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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
BSing Heat Knuckle seems consistent with being able to Slashback ON in AC. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Amadeous: You're wrong about Ogawa. He's not 15th dan. Turns out he's 17th now. -
I'm Writing Words About Learning Guilty Gear. Feedback Appreciated.
Pichy replied to Pichy's topic in Guilty Gear General
Play Juri. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Circuitous: I did shortly after I made that post. -
Whenever I've played with people new to Guilty Gear or talked to someone who's watched some matches and has no clue what's going on, there's certain subjects that have cropped up time and again. We've already got videos explaining the base mechanics and terminology of the game, but I still don't feel they quite answered the questions I've been asked over the years. As a result, I'm writing some blog posts about them, aiming to provide information that is relevant to both XX and Xrd (so nothing about, say, FRCs at this point). I've written two posts so far. Feedback is always appreciated. http://pichyandpals.blogspot.com.au/2014/09/lets-learn-guilty-gear-part-1-combos.html http://pichyandpals.blogspot.com.au/2014/09/lets-learn-guilty-gear-part-2-not.html
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
From what I can recall of descriptions from players and the meagre footage we've gathered so far, the overhead just happens to be her 6P. We Justice now. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
I have no idea where I should put this or if I should make my own thread, but I've decided to write about aspects of Guilty Gear's gameplay that I have noticed people struggling to understand over the years. I opted for combo discussion first since I get more confusion from people at that than any other subject. Next will be the importance of FD braking and the ability to jump cancel on block. http://pichyandpals.blogspot.com.au/2014/09/lets-learn-guilty-gear-part-1-combos.html -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
From what we could see the grenade only hits Elphelt if she cooks it for too long. Later in that same video she runs into the explosion from a thrown grenade and is completely fine. Re: comments about her looking too anime or trying to make this a game aimed at Blazblue players or whatever nonsense. This is a series which has a ronin seemingly incapable of doing any sort of chest bindings since 1997. The game has tits. Get over it. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
The most significant thing to gather from those first match uploads Dengeki did is this: You can blitz shield Sin's rapid stabs partway through it. Any other info (such as doing OTGs with Elphelt to get a safe stance preparation while maintaining pressure or the simple bangbangbang into super confirm) is handy but not as specifically useful as that one. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
It's a marriage certificate. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
You can summarise why Xrd Chipp is so damn good with three simple points. First: Much like +R, all of his good mixup and mobility options don't leave him in counterhit state where he gets stunned and dies instantly. Second: Damage as a general rule is nowhere near as high as #R or Accent Core, again giving him more opportunities to survive a single mistake. Third: In Guilty Gear XX he has a move where he says "find me!". After he says that you go try to find him and hit him and he dies. In Xrd he says "find me!" and you cannot find him. Re; Trailers and stuff. Elphelt looking fun. Sin looking fun. New song sounds like a B-side. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
You're better off just jumping than trying tricks to win a same-frame throw scenario. Re: Axl. Faust does pretty much everything Axl does but better at this point. Higher damage output, far stronger mixup game and much better zoning tools thanks to f.S being so ridiculous now. Axl's got Redchain Stance, a true reversal and... that's about it. He lost the grounded multihit normals to make people regret staying on the ground (though he does at least have the multihit AA normals to punish people for jumping around). He lost his pressure extensions with Greenchain FRC and Blueorb Feint. Blueorb itself got nerfed on top of that. He doesn't really have many tools that take advantage of YRC as a mechanic and he's just plain not very scary. For all the grumbling we like to do about Potemkin, he at the very least has the completely terrifying Hammerfall YRC. Axl has to spend a lot of time running away (thus gaining less meter) if he wants to Redchain without getting swatted in startup, and pray that the other guy doesn't just blitz shield it or trade with something that'll knock him down. He's by no means a bad character. He's just a bit lacking in something really special to make people respect him. -
I have absolutely no idea. Needs research. https://www.youtube.com/watch?v=rO8zv8DMV6Y&feature=youtu.be I found some old casuals I'd recorded and neglected on this hard drive. Here you go.
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Guilty Gear FAQ Thread - Ask your questions here!
Pichy replied to Kairi's topic in Guilty Gear General
There's no magical switch that PS4 developers can flip to enable PS3 controllers to work on the PS4. Sony saying "it's up to the devs and publishers" meant "we won't stop them from building their own device drivers if they want to spend that much time and money doing so." -
https://www.youtube.com/watch?v=WvHGAK6ZuYQ&feature=youtu.be I played some games with Abegen this weekend. A bunch more with Melbourne's best Dizzy and some American Faust, but my recording gear had been borrowed for USF4 as they were running hella behind schedule at that point.
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We don't know anything at all given that the last time SNKP put up job listings with a similar description they promptly put out another Fatal Fury and SamSho pachislot.
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What's all this nonsense about Vatista/Hilda being even? That's a horrible matchup, and I'll tell you why. Vatista is better at fullscreen than Hilda, hands down. Hilda can stop Vatista doing sonic booms if she's got 200 meter, but that's it. Laser beats swords. Swords only beat sonic booms if you read it right (do air swords against grounded boom, grounded swords against air boom etc.) If you opt to both sit at full screen, Hilda's going to take more chip damage and wind up with a health deficiency. She has to get closer and land solid hits. This leads to the next problem. Hilda's midrange game is of course where she shines. Her gameplan as a character is to sit here with a life lead, make the opponent impatient and do something stupid that she can blow up and position herself in that same spot to do it again. Maybe toss out dagger orbs and run a high/low setup. She can use Invite Hell/5[C]/Petshop Stalactites to blow up shields in this range, but there's two things to consider about that: 1) People are starting to learn that you shouldn't shield Hilda at this range because pushing her away just makes her position more favourable 2) You have no frickin reason to shield as Vatista at this range anyway. So you're running pressure on a Vatista that's downbacking. What do you try to do? Use the overheads. What's the problem? They're very reactable. So, we need to get in and run some janky stuff using j.[C]/empty hops into low and so on, right? That's the next problem. Vatista is downbacking. If she sees you hop, she's going to flashkick. If she sees you run right at her, she's probably going to hit 2A+C+D to sweep/throwtech you before your crappy 8f low is in reach. She's not going to shield you because why would she? She's got a flashkick. You've got nothing unless you've knocked her down and put an orb on her. You can run a mixup if you've got an orb, but if it doesn't hit you're back to the midrange pressure that she doesn't care about because you're doing no chip damage and she has a life lead. You're not going to toss orbs in neutral because she's going to laser them in their long startup. If you've gotten to the midrange game with a life lead, you've got a chance the onus is on the Vatista to make the move. God speed in getting that position. It's possible, but it requires you to be extremely on point at all times against someone who can just wait for you to tie the noose. tl;dr Vatista is better than Hilda at playing Hilda's game.
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The main problem was that they needed more sprite artists to get the animations done in a reasonable timeframe (in comparison to the 4 years or so it took for 4.3 to reach the stage it was at when released) and had trouble getting some. Since, you know, specialised work is hard to get at the standard you want.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
I'll bite. GGX: Dizzy was top tier due to having one of the best normals that the FD cancel infinite could be performed from. Otherwise she's just XX Dizzy. GGXX: I-no was rubbish until Slash. All Boss I-no has that regular doesn't in any version is Megalomania. #R Robo-ky with an AI that knows how to deal that 90% off of command throw would be scarier than XX I-no. GGXX/: Order Sol might as well have not existed in Slash. Boss version was a different story but again, not playable. AC+: Only alterations to Justice and Kliff from #R or / as unlocks were the addition of force breaks. Ac+R: Kliff was hella dumb at launch. That had nothing to do with his boss conversion, but because they gave him new tools that led to dumb stuff like stun combos up the wazoo. Justice is, as we know pretty darn bad. So of all the times we've had a boss character playable since GG1, the only times they wound up stupid were because: - There was a universal glitch in GGX that Dizzy happened to be really good at using - They gave Kliff tools that the boss version didn't even have. Ramlethal is how she should be. A Dizzy with less full screen options and far worse meter gain, but a stronger mixup game and higher average damage output. If a Ramlethal's got more than like 15 tension, they've probably earned it. -
It's not. That account's fake. There is a patch03 now, though.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Nothing besides FB charge, FB Puffball and the AC 6H. Jam's changes were mostly move property adjustments (IAD Card shoryu comes to mind), damage and stun adjustments (why hello there #R counterhit puffball) and adjusting the input of her parry from 46 to 546 so she couldn't just mash parry in the other guy's blockstrings and get stupid punishes for no effort. Jam was always solid as hell. -
It'll be a Kizuna Encounter pachinko.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
The 1.02 tier list Arcadia listed in that big "here's the tiers for all the active games" list had him in C with Venom and Bedman. Their list from the end of last month had him up in low A/high B. Damage in general is a lot more normalised in Xrd, which hurts the "big damage". He lost a lot of his AC mixups (crossup pilebunker, fake 5D, fake mappas), and doesn't have #R's damage. He lost any sort of damaging combos off of Bite without meter (which in turn makes it less appealing than the faster normal throw in a game with no throwtech since he gets more damage off that). Most importantly though, his normals are smaller and the hurtboxes are larger. You can't swat people away with things like 2S, and can't just 6P people in footsies for free. On top of that, 2H's hitbox is tiny now. Like, barely hits past his feet. That move forced people to respect him so hard, and now it's gone. In turn, that means the 5H 2H gatling is weaker, as max range 5H no longer can make the 2H connect. He's certainly no Potemkin as far as nerfs go, but he isn't as Slayer-ish as he should be. Also my favourite Jam parry nonsense was how before Slash you could just mash 46 over and over in blockstun and get parries whenever so long as they didn't go low. Have to return the stick to neutral before inputting the parry now for a reason.