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Everything posted by Justice7541
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Does this mean I can't do my pro 214K 214K 214K teleport mixup anymore
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I just realized that being able to hold for auto ball set means we can do 2-ball set > Stinger hit instantly without any dowtime in between. Might lead to some interesting shenanigans.
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I like that idea more to be honest. All he needs now is automatic QV > regular set and he'll be autopilot as fuck.
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There's basically two theories as to how this new ball thing works. Three I guess if you count what you just described: 1) 214K~[P] = Set K ball, then set P ball. 2) 214K~[P] = Set K ball, then K ball moves to where it would be if you then set a P ball (but you don't actually need to set it). 3) 214K~[P] = Set K ball but it just becomes P ball, i.e. exactly the same as just setting P ball. As you're probably aware, ball sets follow a formation based on the last ball set, so each ball ends up in a different place than if you just set it by itself, i.e. doing K > P sets sends the K ball very very close to the ground, when it's normally up above Venom's head if you just set it by itself. It's possible that this new change means that doing 214K~[P] would result in setting only the K ball but having it go straight to the ground even without the P set.
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On the plus side, it helps Venom a lot since we don't really have a reversal otherwise. It'll make a big difference versus the current setplay characters, although they're probably gettng nerfed anyway for the most part.
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The ball set change sounds more like he's just gonna autoset the next ball by holding the corresponding button, honestly. Still a pretty good change if so cause it'll mean we can always set balls with just frame timing, regardless of input buffering or lack thereof.
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Straight buffs, good game.
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She can still air Blitz and it doesn't give KD, she can tech. On the plus side I'm testing it now and it's actually really hard to Blitz or backdash out. You basically have a reversal window right after the superflash (maybe 1-2f extra, tops) to do whatever it is you're going to do to escape the explosion. Dark Angel will combo her if you're close enough, otherwise you can YRC it before the explosion to take a combo. It's going to do really bad damage thanks to high explosion proration but at least it'll give full corner carry and knockdown.
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Apparently grenade ticks during superflash too so you can Dark Angel (almost 120f superflash) while she's holding it and it'll explode in her face. I think she can still backdash or Blitz the explosion itself but that leaves her open to the incoming Dark Angel. Haven't tested practical applications extensively but might be good for some lulz.
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Sin is free to Blitz at least. If you see him going for overhead, Blitz. He has to YRC to bait your Blitz so now he's burning both calories and meter on his pressure. You could basically Blitz him twice then just downback constantly while he does Bull Bash YRC Bull Bash YRC Bull Bash YRC Bull Bash YRC Bull Bash > Slide > Eat and punish the eating. I've actually had this happen and it was hilarious. Sin's DP kills meaties really hard since he can cancel into slide on block and it's +2, but the invul isn't that long and the range is bad. Use ball setups and/or meaty Carcass to keep him locked down. If he tries to do Voltec Dein you can eat it with Dark Angel if you react to the pre-flash windup properly. Not the best use of your meter but it may be better than giving him the free in in a clutch situation.
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His hurtboxes may be bad but his abare is good. He probably gets more damage off his random long range pokes than any other character in the game. He might lose to shit like Venom 2S or Sol f.S but those characters aren't gonna get much off those pokes even if they win the trade with them. On the other hand Leo gets an absurd amount of damage off CH or crouch confirm f.S. Maybe not as much as Ram doing f.S Dauro but either way I'd be wary of trading 2S vs. Leo f.S if it means I get 20 damage on my hit and he gets like 200. Also Siegesparade is crazy good.
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So what ARE his good matchups then outside of bottom tier? Seems all his matchups vs top tier are terrible and none of his matchups vs mid tier are particularly overwhelmingly in his favor. Doesn't really sound like A tier material to me.
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At -5 2S should beat any button other than DP/Blitz, and if you IB it should be a guaranteed punish. And 2D works on Revolver, has to be done pretty early though since Revolver is faster. You want to do it early so you get into low profile as soon as possible then Sol just lands on your sweep.
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Isn't Revolver like -4?
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It wouldn't be much of a command throw mixup if you could safely OS out of it every time. He can space the Wild Throw to outrange regular throws (the range is actually massive) or just frametrap counterthrow attempts with 2K/2D. If the Sol is doing it right you're just gonna have to guess. If he's not, throw or backdash him when he goes for the throw.
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Considering the top tier is all setplay and bullshit mixups and Venom has no reversal or poke faster than 5f, that sounds about right. Daiandoh yelling YOU DONE FUCKED UP YOU LOSE NOW whenever I get hit by Millia is pretty funny though.
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Maybe I haven't played a really good Ram yet (callouts to all the Rams at my local sessions lol) but I don't think it's necessarily that bad. Venom can't go full ham with ball spam but once he gets even one or two of them moving with something like Carcass or Stinger YRC, Ram's the one who has trouble shifting momentum back in her favor, since she's the one whose projectile stops if she blocks, not us. Other than that, her air game is better but it doesn't crush Venom 6P like other chaacters do, and Venom's neutral game is much better. On top of that Venom's got a really fast poke that stuffs a lot of her pressure options (2S) so unless she's actively setplaying, even her really + on block pressure options like the overhead chain end up being not actually that safe in practice. Also, c.S(3) works on her on block, so once Venom makes her block, he's going to make her block for a while.
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So I'm probably mad late to the party with this but I just found out that chip doesn't scale based on guts. So you do the same amount of damage in chip at 100% as at 10%. This actually makes Venom in particular super OP cause of how much chip he does. I did a rough estimate and it takes 48 Carcass balls to kill Elphelt from 100% meaning he does 8.75 chip damage per ball, give or take a few a decimals. With most character's guts levels being around 35-40% damage received at 10% health, it means Venom does as much as 20-25 damage per Carcass in chip at the last few pixels of health. Kinda nuts. For reference, after factoring in guts and defense, most characters seem to have around 700 "total" health or so.
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Oh then she's probably top tier. Nerf plz. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
I would say that Rise is probably ass now solely because of j.B not being overhead meaning she basically has no overhead anymore, but we'll see I guess. -
I've never seen it hit one or three times. I'm guessing it''s probably dependent on the opponent's hitbox. I guess the takeaway is that it can hit anywhere between 0-4 times and you need to have some idea of how many times it'll hit if you want to follow it up properly.
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j.D overhead is pretty slow IIRC and not very safe. Not to mention he doesn't really have a guaranteed way to make you sit still for it if you have a good DP or AA and he has a meter limiting the number of mixups he can actually do. Not to mention his throw isn't that good without meter and he lacks a command throw or anything of the sort that would make people really afraid to just block forever.
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Persona levels of damage output and gorilla normals is my guess.
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Alright, I'll make a note of Mad Struggle although I'm not going to go so far as to explain what a TK is. That's getting a bit too basic for me.
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I think it would be good if you could actually say what these execution tricks you are referring to are and why they're useful, so I could actually put them in the first post if I think it's relevant. I literally have no idea what you're referring to when you say shit like "air block plinks" nor do I know what situations that would actually be useful in. If it helps, I would judge it useful/not useful based on the following criteria: 1) Is it useful? I.e. combos like Venom's teleport loop (full charge QV, midscreen throw, teleport x N) aren't super useful in practice so I wouldn't bother putting it in, even though it's not an easy or obvious combo. 2) Is it obvious? I declined to put TK Mad Struggle into the OP because it really is kind of obvious. Bit of a judgment call as always but I don't want to get overly basic explaining general system mechanics or fundamentals. 3) Is it repetitive? Stuff like 2K c.S(1) Carcass is useful, but it's also repetitive since it operates on the same principle as c.S(1) Carcass. So there you have it. Keep in mind that the more stuff we throw it in there the harder it is to actually find the useful stuff, so I am picking and choosing a bit..