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Everything posted by Kaizen
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
There's a vid from the second loketest of Sol vs Slayer where Slayer Blitz Shield's Sol's IAD j.H and Sol goes into the same staggered state in the air, but he just kinda bounces straight up a bit. He seems to recover before he lands, though. The Slayer doesn't punish it, but it looks like the Blitz Shield ends and he just keeps normal blocking. He does it on wakeup, so it also seems like it's a good reversal option for everybody (unlike Slashback, can't SB on wakeup for ~10 frames). I'd imagine an oki Blitz Shield would beat a VV. It's essentially a tweaked parry. The footage has been taken down from youtube, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
From what's been observed and from rumors, Blitz Shield: -Knocks back the opponent into a long state similar to stagger. Basically a hit with no damage, with about a second or so of hitstun. So free punish. -Requires proper blocking. Block lows low, block highs high. Air Blitz Shield is like chicken blocking. -Is active for quite a while. Using it successfully doesn't seem to end the active time. -Costs 25 meter. -Cannot be used while already in blockstun. -Can't be used against IKs. ...so while it's similar to a parry made easier, it's also got a tell, a cooldown time, and a big meter cost. The IK bit is also important, what with the rumor of Hellfire mode dropping the opponent's IK activation to instant and allowing a combo into IK (so basically free Astral Finishes). Dunno if it has the drawbacks of Slashback whiffs (no block, followup SB attempts are weaker, etc.), but it's definitely not as strict. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Xrd supposedly hitting arcades in February http://shoryuken.com/2014/01/17/guilty-gear-xrd-sign-launching-in-arcades-in-february-dengeki-bunko-fighting-climax-to-follow-in-march/ -
Bringing EFZ and Kobuto for all of you adventurous two.
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[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Actually you can't. I don't know if he'd been able to do it in Slash or earlier, but in AC and +R he cannot. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
So does everybody else. It's a universal mechanic. Dunno how many other characters can combo into their 5Ds, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
GOOD GOD -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
ArcCops took 'em down within a few hours of them being posted. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Does that mean it has barely any hitstun? #R Air BR combo enders let them tech almost immediately after doing like 5 hits. Has anybody who's been to the loketest noticed if Bedman's health feels particularly low? I noticed in one vid with him versus Axl, he got hit with the last hit of Axl's Overdrive (with the HellFire! buff) and took almost 40% damage from it. I'm kinda curious. Also, when you RC, do the all character's animations have a standard length of time? Can you cancel any of them into an attack immediately so the opponent can't react to the RC? Lastly, Blitz Shield seems to stay active forever, but if it sends somebody into the REJECTED! state, it looks like you have to wait for Blitz Shield to end before you can do anything. Can you cancel it into jump or dash or attack, or anything? Or do you just have to wait before you can do anything about it? -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
Indeed. Chipp also has a new move listed: 623 H, as another follow-up to Resshou (Rekkas), I believe. Slayer's new H-Follow-up has gotten a name change to Helter Skelter. -
[Xrd] News & (Theoretical) Gameplay Discussion
Kaizen replied to Shinjin's topic in Guilty Gear General
I love it. Anybody have any idea who that witch flying around in near the beginning of Chipp vs. Axl might be? (2nd vid) Also, I love how they brought back Axl's win pose where he laughs like the biggest dork. -
Are you dashing into the j.K > j.D? A lack of a dash is likely what's causing the knockdown to whiff, as you get pushed out too far from the opponent to score it. Are you close to the opponent when you do your VV? Because you should be right next to them. Dashing into each rep of Dustloop not only makes the reps connect, it also works off of an important delay which lets certain characters float lower so they can actually get hit by the second part of the second rep. This is important on characters like I-no, Millia, and Dizzy (and less so, Chipp), who float high enough after the first rep that the second becomes almost frame tight. Remember that j.D's increased untechable will give you the leeway to score Dustloop in the first place, so you need to utilize that to do DL properly. The way that works best for me is like this, regardless of weight class (of course, as long as DLoop actually works on them): dash 5K/c.S > 6P (long delay) 5H > j.D, j.D |> dash j.D, j.D |> dash (j.K/j.S) j.D > dj.D (or dj.S > j.D) > VV. The dashes put in the necessary amount of delay, but sometimes might require that you wait a few frames more. There are exceptions like Johnny, Ky, and Robo-Ky (heavy, lower delay), and welterweights (May, Baiken, Bridget, Jam), but otherwise is pretty generalized. This is obviously easier to screw up, so if you feel more comfortable sacrificing potential damage to guarantee KD, then go for it.
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Dang, forgot to post what I was going to say. If you land 2D CH from close enough midscreen and do Gunflame, you don't need to FRC to continue the combo. You can link GF straight into 2H > j.S/j.H Sidewinder from anywhere midscreen, or dash up 5K from further out (though this is much harder). I usually do 2D (CH), 2H > j.S/j.H > SW |> (j.S) SW |> [dash 2H > SW |> BR] or [(j.S) SW |> j.S SW |> dash j.D sVV] . I'm pretty sure the second combo route still works, but it's been a while since I tried it. Does ~ 250 or something. Can't remember. At midscreen or near the corner on lightweights, you can do 2D (CH) Gunflame FRC, empty jump Sidewinder x 3 on lightweights and some midweights and then do j.S SW + land Bandit Revolver for like 280+ damage. You guys already got something similar, but you can sacrifice knockdown and do: 2D (CH) > GF(FRC) > j.SW |> j.SW |> 8j.SW |> j.S SW |> 8j.S SW |> j.S SW |> sj.P * 5 > sVV. Does ~320 damage. On Baiken this scores ~335 damage, so it's good if you want the kill or don't care about knockdown
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This brings up an issue that a friend of mine pointed out, where he saw Pot vs Chipp (FAB vs Sammito), and the same instance occurred: Chipp's DP started, but he was PB'd out of it. Similar to HVV, Beta Blade is 1-8 fully invincible, and 9-12 strike invincible, while being airborne on frame 9. Either this is a glitch, the frame data is wrong, or there's something going on that makes sense.
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http://www.dustloop.com/forums/showthread.php?16987-Importing-101
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Kaizen replied to Hecatom's topic in Under Night In Birth
That overhand chop was Akatsuki's replacement overhead/6B in Ausf. Achse and in (*shudder*), Perfektewelt. Jewpuncher has two sequels that nobody knows about. Gotta admit, Akatsuki as a guest character completely revitalized my interest in UNiB. Jewpuncher is one of my favorite figthans, especially for introducing newbies who need to learn 236's. -
Pretty much. Written frame advantage is always based on the assumption that the move is blocked on the first frame of active time. So if you hit as the active window is ending, the window of Static Difference is always going to move towards the positive side. BR will be + on block if you space it properly because they're blocking it near the end of the active window, and you'll start your recovery just as they get put into blockstun. Remember that you're going to have to space it properly. If BR lands right in their face, you're going to get thrown if they don't FD or crouch block it. This is actually the reason one of my favorite mixups works. Most players block BR standing not because it's an overhead (it obviously isn't), but there's less blockstun if you block high, and it's easier to punish. This can work in your favor if you do it in their face because you can RC the second hit and airdash if they blocked it standing. So fuzzy guards and airdash pressure if you have 50% meter to blow. It's kind of gimmicky and kind of stupid. Which is why I love it. Lastly, good choice on Sol. I hope you enjoy your getting ridiculously high damage for free when you land a hit!
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I seriously have no idea how I failed to consider testing GB- from the negative side. Good call. Used this to test Justice's GB- values. Doing Kliff tomorrow, hopefully. Also,
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Damn right I'm going. Screw homework.
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Guilty Gear FAQ Thread - Ask your questions here!
Kaizen replied to Kairi's topic in Guilty Gear General
Bug away! -
http://www.nicovideo.jp/watch/sm21768897 Discuss.
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Jojo's Bizarre Adventure: All Star Battle
Kaizen replied to SolxBaiken's topic in Misc Fighter Central
So I was initially planning on grabbing a copy at launch, but other stuff took priority. Like a great condition Steel Battalion box falling into my lap. What are the differences between the Asia and Jpn versions? Aside from what I've heard about the store being easier to navigate and potential languages available, is there anything else for the sake of convenience? I'd like to grab a copy while it's still fresh off the grill. -
Game's out, downloading now.
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Holy shit that was sick. Fave'd How many blocked clean hits did you put in before you Tyrant Rave'd Chipp to death?
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If it's against a lightweight like Jam (or pretty much anybody, really), you should be able to back/neutral empty jump Sidewinder. This can be kinda hard, but it usually nets you a shitton of damage. For example, AC empty jump Sidewinder Loop out of Wild Throw against lightweights did upwards of 200 damage.