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Pichy

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Everything posted by Pichy

  1. http://live.nicovideo.jp/watch/lv199059254 Day 1 stream. No players so far, though it is only now reaching lunch time.
  2. You are right, Destin. We could say that the outright removal of Shark Drive/Spitball is a nerf, but I'd say that Mini Eddie essentially having Slayer dash into Nobiru makes it more of a sidegrade than up or down.
  3. I might as well make my own list, so here it is. I aimed to use categories that would give a larger spread on the list and... didn't really succeed. I definitely feel it's worth noting that even the characters who look like decidedly bad still hit like a truck or have some sort of grime. Just grime with a higher resource cost.
  4. Negative Edge is what's used to control Mini Eddie.
  5. Depending on what the player's main is the opinion ranges from "somehwere in the middle" to "bottom five". The matchups in her favour are often really in her favour such as Order-Sol, ABA or Venom. She does best against characters that are both bad at dealing with Nukes and have slower normals than her, allowing her to win a footsie game and sit on top of them being scary. Likewise her bad matchups are horrible such as Faust/Dizzy/Axl. Those three can pretty much whiff punish anything she does anywhere and can shut down any sort of air game, even with her amazingly fast j.K. The strong okizeme characters such as Milia are also a big nuisance since her defensive options are somewhat lacking. IB -> backdash or saving your meter for a Michael Blade FRC aren't exactly things you want to have as your bread 'n butter response to Milia putting an FB disc on your head. I feel that she's a character with a couple 7-3s in her favour, a bunch of 7-3s against her and the rest are pretty much 5-5. Some of those can be really tense and fun to play (Potemkin, Slayer). Others are a bit silly (baiting Sol into trying to Grand Viper). So in other words, the same situation that Bridget, Robo-ky, Venom and May are in. Hence why I peg her as bottom 5.
  6. Pretty sure "she's Japanese, yo" is a legit response in a world where most of humanity are literally some form of wizard.
  7. Dang, I don't have any vids of playing my mate's Anji floating on my hard drive. I better go record some matches on Thursday. From what I can recall, my general plan is to stay as far away as possible, use nukes to bait autoguard moves and whiff punish. IBing Fujin then backdash -> throw ala Potemkin works well. As does getting into a range where he wants to Fujin or 5H or whatnot and countering. FB Butterfly just plows through nukes, which is also a pain.
  8. Compare Minazuki to Moroha Mode ABA or Chipp. Ky's a simple and solid character about smacking people for jumping dumb or not respecting his frametraps.
  9. I-no's optimal damage previously involved numerous jump installed chemical love FRCs with a dash buffered before and after each. The input is roughly 6 632146 PKS 6 j.S, repeat until out of meter. Timing is variable depending on what normal came before each Chemical Love and it's one of the tightest FRC windows in the game to boot. They now involve chemical love RC then diveloop. That is to say 214K PKS j.H 236S 236P 66 j.H 236S 236P. Correct me on which buttons it actually is for each dive, but you get the point. Alternatively in the corner you do something like: j.D 214S 214S 214S 5P 214S 214S 214S. If that's not a gigantic drop in execution then I'd like you to stream some Jedah dashing j.HP loops for me. I think 15 reps will do fine.
  10. Optimal combos for someone like Ky is like a 30% increase to damage in the corner. Optimal combos for I-no basically doubled her damage output. On a character with no meterless reversal and really poor corner carry off of the easy combos, this basically means you have to open up your opponent twice as much. That's nearing on 10 bouts a round instead of 4-6ish. Pretty darn important for her.
  11. I made a video going over practical Justice combos for most situations yesterday.
  12. "I Want to Get Truth" - A Practical Combo Video with annotations.
  13. As my last post no doubt indicated, my memory was way shakier than I thought. The input was 6K+H, not 4. Since the Xrd Tutorial confirmed once and for all that the thing is back, I wrote about it.
  14. Dizzy with shorter pressure but stronger mixup. Of course people are going to complain about her.
  15. Try a couple of decades earlier. Disclaimer: Yes, I'm well aware that the dub is from 2001. Accurate translation and still a long-running meme with the original dialogue as well.
  16. Ramlethal is an Accent Core character.
  17. In order to get the right juggle height and amount of hitstun you usually need to RC whatever you were doing then IK prep.
  18. He's probably referring to the button macro glitch that gives her outrageously good matchups against some characters. Like Order Sol turns from about even to 8-2, possibly 9-1 in her favour.
  19. BBCP had Celica on the cover. Take that however you want.
  20. If meter-efficient damage were the only important thing for a character to have then Joe would've been Top 5 in 13.
  21. Can someone please smack iantothemax around the head a few times for writing that misleading SRK article? The TGS trailer showed a character in Story Mode a couple of times. You know what else they showed? Dr. Paradigm, Sol in his GG2 outfit and Ramlethal in an outfit that has more clothes than just a Venus flytrap cloak thing. You know what they said about any of this? Nothing. There was no announcement of a new playable character. No suggestions of what their plans are after Console Xrd launches. Just glimpses of conversation in Story Mode that vaguely suggest what the plot is going to be about. Guilty Gear has had characters that only appear in Story Mode before. So has Blazblue. So has UNIB. The art team have gone into detail about how much effort goes into adjusting not just the lighting, particles and clothing adjustments for every frame of a playable character's animations, but that they have to construct altered (oftentimes heavily altered) models in order to get the right effect at all times. Clearly the Story Mode is taking more effort than the "draw 8 variants of base character art and hire an actor to voice the script" model of games past, but just because you see someone in Story Mode doesn't immediately mean they're set in stone as the next playable character. After all, we've had a complete model and voice for Generic Ky Soldiers since February and I haven't seen a single post on this site asking when he will be playable. Please link to this or just copypaste it every time someone asks when we're getting the purchase info for Leo or what have you.
  22. Like trying to jab or throw the roll on reaction.
  23. I just so happened to write about that very subject yesterday.
  24. He's getting patched in Feb 23rd as part of the ASW Update Promotion. BBCP is receiving Jubei and Nine on that day. P4UUSH is receiving Femtag and Masao (complete with Mark reskin for the US release. PAL will instead receive an update that bricks their PS3s).
  25. And here's an essay about throws. http://pichyandpals.blogspot.com.au/2014/09/lets-learn-guilty-gear-part-3.html I've always been shaky about things like using button priority to win same frame throw situations by pressing 4K+H and so on, so I left it out. Further clarification is always appreciated on such matters. I wanted to hammer home a mentality of "I should be away from bad situations instead of looking for direct counters to everything all the time", so I mostly advised to jump away from throws. Good habit to have against command grab characters anyhow.
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