Koozebanian Fazoob
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[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
That's not how it works at all, YRC range is on a per-move basis, some moves you can't even YRC during active frames and so on. Well known watered down fighting games Guilty Gear #Reload and Virtual Fighter for example. -
You mean after a PB knockdown, using j.S oki then rejump into j.S? It's not a solid string, and I think a lot of characters can just duck under it. Bedman can probably just 6P it of course, if he reacted in time. But it's pretty useful to throw in now and then since it keeps them on their toes (most people are expecting block string or Hammerbreak or raw PB), and it keeps you moving forward, pushes them to the corner, gives you another mixup, and so on. j.S is an "instant" overhead on Ramlethal, dunno about anyone else, so against her it seems extra useful.
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That's some good loop right there. Looking at the frame data that got translated ... Giganter is only 1-9 invincible? What the heck, is the super not even fully invincible until startup anymore? Yuck, no wonder nobody uses it at all. Trisula is -6 on block, bleh.
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Yeah should go up whenever PSN updates on the day of release. But if you buy digital you won't get that sexy Millia wall poster!
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Pretty sure Axl is right around mid tier in every game except X1 and Xrd where he's low tier.
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Nope apparently Axl could combo off the rensen up followup since at least #Reload. Apparently in Xrd, the up followup is also way better on block, only like -6. Also yeah Fatal Fury movie is ancient stuff at this point, think I watched that back in middle school.
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Yeah you are correct, I mistyped. And as for ICPM stuff, also keep in mind ICPM does bad damage to begin with and Red RC prorates 80% so it'll do even worse afterwards. It's better to just get lots of extra meter and put it towards Hammerfall YRC or PB YRC or other things.
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6H: Damage decreased 90 -> 80. Frame advantage decreased -11 -> -16. In ACPR this causes Wall Bounce, it has a decreased Dizzy modifier (0.75x), it has forced 50% proration, and specially increased blockstun. In Xrd I believe it is back to the original Dizzy modifier (1.5x), no proration, no special blockstun. On CH it causes roll state now. 2P: Damage decreased 13 -> 12. Regained self cancel. Startup decreased 9 -> 6. Frame advantage increased -2 -> +0. I believe in Xrd it no longer hits low either does it? j.D: Startup increased 11 -> 13. Recovery increased 8+Landing -> 9+Landing. Gained special cancel. Lost the ability to steer this move IIRC. Heat Knuckle: Damage increased 0,15x2,28 -> 0,15x2,40. Lost the untechable drop property. Hammerfall: Startup changed 19~35 -> 18~31. Frame advantage decreased -18 -> -16. Should be 'disadvantage decreased' or 'advantage increased' since it's better. Gigantic Blid: Damage increased 126 -> 145. Startup decreased 51 -> 49. Frame advantage decreased -19 -> -22. Lost wall bounce property on hit. Also list of moves he lost you might want to mention: Air Potemkin Buster, Judge Gauntlet Assuming this frame data is more accurate than what we had before, that sucks that forward megafist is actually still just -4 on block.
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Yeah 'Empty' in Xrd is what the old neutral was. You can't see how much damage scaling as kicked in anymore, but I mean how often were you looking at anything other than 'GUARD IS FLASHING' before anyway.
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Full. Screen. Overhead. http://www.twitch.tv/gamestartasia/b/582001725?t=1h36m10s
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Kenshiro make your head asplode
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
You just don't have enough hits most likely, that's basically the key to getting them to bounce. I don't recall the exact value you need to start infinite OTG hits but I believe it's into the 40s or so. Watch a Rei player do his B&B into super into infinite and that's about how many hits you need. So you need to do another rep or two of mashing P on them before you get into the super. The important part you are missing there is that you are boosting the active/hitstop part of your punches. When you Boost the active/hitstop/recovery of a move it takes something like 50% of a boost bar to do, which is why you are running out so fast. The trick is you need to instead Boost the startup of a punch, which consumes dramatically less bar, around 20% I think. I'm not sure if there are better strategies for doing that, but the way I do it is: ... Mashing AAAA, do a brief pause to let hitstop run out, then drum A~E to get a punch that's startup is boosted forward. Once you practice it a little it's not too hard. You'll be able to get a lot more reps of stuff in with a single Boost bar, which should get you the hits you need. You could also try doing the combo completely without the super. Just do enough reps of punches and let them drop and you should have more than enough hits. Edit: Double checked and actually the number of hits you need for OTG infinites can be pretty low (can be less than 30 even) but I think it depends on some other factor. -
Huh, that's new. I think. http://www.twitch.tv/joniosan/b/581625065?t=11m42s
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Biggest thing about YRC to me is that it feels like it creates a LOT more inescapable situations for the other player. Like if some dude is just over your head and you YRC, it's a free airthrow for you much of the time. It also creates just a lot more 'forced' 50/50 setups, because jumps startup so much slower you basically get a free low/throw setup just by being near the other person and using one (see Hammerfall YRC, Fafnir YRC, etc). It also makes Oki even better, and is a huge nerf to Potemkin's FDB. Does Zato still have his reflect move? I would guess it would be a huge blow to that too, not that I care. Also I don't know if this is how it used to be or not, but air FD drains your super meter crazy fucking fast by comparison to ground FD, that shit makes your meter GONE.
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[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
The PS4 only captures at 30FPS to begin with, so you'd need an external device to get proper footage to look at in the first place. -
[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
Another obvious way you could tell in X2 series was that you could only jump neutral with an FD Jump. So if your input is 47+FD, you will still get a neutral jump. Chances are if you also can't jump neutral doing this in Xrd, then FD Jump isn't in the game anymore. -
Had much to drink but should try be there 7
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Alright whence the games gonna be? I want one of those Surges if you've still got em.
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[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
I don't think we have the exact Guts values yet unfortunately. Life values are here though: http://www.dustloop.com/wiki/index.php?title=Damage_%28GGXRD%29#Guts_and_Defense_Ratings -
I see Consome tried PB -> 2P f.S on Venom, but it didn't work. Was he trying to get 2P c.S maybe? The whole c.S vs f.S thing looks super annoying in Xrd because you can combo air hit P's to c.S but not f.S. And sometimes c.S doesn't come out even if you are close enough for it to hit. :/
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Second dust of the loop feels later to me in Xrd than I remember from earlier games. I wonder if that's increased hitstop or more recovery or what. Or I could just be imagining it.
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Sessh I think I'm free on Saturday this week for games.
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Fixed. Whose planning to buy the JP PS3 version that can do a game share with me? I want to buy the US PS4 version when that hits so if someone can just let me borrow the JP version for a couple weeks that would be super cool. PS4 doesn't let you do shares like that anymore right? As I understand it it works like how the 360 does, you can have your account on as many machines as you want but only logged in on one at a time. Or is there a way to get around that?
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[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
Yeah this is what I thought as well. The guide isn't super clear on this though, and seems like some other places have used the terms interchangeably, so I can understand where the confusion comes from. -
[Xrd] News & (Theoretical) Gameplay Discussion
Koozebanian Fazoob replied to Shinjin's topic in Guilty Gear General
I see, I did not realize people used the term 'auto-jump-install' to refer to 'restores jump options' interchangeably, despite being two slightly different things. -
Yep you sure can.