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Everything posted by Manta
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If a high guard can block a projectile, then a high guardpoint can do it. All it really means is that those rare low-hitting projectile moves will hit tager through hammer.
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Oh shit, it's CS1 all over again. What the hell's a momentary move?
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Wait what? We've lost 5A>5B>5C? WTF am I reading?
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There's a world of difference between a move with invulnerability and a move with frame 1 invulnerability. Only the latter can beat meaty attacks.
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Callouts are when you counter a move with one of your own before your opponent even starts it. Means you predict them and punish them for their predictability. Tager's Backdash can be used to call out when a Ragna tries Inferno divider at close range, for example. Frametraps are deliberate holes you leave in your attacks when you're beating on their blocks, inviting them to mash 5A (or similar). When they do, they get a CH because your move still went active earlier due to your careful timing. This is opposed to when you have an airtight blockstring, where your moves are so close together your opponent never recovers from blocking to start a move until you've finished. Okizeme refers to how well you can maintain your advantage after scoring a combo on your opponent, typically through limiting what options they have as they stand up after you knock them down. This is a typical mainstay of rushdown characters. Reversals are like the aforementioned Dragon punch, some moves are invulnerable from the first frame of start up to (at least) the first active frame, meaning that they will beat out just about any move (They're an effective counter to the frametrap trick). Problem is, most reversals have horrible recovery times if they miss, so if you get called on your reversal (Like that backdash example) expect to get punished badly for it. Examples are Ragna's inferno divider (623C), Tager's Emerald Tager Buster (720C) and Litchi's Tsubamigaishi (623C). Most characters have at least one, even if it's only in the form of a distortion drive.
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The problem works both ways, your thumb on a small Dpad or thumbstick just isn't as accurate as your whole hand on the stick. What you end up with is situations where you just knew you were holding 4 to block that overhead by the game says you were crouching still and similar issues where being in a specific direction or diagonal is imperative. What I also found from my lolthumbstick days was that I would overdo motions for most moves. 360s were easy as pie, (Maybe that's why I started maining Tager...) but a 623 motion became 961236 very easily. When it comes to neutral on stick it's very much a deliberate action you have to do rather than letting go, but it's so seldom necessary that it's no big deal that you can't do it one frame quicker. Most of the time when I want to force say, a 5C instead of a 6, 3 or 2C, I actually just do a 4C instead and get the desired result. (Yeah, okay, I don't play Hakumen)
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Are you just autopiloting?
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I asked the question on the terumi boards. The answer I got seemed pretty insistent that 6B was throw invulnerable.
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So what do you do with a worst case raw AC? As in, midscreen, unmagged, no heat and no spark.
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I'm more imagining my twitch backdash to beat obvious reversal windows, like after gadget finger and they have 100% heat. It does seem to be a theme that while he has a lot of distorts to choose from, they're generally a bit crap.
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Heh. fair enough. Weird ass punish though. Can you do anything similar if you backdash the first hit?
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Only really noticed this now, but is it just me, or does the Highlander sound an awful lot like Feel a Fear from the GG soundtrack?
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Can you not just use j.B+C and get a throwcounter into a more damaging combo? I was of the opinion that j.360C was a bit of a weak choice if you have a free air hit. Or do you mean you need to suck him in with the attraction?
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Mashing sledge freely feels like a bad idea anyway with that 6B available (Which feels like another Ragna 5B or 5C in terms of free pokes). Personally I feel the matchup is more a game of waiting for you to come to me and beating you with Tager's superior normal moves.
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Tsubaki's 3C takes her airborne? Is that the slide part or the 3CC extension?
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Probably does then, just add it to the list of "moves that have properties that they don't look like they have". Now 5C, that I can understand being throw-proof since he goes airborne. So how about dem projectiles then? Loads of Terumi's moves seem to be accompanied by snake effects, but it's tricky to tell if that's just visual appeal or it's actually a projectile attack.
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High/low Invuln shouldn't be preventing throws unless it has that separately too.
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Not sure what you mean by fully charging 360A. It doesn't autograb, and the invuln on it ends the moment you extend the startup by holding A. If anything, you get the best results with it by not holding it at all. 360B autograbs, as does 720 and air driver, so that's where some confusion can arise from. Does 6B have some throw invuln or something? I also notice that not only is the reversal super bad, it's really bad. I can't help but compare it to hakumen's equivalent, with its high/low/projectile/crossover block and much quicker recovery as opposed to high only with a week-long recovery.
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Just coming over here from Tagerland to ask if you'd ever use your reversal super in this matchup. Since it only counters High/mid strikes and not throws, I'm guessing you won't be using it much. Also, can you cancel or shorten the walk forward it does? Because well... being forced into walking into a waiting 720 even with no magnetism would be the funniest thing in the world.
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Technically it's not that amazing outside of the chorus part. But it's where you've got that amazing riff and combined with the fact that you know that this track was created for one of the most tragic battles that even happens in BB. It's that combination that makes it so good.
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Has anyone mentioned or talking about in JUSTICE yet? Because I seriously want to have sex with that track.
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It's the funny thing about fighting game music, you're going to hear the intro and first few verses a lot, and for all but the first few bars you're too busy fighting to notice the music. Therefore songs that have awesome and unique intros but meh cores are still memorable, like Still in the Dark for example. Compare this to the generic pop music you find on the radio, where the emphasis is on repeating a catchy chorus because a song needs to be memorable to a person flicking between radio stations, these songs have barely any intro at all. The other odd thing is that the awesome guitar solos rarely get heard in game because the battle is frequently over by then. This has the odd effect of emphasising the more long and epic battles as you get treated to sections of the music you don't normally hear.
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[Xrd] News & (Theoretical) Gameplay Discussion
Manta replied to Shinjin's topic in Guilty Gear General
You could do a lot more with Still in the Dark. The most striking parts are the intro and the acoustic guitar solo, the rest of it is actually rather bland and representative and could well do with some more instruments and some flair. Which given how they wrote the BB music, will likely be what we get. -
[Xrd] News & (Theoretical) Gameplay Discussion
Manta replied to Shinjin's topic in Guilty Gear General
Purple RC Blue RC Red RC Yellow RC I'm calling it now, there's going to be a fabulous RC. -
[Xrd] News & (Theoretical) Gameplay Discussion
Manta replied to Shinjin's topic in Guilty Gear General
So they're all just 50% tension RCs.... just seemingly way more flexible in their usage. Or are these YRCS predetermined?