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greatfernman

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Everything posted by greatfernman

  1. Jack-O summons are like Bedman's seals and Zato's puddles, destroying them preserves your active frames (albeit consuming one active frame, though idk for sure if Jack-O's stuff consumes an active frame, but it does preserve them for sure), and therefore does not allow cancels. most recent jp opinion i have is https://www.evernote.com/shard/s296/sh/9de5d092-76dc-4394-8d90-bfd326aab9d7/78786a55576dda4ee05b53c5776ec374 this isn't the opinion of a single top player, but rather an opinion piece by the GG writers of the eSportsRunner website after taking multiple players' opinions into account, so take it as you will.
  2. you hold that shit, suck it up, and get good. either that or quit. if you're not motivated / don't find it fun then don't do it
  3. wtf is en j.D you mean j.[D]? doesn't enhancer only apply to specials
  4. You keep the throw invul afaik
  5. Don't forget out of country head, GREATFERNMAN :0
  6. Idk about previous versions but thats not how I understand it based on the official 4gamer wiki for xrd. When an attack hits it's hitstop>hitstun as far as I understand it ofc the wiki might just not cover it, it doesn't list stuff like the formula for guard bar hitstun proration, so you might be right. Do you have like source information I could read?
  7. Let me give you an example. You wanted more untech time on j.D You cannot do that without also increasing the blockstun and advantage on block. You need to know how attack levels work in order to work in the framework of guilty gear. (Unless you want like just a special rule for j.d where it just has more untech time on air hit, but then the game would be rife with special addenda)
  8. I'd just like to say again: player skill and player knowledge are not necessarily related. You can be good without knowing anything. It's just that knowledge of the game system is required for you to suggest changes. You need to know how the changes you want would be put into the game to know what all the effects your suggested changes would have. I was never doubting your skill as a player and I may very well be a worse player than you I just think you were being dumb by suggesting balance without understanding the game.
  9. Player skill is not proportional to knowledge
  10. Firstly: I edited to explain my definition of rushdown. Rushdown legitimately does not keep you locked down. But it is, granted, a definition thing, so I was thinking maybe you think pressure is part of rushdown, so I wanted to know. But sure, if you want to dismiss it go ahead. Secondly: if you don't know game specific terminology and design then how do you think you can suggest changes for the actual game??? Do you not understand how ridiculously stupid that makes you sound. Also just think about it. If something is +1 on hit and you give it 4 more frames of hitstun it's+5. If you reduce recovery by 4 frames its STILL +5 The same new combos you get would be possible
  11. You should explain your definition of rushdown because we don't seem to agree on it. Deadass, rushdown doesn't keep you stuck. Idk how to explain it, rushdown is rushdown. You run at the opponent and get in. It implies nothing about how long the opponent has to sit there are hold your pressure. Also I dont think safer on whiff j.d is that much of a problem, I'm just saying if higher attack level j.d is unwarranted why give him something that gives almost everything higher attack level gives and more?
  12. Rushdown doesn't keep you stuck. :/ Also j.D having having less recovery is worse (edit: oh worse as in worse a change because it buffs him more, so better depending on your pov) than more untech time. Higher attack level makes it safer on block and more combo potential/easier to combo. Less recovery does all that and makes it safer on whiff.
  13. >keeping someone stuck in a single spot is rushdown >let's not confuse rushdown for lockdown
  14. yeah i wasn't saying anything except that the upper body invul isn't any faster than any other 6P i'm not questioning it's godliness
  15. Id just like to say every 6P has f1 upper body invul (except elphelt because she has no invul)
  16. Faust is actually kind of too good imo. Sol is just as good as Faust imo. Sol is actually kind of too good imo. The designers are not completely astute. (Though if the game was balanced around trying to get every character at Faust/Sol level I'd be fine with that too. so maybe they're not /too/ good)
  17. you can watch all the matches of "better" players than you that you like, but if you don't understand why they do what they do then you can't take it into consideration properly
  18. legitimately curious, who are you hearing from about all these revelator changes are you being told they were changed, and then just assuming that means in revelator. or is the person actually telling you it's revelator just wondering.
  19. Leo Whitefang: 5/2P: make it plus on block, and increase range 5K: give it more low invul frames, it's pitiful the way it is right now, also maybe make it more plus f.S: reduce the hurtbox to Leo's body and make it force crouching 2S: make the hitbox bigger and give it an attack level so it can combo into 5H on standing >:c 5H: reduce the hurtbox to Leo's body and make it -1 instead of -3 6H: move hurtbox back so it's harder to mash him and make it throw invul maybe 10f into startup 2H: give it it's CH launch even on non-CH f.S~P & 5H~P: make the opponent get rejected like blitz when they trigger the guard point, but without the 80% proration j.D: make it plus on block and have a hitbox all the way down, and force crouching j.K: more active frames 236H (during rekka): throw invul j.236H: make it +6 on hit, so you can combo from restand like Raoh's Sai :v S Sonic Boom: infinite range H Sonic Boom: faster startup, it takes forever! S Flash Kick: combo on CH trade like in 1.1 loketest 1 (ignore ain! he doesn't even main leo what does he know about leo balance!!!) H Flash Kick: I agree with you, needs PRC. Also, longer knockdown for better oki. If I put myself at risk by doing the flash kick I should get better reward! 214S (during stance): has it's CH tumble on regular hit, if fafnir has it then why doesn't this move!!!! UNFAIR b.D (Stance Counter): extend YRC window, increase attack level and damage of projectiles it reflects. Leo has no defense options other than backdash and counter while in stance! he should be rewarded for the risk!
  20. This is brilliant, please don't hate
  21. frame 9 is strike invul. /one/ frame
  22. if you want to play many games in a row in a public lobby you have to keep winning or you can hit up a friend and host a private lobby to get more games in if you keep losing (which is understandable i'm not shitting on you please don't misunderstand), and don't really have friends who play the game then i don't know what you can do honestly.
  23. there was an interview with either ishiwatari or pachi (i don't remember which) and he said they were focusing on new mechanics and new characters first, then they'll see how it plays out before balancing the entire cast i haven't heard anything about player feedback
  24. hello i bring tidings of good cheer https://www.evernote.com/shard/s296/sh/f8dc7d51-e303-46cb-81d6-48483eae2ee7/bcd5180d95745ba49dabfb6876f816a7 doesn't cover aerials because that was left out of the article for some reason or another
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