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Everything posted by Amadeus46Art
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[CSE] PSN Match Finder/GG Thread
Amadeus46Art replied to Amadeus46Art's topic in BlazBlue Online Play
https://maps.google.com/maps?ll=45.50867,-73.553992&spn=0.357531,0.607681&t=h&z=11 -
[CSE] PSN Match Finder/GG Thread
Amadeus46Art replied to Amadeus46Art's topic in BlazBlue Online Play
No, he only took out Dacidbro. Who placed higher than you. And also Montreal = randoms? lol. -
[CSE] PSN Match Finder/GG Thread
Amadeus46Art replied to Amadeus46Art's topic in BlazBlue Online Play
ftfy -
You're doing too long of a string, and probably end up pushing the opponent out. If you want wall stick from a ground combo, using FBPB, use 5k cS 5H(3) 236SD. The link between 5H(3) and FBPB is tight though, so you'll probably want to go into training mode and practice it.
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[CSE] PSN Match Finder/GG Thread
Amadeus46Art replied to Amadeus46Art's topic in BlazBlue Online Play
No, mine is Amadeous4446. Amadeous313 is a Rachel player. Yes, it's confusing. -
Michi's Land of Wonderment and Joy [Commissions: Open!]
Amadeus46Art replied to Michi's topic in Zepp Museum
Thank you based Michi da gawdess :3c Can't wait to see it finished! -
Hokuto no Jersey thread: Fist-pump of the North Shore
Amadeus46Art replied to bbq sauce's topic in East Coast
Quoting this cuz I'm kinda in a similar situation, just making sure it's cool with Achtzehn and if I can get a ride to the airport on monday. -
Accent Core +R LOKETEST CHANGE LIST Thread
Amadeus46Art replied to Spirit Juice's topic in Guilty Gear General
http://www.dustloop.com/forums/showthread.php?14270-Jam-ACR-Change-and-Discussion-Thread-Let-s-all-bitch-about-not-having-wall-loops!&p=1337531&viewfull=1#post1337531 Jam 6H is now special cancellable, according to LOX on Shinjin. 2H(1) 6H 236D x N loops now? -
[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
Badass, will update first post soon. -
[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
She'll still be scary with 25% meter and an Asanagi-K for sure. FBPB -> charged 236K will still be a threatening too at any screen position I imagine. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Amadeus46Art replied to bbq sauce's topic in East Coast
*sigh* Hopefully SKD will remember the damn post. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Amadeus46Art replied to bbq sauce's topic in East Coast
Slayer definitely doesn't need to be toned down. Canonically he's the most experience fighter ever with his immortality (only one rivaling him would be Sol but I doubt even he has more potential than him) and he has the most experience with his Dead on Time. So it's logical that he would be that strong. Jam is pretty much fair game cause it isn't like any of the Guilty Gear cast has experience with Ki but Jam cooks a lot or whatever and that probably played a part in making her that good. It seems people think they just made the characters and didn't intentionally balance them the way they are. If Jam and Slayer were nerfed then they gave Bridget and Robo-Ky buffs that put them on those two current level then people would in turn complain how they need to be nerfed now instead. Soooo yeah, I doubt there will be any significant nerfs little over a month into the games life. -
Any further news on Jam? So far all we've heard is the loss of 6H H wallstick, loss of FBPB wallstick and a possible slower startup on FPBP (which might just be lag). Nothing else? Taking away a big source of damage for her, really. Not like she had trouble getting damage anyway :V
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This is really incidental, but hopefully someone in Japan can answer this... Does Robo-Ky still have that "Under Construction" sound effect BGM? I'd hoped I wouldn't have to deal with that any more :<
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[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
Well, it's only the first loketest, and knowing ArcSys the next ones are bound to be random. We'll see how she fares, I really don't expect her to end up low tier outside of some completely unnecessarily nerfs, CSE Makoto style though. Throughout all of the GG games she's appeared in she's always been strong, so I'm fairly sure her character tools and archetype are just strong enough to keep her viable no matter what. Just give me a Ryujin FRC and I'll be happy, hahaha. -
[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
She'll still get damage, she'll just need cards first. 5K cS 5H(3) 6H xx 6P 5H(3) 6H xx 2D still gives around 140 damage, and plenty of meter gain so you could tack on a 22D at the end if needed. From there, you'd run Jam's pressure and mix-up, and land a combo into 623D 236D 214D, land 5K 2H(1) 6H H to corner oki, or another card. I do feel like she did lose a lot of options and openers into damage though. I'm wondering if CH FBPB and CH 6H H still have wall stick though. -
[GGACR] Jam ACR Changes and Discussion Thread
Amadeus46Art replied to Amadeus46Art's topic in Jam Kuradoberi
The only times I can think of FBPB being useful is going to be: A) Using the invul to get them off of you and charging a card from it. B) Already having a card and canceling into charged 236K. Really, I'd be fine with losing wallstick on 6H H if we kept the wallstick on FBPB. Being able to get instant corner carry and combos from midscreen was really nice. -
Figured we may as well have a thread to discuss her changes in ACR as of the current loketest. Otherwise this thread will be updated whenever the new loketest comes out. [Final Change Log in GGAC+R] + : All charged kicks can now be used at any time (assuming you have the proper card), by pressing the D button rather than the K for the kick's input. 236D will give you a charged Ryujin, etc. + : 6H is now special cancellable, can combo into charged Ryujin and other specials for newer combos and big damage. Groundbounces on air hit. + : 6HH is now cancellable into charging cards/charged kicks. + : Mawarikomi (236S~P) now has strike invulnerability on frames 1-4. + : Ashibarai (236S~K) is now cancellable into charging cards/charged kicks. + : Charged DP is now 3F startup, air blockable, forces prorate. + : FBPB no longer wallsticks, but has more invul and is cancellable into charging a card/charged kicks. + : Orb super has reduced recovery (9f down from 17f), knocks them away and knocks them down, don't lose tension if you get hit before super flash. + : 100 Fists super is now 7F + 1F startup from 7F + 28F startup. No word on changing damage or tension cost though. + : 6H H Followup knocks them farther away than before on block. + : New move: 3HS. 8f Landing recovery (sounds like her old 6H) + : Can cancel 236S~K into 22X + : 22K/S/H charges down to 53F from 57F. + : 22D charge to 50F from 64F. + : Last hit of charged Kenroukaku launches, increased untech time to 90F + : 22D gives one of every card +/- : Change trajectory, proration, and the CH wall-stick properties of charged Ryujin. +/- : 2H now floats lower on hit. +/- : 236S~K now knocks down instead of stagger. +/- : Can't use the K button to use charged kicks anymore, must use the D button - : FBPB no longer causes wall stick. - : 5K prorate to 80% from 90% - : 6H now is GB +10, was GB +20. - : 2H Untech time to 22f from 25f - : Ryujin can be air guarded, no FD needed - : Gekirin hitbox around her foot slightly smaller, crossing up is MUCH harder now. - : DAA recovery now 16F, was 12F - : 6H is +3 now, down from +5 in AC Shoutouts to St1ckBuG for translating some of them on his twitter, along with Shinjin for translating the .pdf. Shoutouts to anyone else who posted vids/info. Overall I'd say Jam didn't really shift much. According to Ogawa right now she's one of the strongest characters, very good and solid before she gets any cards, and once she has 25 meter + knockdown she can go for 22D and just becomes better in every way. She might have lost a bit of abare? But once you get the cards it sounds like her damage is just as high and easy to get as it was, if not better. And her cards are really easy to get now, and since they're faster + you can cancel into them from stuff like 6HH and FPBP you can get a little oki afterwards? Her wall loops are relatively unchanged, spend cards/meter for more damage it looks like lol. So yeah she's still kicking ass and such. As for how her matchups changed, I'm a little worried by Faust and Testament now. Testament seems to have become even stronger at zoning while sacrificing pressure, which is more of a problem for us of course. And Faust is just REALLY good now apparently, and it wasn't a fun matchup in AC. But the game's new, so who knows?
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"HAVE A...NICE DAY~!" is good yes. And yeah, one of the most basic things you can do is 236236H 236K charged 236K. Does good damage, but 50% meter and an asanagi-k is pretty costly when Jam can get that off of 25% meter and a card. It's only really good damage off of a super starter, such as reversal super. 140 damage on Sol for 50% meter is really...really bad. I can hit 240 with 25 meter and an asanagi-k. 5H FBPB isn't a frame trap. Most of the time it's airtight! People will just block it and you'll lose 25% meter and look silly. Check the wiki for your basic ground strings. In general they're just... stuff -> 5H(3) 6H xx 6P 5H(3) 6H xx 2D or stuff -> 5H(3) 236SK charged 236K (Asanagi-k) or stuff -> 5H(3) 236SD (25 meter) All three of which either give knockdown or setups into the wall loop.
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Strings on what? Blockstrings? Ground Combos? oh wait nevermind video~ Either way, let's see: Number 1: If it's a ground string, you want less moves before the super to get more damage out of it. But even then, why use 50 meter for a little bit more damage? Just 2D and go for oki/mix-up/card. If it's a blockstring, ending it in super is just going to get you murdered, obviously. Also, learn how to follow up 236236H. Easiest way is just to Ryujin them out of the air. Dash up 2H(1) 6H H is a bit harder, but good for damage. IAD j.D into stuff is the best, but toughest. Number 2: Not sure what you mean by "trap". It's a basic ground string, just stuff into 5H(3) FBPB. In blockstrings most people are going to keep blocking after a 5H because they're scared of the 6H. The best trick you can do is 5H(3) and grab, but it's -1 on block so they have to be RIGHT next to you to pull this shit. I suppose you could also do 5H(3) xx 2P tick throw, but I wouldn't do it against anyone with a reversal. At least not, more than once.
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Force Break Puffball: 236S D, EX Hyappo Shinshou, etc
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Wow this was a necro'd thread if I've ever seen one. http://www.dustloop.com/wiki/index.php?title=Sol_Badguy_%28GGAC%29 (cough)
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That post is just...ugh yes thank you. Just...yes. Going in on training mode now, I'll post with anything that might come up. Thanks a ton.
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Alright, thanks St1ckbug. Like I said, I'm gonna hit training mode tonight, but I'll go ahead and write a bunch of words as to what I want to hit before ECT comes. Talking with DI0 a lot as to how I'm gonna get better, and he brought up the issue I have with controlling space. I never really thought about it much as Jam, since her threat zone pretty much just comes down to "immediately surrounding her" and her normals are godlike anyway. I know about pressuring more and being a threat with 2S, but I'm having trouble implementing it. He also mentioned how you would use IABD Gekirin in order to shut down approaches, and I was curious how that was used. He also mentioned that I have trouble respecting opponents. I figure this would explain why I have such a problem against Sol. I'm not sure if we just have different definitions of the word "respect". I'd just rather hear you out completely on this one, since to me respecting too much leaves you open to free pressure. Finally, just dealing with pressure. It's strange, some characters I can do fine against (v. Eddie, strangely enough), but against characters like May I can't keep up enough to know when I'm safe to get out. I'm sure it's partly just something I have to learn through matchup experience and playing more, but it's still annoying to get steamrolled and not be able to even poke my way back in. I guess those are my biggest hurdles right now. My comboing is fine and I can pretty much hitconfirm anything into around 200 damage with resources, which of course makes people hate Jam. I've started to get better mix-ups and corner oki, making sure I can better keep momentum. I've also started to learn how to make use of Jam's movement, instead of just blindly rushing in to attack and finding the gaps where I can safely get in and punish. But those blocks are really still there and I need to level up.