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Everything posted by Angry Guy of DE
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I'm blown away with how Kagura plays in Extend. He lost a little oki (but that seems to be across the board) but got an actual run speed and effectively increased damage across the board. Barrier seems to drain a lot faster now, either that or more of Kagura's normal take more barrier gauge on block. This is funny when my training buddy played Koko since she came out and he now feels like our roles have reversed completely and now he has to be more defensive with fireballs and corridors. I hope Kagura doesn't get nerfed
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@ Fatal: I also admit at having trouble doing that (we never had to do it before anyway). You might want to test in training mode but I've noticed that off of things like 6B>3C>6DC> (2)8C but you can hold C after 3C and "flick" 6D and he'll immediately do 6DC while you hold 3 or 2 for the charge. I'm sure you've also noticed but stance priority goes to 2D over 6D if you do 3D so you have to do either 6 or 9 to get the 6D stance. You know you are doing it right when you can catch them with 2C before they get to tech. Too late or too close to the wall and they will stick too low to the ground and 2C won't come out in time. Its worth it when you can do 5.5K meterless off of 6B.
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Characters that do chip as a main way to do damage is fine, provided that average damage from combos does do an average of 1/4 to 1/3 of a life bar. In Amane's case, his average damage is low outside of certain starters and then once he gets drill up he can do chip damage that is near a basic combo and be safe. Then your barrier gets emptied and chip damage does not scale so you effectively lose more health blocking than if you got hit by the drill. Amane needed better average damage and slightly less chip damage at drill lvl 3. Instead he got a seemingly butchered 6B and still suffers from the Dhalsim limb syndrome with some of his normals so he can get hit.
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As far as I know, Kagura's 6DC aka Wyvern vertical hitbox increases the closer it is to Kagura. At the farthest range a few characters can crouch completely under it and have it whiff if it ends before its close enough. Combine that with Terumi 2C lowering his hitbox and there is the most likely reason for that result.
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I have no idea how long it'll take to life steal that much life with Ragna. I can't remember if those types of trophies can be done in training mode or if all of them are arcade, versus, or online matches only.
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I've never had an anxiety of hearing more reports of Kagura being placed higher in tier lists. People that will hate on him will now hate him because he's seen as good now. Either way I'll still lose to Hakumens and Azraels.
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Messed within training mode randomly. Is there any potential value to be able to cancel a forward dash immediately into a standing blitz shield? Can't seem to do forward dash and cancel into crouching blitz shield or didn't do forward dash > jump > crouch + 2 attack buttons. might be gimmicky but it might be an option if a person is will to throw a normal out if you dash forward.
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Well atm we can only go with arcade tier list which pretty much goes with: This character has the most high ranked players or... This character among high ranked players to a certain rank has the highest win % Console version will let people spend more time with characters to see what they can do and a more concrete list will be made. Though Hakumen and Kagura in the same tier, how nerfed did Hakumen get?!?
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I'll admit that I haven't been watching as many videos of 2.0 as of late but with that last tier list... Is Kokonoe still being used by people? Most videos don't have her as often as other characters in her tier or above. Outside of the Graviton change (not a minor change from what I was hearing) the buff of 3C > 5A allows more graviton-less combos to not put a strain on her stocks. Tsubaki ranked higher than Izayoi, I thought Izayoi got some buffs in 2.0 or did Tsubaki also get some buffs to help. I guess its nice that Makoto and Kagura both seem okay in the middle of the road of this list but who got hurt the most in this version?
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Things that neutralize pushblock from Barrier: Being able to cancel a block attack into a dash or jump > IAD to continue pressure. Moves that have sufficient forward momentum to it naturally. Micro dash normal move back in range. Moves that have vacuum on block that pulls the opponent back into range. Valk wolf mode. Now remember that IB barrier has increased pushblock so in most cases you need to IB barrier to actually create distance. Except for Valk...you just gonna have to block.
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That makes my day to know that Elphelt's hitboxes don't get to ruin stuff.
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Elphelt's 5H is only special cancellable on the first shot, any additional mashed shots can't be special canceled.
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the cl.S > far S X2 into 2/5K > 2D knockdown looking more consistent is great, I wonder if that is still crouching hit only and works on the entire cast. 2H looks better now with its range, not quite +R amazing but a clear upgrade to its current version. K pilebunker > 5H >2H in the corner I love. More damage and KD? Sweet.
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I now have this image where they spent hundreds of hours doing research of women running. Though its one thing when a woman is running, and another when in just an idle pose seemingly perpetual motion is going on.
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If the jiggle got toned down like 15% it wouldn't be as obnoxious. That said a lot of the dlc costumes are just face palm with what they are, like equal to that soul caliber costume announced a few weeks ago. Outside of that I don't really dislike the series, but it is the most ridiculed 3D fighter because of the girls. That said...the dragon costume was one of the funniest things I've seen in a while.
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*double checks Aperture Black videos* okay off of raw CWH it can help with consistency to use 5K instead of 5H since you want the opponent up higher so that you can do j.D > jc. > j.P and connect. I'll be honest I'm still learning that and some character's hitboxes can make the j.S hit weird so that j.H doesn't connect if the height isn't correct. On the plus side the damage is pretty legit and is stylish. As for CH IL...I'll assume you are testing it on Sol and to be honest off of CH IL you are doing easily 1/3 of most character's life before guts kicks in so don't get too upset about not getting to squeeze in that extra 7 damage. Probably for that first combo just trying to do jSHD you might not be able to be as close as you want since Slayer can't do a buffer dash jump so you might not get to be close enough for the last few hits to connect. Its not as damaging but I tend to opt to do 6H > Pdandy > UP > c.S since it is consistent for me and I can still do the basic air bnb into a KD off of CH IL. I need to get back into the lab and double check combos.
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5D9 I assume you mean the staircase combo into a knockdown? Sol just might have a weird hitbox so you may need to use j.KD instead to help make it more consistent. some of the cast may actually just require j.KD instead of j.HD. As for raw CW combos...the delay between j.H and j.D is used to adjust height since j.H has enough hitstun to let you fall a little more before using j.D into j.2K. I'll assume raw CW the combo you are doing is something along the lines of: CWH > cl.S > j.SHD > j.2K > j.SK > jc > j.SKD? If I'm wrong please state what combo you are attempting.
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Core Skills That Every Great Player Has Mastered
Angry Guy of DE replied to thekiyote's topic in Guilty Gear General
Knowing what to do in a situation without even having to think about it. Nothing is worse than when only after a match you realize that you could've back dashed the set-up or pressed buttons when there was a gap. Also read the manual and do the tutorial, its like free level up in a new game guys. -
Untech time of 2H was increased? Does this mean we aren't forced to try and link 5P on light weights now and lose damage? That sounds good especially with some dudes who's hitbox in the air can make j.S not work all the time.
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I'm not really interested in putting additional money for this game mostly because the interest for this game in my scene pretty much died once Xrd hit (and even then at least half the people there dropped that even now), and that the changes don't really make me happy. I'm not even saying the mechanic with GCOD since it'll just be something else to understand and either complain and lose to or simply level up your game and work around it. My real reason for not wanting to put money down is the changes to my main Kagura: Better run speed, I'm all up for Nerfed Oki, wait that's not good B orb changed completely, no stahp please Change flash kick to two versions to have the current version only have head invul with the other becoming a straight vertical dp that is super punishable, Why? 6C still doesn't get back head invul like in 1.0, So my only head invul move is a charge move...what a special snowflake 2.0 Kagura is.
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I think some people use ">" in between moves to provide spacing so its easier to read. Like for instance: 6HS > 214KK > 5K > j.S > j.H > etc. It just makes it a little easier to read with more spacing than just a comma.
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Can we hope if Delilah or whatever her name is that is Bedman's sister will be called Couch Girl?
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[Xrd] Slayer vs. Millia Rage
Angry Guy of DE replied to The_undercover_beret's topic in Slayer Matchups
A couple things that I've seen in matches against Millia: 5P can work very well as an anti-air with her IAD approaches, it can be baited by the pin so don't get too reliant on it if they aren't doing low to the ground approaches. Millia's run animation can make close slash whiff on her entirely. I wasn't too happy when my attack completely whiffed and I got punished when she was right next to me :/ 2HS is a good tool if Millia is trying to pressure with 2K and in between her dashes to do 2K again 2HS can catch her and potentially CH her, if you can get a 6H into meaty K Mappa you can do over 200 damage meterless.