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Everything posted by nnecron
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I knew that's the point, but I thought the dummy was programmed to automatically stand up when they got hit by a high attack and crouch back afterwards. Regardless, I'll try your method. Thanks.
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What's the timing for fuzzy guard setup like J.S(blocked)>J.HS>J.D? I can hit J.S deep enough that it hits a crouching opponent, but I can't hit J.HS>J.D consistently. I've set dummy's guard behavior to "first" and let it crouch. This is how I'm practicing it but if this isn't a good simulation for the setup let me know about it and tell me why this setup isn't working for me.
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Sol is more popular than Order Sol. HOS is higher on the tier list mostly because of much slower charge meter depletion and superior supers (especially lvl.2s). lvl.2 BHB now blows your enemy across the screen to abide time for full charge and at the corner causes a wallstick that is long enough to action charge and do the usual dustloop for guaranteed knockdown, and lvl.2&3 RI is as fast as Slayer's Pile Bunker. More minor editions are the various new properties that has added to his moves, which opened up new combos and possibly increased his average damage output especially when you consider how long he can maintain higher levels. His J.S now crosses up, so when combined with the fuzzy guard setup Order Sol is even more capable of unpredictable Oki game.
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I think they changed Lv2 RI to + on block. Japanese wiki says recovery has changed from 17F to 14F. Test it and you can see that RI animation ends earlier than opponent's block stun.
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I found a possibly useful combo that can be done after fuzzy guard setup when you got 2.5 charge meter at corner. J.S(Blocked)>JC>J.HS>JD>5S>5HS>lvl.2BRP>dash 5K>5S>J.HS>J.D>JC>J.D>lvl.2BRP. This does 227 damage on sol. Off course, you can just go to regular dust loop after you catch your opponent with 5S, which does 205 damage on Sol. It was also pretty hard for me, so I don't know if this is worth it. Although this may be due to my below average combo execution skill. If you would like to make some arrangement to this recipe pls let me know. I don't know if this is possible on other characters.
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I heard that prorate of throw, Gunblaze and JHS has changed to 40%, 85% and 90% respectively. So I feel like arranging my usual combos to something else, especially the corner throw and Gunblaze combos. I'll try to come up with something by my self, but I also need some suggestions.
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So I guess the only solution is to IAD JHS sparingly and delay the JHS part?
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How should I utilize JHS to close in the gap? Whenever I try to close in towards my opponent by IAD JHS, I get punished right after JHS is blocked even without it being instant blocked. I'm noticing the pattern that whenever I get punished for it I'm usually hitting the opponent at higher altitude so I try to delay JHS but that seems a bit too risky to me because I'm giving more time to react to my attack.
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It's also useful to know that lvl2.BHB wallstick is long enough to do things at corner like "5.K>c.S>5.HS>lvl2.BHB AC> dash c.S>HD.JC>HD>lvl2.BRP". Lvl3.GB is also guaranteed to come out just like lvl2 version of it.
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Oh you better not underestimate lvl2 RI. It's so fast that it'll take your opponent off guard from afar and safe on block so the changes compensates for the lack of damage.
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[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I wonder if anybody can keep their loyalty towards Bridget even after he becomes older in Xrd. Sigh, time is cruel indeed. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I should add that there was no actual speed tweaks between Slash and AC. So I'm saying that Xrd in the trailer isn't any slower than the current Guilty Gear. -
W...well you can still build up tension meter using 6HS followed up by...you know...fake Gunflame...right? Eh, I got nothing. But seriously it does make you gain near 25% of the meter that way. But yeah, 6HS is such a wasted move.
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[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I actually uploaded a comparison video of Xrd and Slash on youtube, which shows my attempt of recreating the combos from the trailer. Even though I couldn't synch them at the end (I had to put some delays in some combos) it turns out that they are roughly at the same speed like you guessed. watch?v=mSr4h71oqis -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
Like Sol's air version of BR? What if they make it so that the game will still recognize the FRC button when pressed at the same time like I said in the previews comment? You still don't have to press it at the same time, but it'll help for those moves with short FRC window because there is basically no timing involved. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
Ok, I see where the misunderstanding comes from. I did say that "Gunflame command +D" but what I was trying to say here is that you don't need to press D at the same time. What I suggested was that make the game let you input the additional command anytime during the frames between the the 1st frame and the actual chanceling point, but FRC won't happen until that chanceling point. So you'll still have enough time to hitconfirm and decide whether it is wise to FRC or not while not having a strict timing. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
It doesn't really justify for saying "fuck this mentality where everything needs to be easy" so most people would think about you otherwise. I wasn't even bashing the system either; I just think it's not a newbie friendly mechanic. If you aren't against making it more accessible then you should understand what I'm saying here. Edit: Just to clarify things. I am aware of the requirement for the hit-confirm. What I meant to say when I mentioned the FB version of FRC, I was trying to say that you can input that additional command anytime during the first frame of the move and the actual canceling frame, and still chancel out the move at the specific frame. So you wouldn't have trouble making a hit confirm a move like Stun Dipper which you have to FRC to avoid negative SD. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
That's basically what I said. Agni and Hecatom have already made their explanation so read either of them. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
Thanks, that answered my question, and your solution may be better than the others. If that's the solution they are going to take, then they have to make that visual cue appear a bit earlier because as you may have experience in the training mode, pressing at the moment you see the flash on the input viewer isn't early enough. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I can see where the flaw would rise up with this system I came up with. A player would still want to do a move right after the chancel so you still have to know the exact timing even if chanceling itself has become more accessible. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I'm just saying. It'll let you do the exact same thing with the same advantage that comes from the original system with few tweaks. FRC can be used as a combo extender, tech trap, rushdown, and mixups. I just don't think non of these would be affected with the idea that I came up since it's only a few frames of difference. I'm sure I'm not the first one, but if there is a flaw in my suggestion then tell me. Just wanted to have a nice discussion about it that's all. -
[Xrd] News & (Theoretical) Gameplay Discussion
nnecron replied to Shinjin's topic in Guilty Gear General
I wonder why GG forces you to do a very strictly timed button presses like FRC. You do feel skilled once you nailed that timing, but other than that there is not much point to letting players do Guitar Hero in mid-fight. There are only few frames of delay so why not simplify it by turning it into an additional command that lets you chancel at certain moment? For instance, in addition to Sol's "Gun Flame" command if you pressed quarter circle forward P+D the move will be chanceled at the exact same moment as you do with normal GF FRC. There may be some input issues with the example I gave, but you get my point. FRC is suppose to be an essential game mechanic that is holding back newbies from experiencing itself. -
I don't mean to compare Sol and HOS, but Order Sol also got his fair number of bad match-ups with top tier characters like Slayer and Potemkin in AC+, and he doesn't have particularly good match-ups either.
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Since I've been trying out +R Sol, I was wondering why he is still stuck in lower tier. 3 of his players have made to Arc Revo, but I'm not sure what does that mean in terms of Sol's character power. If you are any good at reading Japanese I'd recommend reading the recent character rankings at GGXXBBS. I guess it's because his pokes and other normals leave him at disadvantage, and he still has to get close in order for him to do any damage from mixups, but considering how he can cancel out Fafnir after Gatling his pokes are now much more threatening so you would think that he is more capable of controlling his opponents than before.
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I noticed some possibly false infos on your list. I could check them because I have the PS Vita version of +R. If you have AC+, you should check these. - j.S damage decreased (28 -> 26) it has always been 26 since AC. - Lvl2 Tyrant Rave ver Omega 2nd hit no longer wallbounces, now produces blowback I don't see the difference here. Both AC and +R lvl2TR bounce your enemy back at you at any position. - Lvl2 and lvl3 Tyrant Rave ver. Omega 2nd hit forced proration 75% When I did a combo after hitting with lvl2 Tyrant rave, I followed up with c.5S>5HS>HJ cancel>j.S>j.HS>j.D, and both versions do 193 dmg. lvl3 TR have the same dmg of 204 in both GG games.