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Everything posted by Zouf
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I just hope they give back 22A in his combos. It was pretty. I'd also like to see this move launch the opponent higher on CH so we can combo. Would improve alot of his bad matchups.
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Tsubaki always had strong OD combos (with Mugen :P )
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j.22C is not hard at all tbh. Just pratice and you'll get it down eventually. If timed well, you can even OTG with 5B instead of 2B after God Hand, increasing damage of the whole combo by 200. More optimized version of 5C CH combo : CH 5C > 2C > 2D > j.22C > 214C > 2B > 5C > j.2C > dj.B dj.C dj.D > j.214B > 214A > 214214A = 6480 damage / 50 meter only It's harder to do than with j.214AB but cost 25 less meter. I'll try to gather down all the combo i can come up with in a video later
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Answer could be yes and no. It depends on how they coded the hitstop of the game. If the hitstop also blocks inputs, then yes. Otherwise, no, you should be able to block high and low everytime. It's difficult to test
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fixed what I could. Either j.236D has now a huge hitstun, or 5D recovers faster (lol doubtful)
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236D may punish him. DP will blow his delayed command grab. You can't be grabbed during it. I hate this matchup. His command grab does way too much damage on shabrys, this is ridiculous. Short hop is a way to avoid the grab but well, this is guessing.
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Thank you
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The fullscreen laser spam from Mu was extremely retarded. This needed to be nerfed. Not sure they nerfed it right, time will tell.
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It isn't hard offline, it's mostly impossible online
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It looks like they reverted back from giving us j.214D overhead. That's a shame.
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You mean like Noel's 4D? except this one doesn't cost anything That wouldn't be broken as it still cost us ressources. Spending ressources to improve our mixup/pressure game isn't broken, it seems very fair to me. Anyway this change is just for combo route, doesn't change anything else
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You are doing the exact same thing except you are saying some wrong stuff. Guard points only happen during OD, which is not so good as we all know OD is either a last chance thing or a combo extender, but not something you want to rely on. So, whatever. I'm only judging from what they showed on the video, that's it. And they showed that 360B doesn't give oki anymore, and looks hard to combo from.
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Guard points on Tager only seems to happen during OD so meh. 360 not giving okizeme anymore is a huge nerf, not sure where are his buffs.
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Tested in training mode. You get 2.4 charges during the same time she gets 3.2 charges in the video. Roughly 20% Actually, more like 30% depending where you stand.
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She charges 20% faster in neutral
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never
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OD and Mugen comboz :s
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It's always been like this. Titano isn't so great in neutral because shabrys relies on her persona to deal damages. At best you'll get a throw or an overhead, but they will almost never combo with titano unless you are lucky. Titano is more useful to scare your opponent away and calm down the game. And in P4U2, it's a great tool to increase your damage massively, as you can combo into it very easily now.
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A version can be plus. @Hyde : Nope. There is a gap between 6B(2) and 236A for it to be positive, but the pressing goes like this : 2A > 5B > 2B > 5C > 2C > 3B > 6B(2) > 236A. Here 236A is +
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Yes, mid range neutral BO is usually a bad idea. You'd better throw some 22A. BUT, on pressure it's a great tool as it can reset-ish pressure, depending on the distance. At 6B (2) max range, 236A will be positive and you'll be able to close in pretty safely. 236A/B at max range is a given (except against Hilda, Yuzuriha and Eltnum when she has 100%). 236A to be able to rush in safely, or force your opponent to jump, and 236B to keep your opponent away or hit them if they feel too confident. Don't neglect 236A as a pressure tool, it's really great. Even better on corner.
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Her neutral is better. Unfortunatly, nothing beats 2C unless you guess it and assault. But Linne players tend to stay at mid range to abuse it, so it's fairly easy to guess when she's doing it. Be careful to kuugas though. You can't assault above them. Rolls are annoying. Dont do black orbiter at mid range, she can punish it. Faint OB with some 2A and try to punish her if she falls for it. But you need to be quick on your feat, her roll is really fast. She has no great mixup game, just block until you get 100% and use 41236C to punish a Kuuga. Once you get the knockdown, don't let her go. 66C midscreen is a good okizeme as it will punish her DP. j.236B can also bait it. 3B at max range is also key. The DP will only 1 hit you and you'll be able to punish. It also wins against her 2B I believe (need to be tested), but loses against 2C. And obviously, 6B and frametraps. Watch out for her counter, you should throw often too. And that's great, because our throw is pretty good. Don't jump on her mindlessly. Air Kuuga will always win. This matchup is pretty straight forward, there is no great technique here. Play patient when she has initiative, block until chainshift and punish any obvious move with it. Also, all her special moves are negative on block except 214C (her multiple knife thingie) which is +3 (0 on shield block) and TK air kuuga / Kuuga EX which are +50 (don't mash). If she ends her string with 214A/B or any 63214 move, don't let her reset pressure, mash something (preferably 6B or 2A) Last thing, unless she's above your head, don't DP. She has multiple ways to bait it (double jump and air kuuga which stops her momentum in the air). 3C can work here if she double jumps because you will have time to recover before she lands, but it will lose to air kuuga.
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Assault above Linne 2C works fine. Linne was annoying me at first, but I don't think it's a bad matchup for Hyde. 41236C is key in this matchup. It both catches air and neutral kuuga. And we have many tools to make her DP whiff
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[Xrd] News & (Theoretical) Gameplay Discussion
Zouf replied to Shinjin's topic in Guilty Gear General
Link please. As a matter of fact, never speak about a set without giving the link !