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Everything posted by Amadeus46Art
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[Xrd] News & (Theoretical) Gameplay Discussion
Amadeus46Art replied to Shinjin's topic in Guilty Gear General
Hahahaha you bastard. -
[Xrd] News & (Theoretical) Gameplay Discussion
Amadeus46Art replied to Shinjin's topic in Guilty Gear General
You guys dooooo realize all YouTube videos are at 30 FPS right? Unless you're watching it on nico it's gonna feel slower than normal :V -
[Xrd] News & (Theoretical) Gameplay Discussion
Amadeus46Art replied to Shinjin's topic in Guilty Gear General
It's definitely Millia, same VA and her powers are unique to her. Sol and Ky's costumes were different than from any other game, just still similar to their other outfits, and Zato's dead so he cant' really change his clothes... -
[Xrd] News & (Theoretical) Gameplay Discussion
Amadeus46Art replied to Shinjin's topic in Guilty Gear General
So when's the song being released so I can listen to that in my car? :D (Oh god it's beautiful I love it) TOOK YOU LONG ENOUGH INDEED MILLIA -
[AC+] PSN Match Finder/GG Thread
Amadeus46Art replied to Kurushii's topic in Guilty Gear Online Play
GGs Rip2Ya, good Robo-Ky stuff you got. Wish the connection had slightly less delay but eh what can you do? -
Sure Force Break Puffball isn't nearly as "fucking stupid" as it was in GGAC and clear contender for best FB there but now she has 22D/Force Break Morning Calm's Breath aka the "any hit I do leads to 240 damage from anywhere on the screen meterless and gets me knockdown and I have better mixup and oki options and can make random shit safe because why the fuck not oh and also using the charged kicks from it usually gives me enough meter to just 22D again when you're knocked down from the combo and STILL have time to do oki" so I'd say it's up there. oh and FBPB is more invul now so there's that
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What impact has GG, BB, or P4A had on you in real life?
Amadeus46Art replied to Dark Ranger88's topic in Zepp Museum
I met my wife through Guilty Gear so there's that. -
I'm cool with this but I think it needs to be more strict. Moves like Jam's Bakushuu, Potemkin's Hammerfall, Holy Order Sol's Rock It, etc, those are rushdown moves because you use them to keep "in" and close to your opponent, while maintaining pressure. But I don't think it should be simply "moves that move you closer to your opponent." In that case, things like Lambda's Act Parser; Cavalier would be put into that category like Circ brought up, but as anyone who's played Lambda knows, that's not a move that you pressure or "rushdown" with. Using it in a blockstring is pretty much saying "please block this and kill me" as it's so unsafe. I think other moves like Sol's Riot Stamp would also fall into that "not true rushdown moves" because you don't USE them for rushdown tactics. I guess what I'm getting at is that we might agree not all pressure is rushdown, all rushdown is pressure, and moves that don't pressure can't be used for rushdown even if they close distance and keep "in".
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Dime I think what you're referring to "Blockbeaters" is what people normally call "Mixup", in either highs, lows, grabs, left/right, frame traps, anything to make your opponent guess or react while they're on the defensive, in order to do as you say, "something other than hold downback". I do agree that it's rather impossible to be able to call any character a "rushdown character" and be done with it. I can think off the top of my head that Jam and HOS are both called "rushdown characters" but they get their damage in different ways and play their neutral game very differently. Saying more like "Jam is a rushdown character who has strong mixup on okizeme and powerful frametraps with some zoning options" is longer but it's actually accurate and tells a lot more. Now cue the 3 pages arguing "mixup v okizeme" and "what is zoning" so we can figure out that stuff too.
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You said you like ABA the most? THERE'S YOUR FUCKING ANSWER. PLAY ABA. Sheesh why is this so hard for you?
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I love you Watches.
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Jam's very much rushdown and fun to play, so I hope you like playing her! And you've got it with the cards, the only thing you might've missed is you could do a special like 236K and then depending on the card, follow up in to 214K or 623K or 236K. Kicks can cancel into charged versions of themselves as long as you have the card required and haven't reached the maximum number of charged cancels.
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In AC, you use a charged kick by inputting the kick command after making contact (on hit or block) with another kick special or FBPB, or any time (hit block or whiff) after doing 236SK. I'd go into more detail but on my phone.
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What was the last game you played? If it was PS2 GGAC, it ran slightly faster than the arcade versions. All the PS3, Vita, and 360 versions have been fixed to run at the correct speed, so that might be what you're experiencing. When I first played GGAC on PS3 I felt similar, timing was off but much more forgiving.
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Pretty sure it's color set 1, Dust button. Could be wrong.
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Yeah cause GG's so dead without online, not like people haven't been playing it offline for years... ...oh wait lol. Looks like there's still room for Gold/Shadow in the vita version, at least picking EX/Slash Dust colors (or whatever color set is for gold/shadow in AC, I don't remember) is a duplicate of another one of their colors it looks like. I haven't unlocked the Gold/Shadow characters yet. It looks like they just changed their normal Dust color and uh...I want to say normal Heavy or #R Dust? is the other new color. I just know my old #Reload Slash button color is still in so I'm happy.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Amadeus46Art replied to BladeOfJustice7's topic in International
is it time for umad yet -
The real question is why the hell would you want to play Guilty Gear at all on WIRELESS ONLINE lol. I'm a proponent of netplay for this game but it really does have to have a good wired connection for it to be playable, I don't even want to try it wireless. I'm more interested in this "Wakeup throw OS". If it's like how shtkn said, we should've known about it for years with AC. I'm pretty sure most of the best players don't put themselves in situations to be grabbed on wakeup, but I'm wondering how wide-spread that knowledge was.
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[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
Alright, the damages and levels values were definitely typos, and some other stuff must've just not been changed when being copied from the AC template. 6H and Ryujin's ground bounce and untech times are accurate, I can verify that. 623D I'm fairly certain is forced prorate now, but I'll have to double check the actual page the frame data came on. Thanks for letting me know. -
[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
The frame data page or the wiki page? I know they were edited some time ago to fit a template, might've gotten fucked up. I'll fix it tonight. -
[CP] Hazama Gameplay Discussion [New members read first post]
Amadeus46Art replied to Lich's topic in Archive
I should just note this is actually how Guymam enters rooms as proven by meeting him at NEC. -
Oh right, something Severin wanted me to test out in Training mode for ACR, forgot to report it here: Buffed hitbox of spear still doesn't hit crouching opponents on way up. Sorry but no changes there!
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Playing with HOS in ACR training mode on the Vita, to give you another idea of how slow the charge gauge drains: At Max Charge you can do: Level 3 Tyrant Rave, RC 3rd Hit, Level 3 Bandit Revolver Prototype blah blah aircombo Now I can't do aircombos with HOS, but just doing that along with a 5S JC jS gave me around 275 Damage. Granted this takes 100 meter and full charge gauge (and for the player not to go for Dragon Install: Sekkai cause I know that's always a temptation) but still, that long to drain. Goddamn.
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[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
Found out you can do 5D link to 623D for a pseudo impossible dust setup. Hahahah this character is so dumb. Anyway I've tried out a bit more different things in training mode: Wall loops are doable without cards, just harder to setup without them. Timing revolves around hitting them after the groundbounce of 6H for height control. Took me a bit to get used to it, but it's much easier to get knockdown now it feels. IAD 214K is really hard if not impossible to crossup with now. Hitbox nerf really killed it for that purpose. Her damage seems pretty leveled out now, I can hit around 240 on Testament from any starter rather than 200 from some 300 from others, but I still have more things to test. Shoutouts to Ka2 for proving you can do 6H 236SH in the middle of a wall loop. It's hard to do and I'm not sure what the finisher from it would be or if it'd be worth it without a charge. You can also do 6H 236SD and go to a charged kick or 5S to combo from it in the middle of a wall loop too. Good damage (what isn't). Basically every time I go into training mode I'm finding new things and realizing her average damage with charged kicks is actually higher than what I thought it was. Girl is crazy. Definitely top tier after a 22D. -
Yo, that'd be godlike. I'm in Hilliard which is just outside of Columbus. Hit me up sometime!