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Everything posted by Adelheid
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[P4AU] Shadow Labrys - Loketest Changes/Discussion
Adelheid replied to Adelheid's topic in Shadow Labrys
You absolutely could oki after 214A, it just wasn't the most versatile thing. Yes, Shabrys has been nerfed, but new moves are good. Honestly it seems like they nerfed everyone so it's whatever. Gulp trap does NOT seem to have bee nerfed in general, and in fact gives greater rewards thanks to, whichever status it gives, It seems like they want to make her more versatile and rely less on what's good for her now, but that's okej. -
Well, you can already hear the inputs. If the opponent is paying attention it's only a problem if there's no sound, which should never be the case. So it's more of a bugfix, really. I'm getting conflicting reports on whether Massive Slaughter gives fear or poison, but they all seem to originate from the same places so I want a completely separate source from jiyuna and stunedge to be certain (or clarification specifically from them.)
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[P4AU] Shadow Labrys - Loketest Changes/Discussion
Adelheid replied to Adelheid's topic in Shadow Labrys
I'm hearing conflicting reports on whether command grab causes poison or fear. Does anyone have a secondary source besides Jiyuna/stunedge, who appear to have given the initial conflict? -
Well, yeah, but it's not like a counter in that it doesn't lock you in to being hit if you strike it no matter what. You can still invuln through the hit it generates, is what I mean.
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Do you really just not see the big area that's only red? That's where it's disjoint. That is what is meant by "disjoint," "Having an area you can strike with where you cannot be struck." If you strike the enemy with that, when your hurtbox isn't near their hitbox, you don't get hit. BUT AGAINST KANJI'S DP, YOU DO. Because it specifically catches moves even if they're disjoint, as long as they are not in the projectile class or considered to be fully invulnerable/autoguarding. If you are going to go lambasting others for spreading misinformation please at least spend two minutes to maybe possibly test things out, okej?
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"Take-Mikazuchi gives Kanji an electric aura and autoguards any incoming attacks. If the opponent touches or attacks Kanji, then they get hit and become shocked." Indeed, anything that isn't a projectile or invulnerable striking Kanji will get "caught" regardless of how disjoint they may be.
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2B and 5B chained into each other, but you couldn't do both in one string. Now the 2B > 5B chain is gone. And yeah, Shabrys' changes might be generally looked at as nerfs, but there's interesting stuff there. I'm hype for new moves and EX Titanomachia.
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Man, what? At high level, there's already been a shift away from SMP and towards skull combos. SMP Loop is strong but not even close to "the only thing keeper her somewhat viable."
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[P4AU] Shadow Labrys - Loketest Changes/Discussion
Adelheid replied to Adelheid's topic in Shadow Labrys
Regardless, it'll be useful. But y'know, it'll be a bit cooler if we could have chain dashing around while controlling Asterius... Maybe they thought that'd be too good though, lol. -
[P4AU] Shadow Labrys - Loketest Changes/Discussion
Adelheid replied to Adelheid's topic in Shadow Labrys
One thing I'm not sure about, about the movelist card. She clearly has Chain Knuckle, but does it have its followups? They're not listed there, which could be unfortunate. -
Shadow Labrys 6 Persona cards New additions: Public Execution ([2]8 C or D) Anti-air grab. Chain Knuckle Same as Labrys' version. - 2C and 8C are having their commands swapped. - Guillotine Axe, ground 214A or B, now groundbounces rather than giving hard knockdown. - 2B > 5B chain removed. - Furious Action no longer wallbounces on counterhit. - Massive Slaughter ([4]6 C or D) grants Fear on hit. - When using Titanomachia, number of attacks is shown above gauge. - After titanomachia ends, a separate (ox) gauge appears, cannot use persona until gauge fully recovers. With info translated from stunedge's notes (https://www.evernote.com/shard/s43/sh/0e9b830d-5702-4866-a1d5-0c8e1e1c2a8f/c7f1fbbc1497cce8cfc1b1cf907c8732) by KayEff.
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6 Persona cards Loketest 2: New Content • From last loketest: Now has an anti air CMD grab, ‘Public Execution’ • Now has Chain Knuckle, does not have 6/4/A/B followups like Labrys’ does. ・Since Chain knuckle has no followups, maybe it’s just for damage? ・SB Chain knuckle wallbounces • 5[D] will change the bull’s directions. • Tapping 5D multiple times will put Asterios into an autoblock state Buff • C grab does poison. D Grab does silence, CD does fear. • Sounds cuter on the character select screen, purepure has been alerted • Now has bull with her on wakeup, can do punch super on wakeup. • Can mash for persona attacks during gaps in blockstrings ・Damage of all moves has been increased ・The bull’s moves have become quicker, so new things may be possible. Managed to do 5C > Beam. ・2B may be slightly faster? ・Sweep special cancel possible, but guillotine did not combo Nerf • 214A/ and j.214A/B no longer have knockdown status? (Unverified) • j.214AB knocks down • [4]6D silence lets them burst • Cannot input Titanomachia consecutively. Amount of moves input during Titanomachia displayed. ・Existing titanomachia combos will not work. Combo Information • CH 2C combos are doing 3800 damage with no meter spent. • j.214A 5C 236C could be possible • Cannot do anything with short hop j.A • 5AA 2B and 5AA 214X works 236AB 236C air ender and FC 5B 236B 236C air ender works. ・Dial A goes into Public Execution C. Even works midscreen depending on distance. D version looks like it can set up OkizemeFollowup might be possible? ・Sweep > 8C(Former 2C)Is hard to combo. Maybe easier from guillotine? ・Can do existing combos from 5BFC. However, hitting the second j.B guillotine is unreasonable, so maybe combo into Public Execution? ・Still no wallbounce on DP, so maybe nothing midscreen? ・Public Execution D can wallbounce (but due to sending the opponent backwards/something to that extent, it’s weird to set up? might be like iori’s grab, always throws backwards), so combo is possible ・Dial A > 5C > A Brutal comboed。Damage was around 2900 ・Looks like SB Chain Knuckle > Beam works ・Guillotine Series> 8C (former 2C) seems to be possible if done right. only j.a > j.b would work afterwards though? ・5AA > 2B Drop ・5AA > Sweep drop ・Sweep > Chain drop Loketest 1: New additions: Public Execution ([2]8 C or D) Anti-air grab. Chain Knuckle (236A or B) Same as Labrys' version. - 2C and 8C are having their commands swapped. - Guillotine Axe, ground 214A or B, now groundbounces rather than giving hard knockdown. - - Autocombo does not give knockdown. - 214A no longer has its first hit. - 2B > 5B chain removed. - Furious Action no longer wallbounces on counterhit. - Massive Slaughter ([4]6 C or D) grants Fear (but maybe Poison?) on hit. - When using Titanomachia, number of attacks is shown above gauge. - After titanomachia ends, a separate (ox) gauge appears, cannot use persona until gauge fully recovers. - EX Titanomachia allows up to 4 inputs. - Asterius appears immediately on wakeup, persona moves can be used during wakeup - turn persona to auto-block mode by holding D buttons for while - 2C, 8C, and 5C can be used during block mode. - - 2C (Hammer Uppercut, not Terra's Eruption) can be mashed during block to have the Persona leave underground to perform the attack as soon as there's any gap. With info translated from stunedge's notes ([url]https://www.evernote.com/shard/s43/sh/0e9b830d-5702-4866-a1d5-0c8e1e1c2a8f/c7f1fbbc1497cce8cfc1b1cf907c8732[/url]) by KayEff.[/CODE] Movelist card
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Yeah, I wouldn't really want to use Tactical Arch outside of a combo, but comboing through it or ending a DBC loop cancelling to it can give you really strong results just because of what all you can do with each individual ball you get.
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http://www.youtube.com/watch?v=tNxO1Lc64dM#t=40s I think I'm in love with Tactical Arch. I can't stop using it in combos. I have more normal, non-FB ways of comboing through it, not hitting all the balls but using the rest for setup afterward, but I just really like this and I don't have infinite time to record setups with it before I leave for the airport.
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c.S 6K Carcass Raid is a bit more lenient on timing than 6P 6H Carcass was since you have more time to charge carcass due to the way everything now functions and c.S having more hitstop than 6P did, so it's generally easier to do, I think. But you still probably need it to make the most out of a lot of stuff, it's just a good basic staple. Actually looping it isn't really something you have much reason to do, though - 6K is much weaker than 6H. Because of that, going immediately into dubious curve loops in the corner doesn't sacrifice much, and dubious curve loop is much easier than it was in AC.
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I really like raw S~D for its spawn location after dubious. It's great for teleport followup to dubious to hit stuff meaty with a falling j.K to launch it on a far dubious midscreen (j.P vs ABA).
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So it's out on console now. I actually really like his new 6P, even though I'm probably the only one. Just because, its hitbox is CRAZY low to the ground. It anti-airs extremely deep stuff he just couldn't anti-air before, even if it doesn't scrape the sky like the AC 6P does. He doesn't really get as much damage as he used to, but it prevents a lot of people from just bullying him. By the way this character is still incredibly fun to play, been practicing dash jump combos after 6K and they are just super fun to do. j.H giving knockdown is awesome, air throw FRC is awesome, aaaaaa Edit: Also, dubious curve loop is FREE now that there's +2 frames of stun. You can get reps of it off anything if you're in the corner. Which is good because in a lot of situations it's where your best damage is, since you can't be throwing 6H everywhere.
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OMB is more useful for making conversions than for adding extra damage. OMBing off of sweep or overhead can be useful. But it's best when you have have awakening, and can do a Titanomachia combo off of any random thing with OMB... In general it's not worth it unless you'd kill them though. Probably not worth it in general. When in doubt, save it.
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Operational Definitions for Gameplay Terms: The Project
Adelheid replied to Digital Watches's topic in Guilty Gear General
This is less than meaningless. In Guilty Gear, the vast majority of characters want to be "completely offensive, often using a huge variety of mix-up, pressure, and mind games to force an opponent into a suboptimal defensive situation." Shit, who DOESN'T want that to be the game state at all times? Even Testament is totally okay with that being the game state at all times, throwing down nets after knockdowns, making people unsure what to do against EXE beast, what have you. As I was discussing with Watches while encouraging him to write more about this, airdashers in general are defined by rushdown - the act of "rushdown" is a thing but the playstyle completely is not. Characters in airdashers are defined by what they're doing when they're not rushing the opponent down. Venom's favorite game state is "balls are restricting the opponent's options so they can't fight against my pressure," Carl's favorite game state is "the opponent is between me and my doll, let me do whatever mixup I want," I could literally do this for every character in every game. So no, saying someone is a rushdown character is useless non-information. -
Dizzy has a simple gameplan of "knock them down and run a train on them while not caring about their reversals because fish" but you need to be slightly clever to use her well and it's tricky to learn. Venom requires a lot of matchup knowledge and careful maneuvering, you can never turn your brain off when playing him. So, pick ABA. Sol would be even better but sidewinder stuff is highly character specific and I can't imagine you want to deal with that. EDIT: Or again mags/vergil/doom
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Since you want answers force-fed to you, you should definitely play a.b.a because she is the sort of easy character you can just play. Eddie is the closest character to Relius style-wise but don't play him because he takes effort and that doesn't seem like your cup of tea, given that you haven't even put effort into figuring out what you even really want other than "UH KINDA LIKE THIS." So just play A.B.A. OR ALTERNATIVELY go play marvel and pick magneto/vergil/doom
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The key issue, though, is that you aren't Mitsuru, and while you can strike Asterius, you're rather less effectual at it than a lot of other characters. 5B is also NOT strong enough to hurt the persona, you must have more than 400 base power and 5B is at 400 exactly. There is definitely a point at midrange where you can hit her much more effectively than she can hit you, I don't think a competent Shabrys has any particular reason to fear Naoto at midrange.
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It was in fact for persona. Also Jiyuna The Best