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Everything posted by RurouniLoneWolf
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You can do TK j.236AB from 5A without getting the super jump. You guys are probably doing the motion too quickly/not early enough. Though, I didn't really notice any noticebale difference in height from doing the TK or just doing 9jc j.236AB really quickly. So, just learn whichever is more comfortable for you? Air Teleport doesn't have a height restriction from what I've seen in training mode just now. You can actually do it incredibly low to the ground with a TK. It's just not particularly useful because Sho is so low to the ground that unless you're right up against your opponent, you probably won't travel far enough on the way down to cross over to the other side.
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They are? Damn, I'm behind on Marie tech. Got to catch up. Well, hopefully, this new change makes it good midscreen as well. Not being able to throw them before the present activates would suck but throwing them after the present is done rampaging is still an option so it might not be too bad.
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Learn Shadow Combos? Forget that, Vvvv. I'll be white knighting with Labby-chan until the day I die! I don't think they're making her DP similar to Shabrys' DP. The only real difference between their DPs in terms of effectiveness is that her DP has faster startup (15 vs 26). If they were making the startup faster, ASW would've just said they're increasing the DP's startup. Instead, ASW chose their words more carefully. It's going to have something to do with autoguarding an attack during its startup. What will happen after that though, remains to be seen. On the topic of baiting DPs with Labrys DP, not going to go into it too deeply since this thread is mostly for loketest discussion but I'd consider re-evaluating the risks and rewards of this tactic.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
RurouniLoneWolf replied to BladeOfJustice7's topic in International
Pretty sure they're open at that time. There's also a La Belle Province next to it and a Tim Hortins, Wendy's, Subway and McDonald's across the street if you're interested. Not sure if anything but the Tims is open at that time though on the other side. -
A lot of good buffs here. I pretty much agree with your assessment RSquared. Getting the axe gauge gravitating to green again is going to help a lot. While we don't know how much of a difference it'll take to go down from higher levels of axe, any improvement in this area is pretty good in my opinion, especially when you combine them with the other improvements, which will make it easier to get to those axe levels. The DP change is vague but I'm guessing that our DP now works the same as Brutal Impact. If we guard something during its startup, the attack will come out immediately. Need footage and reports to confirm though.
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[P4AU2] Rise Kujikawa Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
Not too big a deal in my mind but I didn't really use it either. Besides, we might be able to get better rewards in general off ground throws now that they're super cancellable. Depends if we get some combos or interesting setups from Ground Throw > Risette Field. The fact that the notes move forward as they explode now is a pretty nice buff though. It'll increase their ability to control space in neutral and possibly make them easier to use for oki setups? Tetrakarn and Makarakarn being projectile invincible isn't quite the air OK treatment I wanted but it's almost just as good so I'm happy with it. -
Ummmmm, did we really need a longer reaching 5C? I can guarantee you ASW the reason I don't push this button in neutral often has little to do with it not having enough reach, lol. Still, I guess this is still pretty nice. The longer reach will make it harder to miss in general. I'm curious to see how this one plays out. Very happy with all the summon buffs for cloud and presents. I was kind of disappointed in the strength of these two in the current version. Maybe we'll be able to use them for oki if the start up has gotten fast enough. Looking good so far but got to wait and see the ninja nerfs. I'd be surprised if ASW has done nothing to j.C.
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In situations where Yosuke is too high, consider taking the battle to the air instead and try to air to air him with j.B and j.C. You can look over the Pet vs Kameten's Yosuke matches in this post of the video thread to get a better feel for your options.
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[P4AU] Rise Kujikawa Gameplay Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
You do realize you can just edit the wiki yourself at anytime and correct whoever wrote all that, right? -
Northeast Championship XV Anniversary in Philly. Home of Anime
RurouniLoneWolf replied to eric's topic in Archive
According to the schedule, BB will be running on Saturday until semis are done. -
[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
Oh, neat. You can text chat in player matches while Spectating other people's matches. The new 64 lobbies finally make sense to me. Though, there are still some ?s about it in my mind but they can wait 2 weeks for the release. Also, Ram-chan and a puppy. So cute XD -
I agree with Saber. The new beach ball and dolphin really exist more to give May more pluses or in my more personal opinion, make her more well rounded. They're good in neutral but like all summons, no one is going to give you an inch to get something out if you don't play a good footsies game to discourage them from approaching recklessly. So, May's other tools are still very important here. For pressure, it isn't always possible to end a combo with beach ball/dolphin oki, at least without spending meter on a YRC. They also don't really enhance May's ability to open people up too much. They're mostly good for greatly discouraging some of the opponent's defensive options and extending pressure in some cases from what I've seen. I can't really comment too specifically on whether May can hit hard as she can in previous titles since I don't really know anything about her before Xrd. I could sort of see where people can get the idea that Xrd May can't hit hard because you usually only see the (short combo > dolphin oki) stuff. But then things like this happen and your eyes widen as you watch a large chunk of the opponent's health bar vanish, lol. Xrd May can do big damage but it usually requires her to do her staple air juggle+combo. From what I've seen, the only reliable ways to do this is to hit an airborne opponent with j.S low to the ground, Overhead Kiss, RC HS Horizontal Dolphin and maybe in the corner thanks to the wall stick from HS Horizontal Dolphin? Unfortunately, these are all exceptional occurrences for their own reasons. Opponents hit by j.S won't always be airborne or get hit at the right height, at least without a CH. OVerhead Kiss requires conditioning to open people up with so it's more effective the less it's used. If the opponent has a burst, they can burst out of RC combos to get you to burn 50 meter without getting your intended rewards and of course, the opponent isn't always going to be in the corner. This is all my opinion as a novice GG and May player though so *shrugs*
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God's Advent Festival Masao vs Kubo (Ken) Masao vs Shikki (Narukami)
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[P4AU] Sho Minazuki - Video Thread (Updated 12/1/2013)
RurouniLoneWolf replied to MikelAL93's topic in Sho
God's Advent Festival Okusan vs Kubo (Ken) Okusan vs Shikki (Narukami) Okusan vs MAD (Teddie) -
[P4AU] Rise Kujikawa Gameplay Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
In case people haven't seen it yet, putting this here to let people know this is a thing now Just going to throw my 2 cents in on the recent topic quickly here. At 56 frames of startup, it's unrealistic to expect your opponent to get hit by a D most of the time. As people mentioned in previous replies, D normals are best used to cover approaches. As Complexity said, holding D can not only enhance the D normals ability to cover your approach, it can also lock them down for one good mixup in some cases. That said, it's important to make use of a mixture of D and hold D, with more focus on doing regular Ds. The issue here is mostly that if you condition your opponent to expect you to hold D too much, then they'll start trying to get out of the area that the D normal will hit or jump into the air to give themselves more options once they get out of blockstun while not having to worry about mixups. If you have the player more conditioned to expect the regular D instead, then they'll react slower to holding D because they'll be anticipating the D normal coming out immediately. tl:dr, play around with your usage of D and hold D to get the most out of them. -
10/12/2014 a-cho May vs Zato May vs Bedman May vs Bedman 2014/10/18 Mikado 3on3 Kazuki vs Batako (Ramlethal) Kazuki vs Gazou (Faust) Kazuki vs Konsome (Potemkin)
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That's true but I also never said you should try beating j.B with 2B either, more because j.B's superior horiozntal and vertical range also means you're more likely to whiff it entirely if j.B's spaced well but still.
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Doesn't seem too bad since from what I understand, it requires 100 meter to do as well. OD and 100 meter is a lot of resources to have to burn so I don't think we'll see it too often. That said, I wish ASW wouldn't make things like this an issue to begin with >,<
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[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
Youv'e said this a few times now but I don't really understand why you would want to do this. Perhaps, it's different in Japan and it's more like Skullgirls where good players frequently use ranked/quick match? Here in NA, you usually don't find good players too often in ranked. They usually play in lobbies or player matches. Also, just to be clear, I should clarify that by "good" player I mean someone who at the very least isn't going to just mash Terumi's 6C xN. Maybe I should've said more interesting players. -
10/11/2014 Central Hachiouji 3on3 Bullet vs Koreru (Izayoi) 10/12/2014 Central Hachiouji Post Event Casuals 0 vs Mabukabu (Relius) Bullet Combos More Bullet Combos 10/18/2014 Shinjuku Sportsland 3on3 Bullet vs Zekuso (Valkenhayn) x2 10/10/2014 Chiba Felicidad 2on2 Keita vs Miya (Jin) 10/23/2014 Playspot Big One Singles Bullet vs Kokonoe Madao vs Jin Madao vs Sadi (Tager) Madao vs Ryuusei (Jin) 10/25/2014 Urban Square 3on3 Bullet vs Kagura Bullet vs Puromete (Litchi) 10/27/2014 Athena Nipponbashi 3on3 Futaba vs Esuke (Azrael) Futaba vs Yumekami (Platinum) 10/26/2014 MAXIM HERO 3on3 YUSA vs Terumi YUSA vs sin (Celica) YUSA vs soshin (Hakumen) eme vs kenji (Ragna) YUSA vs Nakahara (Tsubaki) YUSA vs taka (Arakune) 10/25/2014 Nisshi Nippori 2on2 Madao vs MGN (Makoto) Madao vs Watarun (Celica) Madao vs Yoshiki (Lambda-11) Madao vs kurenai my friend (Terumi) 10/25/2014 Nisshi Nippori Post Tournament Red Vs White Madao vs MGN (Makoto) Madao vs NT (Celica) 10/27/2014 MAXIM HERO Singles YUSA vs Bokuzen (Valkenhayn) eme vs Zekusu (Ragna) YUSA vs chimepi (Hakumen)
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Went through the 2 Bullet Combo videos and listed all the combos. Let me know if I made any mistakes anywhere. http://www.youtube.com/watch?v=6nL2lVduNH4&feature=youtu.be http://www.youtube.com/watch?v=HZmV1bX9Y00&feature=youtu.be
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Thanks for creating the new threads Prototype. I'm going to start posting what we've got so far.
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[Xrd] News & (Theoretical) Gameplay Discussion
RurouniLoneWolf replied to Shinjin's topic in Guilty Gear General
But you don't have the same options in a player rooom as a lobby though. Once you go into the player rooms, you won't really be able to text chat with one another unless it's between matches. Unless you have a mic, you don't really have any means to communicate with one another anymore while you wait to play. This creates a very sharp disconnect between playing and socializing that doesn't really happen with the previous lobbies. I also don't really think you have as much flexibility in the player rooms as you hint at with the AdHoc party example. But I'm not really all that interested in this topic too much to be honest. It just found it weird how counter intuitive this implementation is. Lets move on to things involving gameplay and junk.