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Kjam

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Everything posted by Kjam

  1. That's the thing, since that port released they have messed with the source code for the PC port. They added the button check feature and re-enabled Team Battle as an example. I think it was just a huge missed opportunity - it's the only western release that actually got those tracks ever afaik.
  2. If you could do a Unika ball I would greatly appreciate it, my signature is a GGST Vanquisher tracker and I'm missing her These look great though!
  3. There is one singular cool port thing ASW did for the Switch, and that is that the Switch version of +R has a Korean OST toggle. Why isn't that on the Steam version??????
  4. It depends on the matchup. For a character like Bedman or Leo that can have trouble getting close to you, zoning is viable. For the majority of the roster though, either they have varied enough movement (May has a ton of options to approach at variable timings, Chipp is Chipp), strong counterpoking options (Johnny can get a guaranteed K Mist Finer upon blocking ice spike if he is in range, Happy Chaos is Happy Chaos), or simply have such high reward when they do get in that it's a gamble to try and keep them out. You would be better off taking advantage of your knockdown just because of how massive the reward is if the opponent guesses wrong. If you do feel like you want to zone, the most important use of meter for you to learn is arguably 214S 66FRRC 23[6S/H]. Any poke, including normal hit 6P, can send the opponent fullscreen into a freeze off of this. With microdash 214H after, this oftentimes even leads to a wallbreak to let you loop resources. Super super super strong, definitely worth incorporating and can also lead into the aforementioned IAD j.H lc 2K > 2D stuff. Dizzy's post-stage shift options are actually quite strong in this scenario, but even if they weren't, her mixups are fully meterless. Sucessfully performing them will generate enough meter to always super wallbreak, and in many cases will also let you close out the round with Gamma Ray.
  5. The truth is that Dizzy gets super high reward off of mixups and strike/throw point-blank, she's just not as good at actively doing that stuff as most of the roster. The way you play her is that you make space, zone, convert hits while zoning into workable knockdowns. 23[6S/H] IAD j.H lc 2K > 2D > 214K (Ice Floor pop) is your BnB for getting that kind of oki - if ice spike or anything that confirms into ice spike hits from any range, you can do this route to turn that freeze into a proper 2K > 2D knockdown. From there you set a fish, do c.S OTG, and then do a 9 IAD from c.S jump cancel to cross up the opponent. To not cross up the opponent, do 8 IAD j.H (spacing dependent though). If the fish hits, you can land into a guaranteed c.S, meaning this actually loops (c.S > 2H > 23[6S] > ... ). This playstyle requires more interactions, but it and variations of it (like using 6[H] GC for strike/throw) are actually where her highest reward comes from. K~H fish set in 2.0 especially buffed her oki a ton. TLDR; zone until you can freeze the opponent, then turn that freeze into okizeme. That's how you get your offense going.
  6. Well, she's not my kind of character but she is definitely quite good I would say. TK BRC is super strong, I just didn't really use card stocking at all (her base strike/throw is insanely good for what it is).
  7. As Gio your options are a bit more limited, but like Whatgoat says you would just shimmy her. Your 214S crossup simultaneously acts as a shimmy and a delay to catch parry, which is as close to a Gio-specific option as you will get. You actually can safejump against Baiken, but it's a situation you have to condition for. Doing a safejump but ending in FDC (use faultless defense to cancel the airdash) to condition Baiken to respect safejumps can actually turn this into an RPS. It's risky, but you can do it and Baiken has to respect it. Since her parry doesn't give proper oki anymore, it's not quite as risky as you might think.
  8. H.265 codec. It's how I keep the file size down, but I may need to swap it out. If you are on an up to date browser on a Windows 11 install or MacOS, it should have the codec built-in. Old OSes or mobile might be missing it, or older Windows installs in general
  9. Status update: WHOAAAAATCHAAAAAAA.mp4
  10. As of GGST 2.0, it is possible to perform a kara throw tech OS that theoretically lets you attempt a throw tech and then PRC on whiff (something that is not usually possible as of GGST 2.0). In the below clip, you can see that performing 4/6D + Taunt on the same frame causes Sol to taunt, as Taunt has higher priority than throw in-engine. kara_tech_2.mp4 This is where things get weird: performing this kara cancel bestows one singular frame of throw tech window to the character, allowing them to tech a throw that they ordinarily wouldn't be able to within Taunt. By performing this at the right timing, theoretically it is possible to OS normal throw entirely for a single frame by performing a throw tech kara into taunt and then PRCing the taunt on whiff. kara_tech_1.mp4 Let me reiterate; this applies for one singular frame. To make matters worse, the cancel does not use the usual 2F kara window you would expect from things like kara cancelling Sol's 6S or Potemkin's 6K. You have to press both inputs on the exact same frame or it will fail (either giving the full normal throw and being vulnerable to shimmies, or doing a regular taunt and losing to throws). Whether or not you think this is remotely worthwhile is up to you, but I'd commend you for trying it on defense at the least!
  11. I got 13/30. This is messed up, man...
  12. I think from Lucy/Cyberpunk's perspective, it was played off as a dream. From the GG perspective, it was just another Backyard anomaly that Asuka intervened with. Both are plausible for their respective universes, which is how I think it was intended to be perceived. It's one-way canon.
  13. Queue times are much longer than pre-2.0 and more matches are just silently failing and restarting the queue than before. It's definitely noticeable.
  14. Pretty much, by whatever means the writers want, they can have characters hop between the game universes and have a "canon" explanation (just look at Lucy in Strive). I wouldn't be surprised if the next mainline ASW fighting game after Strive and Tokon is a BlazBlue/Guilty Gear crossover game based on that premise.
  15. Just stumbled upon this thread 8 years later. Shockingly, as of 2026, technically they are. Of all games that could have clarified it, it was Damon and Baby. So to answer your question, yes and no. They exist alongside one another but are independent universes within a shared reality. Really wack but that's how it is.
  16. Well that was fast.
  17. Irony aside on this one, I have been working on an indie fighting game in my free time, and one genuine concern I think a lot of developers have now is visual fatigue. A lot of legacy fighting game stages only portray one scene and don't change between rounds or dynamically interact with the actual players much. One mechanic in the draft to help eliminate this is a stage flip attack property. Since this game has a dynamic camera like Tekken or Strive, some sideswap moves (supers, command grabs, etc) will actually rotate the camera 180 degrees around the action. The prior stage background is now behind the camera, and what was behind the camera is the new background. This gives every stage 2 different and visually distinct backgrounds. This solves the visual fatigue that I think ASW is worried about with their stages without actually needing a corner, and functionally does not interfere with gameplay other than the animation for stage-flipping moves needing to be slightly longer to accommodate for the camera spinning around. (Plus it just looks cool lol)
  18. I'm going to say it, I think she is broken. Specifically, TK BRC on her is absolutely busted due to how carded Ryuujin works. You can do c.S jc 66BRC j.K lc 9 j.SHD lc 2K > en236K WB for ludicrous damage on a gapless 50/50. For the low option, you get 2K > 5[D] into full combo (not hitconfirmable but still insanely good) I think since she doesn't need meter as much as most of the cast in neutral and she can spend it on genuinely messed up options when she does get in, she'll do really well in the current meta. Corner Gekirin safejumps like OTG 2H > 214K~6S and meaty safejabs with en236K are also super strong with reversal PRC being dead in the water. I'm going to try and get her to Vanquisher tomorrow by crutching TK BRC, I'll report back here if I make it lol tkbrc.mp4
  19. Kjam

    2.0 Asuka Rework

    You tell me if it's a problem, this is a 10% Mana start (partially just curious what video attachments look like in the forum lol) mana.mp4
  20. Kjam

    2.0 Asuka Rework

    So to start, they messed up really badly in one respect (lol) I can only hope this is a bug, but one of the big changes is that Asuka can now "burn himself out", or deplete his remaining mana to cast a spell he can't afford. While this seems relatively benign... Recover Mana (Continuous) exists. When Asuka gains the continuous Mana recovery effect, spending the last bit of his Mana to cast a spell he can't afford will not burn him out and instead will always leave him with a pixel. In other words, he gains infinite ammo for five seconds (long enough to drain ~a quarter of the opponent's health bar with chip damage on block due to RISC affecting chip now). The real reason for the rework came down to agency. When Asuka accessed a Test Case before, he had a 2/30 chance of a spell being a staff (basically augments his casted spells rather than being a spell on its own), a 2/30 chance of the spell being a Mana recovery/cost reduction option (varied with Test Case), and another 2/30 chance of the spell being a Bookmark spell (somehow aiding with slotting spells into empty slots or shuffling his hand). This rework reduces those 6/30 non-attack spells down to 3/30 by moving Staves to their own input and removing one Mana recovery/cost card out of each Test Case, effectively giving him access to real projectiles more often. On top of that, casting a slot that has no spell now does a new free spell that is weak, but can function as a cancel on unsafe moves. I think the intent was to make him interact with the opponent more and dip into different Test Cases to access a guaranteed staff of his choosing, but since Mana costs went up on most spells and the economy spells were halved in number, he just feels anemic when he doesn't have the continuous Mana recovery buff or cost reduction buff. I'd say the rework achieved the goal of increasing Asuka's interactiveness most of the time and giving him more agency, but I'd argue he's more or less in the same position where he really just wants to put you in an excessively long blockstring by whatever means he can achieve through RNG since his normals are the same...
  21. Think of it this way. As high as the power level of Season 4 was, this is still Strive. Movement is deliberate, normals are generally tuned around whiff punishes, and defensive tools are built around interacting with stagger pressure. Chaos was the only character capable of actively attacking instantly during universal movement options like backdash (reducing commitment), was able to negate whiff punish opportunities entirely (oftentimes through RNG), and was able to utilize a non-strike-ish tool that defense really wasn't tuned around to exploit how the system wants you to interact with stagger pressure on his offense. He was the dead opposite of what Strive's general game direction was meant to be, which is why he was perpetually good. To top it off, he was also the character that was best able to exploit Positive Bonus as a mechanic thanks to his conversions, meaning one light hit led to looping offense for ages.
  22. I know it's easy to jump to conclusions based on twitter clips or whatever but... is Chaos actually that good this version? He has the infinite blockstring which is pretty accessible and has strong conversions, but those still cost a meaningful amount of resources and don't consider the resource cost of opening you up. I genuinely can't tell whether he will be strong competitively once optimized or whether he'll land in a healthy spot.
  23. Do you think you'll ever expand the site to cover Strive, DNF, or GBVSR? To be honest with you, I see hosting so much information in character discords to be a bit of a liability. In five years or so, I can guarantee that 90% of the active discussion of the game will have vanished into the aether because of servers being taken down or whatever. Honestly, I'd love to bring some people from character discords back onto a real forum if there's the infrastructure for it.
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