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Everything posted by Pichy
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Clearly he's spent 5 years working at Jam's restaurant, making her loads of money. Thus, Jam buys new clothes for herself and Bridget now wears the old Jam outfit. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
The other big problem is that all the footsies-geared tools have ridiculous advantage, leading to the game having barely any neutral game even at fullscreen. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
The thing about IDs is that they meant 5D was a desirable tool to use even for characters with faster overheads. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Okay guys, let's stop contemplating whether Daisuke's apparent goal of ignoring everything from / to AC+R is bad for the game or not and consider this: Our mates over in the (japanese) Vampire community aren't great in number, but are still more than happy to run both Hunter and Saviour events at DCC every year. I'm assuming that #R is going to serve as the base from which Xrd is designed, and that game is still kickin 'rad. So what if things change? We can just play both +R and Xrd and enjoy each game for its unique strengths. Unless Justice isn't brought back after them making me wait ten years for a tournament-legal version. Then I'm boycotting the game forever. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Just toss extra lightning effects on all his normals. Blam, same hitboxes and flashier. Also 15 times more coconut needed in his dialogue. Regarding Eddie, one of his AC+ endings is Zato's body finally giving out and him panicking, then realising he doesn't need the body anymore and flying into the night. I'd kinda like that to be the route they take so we can see Eddie's personality fleshed-out more. Then just say something like "he took on Zato's appearance for a laugh/because he's used to it." What matters is whether he keeps MAWARE or not now that +R brought it back. -
It's me making an exaggeration on how many tatamis can be done in a "no airtechs seal mode" combo you fruminous bandersnatch.
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Yeah, though it's weight and position dependant whether you need to RC that ground Hsword or not, and whether you can do j.S j.D dj.S. j.S j.P j.S works on everyone bar Robo-ky all the time. For Robo you just tack on a j.K at the start.
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Writing this down before I forget. Was done on a Kliff. Need to test weights etc. as always. 6H j.S j.P j.S 41236H j.H Very good combo. Do this one.
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Calm down man, Baiken's combos are shorter (excluding Seal into 4398 tatamis combos). Also you're going to have a pocket Kliff, because everyone's going to have a pocket Kliff. That man is the most hilariously easy character I have seen in a long time.
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The people who used to play with me all ragequit due to my Shannon/Vergilia. I didn't even bait the 236Ds that often...
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He was at the Godsgarden event on the weekend. He did not win.
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I love you Dustloop.
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From what I'm reading on the website, it's looking pretty GG Clone. If I'm understanding it right though, there's only IB. No JD. Also four buttons. EDIT: And fatal counters. I'm out.
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They'll make a new game.
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There's some really smart play in there, but I couldn't help but laugh at that Sasquatch ticking you into 720, Kyle. Good luck in the last-minute qualifier!
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I'll make a gatling chart later, but 2K does indeed gatling into 6P. 6P doesn't go into 2D, but it does gatling into just about everything else, which can. So stuff like 2K 6P 5S 2D is possible. I input the first low as 1K rather than 2K just to make sure I don't accidentally get Valkyrie Arc. The tricky thing with Omega Shift is you have no meter immediately upon activation, so if they ever see the giant superflash they will probably knock you down with a DP, then just run away utnil it runs out and they can kill you. You can't do shoryu FRC or nuke FRC if you have no meter. There's doubtlessly more potential than we've seen from Japan so far as far as blockstrings go, but there's definitely reasons you haven't seen anyone use it past the first week. Also it turns out that 6H xx Gamma Ray works on Sol/Order-Sol now. Doesn't work off counter though.
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To whoever asked a few pages back about EX, Gold and Shadow characters in +R, I can say this so far: - EX Characters are unchanged as far as I can tell. EX Eddie is still hilariously OP, EX Slayer's still a rekka character, EX Dizzy still has chainsaw etc. - Justice and Kliff do not have EX versions. - Gold Justice and Kliff are reworked. Gold Kliff is still a gorillion damage and slow as hell, but he uses +R Kliff as his base, making his slow movement even funnier. Gold Justice can run, but otherwise uses +R Justice rules. Omega Shift makes her the old Gold Justice, but it lasts the same time as usual and still fills her guard bar up to max at the end. So, it does what Omega Shift should do to normal Justice given its cost and risks. - As far as I can tell so far, this means that AC Kliff and Justice are nowhere to be found in the game. This makes missions 24 and 25 significantly easier.
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Quick Guide to Justice Oki: Do nuke, do another nuke with FRC, do 6P. Tips and Tricks: Justice's backdash is as good as Potemkin's, if not better. Abuse the hell out of it - you're going to be in unfavourable positions a lot. TK michael swords shrink her hurtbox and have a ton of blockstun. Good to just toss out in neutral game if you need some meter and don't care if it hits or not. Don't go nuts with nukes on Pot. Sure you're a zoner, but slidehead and flick aren't going to let you have more than one nuke on screen. Superjump j.H is your friend.
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I've wound up with a Vita, so I'm testing the hell out of, well, everything while on breaks at work. Here's a rough outline of some stuff before I check on things like proration values and framedata. Rundown of Justice's Moves (shift to wiki?) 5P Hits twice. Mashable even on the second hit. Gigantic hitbox. One of the best jabs in the game. Use it. Lots. 5K Hitbox reaches to the part where her tail curves around. Gatlings to everything. Good poke. c.S Single hit. HUGE anti-air hitbox. Gatling into 6P if you want to hitconfirm into an anti-air combo. Otherwise, this'll probably come out if you're just hitting S near the opponent while waiting for the lazy hitconfirm off 5S. 5S Dizzy's 5S on crack. Huge horizontal reach, and hits 4 times no matter how far away you were. Hitconfirms into S Michael Sword are ridiculously easy thanks to this thing. Trick a Pot into playing footsies and just laugh when they attempt to Hammerfall. Also cranks up the guard bar like nobody's business. 5H Second-farthest reaching normal. Gatling into it when you can for extra damage before the inevitable S Michael Sword. 5D Testament's 5D but a bit more ambiguously animated. Reaches a bit further than 5K, so you can toss it in after that instead of a 2D if you want to be a cool guy. Now we just need to work out a worthwhile Impossible Dust combo for her so we don't just go SPSPSdjSD Michael Sword. 2P Mashable. Pretty standard 2P for anyone else, but is far and away Justice's worst normal. Nowhere near the reach of say, Faust's, and it hits Mid to boot. Just use 5P. 2K One of her two lows. Reaches about the same distance as 6P, so you can actually do a wonky high/low game if you space things right. Also knocks the opponent up if you use it to OTG. Too bad they took away Michael Sword's groundslam... 2S Big reaching normal, but it hits mid. Only gatlings to 5H, so use this if you've already hitconfirmed and don't want to scale your combo with 5S. 2H j.S... on the ground! Hits mid, and hits twice. Knocks the opponent up but is neither jump nor special cancellable. You can juggle with nukes off this fellow, but you have to link into them. Pretty good way to end combos off a FRC air S-Michael Sword. 2D Her only other low-hitting move. HUGE reach, almost as long as 5H. Combos into S Michael Sword, like all her S and H moves bar 2H. 6P Godlike anti-air. Hits twice, but only once against airborne opponents now Gatlings into S, H and D, and can be gatling'd into by 5K and cl.S, allowing for you to tack on a bit more damage if you're smart. Is also an overhead that is faster than 5D, making this your go-to mixup normal of choice most of the time. 6H Hits twice, pulling them in on the first hit like Pot's 2S. Second hit launches. Combos off throw and Valkyrie Arc, making this to pretty much be your bread 'n butter launcher. Whenever you do launch people, the easiest combo is just j.S j.D dj.S j.D and then either S or H Michael Sword. j.P Good for mashing in blockstrings, but that's about it. Has a worse air-to-ground hitbox than it looks like it should. j.K Forkfoot. Amazing normal for playing air footsies with. Gatlings to S, H and D, so you can do things like j.K j.D as a nice safe blockstring. j.S 2H but in the air! Standard combo filler, and has the best upwards reach of her air normals, making it good while rising to hit someone above you. j.H By far the best jump-in normal. Causes knockdown if it hits an airborne opponent, making this a good combo ender if you're close to the ground and want the largest amount of time to try setting up oki. j.D MASSIVE horizontal reach, and would be an utterly terrifying crossup attack if she had even one airdash. Gatlings from j.S and is both jump and special cancellable. Good move. Special Moves 236P: Valkyrie Arc THE COUNTER. Beats pretty much everything once it's active, but it's got startup. When it works, the attack is identical to her throw, leading to the usual 6H into whatever combos. Same proration as well, IIRC. 623K: S.B.T. Her DP. Massive vertical reach. Can be FRC'd. Not sure if the old links off the thing still work, but I'd assume not since all her normals are a teensy bit slower. Still, very good DP. 22PKSHD: N.B. NUKES. After the startup for a nuke is done you can cancel the later recovery frames into another nuke input, and do this forever provided there's a button's nuke not on screen. Nukes travel until you let go of their button, at which point they explode. If you get hit, nukes vanish. Nukes can be FRC'd pretty much instantly after you've input them. Trajectories are: P - Horizontally, low to the ground. About where her 2P is. K - Horizontally, at her head height. S - Launches from the knee, and goes in an arc that's about 50 degrees. H - Launches from the shoulder at about an 80 degree angle. Maybe 83. D - Launches from the shoulder, but has a more curved arc than H. Catching people with piles of these leads to sweet nuclear raves. 41236 S/H (air OK): Michael Sword FWOOSHING. Gigantic hitbox, knocks down. There's two versions of it now, and they can be done in the air as the bog standard combo enders. S version - Single hit and just causes knock down. Pretty much guaranteed to send the opponent to the corner. Is faster, so it combos off more normals. H version - Slower startup, but has two hits and causes wallbounce. Can only be comboed into in specific situations, such as 6P, 5H Michael Sword. Not off a raw 5H though. Also builds a ton of meter on block, making it pretty sweet for ending blockstrings with. Air S Version - Can be FRC'd, which causes the opponent to fall straight down. This lets you continue the combo either by relaunching with 6H, or doing a 2H into nukes. How you followup depends on the other guy's weight, really. Air H Version - Wallbounce, and much easier to combo into thanks to j.D having lots of hitstun. Whether you end with S or H version in the air depends on the matchup. There are some characters you want waaaaaaaaaay away from you (such as Kliff), and there's others who will destroy you if you plonk them in the other corner, such as Faust or Zappa. Choose the ender as you see fit. Air versions can also be TK'd, but hit mid. The big advantage to doing TK michael swords is to shrink your hurtbox 236D: Saperia Trance FWOOSH. Dash attack, and her only Force Break. Causes wallbounce, and is pretty much unreactable. Can be used as a ghetto movement tool, and to do silly shenanigans like whiffed Saperia Trance, land, throw. Overdrives 632146S: Imperial Ray Had its input changed for some reason. Spinning red laster that hits a million times. Use this if you're OTGing in an attempt to kill someone on low health, as it doesn't give a damn about damage scaling. Can also be FRC'd now, and comboed into off 6H. 632146H: Michael Blade SUPER FWOOSHING. Ludicrously good fullscreen reversal that OTGs and can be FRC'd. Also floats the opponent, so you can followup with 6H if you're close enough. The ultimate in just do it moves. Get used to blowing all your meter on this. 46463214S: Omega Shift Justice Install. Costs 100 tension. Gives back her ability to run and airdash, and gives her 3 airdashes and 3 jumps just like the old days. Alas, all the restored mobilty options are far, far slower. On top of this, the recovery on the super is extremely long and your guard bar is filled to max. So basically, you spend all your meter in the hopes that you can get multiple mixups into full combos and kill your opponent in the span of about 14 second, and when you inevitably fail to do so they get the optimal setup to do a ToD on you. Never use this super. EVER. Two Michael Blades, a point-blank Michael Blade FRC or four nuke FRCs are all much better ways to spend your meter. 46463214H: Gamma Ray First 50 tension is spent on the intial launching hit, which can then be FRC'd. Need to see if that has positive proration, since otherwise there's no reason to do it for reasons I'll explain in a bit. After the first hit, Justice fires the wave motion cannon and destroys some floating continents around Jupiter. If your opponent's got less than 25 tension and is low on health, you're going to get a chip kill. There's just that many hits. (Throw/Valkyrie Arc) 6H xx Gamma Ray combos on everyone who doesn't have Sol in their name. Scales like hell off the throw or VA, but does ludicrous damage off a raw 6H. If you've got 100 tension and know you can hitconfirm, it's actually a solid 50% or more off most of the cast's life. More if they have a bad guts rating.
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It never ceases to crack me up how Tamaki has both a 720 and Maiden Masher.
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Benimaru's always been one of the most-used characters in just about every KOF, due to him never being below A tier. cr.B cr.B Iado is the classic scrub killer.
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+R EX Eddie should be allowed to summon and command #R shadow whilst blocking, airblocking and knocked down. He should also be able to call the drills whilst knocked down, and the FRC is a 10f window and is also meterless.
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Oh that wacky mid-90s Capcom.
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Pichy replied to gbursine's topic in Vampire Savior
So I've forgotten what the AUTO option at character select does. Is it just enabling/disabling absolute guard, and thus the standard for tournaments? -
Have the finals for DCC3 been posted? If not, here they are! http://www.youtube.com/watch?feature=player_embedded&v=CAUQntT0tRI