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Everything posted by Justice7541
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Uh, sticks do rotate. The entire thing, not just the balltop. If it's just the balltop rotating then you may need to tighten it but it's the entire shaft that's just the design.
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Against Izayoi or as Izayoi?
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Yeah, dash j.B is always a safejump if done low and early enough. Speaking of corner setups, I wonder GA 3C 236B~214A 3C 236B actually works, it'd be good for a short starter combo that doesn't consume stocks since you're not really gonna get any damage off it anyway.
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[Jun 21, 2014] Team St1ckbug LOVE MAX!!! (BB/AH3/SG/CC/GG)
Justice7541 replied to DaiAndOh's topic in Archive
RIP me. I blame Kokonoe. -
Q&A about Joystick Building, Parts, and Purchasing
Justice7541 replied to mr.mortified's topic in Hardware
How did the Seimitsu fit into the Q1? I was thinking about making one of those but I wasn't sure how the joystick would work out. -
Time it well. That's about it. It's not really easy.
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Does the OD black hole setup actually meaty you? I think there's a few frames where you move and do shit before it hits you, at least with the setup my friend always does on me. I just think it would be a really funny way to escape Black Hole setup.
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If the character has a good AA Sonic Saber is a good way to make them jump. Do a couple of fullscreen Sonic Sabers > D teleport crossups and they'll basically be jumping every time they see that projectile. Then you can just dash in and do whatever you normally do air-to-air, or you can be really yolo and just teleport into DP, but that's super unsafe if they read it. It does work though if they've got a canned reaction to jumping over a teleport like Noel j.D. If it's an opponent you don't want to challenge in the air but you can challenge on the ground, spacing a blocked 5B > Sonic Saber > teleport is a really easy way to get into pressure since that setup is + on block. Actually, has anyone ever tested how advantageous Sonic Saber > teleport is at point-blank? It should be + but according to frame data it would be like +20 (normally neutral with 40+f recovery versus 20~f-cancelable teleport) and I'm pretty sure it's not that good.
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Can you gear or punch super to keep Koko out while you're being sucked in by Black Hole?
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If he's disrespecting your pressure throw out more 2Cs and Sonic Sabers. I started doing that after my friend started mashing Noel 4D against all my GA blockstrings. 2A 2C is a really good string for punishing disrespect once you've got them trained to mash when they expect a GA dash. Also j.C isn't supposed to straight-up beat out AA moves, SKD is talking about using it at max vertical range to beat out slightly late AAs (because the hitbox is lower than the hurtbox) forcing them to time their presses better.
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Petra 2A says hi.
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How difficult is Guilty Gear's execution?
Justice7541 replied to ChaosxPaladin's topic in Beginner Mode
GGX2 is literally 12 years old. It came out the same year as KOF2002. Think about that a bit before you start complaining about the graphics being bad. This is actually a newer game than GGXX. -
How difficult is Guilty Gear's execution?
Justice7541 replied to ChaosxPaladin's topic in Beginner Mode
And then are you going to do a recording of the hardest GG combo I can think of from any confirm? Just because you can think of one combo that may or may not be harder than the GG average (I don't play Arakune but IIRC his curse combos aren't super hard) doesn't mean BB as a whole isn't babby's first anime fighter. -
BlazBlue Question Thread - Ask your questions here!
Justice7541 replied to KayEff's topic in BlazBlue Gameplay
You can hold barrier and IB, yes. The only thing that needs to be released to get an IB is the directionals, you can hold barrier or tech or whatever while tapping back and you'll get IB. -
How difficult is Guilty Gear's execution?
Justice7541 replied to ChaosxPaladin's topic in Beginner Mode
I'm trying to think of a combo in BB that is, like, super insanely hard for reasons other than just tight link timing and off the top of my head I'm not getting anything. Carl's negedge stuff or Valk's wolf switching is the best I think of and even that isn't super difficult. Of course there's always common issues like spacing, distance to corner, etc. but GG has those too. Offhand I can't think of anything BB has that GG doesn't other than starter rating. -
She might not be THE most OP character in the game, but she's definitely one of them, along with Yu/Aigis/Chie.
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How difficult is Guilty Gear's execution?
Justice7541 replied to ChaosxPaladin's topic in Beginner Mode
Well compared to BB where to get big combos you basically just need to press the right buttons in order, and at worst you need do some slight delays and/or tight dash links, I'd say the sheer number of things you need to do to make combos happen in GG far outweighs what you might be used to doing coming from BB. Of course it's all relative and if you're been playing GG for years it may seem very easy, but I know tons of BB players who won't even touch GG because it just looks too hard for them. -
How difficult is Guilty Gear's execution?
Justice7541 replied to ChaosxPaladin's topic in Beginner Mode
FRCs are pretty tight especially when they fall at non-intuitive points (i.e. Chemical Love FRC and Icespike FRC). Lots of characters tend to have complicated mechanics involved in their BnBs (i.e. jump installing, or buffering a jump earlier on in a string so you can jump cancel after a ground-to-air special). Not to mention there's a ton of spacing- and character-specific combos that you have to learn, and a lot of stuff you might not be super familiar with depending on the games you're coming from (like buffering charges out of moves requiring an opposite input, like May's 6P > back charge dolphin). GG does not have super long combos like BB does but they tend to require a lot more work to make them happen. -
Get a circle gate.
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I think if you were a Chie or Yu player you'd feel that way too. And even if you weren't because lolyu
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It's a matchup chart. Going horizontally is how that character does against each other character in the cast (the characters are in the same order going vertically as horizontally in case you can't read the Japanese names, which you probably can't). Matchups are out of 10, so a 5 (+/- 0) means that the characters are dead even. A +1 (6) means that the character is expected to win, on average, 6 times out of 10 in that matchup. The tier list totals the character's aggregate advantages/disadvantages to determine who is considered the best. As you can see Chie is very high up. Tier lists assume that the players are super high level and capable of doing basically everything, and know the opponent's character just as well as they know theirs, so technically it applies to very few actual players. That said high tier characters do tend to be stronger in general for reasons most people can grasp (i.e. Aigis having ridiculous mixup and ridiculous damage) so it remains relevant, although you shouldn't be going in with "I picked this top tier so I'm basically guaranteed to win" or vice versa as a mindset.
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That's actually closer to tank end of the spectrum.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Justice7541 replied to HiagoX's topic in Makoto Nanaya
Does it autocorrect the parry input if she crosses you up with the teleport before the sword hits? That's how I get all my free damage against opponents who don't/can't jump it. -
BlazBlue Question Thread - Ask your questions here!
Justice7541 replied to KayEff's topic in BlazBlue Gameplay
Didn't see the 3D comment. It doesn't work that way in BB anyway so if you see the opponent constantly switching block they're either trying to do a really complicated series of timing blocks or just mashing buttons. -
[CP] Hakumen VS Jin: The World's Choice
Justice7541 replied to mAc Chaos's topic in Hakumen Matchups
Yukikaze is a really good option for dealing with characters with lots of safejump options, i.e. Izayoi or Valk, because of course Jin needs more options.