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Everything posted by Stellarcircle5
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I saw that some people placed him in the high end of B in 1.1 I personally think he is still A. I've always believed that besides having certain incarnations that did a bit too much meterless damage, he is one of the most well designed characters in the game. I would learn him myself, but I get blown up in neutral so hard, lol.
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I would wait and see if Valk is "best in the game" status. He is absolutely stronger than he was in 1.1, but he can't stay in like he could in 1.0. Nerfs to his corner carry are also pretty significant. I don't think he will be god tier simply because he can only stay in your face for so long with thewolf meter nerf, and his new combo routes mean our oki is potentially less consistent and more resource demanding. It's more a matter of people know knowing the matchup since nobody uses him, same goes for any obscure/technical character. For example, most people don't know you can punch him in the mouth every time he presses 6D in pressure. His ability to make you block is actually quite weak. Meanwhile you have characters like Azrael, Carl, and Litchi who just sit on your face until you die without giving too many shits. I'd also like to say that the return of top tier potato Ragna makes me weep internally
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That list is pretty sketchy. The upper half looks somewhat legit, but the lower I look, the more I question it. Say what you will about Rachel nerfs, there is no way in hell she is D tier. Celica being so low makes me laugh. This is what happens when you succeed in making a character more basic than Ragna. Queen basic bitch.
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Haha, yeah. It's more of a personal bias since I have a really strong Carl player in my scene who bodies me relentlessly. My main gripe is the fact that Nirvana meter is seemingly endless when optimized, meaning he just gets in once and wins. Not great when you also play a character that is susceptible to having their reversal options auto-baited. Also, welcome to the pack, Errol
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To put your mind at ease he lost quite a few tools that frustrated people. And I'll say the same thing I've said before, the wolf meter nerf from 1.1 is still in effect, and its significant. Personally, I'm worried about Carl. The freaking kid was SO S-tier in 1.1, and now they gave him even more tools.
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So I did some digging and found somewhat good news regarding anti-air and beast cannon confirms. If you watch this video you'll see that w.jA > 2C > TK.214B still works. Now, if our earlier discussion was correct, it means that the IAD > wj.AA route is out of the question. However, we can still go for stuff like w.ja > w.5B > IAD w.jB > 3D > w.jA > 2C > 236A > 3C. Midscreen you could just do 2C > j.BBC for the ender instead. The wallbounce on tk.214B would lead to new followups obviously, so that would be great for midscreen to corner confirms. Our corner carry is still somewhat intact, but I'm gonna keep investigating. Hopefully this is actually useful information and I'm not just repeating shit people already know, haha.
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I actually didn't know they reduced the untech time on Mondlicht. That debunks that theory I guess, my bad.
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So I theorized a route we might be able to use with the new 236C since 2C > TK.214B seems to work still. Assuming it works, we will still have solid corner carry, just no fullscreen stuff anymore without blowing all our wolf gauge. Keep in mind there might have been some stealth nerfs that would ensure this route is useless, so I might just be super wrong. (Crouch Confirm) 5B > 5C > 236C > 2C > TK.214B > IAD > 5D > wj.AA > 5D > 5B > 2C > j.BBC I know this should have probably waited for the combo thread, but people seemed a bit concerned about the changes and I wanted to share my thoughts. I hope we could get something like this off of beast cannon still.
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So I guess it's safe to assume that Beast cannons > 6D > wj.B > wj.A > 5D > h.5C isn't a thing anymore? I'm trying to theorize what our corner carry options are now, because the only Valks on youtube are doing either stuff >j.BBC, or w.5B > w.jB > 3D > w.jA loops (which I've always thought was super suboptima)l.
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
Whatchu talkin bout. High execution lion man would be sick! Seriously though, I think Xrd could use a few more technical characters since most of them right now are more or less straightforward. -
I'm having issues with Junpei's CH j.B > 2A > stuff confirms on some characters. Is it supposed to be universal? Because characters like Minazuki and Yosuke don't seem to be hit by the 2A. Makes me a little sad.
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
That would be hilarious for all the kids who want him to be an Azrael 2.0 level meathead. -
Do me a favour and ask him if w.jA > h.5C > TK.214B is still something that works for corner carry! Also, can you ask if 236A > 6D > w.jA has a gap? I think the speed buff on wolf cancel is a bit nuts, so for fairness sake I still hope there's a gap. And my biggest pet peeve has arisen with 2.0, and that is people forgetting that TK.214B > 6C > 3C is still a thing. They're wasting so much precious wolf meter T_T
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Played some more of the matchup and I can confirm everything Strife said. One thing I did find is that dash 5A pressure is super good as it pushes him to the corner, beats chicken block, and coaxes out his DP. Not much, but hey, it's a start.
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Here's hoping 6D > w.jC might work. Unlikely, yes, but I hope we can still get an overhead that leads to good damage. No word on how good of a starter w.jB is yet?
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I at least hope we can still combo w.jA > h.5C. I would be really sad if we lost that. Losing Nacht Rozen as a corner carry tool is pretty saddening too.
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Do we know the reduced hitstun on w.jA affects the TK.214B > 5D IAD >wj.AA route?
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Yup, check my post earlier. @Davidov Geschwind is special cancellable so I doubt getting throw would be an issue.
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I swear it was as well. Can someone confirm this? I don't want to be that guy spreading misinformation. I just thought it was because it clearly wasn't recorded in training mode, and if you look at the wolf gauge after the beast cannon combo, it starts slowly refilling like normal (here), whereas the grab refilled it completely (here) In the second combo, the player pressed j.D immediately, making it look like no meter was gained.
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I wish I could tell you some legit advice, but I'm stumped too. This has to be Junpei's worst matchup. All I could do was fish for hits with 2D and Deathbound. He can still punish us either way. It sucks. I would love some advice on the matchup. It feels borderline unplayable.
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They listed the most important changes. Since nothing was said about w.jC, I think we can rest easy. Edit: I was super wrong.
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Man, I'm pretty stoked now. Looks like everybody for the most part got injected with a little bit of crazy (RIP in peace Mu). From Tao's new corner sheneanigans to Arakune's guard crush, this game is gonna be cheap, but I think everyone has a sufficient amount of bullshit to bring to the table.
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The wolf is alive and well! What a glorious day it is!
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So here's what we got guys, and it's not bad. - 3C > 236A > 6D > w.jA is a new route. Wolf cancel startup reduced? That would be gdlk. - Command grab is now a techable throw, but it still gives us our meter back. - New C beast cannons buff our damage output and abare. - Wolf Konig Flug is a thing. Hopefully it isn't ass anymore. At the cost of our grab, we gained more open ended combo routes. Not the best trade off, but I'm happy to confirm that the doge is not dead! EDIT: Confirming that 6D wolf cancel is faster!
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Azrael's IAD j.B isn't really something he should be throwing out willy nilly. My advice would be to look early in his strings for a 5A or 5B as they are his only jump cancellable ground normals and chicken block. If anything you could probably just block it and 5A anti air him. You could even IB and call it out with 5D > w.5B, all that extra head invuln would probably work.