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Everything posted by TheRealBobMan
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Gonna love watching those videos next. Just started on the first one you posted today and noticed this: https://www.youtube.com/watch?v=1ctXncOj_TU&t=0m57s I'm like 90% sure that 5H would have whiffed at this height in AC/+R. Vertical hitbox buff? Or just May's hurtbox? I mean, May was high enough that her j.2H lost to I-No's 6P (though it might have been just a tad late). In any case, she's above waist height when 5H connects. *Edit* The curse returns at 2:58. That goddamn activation range... *Edit 2* Does I-No always use her angry voice set vs Sol?
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It's hard to use that clip as solid evidence because of the camera shift on Desperation, but it looks like j.D's recovery time was shortened. It's I think 8 frames even if you FDC it, but right there it looked like he was able to backdash immediately upon touching the ground. If that move has only 1-3 frames landing recovery now that's a huge buff to our mixup and defensive options (I'm assuming it has at least that since all j.D moves have landing recovery by convention in AC, not sure about older games). Might even make up for 2S being a mid again. *Edit* So I was wondering about YRC Fortissimo, and after that Desperation "Oh crap I'ma whiff > YRC" vs Bedman, now I REALLY wanna see someone do that. Or like... oki VCL > YRC > j.D FDC crossup > Fortissmo. *Edit 2* So at 39:08, I-No does 5P > IAD > command throw for a reset, then follows up with Pdive > dash > Pdive. So... command throw restores jump options.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Random Fortissimo > 50% health combo that gives back the meter spent on the starter > knockdown > oki 50/50 do it again or something else. -
[TBA] Rebel Up (GGXRD, DFC, P4AU, UNIEL, BBCP, SG) - Walnut, CA
TheRealBobMan replied to Alpha152's topic in Locals
I second this idea. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Being able to buy Heavy Day is a good start, but I still want a CD release of the full soundtrack so I wont get stuck with MP3 quality. But damn, this is great news to come home to. Anyone know if the "Karaoke" version is an instrumental version? Or did Daisuke sing it along with the guys from the office while drunk one day? On Topic: I-No showing 4.9 vs May and 5.0 vs Axl is motivating, even though the matchups I've seen vs May make it look like it's still pretty strongly in her favor. Having BS against Axl probably helps that matchup a ton though, besides him not doing insane stun and damage because he doesn't have bomber loop, so I wouldn't be surprised if the matchup was actually even now. -
A look at some of BBCP's overheads and how they're animated
TheRealBobMan replied to Omex's topic in BlazBlue Gameplay
Like I said in my post, a simple reaction is in the 200ms range, which is about 12f. If you know EXACTLY what move you're looking for, AND it telegraphs on frame 1, you could react to it in the 10-12f range, though 10f is really pushing it and you wont be consistent at it. You also wont be able to react to anything else for the period of time that you're committed to looking for that ONE thing, because if you did look for more than one thing, that would be a complex reaction type, which would have you reacting in the 380+ms range. Now, also consider how much inherent input lag there is. PS3 has 3-frames of input lag minimum. This is different from display based lag or connection based latency. It does not affect move start-up speed since both players have the delay, and you can't work around it by pushing the buttons early relative to what you see on the screen when you have display lag. That said, you have 3 fewer frames to "react" to what you see on screen since it takes that long for the PS3 to recognize that you pushed back/downback to block. Even if you 50/50 guessed it and blocked low that way, you have 3 frames less time to perform the input. Pretty much all monitors now have 1+ frame of display lag, though you could still be using CRTs to avoid that (as far as I know anyway), so if you pushed the button early in anticipation you would actually compensate for that. That said, there are some cases where you can react to lows. Akihiko and his 6 overheads to his 1 low (14f sweep) is an example from P4A, and I-No in GG has a 20f and 28f low. That said, if I-No uses STBT specifically because it hits low and not to low profile under attacks to CH she's doing it wrong, kind of like how you should never get mixed up by Bandit Bringer, but you might get CH by the hitbox or caught out of a backdash. The timing on some of these moves aren't quite perfect for reacting, but keep in mind that they're making these games for arcades first, which have different hardware. I think AC/+R only have 1-frame input lag in the arcade version, and that probably goes for all of their games. +R actually made dusts slower to compensate for this and online play, probably because they're supposed to be reactable by design, unless you really mixed someone up (caught them trying to react to something else, using an action that doesn't also beat the dust). So yeah, most of the time you don't want to try to react to lows, but in some circumstances it can be done. Back on topic for this thread, knowing that the moves have such shitty telegraph time explains why it's still hard to block the mixups on reaction when they have so much start up time compared to what I'm used to from GG, besides the fact that I'm not really conditioned to block them on reaction yet. Not sure what I think about that as a design choice... on the one hand, there's more time to block if you're 50/50 guessing, so that you don't do your input late when you're a newb and get hit anyway. On the other hand, it strengthens mashing buttons to get out of pressure if you think the other guy is going to run a mixup, which I think is dumb gameplay (not necessarily bad, but I don't like the idea of making it easier to do something that's generally a bad idea since it encourages newbs to not learn). Unless you play Izayoi like I do, in which case your shit is too slow to counter poke out of anything anyway. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
They do, just pay attention to the RISC gauge when someone blocks one. It's significantly less than when other moves are blocked though. Eddie's buzz saw or I-No's note saw barely builds any RISC despite hitting multiple times, but a single-hit normal might build 2-3 times as much RISC as that depending on the move's level. Wouldn't be surprised if some projectiles specifically built 0 RISC. We'll know more either when a MOOK is released or when the game comes out and we can play with the RISC meter in training mode. -
Nice combo! Really didn't expect the 6H to work there... I think 6H's first hit is frame 6 usually, which is tied with c.S, so maybe they've buffed the startup? Or maybe c.S would have worked there too? The only thing that was sad about that Koichi footage was May winning, that ugly ganguro color. Why don't we have purple yet?! Why is the pink outfit ganguro? It just doesn't work. Better than some of her other ones though, like the all white with white lipstick. It might actually look cool if she didn't have the white lipstick that makes it look like she just finished sucking off That Man. Can't wait to see more Koichi footage. Since we can Pdive knockdown > 5Hit note oki to build RISC, you know he's going to be pulling off 70% combos for like 50% meter.
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Ugh, seeing a lot of 6P > 5H > j.H whiffing (does it even work anymore? Looks like 5H/2H/6H/j.H might have less range or something), and then vs that May he loses the first round because he backdashes in the corner and May somehow crosses up with j.2H?
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This video is just some text. What happened?
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A look at some of BBCP's overheads and how they're animated
TheRealBobMan replied to Omex's topic in BlazBlue Gameplay
That was a great episode. I actually didn't wind up working overtime last night and I had plans to spend my extra few hours on something else, but I watched/listened to the whole thing while I was working on my post instead. Good stuff dude. Anyone that hasn't seen it would benefit from watching it, and anyone that has already watched it should watch it again. When I get more time I'm totally going to watch the rest of your show. -
A look at some of BBCP's overheads and how they're animated
TheRealBobMan replied to Omex's topic in BlazBlue Gameplay
Wow, this is a great thread and I'm sad I didn't see it until today. I had actually written up a 5-6 page article about reaction time and blocking quite some time ago, but after "focus testing" with friends and non-players, I decided it was too dense and needed revisions... and then overtime hit at work and I never went back to it. Thank you Klaige for doing an episode on defense. I've only watched part of one episode before since I'm always so time constrained, but I'm immediately going to go through all the stuff you've put out, and I started watching while posting this. Also thank you Omex for this great animation breakdown. Anyway, since this is a great topic for this subject, I figured I'd dump some of the neuroscience research I've done. I encourage everyone to do their own research because you'll learn more and it's good to have people fact-check us. I figure an info dump is worth it since some of my info differs from what Klaige has stated, and also because of the ability to easily reference raw numbers for people that care about that sort of thing without having to find that part of the video a second time (hint: it's near the beginning of the video, and the video is worth watching in full a second time anyway). For the record, I agree with Klaige that it's too hard to consistently defend purely on reaction in this game, and that's part of why this game is well designed. But it is possible to strengthen your defense with reaction based techniques. One more reference before I start is a link to shtkn's article about reading Frame Data. Like Klaige said, the average median reaction time for a simple reaction is in the 200-215 millisecond range, or around 12 frames. Look up tools like (http://www.humanbenchmark.com/tests/reactiontime/) and play with them. This sort of test is exactly what Klaige was talking about for simple reactions. Any time you're in a situation where you're expecting one stimulus and you have one response, you can react about this fast. Block low until you see this specific dust, and then switch to high block. This is totally possible, though you really need to consider how much time you have to react from the telegraph, not from the startup, and that's why Omex's post is really informative. Some moves have significantly less telegraph to them and/or ambiguously look like other actions, like Kliff's 5D looking like he's blocking low. However, there's more than 1 move in all of Guilty Gear, so now it gets a little more complex. A complex or recognition reaction is when you have two different stimuli-reaction pairings. Push the left button when the gray screen turns red, or the right button when the screen turns blue. Now we're looking at a reaction time of about 384 milliseconds. This is nearly twice as long to react, and puts most fast overheads in the "unreactable" category. If instead of doing the "hold downback until you see the overhead" strategy you decide you're going to hit downback against Millia's 5 frame 2K on reaction, or back against her 18 frame 6K, you can't actually block either of them, even though you could react to her 6K if you were prepared and 2K didn't exist. You know what's worse? Adding more stuff to watch for in your reactions adds something like 40 milliseconds per stimulus. If you factor every one of Millia's overheads and lows at all times, you can't block against her on reaction period, and would be better off mashing 1414141414141. So this brings up a good starting point: If put yourself into a situation that calls for blocking and you have to do it, try to simplify the stimulus/reaction pairing. Klaige talks about this a little bit around the 40 minute mark. If you know they can't gatling into an overhead out of a specific move and only have access to lows, you don't have to worry as much. If your opponent is pushed out on block to where 5D/2D is the only remaining mixup option left and 2D is the only thing that'll actually reach, you don't have to worry as much. If you can dead angle or burst unpredictably to get out of that situation, use it (don't get baited and waste the meter or burst on top of getting hit). If you can IB > backdash, you might want to do that. But sometimes you have to block, and when that time comes you want to be prepared. The more options they have to run a mixup, the harder it is to block on reaction. Thinking about your opponent's options for running mixups can simplify things for you, like the above examples, but you can potentially take it a step further. One tactic that works for me is watching Millia's legs. Think about just TK Badmoon and Haircar. Both of them have her move away from the ground, and Badmoon / Haircar have really similar startup. However, her legs stay near the ground with Haircar, whereas you wont be able to see them if she did TK Badmoon, so you can actually block this 16/19 frame mixup on reaction by switching to high block if her legs disappear. Mixing 6K in makes it significantly harder, and you can't do jack-**** after the fact if Millia does Haircar FRC j.K, but at the very least you could deal with one really hard mixup this way. You also could potentially train yourself to immediately block high on reaction to haircar after a delay of a few frames such that you would actually block it low... if haircar is blocked low correctly there's enough hit-pause to mechanically switch between blocking low and blocking high and block the FRC j.K. You're just acting on blind faith in that case though, because Millia could FRC into a low or a throw. She could have also used any over her other mixup tools besides Badmoon or Haircar in the first place, so you're only really going to be able to use a tactic like this when you're expecting Badmoon or one of her lows. So like Klaige said, it's just not possible to block reactively against everything. However, if you have a read that the other player only does lows and TK Badmoon, you could probably block that more than 50% of the time, which is better than making the raw 50/50 decision. Next up, there's also a psychological refractory period which is sort of cool and you'll want to know about for your offense as well as for learning how to get past being frustrated. If you receive a stimulus that requires a quick response within 1/3 of a second of another stimulus that requires a quick response, and you weren't expecting that first stimulus, your brain lags. Like, straight up, you can't even tell that you just lagged and reacted slow. The slowdown is approximately 174 milliseconds on average. If you're prepared for a high/low by doing your "I'm going to watch for this specific overhead while blocking low" tactic, you're not actually prepared for a low, or anything else really. So when they do their 2P that's +2 on block and go for a tick throw, you react slower. You'll have the move's recover time and hit-pause to react, which is probably going to be about 11 frames of hit pause + a few more for the move recovering, which would actually be enough to backdash or jump if you were expecting a tick-throw. But you weren't expecting a tick throw. So you start screaming "dammit I jumped!", but you probably didn't hit the button until maybe 12 frames after you got thrown, because your mind is still processing that the 2P recovered instead of gatling into something else. So on offense, you have this little bit of info to throw in with your conditioning tactics. Get them to expect a specific mixup and you can cause them to react slower to other things that normally don't work, which might get them to work. Some gimmicks run on brain farts. I also want to encourage people to try to use SB more. If you can prepare yourself to slashback a move, you can slashback it. Some moves are slow enough that you should somewhat reliably SB them on reaction, like Bandit Bringer. Yes, that move has an FRC on startup that could bait your SB, but if Sol ever uses BB without 25% meter, it's slow enough that you shouldn't ever block it wrong except for maybe being unexpectedly crossed up. That said, it's also slow enough that you should be able to SB it on reaction most of the time. Brain farts can get in the way, but there will be situations where the opponent is committed to an attack that you can slashback, like a multi-hit move when they don't have meter to cancel it. You also don't necessarily have to do a raw reaction. Sometimes you can FD to push the other guy out right when the 5/2H starts, and then risk using the SB on the move right before it. If successful you get the SB benefit and can maybe attack their whiff for knockdown or go for something that'll counter hit into a combo; if you fail the SB because you were late you'll have already blocked the prior hit and the next move whiffs so it doesn't even matter. A few more quick things before I'm out for the night. First, you can't just react faster and faster like some DBZ character. I don't know where Klaige got data on top level reaction times reaching a super fast 100 milliseconds, and if you can link it I'd like to see it because I haven't bumped into that data during my research. There's a limit to how fast neurons can fire. You can definitely react faster than that 200 milliseconds, but you're probably only going to be able to shave a few frames off, and you wont be able to do it consistently. That leads to serious ego depletion (aka you're going to run out of the ability to focus and get tired), and you probably need to be in the proper physical state to react like that in the first place... Mihály CsÃkszentmihályi's book "Flow" says to try to keep your heart rate around 140 for best effect. A 100 frame reaction is probably possible; I certainly don't want to claim that it isn't. But I can't see someone reacting that fast consistently for any given amount of time. Maybe with stimulants, though I wouldn't condone or endorse that (I'll actually think less of you if you - drugs are bad mmmkay). Second, you actually react faster than you can commit to acting, by about 21 milliseconds. This is about 1 frame, so it's probably not ever going to help in a fighting game that runs 60fps, especially with hardware input delays and HD monitor delays. Just a fun fact. Also, the listed reaction numbers I gave before were for visual stimuli. You react to sound in the neighborhood of 140-160 milliseconds. If you have a move that always uses the same sound cue, it can give away the move depending on when the sound cue plays relative to the move startup. I recently picked up BB:CP to give it a shot and noticed that with the VA set to English instead of Glorious Nihongo, Izayoi always says the same thing with one of her teleports (maybe even with JP language, but it's harder to distinguish without repetition if you don't speak it). So you'd always know which teleport she's using within like 10 frames of her using it, and they last for 40+ frames... guess they really want you to die if you use them in a neutral situation. And here are some references: http://discovermagazine.com/2010/nov/15-the-brain-router-in-our-heads-processing-bottleneck http://biology.clemson.edu/bpc/bp/Lab/110/reaction.htm http://www.livescience.com/6041-reactions-faster-actions-study-finds.html www.cbc.ca/news/technology/story/2010/02/02/tech-brain-action-reaction-speed.html -
Don't forget to check the videos in the database I link in my signature! I don't know who runs it, but I'm damn thankful that exists, so I put it in my sig so everyone can see it.
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Highlights from the recent Mikado tournament stream with some I-No action, courtesy of goldenrody. Time codes never work for me, so in case it's broken for you guys skip to 5:45: http://www.youtube.com/watch?feature=player_detailpage&v=YjJQ-tVdoHA#t=353 At 15:08 I-No cancels 6H into HCL. Didn't realize 6H got so many options for follow ups. If it's not special cancelable, then that would have to be a dash cancel into HCL, though you'd expect it to be HCL Extend in that case.
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He experimented with Bedman, just like he experimented with Kliff when +R came out. I think I read somewhere that he originally started with Millia, then made the switch to I-No with GG Slash and kinda stuck with that, though he still plays Millia from time to time. Wonder if the May matchup is still a pain in the nuts or if it's a little better. We don't have FBdive to stop jump ins, but her 6P doesn't seem as crazy as before. Can't wait to see the I-No footage!
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Oh ****, not this acting again. Yeah, Venom is gay for Zato. One of his quotes when he gets stabbed in the butt by Faust's scalpel overdrive is "Only he can touch me there!" You gotta hand it to ArcSys for making a gay black character that isn't a crazy exaggerated stereotype. If he isn't actually gay (at that point we'll say that Dizzy isn't Sol's kid and Faust isn't Dr. Baldhead), at the very least he has hardcore Stockholm Syndrome. -
[CP1.0] Izayoi Combo Thread - Better Late than Never! (Updated 03/28/14)
TheRealBobMan replied to Celerity's topic in Archive
I'm not 100% sure on this, but I think the hold for 3 frames thing works off of just the button, so long as you started the hold with the direction. So like, I have a hard time doing 2B > 623B. I never learned to DP on stick since I-No doesn't have one, and going from a crouching input to 623 causes me to mess up and get 236B. But, if you start the 2B slightly early, hold B and start 623, I think it'll work out since there's more time to be deliberate with the DP motion. I wish this game had negative edge since I wouldn't fumble the timing on this as much (wouldn't hit B too slow when doing deliberate DP inputs and drop the combo), but meh. If I do 2B > 5C > 623B I'll never mess up the input, but it doesn't work at range (623B whiffs). If you're close enough to connect with 2A, you can probably go into 5C > 623B, which might be easier when starting out. After that, 2B > 5B probably doesn't float as high as 2B > 5C... I've had more luck getting 623B to connect out of that, and there's probably less risk of 5C whiffing at max range on some characters or something (don't know about that because lack of experience) since 5B's hitbox his longer. You're better off forcing yourself to learn 2B > 623B though since that's probably damage optimized and works in more situations. -
Glad to see that 'corner Fortissimo > c.S > VCL > c.S' still works against some characters. 'Fort > 5H > VCL > c.S' probably still works too, and I bet the 'c.S > VCL > c.S' on chipp could have continued into '5H > j.H > Sdive > c.S > whatever'. I know we'll figure out other ways to optimize our combos when we finally get the game. I can't wait. I-No's comeback potential is going to be insane with Hellfire Fortissimo, and our oki against a Hellfire opponent with time-freeze IK mode is going to be absurd if our IK has startup invulnerability on it. I want to see a lot more experimenting with the dash cancels on her 5H and 6H. '6P > 5H > j.D' doesn't really work because you can't get into horizontal range for j.D to hit, but if you can dash cancel in the same amount of time as a jump cancel it might work. Otherwise you could probably be a lot closer when going directly into j.H, which might be better for follow ups, and might make 6H useful for combos (thinking 'whatever > 6H second hit > upward dash j.H > Pdive', rather than linking into j.S which doesn't do a whole lot of damage). I wonder what's the earliest you can RC a VCL during hitstun and have the beam still go active. I think I saw a video where note slows down during time slow, which I guess makes sense since it's a projectile. Think that'd apply to VCL going active? Would probably lead to some great combos where VCL hits late while we set up something awesome.
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Thanks for the answers guys, it's a big help. Holy **** at 15 frames FULL invul on an air tech. I'm almost crying at this news since I like to airthrow everything, especially techs, and I'm hungry for it after I-No's airthrow range nerf in +R. What's next? I'm going to find out you can't throw bursts? Anyway, that video was great. Very informative. 5B's hitbox sucks. Twice I've used dash break to bait an attack, then stuck out 5B from long range to punish and gotten counter hit, once by Azrael's slab of concrete, and once by Bullet's leg. I-No's weakness is shit hitboxes, but at least it works because she has so much else going for her (like diving over or stroking under the other player's attacks). I would have expected madam-Johnny-ripoff to have hitboxes that aren't equally as bad, considering she has a sword. Gotta give us something since our attacks are so slow... even Johnny has that 5-Frame 2H. I'd kill for 2A to be 5 frames, even if they gave it a P1 value of 60%. I want to try to get ALL of my "holy shit this character sucks and this game is silly" rant out of the way in one post so I wont toxic up this forum for the next few weeks while I get the basics down. Except I know no one wants to read it, especially since I've been playing for 4 days... for like an hour each of those days. This game really helps me to appreciate GG's design though, so I guess that's a plus. And at least I'm having fun with it. Can you Valkyrie Astraea while holding a Crusade Seraphim charge? Or do you have to actually allow the startup to happen and then whiff cancel that?
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For 6A's guard point, I don't know if I timed it correctly or not since I don't have a lot of experience (it definitely screen froze with that thing sticking out), but I also don't remember if he had both marks on me or not. I certainly didn't know his super becomes unblockable when that happens. Pretty awesome. 5 Frames is definitely not "inhumanly perfect" timing though. Isn't that the Instant Block window size? What would make timing 6A to block something any harder when you're at neutral? Maybe if you tried to beat this move on prediction it'd be nuts since it screen freezes, but in general 5-frames seems plenty big enough. Too bad you don't get anything for it unless you spend meter though. I guess I'll get used to GA mode having... mixup that's actually really limited when you think about it? *Shrug* It's better than most so I'll happily take it. I'll be pissed if I find out that characters have AA's on crouching moves though, since that'd make 6B really stupid. Oh right, BB has this hold-input thing. Is there also negative edge? It doesn't feel like it, but maybe the timing is different from GG or something. Any other major system mechanic changes that would apply to someone starting BB completely fresh and coming off of a GG background? Are air-techs strike invul but not throw invul like in GG? Anything specific I should use to bait ground-techs in this game? Can you only roll front/back, or do they have other options? Is this like Persona Fightan where you can hold a button to tech immediately? Does this game have that really stupid mechanic where if you selective tech to avoid getting reset, damage prorates up to punish you for not teching? For example, you can combo into throws, but that lets you escape them even if they're command throws right? So like... if I think I'm going to be tick-thrown or reset into 720, could I let myself get hit or just not tech, then break the throw? Do most backdashes count as airborne such that we can catch them with GA dash > airthrow? Is there ever any context where you can't break a throw, besides command throws? Is there anything you can do to build meter besides blocking, IBing for more meter than that, and landing normals / using specials? Thanks for all the help guys. It'll take a while to get up to speed since I have almost no time to practice and don't know BB convention, but it shouldn't take too long since I have a solid background with GG and competitive play. Still stunned by the idea of throws being a potentially high-damage option though. Feels so backwards, until I remember that throws actually have start-up time and can be broken, which makes them seem shitty.
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Hey, does the auto-guard on 6A block supers? During my break at work today I used it and Azrael went through it with whatever his version of Dead on Time is called. During the screen freeze I clearly saw my 6A animation frozen as it was active, so I figured it should have blocked it. Maybe it was just bad timing? Or is this one of those "What do you mean I can't Fuujin the whale?!" kind of things? Also, what's up with 6B only comboing on CH? It's like a dust in terms of speed, but shitty. Is this standard in BB? I feel like I should mostly use TK j.236C > RC if I want an instant overhead. If it's done that low to the ground, I'm guessing I wont get anything even off of Strike Fall unless I spend meter, but if I have meter to spend this move seems amazing for mixup potential. Also, do we have anything like I-No j.H to quickly land out of hoverdash, or are we boned as soon as we go airborne? It looks like we're committed and can't dash-break the startup to bait AA, so this seems pretty limiting. Since you can't control Sonic Sabre's trajectory at all and it doesn't move at variable speed, it seems like it's not a great projectile either. Do people think the D version is worth a stock? I use it right now, but I'm still at the point where I can barely string 4-5 hits together, and I have virtually no time to practice (except at work during breaks, during which time I have to play with other people instead of use training mode). What's up with these 236B > 214B > 2B links? This is like BnB shit, but it's a 1-frame link? Also, any use for these teleports outside of combos, besides the GA D version out of air projectile (which honestly doesn't seem that great since you're moving to a fixed position that they can bait/punish)? It'll probably be better after the patch if we can use the ground version since that opens up our other 3 teleports for some degree of mixup, but so far it seems pretty limiting.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
If they allow English voices, there should be independent toggles for each character, like how in AC SO/OS can be switched between Daisuke and... I think the other guy's name is George Nakata? Whatever, not important. It sets a precedent that they could put toggles in for both languages on an individual basis. Gotta have Wakamoto voicing Johnny. Not sure if I could handle a different Zato/Eddie either. Troy Baker as Joel Badguy would probably be fine if Daisuke is dead set on voicing random soldiers instead of Sol. So... I know some people have been grinding through footage to get frame data already... anyone check to see what the recovery time is like on IK-activation when you have 50% meter and the opponent is in Hellfire? I want to know if the time-stop effect is "safe". Going to run some bullshit DP-bait oki if that's the case. -
Oh wow, 5K on CH. At least it's better than nothing right? Also sad to see Sol's 2D go under HCL at point blank again, but it was sort of dumb that it hit that low to the ground to begin with in +R. I'd be happy if it didn't whiff against people while they're crouch blocking. If I can combo off of reversal VCL to beat lows without spending meter it'll be worth it. So, I'm wondering if: A) Do projectiles still move during Overdrive/IK-Activation screen freeze? B) Does IK-Activation have any recovery when it screen freezes because you have 50% and the other guy is in Hellfire? Cause if IK-Activation is totally safe time stop, I know what I'm going to use on oki against characters with DPs. Anyone know if I-No's IK still has invul?
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You can keep screaming with your thrasher metal, but all we hear is Radio Gaga.
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Guilty Gear FAQ Thread - Ask your questions here!
TheRealBobMan replied to Kairi's topic in Guilty Gear General
I'm pretty sure that +R runs with 3 frames of input lag on PS3 and 4 frames of input lag on X360, but I heard that +R 1.1 fixed the X360 version so it runs at the same 3 frame input lag. I've played on both and only notice a difference when I have to play on laggy monitors. Not sure about any differences in actual game speed. The first time I switched from console to arcade it certainly felt like there was a difference, and back then I was using CRTs 99% of the time so it wasn't display lag, but I think the Arcade version only has 1-frame input lag whereas PS2/Wii versions of AC had 2 frames of input lag. Someone on dustloop posted a breakdown somewhere... might have been Teyah? Try using the website's search feature if you want to know more. But definitely the PS3 version has 3-frames of input lag which is inherent to the console. The PS2/Wii versions had 2-frames of input lag if I'm not mistaken.