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Everything posted by AvariceX
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I just wanted to mention I saw a bunch of you guys saying to restart the game to fix the memory leak / framerate degradation, but you can actually just disconnect and reconnect your USB controller (assuming you are using one). Framerate jumps back up to 60 every time.
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A few little notes I've taken on the matchup: - I-No 2S beats Faust f.S at start of round, but loses badly to jump (he gains positioning or damage and we gain nothing) - Door punishes are inconsistent depending on spacing. I've found more success waiting for the door to appear and Blitz Shielding or Gold Bursting him out of it - Speaking of Gold Burst, it's really good vs Faust. He doesn't really have big combos anyway and his combos are very burst safe, better to get the 100 meter which is very useful in neutral vs him. I try to gold burst early, opens up more/easier FDC options as well. - If you do need to burst normally, when he combos into Going My Way in the corner if you burst it on startup it puts him in the corner
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While we're on the subject of j.D FDC, there's something that Koichi (and other I-No's but I see Koichi use it a lot more) does that I can't figure out the input for and I'm sure it's been discussed before. I can do FDC consistently already but only simple stuff like faking an overhead into a low or faking a double jump. Crossup FDC is what I'm having trouble with though. Specifically the setup I see him using is after a knockdown: hoverdash, double jump j.DFDC, crossup j.S S-dive. It's not big damage or anything but it's a really grimy mixup into an easy knockdown to start setting up for real damage. He does it at about 3:51 in this video (but messes up the dive input): https://www.youtube.com/watch?v=8gQS_W5SCV8&#t=3m50 (If I find a better example I'll replace this link). There's a better example in the same video at 5:51 https://www.youtube.com/watch?v=8gQS_W5SCV8&#t=5m50 Doesn't cancel into dive here though, just goes to 2S, either way lets us combo into a knockdown. As far as I can tell it's just 66(hold) double jump FDC, j.S into whatever. But I can't get this to work at all. Is there a trick to which direction to tap for FDC on a crossup? Does it change as you cross over them? For what it's worth I use the FDC method where you hide inputs and then do j.D~4. I can also do the slide method (with P+K macro button) but I haven't bothered with it ever since the patch since it's so finnicky with bursts now.
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Doesn't seem to work VS I-No unless you replace 2K with 5P and even then it's very inconsistent. I actually haven't been able to get further than the 3rd P-dive yet but I could just be doing it wrong.
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P S D K H P+K P and K are just switched because I'm used to SF/Marvel. I tried to make the layout similar to MvC2. Default layout makes no sense, why have a dead button in the middle of your layout? P+K button next to D makes j.D FDC (I-No, Faust) really easy.
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There's been a lot of anti-air discussion in general recently and we just covered some of it vs Sol. 6P is pretty good you just have to time it well (as Bob mentioned though he can screw with it with j.P), don't try to low profile Sol with a normal that's never worth it. Going under BB with STBT can work though. For other anti-airs you can try 5P or HCL/VCL depending on angle or just jump and meet him with an air-throw or SM (SM is gaining partial invincibility after the patch too so our anti-air game is definitely getting a little better). I don't really have any problems using 6P against Sol, just have to adjust to his timings (both Sol and the player controlling him). On the opposite end of the jump-in game, how do we safe jump Sol? I know I've seem something mentioned about it before but can't find it again. I can't get 66956 FF VCL to safe jump vs him off of any knockdown, he can always reversal VV before I can block, tested in training mode and wasn't able to find any effective timings regardless of knockdown (P dive, 2D, HCL~D, Throw). I've been getting blown up by a local reversal-happy Sol and I know I need to be baiting that but I don't actually have an answer that works. Is VCL YRC the only real option here? Of course I'm sure something like hoverdash j.H into the ground would work but I don't know if there's any easy setups for timing or if it's just a 'practice it til you get a feel for it' kinda thing.
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For your first question it really depends on what kind of pressure but the answer is always yes; the how changes based on what he's doing though. 6P can anti-air Bandit Revolver/Bringer but it's not always reliable depending on the blockstring setup beforehand. If you instant block the last hit of Revolver you can punish with throw so practice that instant block timing (most characters don't need to instant block, but I-No's ground throw range is short and she gets pushed too far if you don't IB unless he does Revolver super deep). If he's acually going for Bandit Bringer (not Revolver) a lot you can usually STBT under it to escape. VCL can anti-air both Revolver and Bringer and you get a counter-hit combo from it but the timing is tricky enough that it's not really worth the risk. If you're a god you can jump and instant air-throw him out of Revolver and if you do this even once he should be a lot more hesitant to use it going forward.
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That's what I've been thinking too, in all these 1.10 combo videos I don't see anything not already possible other than the obvious new charged dive and STBT stuff, though I guess it's still good to confirm that the old stuff still works. I haven't tried that IAD loop vs Pot but I would imagine it's possible in 1.04.
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Thanks for asking this, I just tested all of I-No's combo character specifics recently but forgot to test this one. I've tested it on every character now. Findings below. Entire combo is 6P cS sj.SH P-dive airdash j.SH [ender] I tested all of these with my back to the corner to keep the enders midscreen. Enders I tested were HCL~D, K-dive, and S-dive. Midscreen 6P anti-air combo into P-dive does not work at all VS: Faust, Millia, Ky, Chipp, Elphelt, Potemkin, I-No, Ramlethal, Venom, Zato, Bedman No matter how deep you hit the anti-air on them you cannot combo to P-dive. So this combo is only even possible on 6/17 characters. Difficulty of comboing from 6P to P-dive (basically how strict the height on the anti-air is): Very Easy: Sol, Leo, Slayer Easy: May Hard: Sin Very Hard: Axl (basically has to be touching the ground) HCL ender works VS: Sin, Sol, May, Slayer, Axl, Leo (this is everyone that any version of this combo works against) S-dive ender works VS: Sin, Sol*, May~, Slayer~, Axl, Leo * must slightly charge or delay the S-dive VS Sol ~ must leave out the last j.S vs these characters (combo end becomes airdash j.H S-dive) K-dive ender works VS: Sin, May*, Sol*, Slayer*, Axl*, Leo * must leave out the last j.S vs these characters (combo end becomes airdash j.H K-dive) Out of the characters this combo is possible on Leo is by far the most forgiving and Axl is by far the strictest. I have similar notes to these on basically all of I-No's bnb's, let me know if you'd like any specifics. I-No has a ton of character-specific stuff. Literally the only non-character-specific midscreen combos I'm aware of are 5P 5K 2S HCL vs standing and 2K 2S 2H STBT-S vs crouching (as well as variants of these two combos that start with jump-ins or whatever).
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Thanks a lot for posting these, I learn so much every time I watch your matches. I noticed though that almost every time you staggered him with STBT he mashed backdash after (there was one time where he blocked); there were at least 4 times when you just hoverdashed after his backdash but didn't really get any reward for it, I feel like you could have maybe punished that habit with HCL or chase with IAD into throw, but I don't know how vulnerable Sin's backdash is.
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Does this help 2P vs little Eddie? 2K takes him out fine but I'd love to have the option to use 2P sometimes
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For combos into IK off any combo into sj.IAD in the corner you can ff VCL RRC activate IK on flashing life. Works on Potemkin at least but I haven't tested other chars (this is how I did the combo into IK mission). It's very strict timing though, wouldn't be surprised if it's Pot only.
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Yup that's all it took, I love you guys. I went from <10% consistency on 66956 to >90% in like 10 minutes. Something that really helped get the smooth motion down for 6 to 9 was to think about where my hand had to go instead of where the stick had to go (think about the motion, not the input); ironically this is exactly the same way I got the TK Fortissimo consistent for her final challenge combo but I never thought to apply this logic to the dj.IAD. Before this I was doing 6(5)6(5)9(5)6 which doesn't work, now I'm doing a smooth 6(5)69(5)6 and it works every time unless I get impatient and mess up the timing. Thanks again guys!
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I have to test this after work and if this is all it takes I love you. I've been pulling my hair out trying to get 66956 consistent and could only ever get it once or twice at the start of a training session and then never again. I'd been wondering why the input display was ending on 9(5)6 but I was only getting a double jump (I have no problems with normal IAD timing), and this makes perfect sense.
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I'm new to GG but this is the one matchup I've played enough (with a very good Zato) to maybe give some insight (but take with a grain of salt because I'm a noob). A lot of it is probably obvious but it helped me: Round Start Zato's job is to get Eddie out, your job is to either get to him before he does (you won't) or to kill Eddie and then rush him down. Drill is a really common round start so make sure you are blocking low. Shark is a really common followup and is air-unblockable and you won't have meter for FD at the start of the round so don't jump or dash just yet (edit: I didn't know when I wrote this that you can FD even if your meter is empty, still be aware that you really need to FD if you want to jump at the start). If Zato doesn't start with a drill you can start moving forward to clip Eddie as soon as possible. If he starts with a drill it's really risky to move past the puddle because if you get sandwiched between Zato and Eddie you'll probably lose 50% before you get out. Wait at the puddle to take Eddie out and look for any slow moves you can IAD past before he has a chance to summon Eddie. If Zato is being really hesitant to show his hand you can start throwing Anti-Depressant Scale (the note); aim it down and it will always take out Eddie, it's an amazing tool in this matchup; it doesn't matter if he reflects it you can hoverdash or IAD over it easily (especially if you aimed it down) and punish the reflect if you're fast enough. Some matchups can be started with random 5D, this is not one of them. If you start with 5D best case scenario is Zato jumps and doesn't get hit, worst is he starts with drill and you get counter-hit or he starts with Eddie who tanks the hit while he runs in to punish you for free. Neutral Building on what I said for Round Start, Anti-Depressant Scale is really really good here. Zato doesn't have a true projectile of his own and reflecting the note doesn't really benefit him any. HCL is not very good unfortunately; Eddie will often go under it and Zato can punish for free with drill or shark/buzzsaw depending on the position of Eddie/puddles. 2K and 2S are great for taking out Eddie if he gets too close for Anti-Depressant Scale, I prefer 2K because it has better chain options (2K to take out Eddie chain to 2S to clip Zato trying to approach behind Eddie). It's seriously important to take out Eddie, you can't effectively rushdown with him around and you are a rushdown character. Take him out and always keep an eye on his respawn timer, be ready to punish the resummon (90% of Zatos will try to resummon him as soon as he's ready). The first Eddie summon is always the hardest to deal with because you don't have meter yet for FD, it becomes a lot more manageable when you can do TK note without being a completely free target for the shark. Offense Did you take out Eddie? Good, go nuts. Zato's defense without Eddie kinda sucks as far as I can tell. If you took out Eddie with a normal (2K or 2S) at a safe distance then even better - cancel it into Anti-Depressant Scale and dash in behind it, if you aim it down he can't reflect it at your hoverdash, if he tries to hit you out of the dash then the note still hits him and you will usually be at advantage. Defense Be really, really good at blocking. Then get unblockabled and die. Try not to be on defense. If you know an unblockable is coming then Longing Desperation can get you out of it but sometimes Zato flies right over it so it's not the best option. Counter assault (or whatever it's called in this game) will only hit one target so sometimes Eddie tanks it and you still eat the combo. It's kind of a crapshoot getting out of this. If you see Zato gaining momentum at the start of the round I would save your burst for this. If you're the one winning at the start I would use the burst early to open up your j.D FDC mixups. Apparently you can j.D FDC without bursting by holding FD first so yeah just save burst for unblockables. Punishes I don't know any of the specifics yet, what I know is that Zato is basically unpunishable when Eddie is around. Combo Notes Nothing special as far as I know. If I recall correctly when doing 6P 5HS IAD j.KS on Zato you need to superjump the IAD, but I superjump it on every character anyway so I'm not sure. As far as matchup numbers I think it's pretty even. It seemed very difficult at first but after my opponent explained his gameplan and openings to me the gap closed a lot and he was definitely a better GG player than me. Also this is my first post on the I-No boards so uh, hi.
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I don't even know anymore. In CT I barely had a main because I didn't like anyone that much (and Rachel was too hard) so I mashed D with Noel. In CS1/2/EX it was all Makoto but she's just a lost cause now. Tried switching to Mu-12 but she doesn't suit me. Tried switching over to Terumi since he has similarities to Makoto and he's fun but still has limits and he gets less fun over time. Now I'm focused on Rachel again but I don't know if I'll ever get to a level where I'm comfortable playing her in tournament. Buff squirrels pls.
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I never thought of RC'ing in a launch combo for a ground combo and I've been doing that with Makoto for years. Thanks! Yeah I was referring to punishing rolls, I actually just played in my first BB tournament in a long time on Sunday (and first tournament ever as Terumi) and realized how far my Terumi has to go. I played pretty terrible though and did much better in casuals after, but the stuff I'm used to working just wasn't working on tournament players. Everyone waited to tech/roll on the ground so resetting into 6A never accomplished anything other than getting me punished (I should have picked up on this and blue-beat them but you only get so many opportunities in tournament). I guess it doesn't really help that the only matchup I know is Nu-13 (which is just lose really badly until you get in, then win really easily when you do).
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
AvariceX replied to HiagoX's topic in Makoto Nanaya
Goro wants revenge. "This is what you get when you nerf bottom tier!" -
New to Dustloop! Hello everyone. BB CP charactor suggestions.
AvariceX replied to KiT Beely's topic in BlazBlue Gameplay
This game has enough characters with different styles that you will almost certainly like a few of them if you try all of them out. So try them all and find the ones that you find really fun, and if you care about getting far in tournaments I would suggest picking one of the better ones out of that group (but it's not entirely necessary with enough effort). Liking your character is more important than the character being good, because you're not likely to put a lot of training time into a character you don't like. I would also strongly suggest picking up a secondary in case your choice of main gets Makoto'd in the future (I was lucky that Terumi feels very similar to Makoto and was easy to switch to and continue having fun, even if he's not the best character around he's still far better than Makoto). Izayoi was my first choice for a new character before I landed on Terumi, but I wouldn't recommend playing her unless you really love doing so (then by all means go ahead). I'm in the camp that thinks she is the worst character in 1.0; she has to spend the first phase of the round being just terrible and even when she does build up her gain arte meter she's still not great. However I have no idea where she'll end up in 1.1, her buffs sound significant so she could end up in a much better spot, so maybe she'll be worth playing after all. -
What do you guys use to bait and punish tech rolls out of the corner? I've been using 5D to punish, but I find that if I position myself for it then it becomes obvious and they just neutral tech, but that's not so bad I guess since they're still stuck in the corner. At that distance I also have to cancel into Jagaku to combo which means I'm not getting an optimal combo if it connects, and I'm getting punished if I mess up the tech trap timing. Are there any good resources out there for tech traps with Terumi (and safe jumps while we're at it I guess)?
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It's not a thing, but if you make a mis-read and 2D when they jump at you right now and they still get hit by it somehow, you get a pretty silly followup for something that should have been you eating a combo instead. It's technically a nerf, but only in the most bizarre scenarios that shouldn't have ever mattered in the first place. Noted, thanks, and agreed. I didn't realize low Orochi couldn't be followed up. Agreed in that case, RC is still way better. Honestly I see most of his changes as quality of life changes or just not very relevant, but the midscreen 22C is the biggest question mark right now.
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The way I'm interpreting Terumi's changes is basically: -Reduced pushback on 5C could be a significant improvement, hopefully no more basic gatling combos dropping for no good reason. -All the buffs to 5D are very welcome just so he can have a somewhat safe option with pretty good range in the neutral game. -Reduced pull on anti-air 2D seems to just be there to prevent some of the silly anti-air trades he can get into full combos, which to me is fine because 2D isn't supposed to be his anti-air anyway -Negative penalty resistance I don't think matters at all. He's a rushdown character; If you can manage to get negative penalty as Terumi then you probably have bigger problems than negative penalty. -I have a feeling the reduced followup time on 3C combined with the reduced hitbox on 6D are going to make a lot of his current combos drop. For instance 2B 5C 3C 22C Messenga dash 5B 5C 3C 6D - this is already a really tight followup window for the 6D at the end and I'm worried for it. -Midair Soutenjin being air unblockable is just a quality-of-life change, but a very welcome one. -Air Renshouga seems silly. I'm having a hard time imagining when it's going to be all that useful. Right now it's just a decent combo finisher to close out a round and a good way to punish people throwing out projectiles without looking at your meter...but now you can do it in the air...okay I guess. It's strange to me that the input is j.214214D and not j.236236D though. -Scratch that, it's not aerial Renshouga, it's anti-air...which is fine I guess. Again I don't see it as a huge change. -Jagaku and Garengeki being DD cancelable on hit is a nice change; right now it's just a big flashing sign saying "This is when you can burst safely!" -Orochi low version: "I have 50 heat? Take this 50/50. But don't worry my meterless high/low still sucks". -Midscreen Garengeki wall-bounce means potentially higher damage midscreen combos if you choose to pass up the heat gain on 5D/6D/Jagaku (unless all of those will still connect after the wall-bounce, which I doubt given the other changes to his followup times). So yeah, he got some buffs and some nerfs but will just end up slightly better. I am fine with this. (Of course I could be completely off-base).
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So what I'm seeing for Terumi is significant buffs to neutral game and slight nerfs to combo game with the tradeoff that you can get a little more midscreen if you're willing to spend a DD? I can definitely live with this. Thanks for the translations SoWL.
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Reduced untech time on j.B is definitely a bit of a nerf. It allows some pretty easy air-to-air relaunch confirms in its current state which will probably be going away (not to mention super-late-in-combo 6a jc.B djc.B xx Corona Upper...hopefully that at least survives). The new gatling into j.D at least means she won't be losing her corner BnB. 6B ground bounce is mostly a buff, but its current version allows forced emergency tech into comet cannon oki so she won't have a good way to force that anymore (I'd still rather be able to actually combo off of a 6b that they tried to chicken block, so yeah it is mostly a buff).
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I'm new at this too, but you can discourage them trying to counterpoke you by throwing out 5D which is basically safe at max range, or if you have meter and don't mind spending it on RC for safety you can use 6C or 6B to really discourage them. Mix in some 6A and retreating j.2D to prevent them from getting a clear read and stopping their rushdown. Well-spaced 2D is really useful just to make sure they have to deal with something during your approach. If you just run at people and try to hit them raw all the time it's not gonna work, almost everyone has at least one better button than the moves you can approach with.