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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
It does. You can't for example do 22P FRC with Justice using that macro button, as you're already holding down the P. P+K+S was just the easiest input to give for the Roman Cancel macro without making it some mystical additional input that might allow for janky detection. It also doesn't affect much else because there's only two other characters with negative edging as a serious part of their gameplan and Dizzy's lightning spear doesn't have an FRC. I use K+S+H when inputting RCs most of the time myself. Just plain easy to hit the top three buttons on the stick. DaiAndOh: About four pages back you asked about Axl normals. What they did was: - All ground-to-ground chain normals (2P, 3P, 2H) are one-hit like the pre-AC days - Anti-air and air-to-air chain normals (5P, 2S and so on) are two-hit AC hit properties. I thought this was a really smart way of doing things. Rather than giving him that relentless pressure on every single normal, he uses the ground normals to push the opponent away. Once they've been disincentivised from approaching on the ground, they take to the air where he gets to really wreck them with the easy AC confirms. Or he can just push them away and do Red Chain silliness. Helps to encourage him as a "make them jump, then make them wish they'd never tried moving at all" character, as opposed to Faust's "poke them in the air a bit to make them sit on the ground and get mauled by his mixup game". Axl and Faust are always tricky to design in ways that make them unique to each other, since at their core they're both Dhalsims. In general it just winds up that Axl is a poking Dhalsim while Faust is an SF2 Dhalsim. While we're on Faust, there was some talk about character strengths historically. The most consistent characters are definitely Slayer, Faust and Jam. All of them have always been super solid, with very little to fundamentally change what makes them so great. Slayer: Big damage, terrifying normals, excellent whiff punish potential. Faust: Footsie king, effective mixups, some of the best mobility in the game. Jam: Enormous damage, parry, really dumb moves that lead to the enormous damage, excellent frametraps Eddie's a bit inconsistent, though he's certainly been crazy in more games than he's not. X: A monster, just not very good at 6H FD cancel glitch, which is what the game turned into. XX: Sdrill FRC #R: Buzzsaw guard bar Slash: No more guard bar cranking, so no more damage. AC: Most braindead unblockables ever AC+R: Crazy, but in ways that take serious effort and reward positioning yourself well. Xrd: Somewhere between Slash and #R, but with that stupid restand mechanic leading to a loop that has no business existing. What's worth noting is that throughout Guilty Gear's life at SBO, every team in a grand final had a Faust, Slayer or Jam in it every single year. Often times two Fausts. They're consistently strong, and reward the basics of 2D fighting games well so it's the consistent players that win with them no matter what stage the game's life is at. I'll grumble about the Xrd Slayer changelog some other time. I'd long held that the only way Slayer would move below A tier would be if his basic concept of "amazing normals, high damage and great whiff punish potential" got messed with, and they did exactly that in Xrd. Bring back 2H, please. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
BBCT Arcade launched with ten characters. By console it had twelve. BBCS Arcade added two characters. A third was added to the console launch. BBCS Console then had three characters added as DLC, the third coinciding with the CS2 patch. Extend added a single character. BBCP added four more characters. Two existing characters and one of the new ones were time release. BBCP Console added three more characters, of which one was an unlock, another a preorder bonus and the third just regular paid DLC. Persona 4 Arena launched with 11 characters. It then time released two more, and added none in the console port. The Ultimax Ultra Suplex Hold added 3 new characters and time released a fourth. Console Ultimax is adding Three more, making this release comparable to Console CS2. Guilty Gear X launched with 15 characters. Console X put in Kliff and Justice as jokes with incredibly lazy animations. XX added 4 characters. #Reload added one new character. Slash added two new characters, of which one was from Isuka. Accent Core added no new characters. Accent Core +R tweaked two characters to make them exist for once. Their animations have barely been tweaked past #R. Guilty Gear Xrd launched with 13 characters and time released a fourth. Its console release is launching with 15, making this the same size that X started with at console release. You need to compare the release to X because constructing art assets is 1) Expensive 2) Time consuming 3) Expensive and time consuming. You are a moron and really, really need to stop speaking. If you're determined to panic over Xrd, there's no reason to stop playing AC+R. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Are you talking about when Slayer was activating IK mode and got punched out of it? That happens in X and XX as well. -
So, recommendations for Arcana choice? I used to run Blossom so I could be braindead with bursts, but found myself not using the rest of its tools. Then went to Lightning, but the usual combos don't really end with lightning super very well. I just ran Wind in Vanilla, but the things I enjoyed about the Arcana were taken away for obvious reasons.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
We've talked before about what Potemkin's lost (hint: just about everything that made him cool in AC and +R). Let's talk about what he gained in Xrd, and what Pachi and co. were likely thinking at the time they gave it to him. He gained Hammerfall YRC. This thing is insane. Every single time Potemkin approaches with Hammerfall, he can now spend 25 meter to stop the move and slow down time. Think of this as like giving him an FB followup to Hammerbreak that slows down time. Whenever he's approaching he can tank a hit, slow down time and react to the opponent's move with either a Potemkin Buster or Heat grab. Just about every time he's gotten in with meter, he's going to land the grip on you. When you're making a videogame that you want to attract lots of starry-eyed new players into playing, this is a terrifying tool to give a character. So what did the team do? They couldn't make an exception to Hammerfall as that would set a precedent for tacking exceptions onto moves. They couldn't just have the old FRC point because that's gone. So instead they decided to nerf everything else about Potemkin just to be safe. Let his tools fail to work for the early stages of the game so they could see which aspects of the character players find to use to complement the Hammerfall YRC game.See what tools would be appropriate to give this new Potemkin with an indirectly improved grab game. Did they go overboard in the compensatory nerfs? Absolutely. My hope is that when they decide to do the first big rebalance (since so far there's only been small bugfixes and tweaks like Bedman's meter gain), they'll have a firm idea of exactly which things to give back to Pot, and what crazy new ideas they can give him (such as Trishula having a use at all). My wish list for the bare minimum is: - Heatgrab working as it does in +R (you really don't want AC tension gain back for this thing) - 5P hitting crouchers - 2S vacuum - Another +frame or two on 6K - j.H into ICPM as a regular air combo, not exclusive to RCs or Dust combos Of course there's plenty of other dumb stuff I can think of. AC Slidehead, giving air combos off of 2H xx hammerbreak, +R 6H hit properties, old flick shockwave duration, special cancellable sweep for that sweet anti-Faust combo to heatgrab and so on. But I doubt we'll be getting anything more than a couple of buffs for Potemkin any time before the third or fourth revision of Xrd in 5 years' time. -
While I'm posting Arcadia tier lists, here's this month's for Blazblue. S: Kokonoe, Azrael, Carl A: Litchi, Rachel, Hazama, Valkenhyn B: The rest. Somewhat similar in approach as the last one (which was compiled by what, Souji?) I still cannot agree with the idea that Hakumen and Mu are the same tier as Amane and Makoto.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
So the latest Arcadia rankings from their piece on Arc Revo are: S: Sol, Zato, Faust, Ramlethal S-: Chipp, Milia A: Ky, May, Axel, Slayer B: Bedman, I-no, Venom C: Potemkin Slayer's up somewhat more than Ogawa and Machabo had him last time they published one. I can agree with Ram's position. -
Cheers. I assumed that Katakana was no-persona and kanji was Persona.
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So this month's Arcadia had a promo piece for Arc Revo. They also posted some tier lists. As far as I can tell with my crapp reading ability, P4U's is currently: S: Yosuke, Yuu A+: MINAZUKI (Persona), Aigis, Akihiko A: Teddy, Minazuki (Personaless), Yukari, Shadow Labrys, Mitsuru, Shadow Chie B: Naoto, Junpei, Chie, Yukiko, Kanji, Shadow Mitsuru, Shadow Yuu C: Elizabeth, Labrys, Rest of the Shadow Versions EDIT: Fixed the Shos now I know which is which.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Batako was one of the best Zappas in late AC/throughout AC+R. He's hardly a random player. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Sin has a flag. Sin has a gauge that affects special moves. Keep the Flag Flying? But seriously, first we wait for the Famitsu scans. Then we make Art of Fighting jokes if it winds up the way I'm thinking it might. Give Sin the bottle chop please. -
http://www.twitch.tv/phifedawg/c/4551544 Finally got some matches recorded. With that, the story of Death Cargo is pretty much over. Don't buy it, even for a lark. If you want Necrostorm gore, just get the movies.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Jocelot: It is indeed as you suspected. Antiair normals trade a whole lot less in Arc System Works games because of upper body/above knees/what have you invulnerability on a lot of the moves that you usually use for those situations. In other situations where trades would often occur, clashes happen instead. The games use the invulnerable attributes on certain moves so there can be solid antiairs while allowing for much stronger air normals. If you take your approach from the air cleverly, you can get in without fear of a Sakura cr.HP ruining your day every time, but at the same time if you're just IADing all day you're going to whacked by that 6P and hate yourself. SF4 has a lot of DP trades because of a conceptual goal from the start of the game. Capcom's logic was that if DPs have less invulnerability frames, they won't be as scary to deal with to newcomers. Due to the way juggles work in that game it has of course led to the notorious traded Tiger Uppercut -> towards Roundhouse -> Ultra that has brought much woe to people. You'll want to be careful using the word "priority". It's one that can cause people to blow their tops since it causes misunderstandings about how moves interact with each other in fighting games. It's all about hitboxes, active frames and invulnerability frames to determine what beats what when. EDIT: AllyOfJustice - 2D fighters can always have comparisons run between them, as analysing how each game handles the basic rules of the genre can greatly improve your understanding of the games you like. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
Carmine: Adder, Notes. Mysterious Eltnum: Senaru. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
Those are Infinite Words EXS. They cost 200 EXS and can only be performed when low on health (below 25% I think). Input's just hitting all four buttons at once, at which point a big pillar of light surrounds you for the hitbox, making this a universal reversal option when low on health and with plenty of meter. Pretty much Yuzu's only reversal. They scale a bit worse in combos than the regular 200 EXS supers (the infinite words), so that reversal function's pretty much the only time you see them. Before EXE:Late they functioned differently. They were astral heats then. The change was made so the things would actually have a practical, albeit situational use. Think of them as KOF02 HSDMs. -
Patch01 came out. It fixed the infinite and adjusted the TW into specials glitch in a way that has created a new infinite. https://www.youtube.com/watch?v=37r04enKgB4 I also got my preorder hat. I'm not showing photos because I've been paid and will also be sued and also I don't have my hat (no really, it actually arrived). EDIT: Photo of a fat guy as evidence.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
So the Rion on your team was the UNIEL player, right? Is Xrd his first time playing a GG? -
Strengths: Fast, great normals, has tremendous reach on her 236 series. Has Unlimited Hazama lifesteal ring as a 1bar super. Has a 1f standing low that starts combos. Weaknesses: Low health. Doubly so if you pick Wind so you can become Magneto. Clarice is like every day being Christmas with none of the weight gain from overeating.
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Doesn't even get knocked down. Just spins around once instead.
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So, 5K. Is it still throw invulnerable? I've noticed that even on DP-less characters without the meter there's been very little meaty 5K in matches.
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Just give us an MK2 Groove for Raiden so we can crash the game every time a combo's performed.
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Be careful with your Earth Clarice. The 1 bar Clarice Combo You'll Be Doing All The Time 2ABC (or 5ABC, doesn't matter) 4C 236C 236B 5D 9 j.BC dj.B dj.1C dj.E 236C That combo does good damage, knocks down and you can do whatever after if you've got another bar (which you probably will since you're Clarice). Things like Wind 2D to plonk whirlwinds and junk down, call out a lightning bolt, call out super lightning, fly at them for a crossup, whatever. You're Clarice, go nuts. You can always just j.B j.1C j.E 236C to be safe if you think something's going to whiff in the regular combo due to position, momentum after homing or some janky confirm off of a j.236A from half a screen away.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
I feel that the best way to improve him would be to just reduce the startup and increase the hit/blockstun of his fireball. Make it something that you want to avoid entirely so you can't get air-unblockable'd and allow him to have some actual space control. His close-range game is fine and he can use the game's defensive mechanics well. He just has to get in at all. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Ask what the window for release in PAL territories is and who's handling it. If they can't say, ask why they're so uninterested in other countries not being able to play their videogames. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
It's being performed on the AI in Stage 1 of Arcade Mode. It might just be that the AI doesn't think to tech, like with various black beat combos in GG. If not, guess a 2.03 will be coming along in the next month. EDIT: Oh wait, there's no indication of invalid. We Hideyoshi now.