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Everything posted by Manta
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[Xrd] News & (Theoretical) Gameplay Discussion
Manta replied to Shinjin's topic in Guilty Gear General
So yeah, when everyone here talks about a YRC, I'm guessing we're not talking about the Yellow cancels form Isuka are we? Or are we? -
[Xrd] News & (Theoretical) Gameplay Discussion
Manta replied to Shinjin's topic in Guilty Gear General
They wouldn't have to double anything. Transposing a character model in 3D is really easy to do, and they can use the existing animations and just reflect along the model's XZ axis before the final render on screen. -
It's actually my CSX guide for now, and needs a good run through with the new numbers and new sprites for the new moves. EDIT: AXIS you aging fool, you missed off the post detailing the normal moves!
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623C. Works best if you chose Ragna first though.
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Maybe we've got too used to seeing his weaknesses to properly compare them with his strengths. He does, after all, hit like a train and has one of the most advantageous 5As going.
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Mag with AC? ...AC, (22D), 5C... Or was it 6B? In the corner, 236B, 6C, 2D work and I think can be followed up.
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Or throw them into the corner with it, that works too.
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I think the more notable thing about that particular combo is that the only special condition for it was Tager's back to the wall, no mag needed, no heat spent, which is something Tager has always lacked. You could probably raise it to 6.5k with 100 heat, or maybe stick in a CT after the first hit for some big upfront damage.
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That's like a move half done. I understand that for set-piece moves like throws and grand punish, you have to make the attacker invulnerable to stop random shit like a Mu bouncy laser messing things up, but at the same time, that's the reason throws are burst proof in the first place, since that deliberately cancels any stun effect in play. At least they couldn't burst the first hit. That would be really odd.
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I also think that 5B > 5C > 6A knocks them too high too. Remember how we have to delay 5B > 5C > 236A in the corner in CSX?
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So you can do 236A and still have them close enough to follow it up. Otherwise it knocks them too far away.
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On the subject, I'm seeing a fair amount of ...j.2C, 5B > 6A... going on. Am I to assume this only really works early on in the combo?
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Looks to be about the same size as his normal air throw hitbox tbh. Also Arakune's falling hitbox is smaller that it looks, that drippy tail at the top of him isn't hittable at all.
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More like under, but possibly. Also, letting the purple throw happen and rejecting it is a legit defense.
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I can't imagine there's much stopping you doing 4123698~C. You'll end up super jumping though unless you instead do 9874123 C, Not sure about minimum height, but it's an airthrow so you can't grab people who are touching the ground in any way, nor can magnetism lift them off the floor. Seems like a pretty legit anti-jumpout trap though.
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It does seem to have autograb however, giving it the attraction and damage of 360A but the ease of use of 360B. This is something AC cannot boast.
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Oh yeah, fair point, man I haven't played extend in ages.
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Depends if there's more damage to be had with them staying grounded. Then again, j.2C's 100% P1 and then being able to use 6C later in the combo anyway do back your point up rather well. But then again, having a ranged punish that you can really do some good damage from is nice to have, as it stops them just doing really risky stuff just on the edge of our reach. Previously they could get away with that with minimal damage if it went wrong, now, not so much.
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During the j.B if i've understood correctly, the hitstop of the j.b will stop the backdash since you won't have landed by then, but if it whiffs through the invuln on a dp then the backdash happens. The timing seems awfully tight though.
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funny? It'd be fucking awesome. Thinking about it, 2D, 5A might also be a legitimate followup. That's some big damage potential right there.
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Interesting. Maybe you can follow it with 236B or even a jump-in move to take advantage of the fatal + crouching state.
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I admire that guy's ability to block all that shit and not rage 720.
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Pretty sure it wouldn't, they only just made 5B > 6A work and 5B has an extended untech time. You might just have to chase the 5A with j.5A instead.
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I think we really need to investigate that (Mag) ...AC, 6C > (22D), 5B link some more, that looks like it could be our new ACx2 if it works consistently. Also, Ac seems to allow gadget finger on the bounce when it didn't before, I have to wonder if this is just a property of AC or does any groundbounce now enable gadget finger? If so, there's probably some very flashy and technical combos we could potentially do since it's essentially a mist-cancel with attraction thrown in. Maybe something really hilarious like [5B > 2C > (22D)]xn
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Litchi's hitbox is weird in the air, I seem to remember there was some weird things you could do in most games against her.