest of the matches were entertaining if anyone watched em though. Kokonoe is a weird matchup. If you don't block that 6B you die so bad.
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I was so pissed I somehow materialized a 3C fatal into the game out of sheer force of will lol.
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If you mean j4B, it feels exactly like pre-CP frkz combos which had you do j4C for over and over. How used to that you are will define how you feel about this. To me it feels like second nature lol.
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6B changes were predlictable. The combo was too easy for the damage it does. It's not like it was optimal so we'll see. I'm more curious about random 6B confirms and stuff. Maybe it's gonna be the new optimal 2D ch confirm when midscreen. On a different matter. The most insane thing happened to me yesterday in tourney grand finals and was actually streamed. I daifunkad Kokonoe rising jC instant overhead with graviton( she has bad recovery on whiff) but she popped out of daifunka after the first hit for some reason. Just raw daifunka... http://www.twitch.tv/sandiegofgc/b/501648553 You can see it there. Near the end. I'm the one yelling wtf in the background lol.
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It's nice when you get a high up and far awa j623B to wallbounce. It comes out quickly enough in that situation. Hell, just waiting till it activates before moving in is enough to cause people to somehow fall in it and get hit lol.
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Going from blocking to tk A nail has given me umbrella a couple of times as well, I think you cancel the jump startup with it when that happens. It's a welcome change.
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Hey there, I think you're on my friend list lol. Welcome to the forums.
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CT is only p1 of 80 (so like a raw 623B basically), something like 2/5B would be better. (and you don't need to RC the CT, it has hitstun for ages, you can just do CT>5C>FRKZ>2B>stuff even on a normal hit CT)
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San Diego's thread of meetups every Friday Night at SD Saltmines
Dreiko replied to shtkn's topic in West Coast
Justin and I should be going as well. -
If you want a more consistent style of those web nail astrals, you can do 6C>8>236C>delay5C>2369C>astral off of most combos, the timing is iffy but it works if you get used to it. Oh and sorry about the mind crush above. XD
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San Diego's thread of meetups every Friday Night at SD Saltmines
Dreiko replied to shtkn's topic in West Coast
Lol, sounds awesome, Aigis ftw. -
You guys up for a combo with 2CTs and daifunka that you'll never get in a real match? Yes? Cool. ch6C>2>CT>6C>2>5C>6D>2D>CT>Daifunka (IN FRKZ, corner) Easiest 7.4k in the game. Good luck landing it. :D
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For the jB jC 5C thing you have to: -6C>IAD as quick as possible -delay jB and jC each as much as possible -depending on screen placement microdash 5C -start the combo from a not-pointblank-range because sometimes the 5C will end up coming on the wrong side But yeah, it's hard. It's only really optimal if you have a 5A standing midscreen starter anyhow so don't obsess too much over it.