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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
YRCing neutral state adds a whole new meaning to "the do nothing mixup". Also the aforementioned potential for for UNIB-style chain shift confirms in neutral. -
Looking at her movelist, sounds like it could be the down input after tossing a beach ball or something. That or it's what her Ensenga looks like. Or it's a command normal. Or they've gone completely insane and given her KOF hops.
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2H appears to have been replaced with an anti-air. Almost looks like it'd beat crossups. Might not be jump cancellable, but this certainly provides a simpler alternative to 5S 5H SVD for newcomers, and there's probably some sort of route like antiair 2H, hoop, hop on hoop RC stuff. Or perhaps 2H, beach ball YRC, 5S 5H SVD.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Oh hey, they replaced May's 2H with something that actually has a different use to 2D. Now she has both another AA normal, and can do 2S 2H SVD if you suck at charge partitioning. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
What's with all the quips about high damage? Did you guys play the same X/Vanilla/#R that I did? The series started off with very mid-90sish damage, so I'm glad to see a return to its roots. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Nope. It's still Takehito Koyasu. R.I.S.C. Gauge -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
I can't remember if this was ever asked: is Potemkin's 2D special cancellable? -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
They did it by activating Astral Vision while Chipp clung to a wall. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
And that's why 1f throws are the greatest thing ever. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
I agree wholeheartedly. The last few years of AC's life had all sorts of upsets after all. Hell, the final big tourney was one by Samitto of all people. I just found it funny that right when they fixed Buzzsaw's madness they decided to replace it with a pinwheel that both raised guard bar and drew the opponent closer to him. Then also gave him unblockables off of a sweep and a new replacement for the mine setup that builds three times the meter. Completely insane ideas like those are part of why I love the series. You don't learn anything about whether an idea's good or not if you never try implementing it in the first place. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Keep in mind that this is the series that took four iterations to get Eddie right, then re-broke him in Accent Core anyway. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Snarky quips aside, it's basically this: - 8-way airdash, allowing for triangle jumps like Magneto - Slayer dashes on the ground - Each of his special moves are input with 236. Two are fireballs, one is a sumo splash that hits overhead, and the fourth was something else. Him spinning a bunch I think? - When he does a special move, a little marker comes out indicating where he did it. If he inputs 214 with that move's button, then an afterimage of him performing the move comes out from that spot. Thankfully, the sumo splash afterimage doesn't hit overhead. - One of his supers is a big cloud of darkness that's unblockable and builds a stupid amount of stun. When combined with him having a ludicrously fast startup time on his IK, this meant that he pretty much won every game once he had 50 tension in the test. - Is voiced by Hikaru Midorikawa. He's going to kill Relena Peacecraft for sure this time. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Like Magneto with Yukiko 2D. -
Look man, a paltry 20 characters is nothing compared to the unlimited number of characters that DEATH CARGO will have to offer as downloads for FREE. Also, the gameplay footage looked a bit... cluttered. We'll see how things pan out when there's more to show though.
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[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
The hardest part of I-no's execution was dashing Chemical Love FRC. You had to input the chemical love followed by the first 6, then do the FRC, then the next 6. If you didn't do it in the right order with the right timing, you wouldn't get the correct followup to continue the combo. You also had to jump install it in earlier games, with AC putting auto-JI on the move at least (or was it /? My memory's a bit rusty on that). -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
They're most similar to KOF2002's HSDMs (health limitation and meter cost). -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
They cost 200 EXS and can be used when low on health (below 20% IIRC). Due to the fancy FWOOSHWING pillar that appears around you in startup and their input still being A+B+C+D, they can be used as a crossup-proof reversal If you've got a good read. Yuzuriha players are the most likely to use them this way due to her lack of other reversal options. The damage is roughly the same as the regular arc drives, so the only reason to use them in a combo over that is for style points. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
Weird. It's been in all the previous tests. -
[Xrd] News & (Theoretical) Gameplay Discussion
Pichy replied to Shinjin's topic in Guilty Gear General
You've never read the text in any game, television or film trailer from there, have you? -
I played some games with ABEGEN back at Shadowloo Showdown last year, and it turns out you need to be very careful about when you detonate the K nuke. Sure he can't flick the nuke, but she sure as hell can do so do the explosion. As a result, this matchup can get pretty darn tense as jumping around like a nutter will get you heatgrabbed, and one knockdown from him can spell certain death for you. It's definitely in her favour, but as much as it might seem at first glance. Probably just 5.5 JU's way.
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So when you first look at Jam you probably think that the best course of action is to throw nukes and just 236P when she inevitably tries to puffball her way in. However, nukes move very slow. What this means it that while yes, you can set up a minefield, by the time it starts to reach her she's going to have sat in the other corner and built up 3 of each card. Or at the very least, 3 ryujin cards. You don't want Jam to have Ryujin cards. This means she can whiff punish for a huge chunk of your life then mix you up a couple of times for the kill. Jam players can be pretty varied in style since she has so many ways to approach, and is totally capable of taking you on in a neutral game if the player so desires. All your best footsie tools bar 2D hit mid, so even if you fish for counterhit 2S instead of the usual f.s she can parry you then fling that Ryujin at you. I think the keys to this matchup are switching up your style based on what her resources are at (FB puffball can still be mighty scary, and I've already mentioned the cards) and not getting hit hard in the neutral. If you're on top, you can meaty nuke and run some mixups (and since she's got a DP, don't forget that simply doing nothing after the nuke can be pretty intimidating). If she's got you knocked down, a good amount of her stuff can be 6P, 2H or jabbed out of. She doesn't have anything that specifically forces you to respect her oki, after all. Probably a hype matchup for exhibitions.
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Step 1: Throw nukes and keep her away. Step 2: j.K and keep her away. Step 3: Get knocked down by a chemical love at some point, get opened up and die horribly. Fighting characters with two airdashes feels like fighting a Valkenhyn who just keeps walking backwards and forwards in wolf form to make you push a button. This one feels pretty good for I-no to me, but if she's blowing meter on Chemical Love FRCs then she's probably not going to have meter to stop you from mixing her up when you do manage to get in. Stay on top of her and don't be afraid to mash your Ps when she's close by.
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Had a pretty long set with a mate the other day to see how this one goes. One of the fun things about Justice is how you can steadily advance and intimidate your opponent by sticking out normals like f.S and 2S, or 2H whenever they jump at you. Do not do this against Chipp. If there's one thing Chipp wants his opponent to start doing, it's to hit buttons first. If you try to play footsies, he's going to start landing counterhit sweeps into full combo then start his shenanigans. There's enough time to 236P the overhead rekka, and if you train yourself to react to which direction his teleports come from, 6P beats them clean. Don't try to 2H his aerial options, as j.H is going to clash in his favour and make you die. On the other hand, even landing a basic air combo is going to chop off half his life bar, so you don't really need many good reads to hit him. Spend some time learning what all of Chipp's approach options are, and keep calm. It's an interesting matchup. Need to find some serious Chipp mains to explore it further.
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Justice is a character who gets better the more you understand about Guilty Gear itself. Most of her tools work against specific situations, and often require you to have strong reads on your opponent before they can really be effective. Her biggest strengths are her footsies and ability to whiff punish in meter-efficient ways thanks to 2H, 6H counterhit 2S and counterhit Ssword (you can 236D and do a combo off of it from just about anywhere). Her bad matchups mostly comprise of the characters who can do those two things while having even heavier damage, greater mobility and more varied okizeme. Sure Justice can use 236D to catch a Dizzy doing fullscreen icespike, but Dizzy can do [icespike, laserfish]x2 + lightning spear oki every time you try to nuke her. Axl's chains reach further than her normals, and pull her towards him. Justice can counter Zappa's sword as it approaches, but if she lets it get in then he can frametrap her for days. I'd also put Faust as one of her worst matchups as well, since FB door and scalpel mess up her fullscreen game, and his pokes stuff her own at midrange. On top of that, Faust is a lot better at controlling the ground than JU, and has command grab mixups in addition to his own ridiculous high/low. You also can't get both hits of 6P on him. Sticking to a gameplan with her isn't as important as working out how your opponent plays their character, and what you can do to whack them out of it.
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His name's Ray Romano.