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Everything posted by Gemakai
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That's what I mean. The combo I've been using Starter > 236K > c.S/5HS > j.SHD2K, j.PK, dj.SHD I drop at the j.PK or the H in dj.SHD
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Maybe. I either drop it at it at the j.PK or the following j.H in the dj.SHD
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I've been having trouble confirming KMappa RC into the j.SHD2K air combo path. At least consistently. The combo I've been doing that does comparable damage for less timing (for those interested) is the following Starter > 236K > RC > 214KK > 5HS > j.KSK> dj.SHD Nets approximately 150 (will update when I get home and give exact values). On heavier characters like Potemkin and Bedman, I use cS > fS instead of 5HS
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Maybe it's just me, but I rather like the input change to CL. Why should it be more difficult? Pot is still pretty strong, I feel. He just requires more work.
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Slayer losing Mappa Feint is definitely one of the more painful things. I still think he's strong, just not as before. I feel most lists are relatively accurate, but ultimately most to all characters have the capability of winning, though Pot seems to have the most trouble depending on the matchup.
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I'd like to join as well.
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If I recall, the proper input is along the lines of 5AA > 5B >5C, A+C, 236BB > 5B, 2C>2A+C, j.C, etc Correct?
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I'll definitely fiddle with my main stays: and But of the new characters, I definitely resonate with Adachi and I'd like to give Yukari and Rise a shot.
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I just picked up the game recently and I'm trying to learn Adachi. I know the basics and whatnot, but one thing I'm having trouble which is getting 214A after a 236AA. Is there some timing involved to get 214A to even come out?
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Try delaying the jC til you're lower to the ground so you have more untechable time by the time you hit the ground.
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Fair point. Where can I find these 'throw reject miss setups' you speak of?
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Recently acquired the game and have taken a shine to Bullet. The help in this thread is pretty nice so far, but what's the general strategy for pressuring and mixing up the opponent. So far I've basically been doing the following block string 2B 5B 5C 6C jC 2B 5B... occasionally mixing it up with maybe a 3C or something else, but it feels like the opponent can just downback block and when I go in for a 6A, I get a reversal to the face. Any advice on how to improve it?
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Been out of the game for a while. What are the basic BnB starters for Slayer into an air combo? I know comboing to BBU still leads into an air combo with 6H, but not sure what are some of the better meterless combos are and navigating through the forums seems to be hit and miss.
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To me, Naoto is probably the most interesting character on the roster because how her instant kill works and how (at least, I think this is how the designers were intending) damage wasn't as much a factor to damage as getting the Fate Counter to 0 so you can get the win. I like to equate the style of playing to milling or control in Magic: The Gathering, and ultimately, I think that's what the designers might want for her, to be a character that doesn't do large damage but whittles down an opponent before, quite literally, killing them in one blow. That said, I think it's becoming apparent you can't really win in this game with such a style unless you really put in the effort. Hence, I get the impression the designers want to shift her to a more Jack of All Trades roll, while still retaining, in fact enhancing, her Fate Counter removal tools. The poison is a good start as in the more than the initial fate removal per combo change, I always found that weird. Now if you could bring a person to 0 counters and put them in Mudoon or Hamaan in the same combo and it works (no need to drop the combo for the game to register that the player has 0 counters), Naoto's playstyle might work. Otherwise, I just wonder what her main game plan with be with the changes to her traps and zoning along with other characters getting ways around zoning like Kanji's new tackle move
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That sounds entirely possible - maybe as a reward for setting it up all those traps to combo well enough. This might change well enough though. Might end up being 5 counters in the end. Still, not shabby for a AoA starter (though I assume it's corner only)
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The only thing I've heard on that is Shadow Naoto's 2C MIGHT be special cancellable, but I don't think anything concrete was confirmed
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It sounds like j.236B can be combo'd into and combo'd from, so it seems like her overall combo damage output is increasing, but to make up for that, her gun and trap game is weakened. Not too sure how I overall feel about that. Hope for some more changes in future tests
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It sounds as though there's a universal damage nerf, but hopefully Naoto's damage isn't nerfed AS much. The poison lance will definitely help I think, but yea, Naoto seems to being made into a Jack of all Trades type. Moreso than before.
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In SF2ST, Older versions of characters are referred to differently, and in KOF13, EX versions of Kyo, Takuma, and Iori are different... though in that case, they are legitimately different characters with different moves and everything. Then again, there's Shadow Labrys.
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This is true, which is why I hold out hope for the character. But as far as SMP loops go, I just don't think they'll just ignore them, and they haven't. Whether or not we'll find loop holes around it is hard to say.
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Notes for Naoto from StunEdge notes (translated by Zeromus_X and ludwig van): Some cool toys, like the poison move and air Double Fang is nice, but with reloading and traps being slower to recover. It makes me wonder what exactly they want to do with Naoto. I guess they want to sort of make her more of a 'Jack of all Trades Plus Traps' type of character, which I guess is fine. Just makes me wonder if this'll make her better or worse overall. Edit: Depending on how the Venom Zapper move works. It could just be a factor of comboing into that and then setting up a defense while the poison whittles away the opponent's life, so I can understand why gun and traps were nerfed in that regard, but it makes me wonder what else Naoto will be able to do. Hell, does Air B Double Fang ground bounce? Might it be possible to do a air combo into Air B Double Fang, 5C xx Venom Zapper? .....Is Naoto the new Bang? Also RIP SMP Loops.
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Excited for the new update and new characters, and everything... Though kind of peeved that so far the only note for Naoto is '2nd hit of AAA is low' Hope she gets a few more toys. I'm actually expecting her SMP loops to be nerfed (read: fixed) but who knows really?
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[Xrd] News & (Theoretical) Gameplay Discussion
Gemakai replied to Shinjin's topic in Guilty Gear General
I feel Order Sol, Justice, and Kliff are most likely to get cut, maybe made as DLC bonus characters. ABA and Robo-Ky has very unique playstyles so I'd like to think they'll be included. If not Robo-Ky as a character, then as a Ky alternate costume. -
At least FinestKO is streaming some of the P4A tourney, but I'm a little miffed how much coverage NRS games are getting, not that I think they're necessarily bad, but... holy crap, they're over third of the entire stream!
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How so? Honestly, what they changed it to just flat out makes sense. Want to aim them down? Do j.2C, otherwise it's a move that continues an air combo. While I've gotten more used to using j.4C, using it in IAD combos is basically just adding difficulty in a combo, JUST to be difficult. The only change I'm scratching my head over is the 5D change. I under it's lost JC, and it's no longer special cancellable, so what? Just use it to get a mix up on someone? Am I correct in understanding that?