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AMB Bakery

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Everything posted by AMB Bakery

  1. 6P is really good. It's a stagger from a gatling, clashes with some DP's at certain distances, and on block it gives you hella mix-up options. On hit, simplest confirm would just be 2K 2D. Regarding Justice, I would just throw out lows a lot. Beats throw and 236P mash. If he knows his stuff, this should condition him to maybe 623K (low invuln) when getting pressured, at which point you can resume aerial shenanigans. Stuff like j.P whiff j.H is dangerous imo just cos of how active Justice atemi is. Yeah, you bursted every time he combo'd you after it, but if he knew that he could beat your air options with it he probably would have done it a lot more instead of just randomly mashing it like he did. Otherwise good matches. Need to probably x-copy some of your movement vs. Ky since that's a match-up I have trouble with.
  2. The optimal strategy is probably to hold S + PKS and mash 22 to unleash a stream of P and K missiles, only releasing the S button if you want to deploy S missile to catch jump-ins/air-approaches which there will be one inevitably. Enforcing a Justice-specific macro ban is pretty simple. They play Justice? No macros. I imagine the pad player Justice audience that will attend GG tournaments (GG tournaments today already being a small audience) will be next to none, so it won't be much of an issue in the first place. However if they do play on pad and play Justice, they'll do a button check and I guess it's up to TO's or pool runners or even just the players in the tournament (soft ban) to say "make sure you don't have any macros mapped." Spotting a macro-abusing Justice should be very easy. If there's more than one grenade on the same trajectory (the only time this might be confusing is between S and D grenade, but then again D grenade is insanely situational), they're using macros. Plain and simple. It's completely impossible to do otherwise unless you pause the game.
  3. I just tested out the macro glitch (PKS) with Justice in versus mode. If you hold down the macro and mash 22, you'll just get infinite P and S missiles, alternating between P and S for each missile deployed. If you hold down the macro and then two other buttons out of P K or S and mash 22, you'll get the missile corresponding to the button you're not holding, ad infinitum (e.g., hold K, S, PKS, mash 22, get infinite P missile, up to 4 or 5 on screen at once before one hits). So yeah, it should be very visually apparent if some Justice player is using the macro glitch, and I'd say using it to get two (or more) of the same missile on screen at once is the only practical use. Using it to make one missile travel just a little bit farther than normal before it explodes might as well just be not using the macro since the explosion is so big anyway. I agree with Amadeous on character-specific enforcement not being a big deal. I honestly think Justice is the only character (aside from Baiken maybe) that should have macros restricted. Frame-perfect reversals aren't that big a deal imo. If it's on wake-up, chances are it's some scrub who's abusing the macro to get wake-up DP and they're still taking a huge risk. If it's in blockstrings, all you have to do is throw out lows or just safe moves and watch them hang themselves.
  4. 'Nerdy' has nothing to do with arguing tournament rules. This is not your blog. Macros are totally fine unless they allow a significant advantage depending on the character. Crutches to do FRC/RC on a pad is fine mainly because of how awkward it is to press 3 buttons at once depending on how you hold a controller.
  5. I see bitches hating on Suguri... who am I going to have to some -ass to get them to change their mind?
  6. I'm pretty sure at the very least he can absorb 2D. I wasn't aware Hakumen could create zoids, though. Too OP, that character.
  7. THEN WHY DO I NEVER SEE THESE INCOMPETENT JAPANESE DOING IT FFFFFFF Is it because the start-up to them is so slow that they're virtually unusable?
  8. It's not that 3D has a large attacking hitbox, though it does don't get me wrong, so much as it is characters have huge hitboxes while rolling. I agree, I like sj.2D better just cos you can play high-low and super jumping at somebody will probably make every scrub just want to DP on instinct. 3D is good though if you want to get people to mash on wake-up. 3C (RC) j.A 5B ~ should work regardless of which one hits first. 3C would launch, j.A would juggle, land really fast, 5B. j.A does 14 frames of hitstun on ground hit, plus assuming that you hit a croucher, that's an extra 2 frames of hitstun. As long as it doesn't take more than 7 frames to land from the 3C jump trajectory after that, 5B should connect. @NumeroGaijin, please take character love/influence/etc-related discussion to the Azrael group.
  9. The worst parts of Eddie (stand dies fast) and... I wouldn't compare his stand to Relius's just because Relius stand actually has utility/is durable/can help you set up unblockables. If anything it's like a persona but you only have one card and it regenerates pretty quickly but all your pokemon knows is tailwhip, slash, tackle, and ember. It would be nice if it had a move that vacuumed or some kind of move that hit high or low. Sadly, that isn't the case, it pretty much only serves the job of space control and combo extender and does a pretty terrible job of the former, considering that as soon as it whiffs it'll just die if you're playing a competent opponent.
  10. Uhh is this pachinko machine at least confirming that Iemasa Kayumi is back to voice Slayer? From the video it seems like it, but it's hard to tell exactly.
  11. If you can't JI, don't worry about it, you only lose a little bit of damage/tension gain. And yes, you JI during the c.S animation (basically 829 really fast). For the "are they in the corner problem" you can just push them into the corner by dashing. I do agree, though, the initial gunblaze float is really troublesome on some characters.
  12. Lol @ people not realizing why Hakumen is super S tier. Normally, I'd say damage has literally nothing to do with tier placement, especially in anime games where characters tend to get high consistent damage somehow. However, OD Hakumen does enough damage to make AC Slayer piss himself. At least AC Slayer had to actually wait/work for his meter, and even then he either had to link/cancel DoT off something or use it as a punish vs some counter-able move. Hakumen can airthrow you, activate OD, and then you actually just die. Hakumen is a strong character with all he's got (atemi, specials into specials, some of the best normals in the game, AGITO, etc.), but what really seals the deal is he does too much damage.
  13. Dizzied, huh? Here's something: dash until they're in the corner j.D (5K) c.S j.H j.D dj.H j.D xx 623H/236K (158 on Ky) I'm pretty sure you can do a second dustloop after the first rep if you manage to pick up with raw c.S at the start of the combo. I can't check though cos my execution sucks too bad. If they're dizzied, don't you think you could manage to charge to halfway level 2 or even level 3 though? Even if they enter dizzy state in the middle of the combo, I imagine you could get decent level 2 charge pretty easily and go for like 5H xx 236P or something. Good call, the only problem is that lvl 1 gunblaze floats some characters really high and the following dustloop is kind of weird, or you might not be able to connect the c.S afterwards. GB into dustloop is probably the safest bet on most occasions though, I agree. And yeah, I tested what you said, it worked, seems to only work with K or P normals though. Still, you can pick up to do dustloop or L2 BHB if you have enough charge meter.
  14. There's a reason for my logic. The main difference between CT and CP is (despite what you may think of Hakumen in CP) CT was a broken game.
  15. Do you really think Hazama, Taokaka, Litchi, and Hakumen won't be top tier on console release? Do you think any amount of tech can save a low tier character like Izayoi or Amane? If either of these are answered 'no' then that's a 'no' to your initial question. P4A might have developed differently whenever the console release came to be, I highly doubt that will be the case for BBCP
  16. You can't connect anything after ground L2 BRP on a ground opponent, not even a crouch punch. The only time L2 BRP should be hitting a grounded opponent is if you somehow confirm 5H in a ground string on a crouching opponent or if you decide to do BRP during pressure.
  17. No meter: drill cancel j.K > 5P 2D [2S j.K j.D] only works on crouchers, air string only possible if 2S connects after 2D. The same combo is possible after a deep j.D (when are you ever going to hit anybody with this) and j.2K, again on crouchers. 25% tension: j.K/j.2K/j.D xx j.236D ~P, ~S, ~H Regarding Faust's jump normals: you'll notice that j.K j.S and j.H share a common motif: range. j.K is probably one of the furthest-reaching jump-ins in the game, j.S's hitbox is literally exactly what it looks like, j.H is maybe the best air poke in the game. Advice to you: get good at drill cancelling now if you want to make use of jump-ins and have an overhead that isn't garbage (your other options being 6H, 5D, or pogo P). Drill cancel mini-guide, I guess. So first of all, that move you called his "divekick" is generally colloquially called "drill kick" or just "drill." The move is unique in that it stops Faust's vertical ascent entirely (unless it's a homing jump). Another neat trick in Guilty Gear: you can cancel the first however many frames of any normal into Faultless Defense. This is known as Faultless Defense Cancel or FDC for short. Combine the concepts and you get Drill Cancel which is used to refer to FDC'd j.2K. Input-wise you do j.1K, then as you press your K button you plink into S or P while still holding K in order to get the FD effect. If you do it right, Faust should look like he's bouncing off an invisible ceiling, and your momentum should be backwards and down. Once you've got this down, try doing the same thing but releasing both buttons as soon as you get the FD effect, then pressing K once you've got your stick (or pad, in which case I weep for you) back at neutral. It's a pretty fast hand motion, and it will take lots of time and practice to get used to, but the pay-off is worth it.
  18. What Inoue does off throw is either j.K j.H j.D or j.H j.D dj.H j.D > j.P j.S j.D dj.D The first one works on characters that aren't super light and don't stick really high to the wall The second one works on a majority of the cast, is just hard to land the linked j.P consistently. The dustloop part should work universally though. Gunblaze and j.H combos work the same as they used to, and the optimal confirms off them remained the same as well. Please tell me what you are doing before level 2 BRP (has to be ground version too, it's the only one that slides) to make this not happen. I even tried to make the combo scale as negatively as possible, doing stuff like 2P x 3 2K 2S xx 236P~D > dash 5K c.S 5H xx 236K > 2S (combo drops if you try to special cancel into BHB for obvious reasons) and the 2S still connected.
  19. Watched the same section as iora, first I'm going to comment on a couple of things you did right: 6H (blocked) into fafnir. This was great because you knew he was going to get testy and try to run in. This is the perfect time to use fafnir as the anti-poke. Other times include when you've got someone who is using their far slash or heavy slash as a poke or to beat lows. j.H all day. This move is so active that it's hard to AA outside of certain 6P's even in a situation where you're just coming down on them from air teching or what have you. 2S in neutral. This is good, you've remembered that this is your safest and fastest poke. Here's a couple of things that are not good that iora missed: 2D whenever there's a gap in their pressure. 2D is good in neutral in certain match-ups and only at certain ranges against certain moves. You can incorporate it into CC pressure as it has a lot of blockstun and has good reach. But whenever you're escaping pressure, this is not the move to use as it's terrible on whiff. If anything you only want to ever throw it out at ranges where you know it's going to at least touch their hitbox. Lack of f.S. This move is your whiff-punisher. Yeah, you don't get a lot off of it, and it basically returns you to neutral unless you have the charge meter to convert it into knockdown or a corner BHB combo, but you have to use this move to stuff approaches and to whiff-punish once you've pushed your opponent out. Lack of 2K. This move is under-appreciated imo. It is a fast low that stuffs so much stuff from coming out. The best place to use this is just a little closer than 2S range, and I'd say it's even better than 2S in many cases just because it's faster (on both start-up and recovery) not to mention it's one of your 3 lows. Just watch out for sweeps, though you should be catching them on start-up, if you don't want to risk that trade, just block instead. Just a small combo note, I wouldn't recommend doing action charge after level 1 BRP ever, you are way too vulnerable and it leaves them with time to escape you. In fact, just ending with j.D is more favorable because they can't forward air tech (because of the counter-acting momentum from j.D float). Comments on both yours and iora's observations: [*]L2 BRP > fafnir does not work if L2 BRP ground hits. Even if you do manage to connect air hit BRP > fafnir, you don't get anything after it except for maybe the 2S 5H IAD route if you're in the corner, not worth the meter, better spent on raw fafnir or if you manage to hit 6P stagger. [*]He was trying to do super jump IAD j.P after 5H which I'm not sure if that is a working combo route. I have addressed what I believe is an optimal and favorable route after CH j.H in the combo thread: [*]Charge keep isn't all that important. The only times where I think it's honestly useful are for pressure with BHB of if you only want to do lvl 1 SV (which, even then, why would one forego the better hitstun and safe AC you get after lvl 2 SV). [*]I agree, CC pressure is the core of HOS's rushdown. Even something like [2S xx 214D] x N is better than nothing. Just practice what moves at what distances you can get to connect (not whiff) after CCing one string of normals. [*]Again I agree with not being too gunblaze happy; HOWEVER, if you see the other player is airdashing at you or is in a spot where they are in the air and have forward momentum, gunblaze is one of your best options if not the only option. If you see holes or spots in your opponent's movement/pressure where you can catch them with a gunblaze, go for it. Otherwise, you must acknowledge how vastly unsafe just deciding to do that move is. [*]Suggestions for meaties: Gunblaze is good just be sure to rush in and do something else afterward like 2K or 2S into CC pressure or 5H/f.S if you're feeling a jump-out, double gunblaze is great ended up catching him most of the time. 2H meaty is good, just go for it more if you have meter to convert. 2D meaty is also good and I didn't see you do it in the Sol set perhaps for obvious reasons (it doesn't go under his DP, but it goes under Ky's) but it's something to consider. 6K meaty is good versus scrubs who wake up throw all the time, good on you for using it. You can also read my super-scrubby dash neutral jump fuzzy/cross-up/whatever set up here. And finally, if you're feeling a DP, sometimes meaty 6P will clash, otherwise if you think they won't do a reversal, 6P is great for tick throws. I am terrible at this game but hopefully my big talk helped~
  20. Nevermind, I thought her graviton gauge icon was the one for ice, I had just assumed so because of her freeze ray special. @Bibi: Yeah, it's at least a week before we get anything solid, though the online famitsu article should update in the meantime so we can get a full translation of what information we have.
  21. You know how there's an icon for ice, lightning, and fire respectively? If you look really close, you'll see that the lightning icon is greyed out in that image. The other obvious giveaway is that lightning visual effect in that big blue column of lightning and if you look even closer you can see Hazama's electrocuted-state sprite. It seems pretty apparent that it's some kind of special or at least drive move based on the pose she is doing (unless you think her idle stance might look like that ~_~). It's funny because at the end of this you explain to yourself one of the holes in your logic but here's another little tidbit for you: the last time I can remember ASW making a vertical version of the same super is with EX Venom's Dark Angel, and that was intended as a joke. Think to yourself "would they really just waste a DD space on the same super but vertical?"
  22. "A wise man speaks because he has something to say; a fool because he has to say something" ~Plato (attributed, but not proven) Anyone who was given an infraction should think long and hard about which category you fall into. In fact, you should think long and hard before you even say anything. Think to yourself "Am I really contributing to an actual discussion in which I should wait for more information before making an educated assessment or am I just emptying the contents of my full-retard fanboy boner? Welp, it's that time of day again, time to smear Haagen-Dasz on my thighs and look at furry porn." Per the scans Kurushii uploaded, I think it's quite ironic that a small character like Kokonoe gets such large C normals in the vein of Ragna or Hakumen. A friend of mine is actually banking on Kagura to have a really godlike jump C. Though honestly, I wonder how the jump C normal shown in that scan works. I'd guess just from the animation that it downs just like Bang or Valk j.C but we'll see come the 19th. I can do rough translations if anyone would like based on the scans (for example, the comment next to her freeze move says that it might be used to extend combos, but that seems like kind of a no-brainer), though some of the kanji are so scrunched up that they're illegible.
  23. It also seems whenever you FRC N.B., the missiles stay active for a just a little bit before exploding instead of just detonating straight when you negative edge. You can easily get 2 of the same missile just from one FRC, though usually I see P missile FRC K missile or vice versa or even P/K missile FRC S/H missile. Regarding Omega Shift, from what I've heard/read, it seems that doing it isn't worth it because it just ends up being comparable with her damage without it or at least it doesn't compare to the damage she got in AC from doing airdash loops.
  24. S Michael Sword has a decently short recovery but I can see it being whiff-punished. I can also see it being stuffed by rock-it just because of how far it extends Justice's hitbox. Tested it just now, if you're just inside its range, lvl 2 or lvl 3 rock-it will beat it. If you're any further, you're probably going to get a trade, which ends up in Justice's favor just because of how long you slide from getting CH'd. The super one definitely has a way faster start-up, feels like 5f about. If whatever you're doing has less than that recovery, you can definitely reaction block in time, but outside of that you can get counter hit. Even during whiffed j.P, I held FD and it didn't come out in time (also, yes, the super is air-unblockable). Another note because I also tested it just now: Justice is somewhat funky to dustloop midscreen, but not really. Just time the double jump really late and you'll be fine, Justice hitbox is giant and j.D float lasts an eternity.
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