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Everything posted by Osuna
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I think the number one reason potemkin can be a good character is because he doesn't have a 720. Having a 720 changes his design space a lot and overall I think it would be for the worse. First off, the 720 has to be notably better than his pot buster, for this to be reasonable pot buster would have to be nerfed. HPB wouldn't have come to be if the throw super design space was used up either. This shifts around damage potential, and risk reward for several situation in a way that would be far less reliable. After that there would be a range of nerfs on the various ways Pot could aggressively pursue a pot buster now that would have to happen to compensate for the high damage 720 overdrive, since otherwise Pot would be intensely unfun to play against for a large percentage of the player base. I honestly wish Tager didn't have a 720. I never liked it. It gives up momentum even if it lands and I much rather have more ways to oppress my opponent. It is ok defensively, but I would trade it for a more reliable defensive options in a heartbeat. It is also my opinion that 720 is the reason that Tager gets nerfed so frequently. They are trying to keep 720 under control while also keeping it really high on his tiers of damage potential.
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Wasn't the PB nerf that it has a shorter range now?
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In frame data -1 means that if it is normal blocked on the first active frame you are -1, which for some moves is not relevant at all. Buuuuut I remember something about 2D getting a buff on block in one of the older games. Like 0 or +1. It hardly mattered then and definitely doesn't now. (Or maybe I'm imagining it)I'd check out CS and CS2 frame data if I had the time. Maybe it was 0 on block like GF used to be back when it was really bad and no one believed me.
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I know exactly what you said and the answer is no. There is a super flash where they get to see the 720 before their invulnerability wears off and since they are going for a punish rather than a reversal because they are like +10. If they wanted to reversal you they don't need to OD. I Suppose you could make the argument that VTC could have some sort of beneficial impact in this scenario, but your mix up in that case would be VTC/Asledge (otherwise they'd just rush you down because ODing lets them recover faster than any move you can throw from there). That is not a pretty place to be and it gets worse for every frame you hesitate after the first possible frame. But then if they delay ever so slightly they can just look at your follow up and block it, putting them majorly at advantage. Personally I think the entire discussion over GCODing 3C isn't as interesting as talking about using it to make things whiff. I bring it up because there's some seriously interesting places you can OD or be ODed for great effect. Also blocking 3C is very advantagious already. Why waste a burst to make it even better? Tager's options a weak and slow at that point.
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I studied the every possible cancel and read the frame data/proration/damage for every move my character had (including jump start up and other miscellaneous system data). Even then my contributions were relatively small in the grand scheme of things. It way way easier to just learn from watching others. But hey I was way into combo smithing so maybe others know about getting results with less studying.
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People are still looking at this in a weird way. The intention of someone who is GCODing should be to make one of your moves whiff. TagerTime's speculated punish, doesn't work when you whiff something even if the changes he is speculating on occur. And yes. You can be baited and you can activated at a stupid time much like a burst. The major difference being you go from a mix up situation to a mix up situation instead of from being in a combo to being in a combo like with a burst. No it is not free (and will likely be less free in the final version). Bursts are good, not having one is a cost. And yes you can Raw OD to make some move whiff and punish currently and I've seen it happen. It is just a lot harder to do that up close because you might burst. Tager doesn't really have much in terms of safe block strings and being able to start the OD in block stun just increases the places where a punish is possible as well as the amount of damage Tager would recieve since you can start earlier can get more frame advantage on the whiff for a nastier punish. Similarly if you make a move whiff with GCOD, 720 being super fast will Very frequently be inescapable at that point. I thought it didn't need mentioning, but it seems the GCOD is counter intuitive enough that people are thinking of it too much like an RC with a super flash.
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I understand how this comes about out of context, but the punish I mentioned that TagerTime suggested was not the super obvious 720 out of GCOD that everyone immediately thought of when the GCOD was revealed.Tagertime was suggesting that you special cancel into Voltech charge into 720, which if memory serves me right isn't possible, but for the sake of analysis even if you could iunno RC 720 when you see the flash, if there is no vulnerable recovery then you still can't punish a GCOD with a 720. You would have to 720 late and hope what they did was not airborn or invincible. The relevant concern being Tager has many moves that are Horrible on whiff and he could realistically be super disadvantaged by the existence of the new mechanic in some match ups. Especially post any balance changes they make to it. I think that is interesting.
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Why are people all excited about the hyper situational guard points anyway? There's a uncomfortably high chance of those guard points not coming into play at all in any given match. There guard point would need considerable asymmetrical hit stop on a convenient window of armor to be very interesting. Was it established that GCODs had any vulnerable recovery? I feel like they wouldn't because the flash would make it too easy for people to do stuff about them. If there is no vulnerable recovery the punish suggested by TagerTime isn't a punish. (though it is really cool conceptually) Typically you can't really even try it. Usually GCOD is done with the intention of making an attack whiff. If you timed it when someone could special cancel then you probably did it wrong. Or maybe GCOD will change a lot and none of that junk will matter.
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I put my thumb in the center of the pad and tilt it instead of rubbing my thumb all over it. A lot of people apply more tension and force than is reasonably necessary. If you are using dualshocks also try as many controllers as you have access to. Some are much more comfortable than others. This doesn't solve the problem exactly, but I find everything helps.
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Hey funny thought, why would they compare the speed of 6B to 3C? Unless 6B is a low now? That would be funny. Tager's overhead game was always lame so I'm not sorry to see it go, but I would like something in return. 6A change sounds super cool. There are some small implications of the ability to restand someone, but more than that it is just cool. Love 360B buffs happening, people that know me know that I strongly prefer 360B to 720. Disappointed that collider is still lame, but otherwise I think I will have fun.
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People have to manually tech when they can escape a combo. If they choose not to or fail to then the combo counter changes color to informa you that they could have teched the combo. There are many cases where teching later has a desired effect. It makes some traps and even some mix ups fail if you tech late. Sometimes you want to wait till your momentum or position to change to give you different options. Play against a gimmcky Tager and you'll learn that sometimes you want to be a little unpredictable with the way you tech.
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IF you could Flick into sweep, that'd be great. I suspect that it is being forgone for the sake of a knockdown and mix up. What were the stats on flick in reload anyway?
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This. It should be big damage into dizzy into death. His guard bar (or whatever they call it now) was also more than slightly built up. The follow up attack that did most of the damage hitting before guts for full damage isn't that likely. Was pretty cool though.
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GP is pretty beefy, I wonder if it does more damage in exchange for the lost magnetism.
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Not quite true actually. Unless the untech time gets buffed, the VS nerf should stop you from doing 3C 623C whiff 6B. In my head I went straight for 5C because I couldn't think of anything else fast enough that could be comboed from. Almost everything seems to stop working if you subtract 4 frames or stun from every move. Go figure.
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Potemkin didn't get Hammer Fall break until XX. Don't worry about playing the worst potemkin.
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I'm just going to mysteriously appear and drop random tager info that people talked about at some point. We can Probably hit 2Kish still because 5A 5B 3C 623C whiff 5C 6A 2C 623C GF, should work still. I don't have access to the game (and haven't for a while now), but my haphazard mental math says that should be around 2k. Tager's GF mix up Sucked Massively before 5A got buffed a few times. The quality of the mix up is very dependent on the damage we get off 5A. 5A is the statistically best option in the mix up. If it doesn't have to be respected at all then the mix up will suck. Tager's original combo was 5A 5B Spark bolt or RC into stuff. 5A was level 0 though so tick throws were even faster. (even though 360B was slower) Sledge is still really bad. I know other people covered this, but I just wanted to make sure everyone remembered. Really, really gimmicky move.
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I'm pretty sure the last two times balance patches came during the same iteration of Blazblue Tager got nerfed.
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I'm a little confused. Are you actually helping me by testing what kind of damage is involved with 5A 5B 3C 623C or are you just saying what your current 5A combo is? The point I'm making is that even if we start with a 4 frame penalty there should be viable combo paths that produce Some damage. Doing some math in my head because I don't have access to the game. The issue is how much stuff just doesn't combo and how we hit 60 frames very early in ground combos. Things that probably won't work are: 5B>5C standing opp 5C>6A standing opp 6A>236A j.A>j.C>j.D works if you end the combo before any additional delay is accrued, which isn't possible in off a grounded 5A without doing something really bad. Actually now that I think about it j.A>j.B>j.C barely works with that restriction, it wouldn't be very good. 5C>6A and 6A>2C both also stop working after 120 frames. There Really needed to be a category between S and VS. The difference between a -2 stun penalty after 120 frames and -4 at 0 with -6 at 60 is Gigantic! At the same point S starters get their first penalty the VS starters have hit a -9 penalty. Kinda major. So yeah, training mode challenge, guys! You can't use those combo paths And no air combos past j.A>j.B>j.C>GP will work after 60f, and even that won't work after 120. For reference ACwhiff and 236A both use about 40f. I think 5A 3C works? I mean the stun penalty probably starts on the second hit. That only makes sense.
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The reason GF (and a few other things) sucked before extend was because you didn't get enough damage off of 5A. The risk reward becomes very bad all around if 5A can't do decent damage. It was like giving them a mix up on you instead sometimes. So how much can we get from doing 5A>5B>3C>623C whiff, stuff if we have mag? I'm thinking at least 2k, Hopefully more like 2.7k, but I can't test right now. Not Horrible. Unless you don't have mag then it is pretty horrible.
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The really tragic thing is that typically grapplers slide down the tier list as time goes on. Unless something big is discovered, it should only get worse from here.
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Optimistic Osuna Says: Hammer Fall>(Absorb hit>)YRC>Stuff is a passable substitute for FRC in some situations. Will conserve meter and probably get knockdowns better than RCing the HF. New moves don't look like they have many uses but they Do look fun. What application they do have will likely be enjoyable, and better at least than not having the moves at all. Reload normals aren't as good as what we're used to, but I've worked with it before and can again. YRC is similar to (about as close as I can hope for) creating a superflash for 25 meter, which I always wanted to be able to do. Not the same, but close enough that I can enjoy it. I doubt it'll have That much application (using it just for the slow down), but it will be fun and interesting as a universal mechanic. Considering Other Mains Osuna Says: 6K change also puts more emphasis on pot buster in mix ups. Pot buster follow ups taking 50 meter with no knock down mean we get less off of it even though it is more important than before in mix ups. 5P not hitting crouchers looks really annoying. New moves seem to have narrow applications. No Hammerfall FRC is pretty huge when combined with no 2S pull. Expect 2 hit combos off what used to be easy, high damage confirms. With these changes several match ups looks like they will be really annoying. Not just bad. Annoying.
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Chrono Phantasma and General Tournament advice
Osuna replied to VioletMurakumo's topic in Beginner Mode
If it is like Atomic collider then it would be an unblockable attack that hits airborn opponents only. Not a throw. -
[Xrd] News & (Theoretical) Gameplay Discussion
Osuna replied to Shinjin's topic in Guilty Gear General
Man, how can everyone just ignore this? If I had been here earlier I would have looked stuff up. On the top of my head. Normals are more like reload. J.S staggers instead of bounces on CH, 2S doesn't pull in etc. 6K is new move that isn't an overhead. Has new ground move that knocks people away and has armor or some crap. His new air special doesn't seem to combo from anything or into anything. Can RC pot buster.