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Everything posted by Rhannmah
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one thing i like to do to get in in GA mode is to fake a hoverdash in by stopping it early and try to catch jump-outs with 623b and option select strikefall. If they get hit, strikefall comes out and you get a great oki opportunity, and if they block nothing comes out so you're safe. Worst case scenario is if it whiffs and they rush at you, but you can always cancel it into D teleport to counter their punish attempt (if you're fast enough). Once in, if the opponent blocked your mixup you can end a blockstring with 236c stance cancel into 66 j.B, which if it hits while they are crouching links into 2b->5b->stuff for a hefty sum of damage. Repeat as necessary. You can also mix it up with D sonic sabers for2 guaranteed mixups when they block it. You can also use 66 j.grab -> 2B, using j.grab makes you fall faster without having to throw out a normal making you go straight into a low from hoverdash, and if they are trying to jump out they get grabbed. Really, once Izayoi's in in GA it really starts to be fun and you feel that you have the freedom to do basically what you want, but it's getting there that is difficult.
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console tournament featuring Shimotsuki http://youtu.be/js5bx-Yd64M?t=5m52s http://youtu.be/Pjs50BnAHmQ?t=28m29s -> continued in http://youtu.be/afKc9rmH1UY http://youtu.be/nDXHSdvncNI?t=7m50s http://youtu.be/yiqbx1h2Isc?t=3m14s
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhannmah replied to Shinjin's topic in Guilty Gear General
That would probably be the dumbest move ever. -
Well, it's no surprise that this character is considered the worst in the game. It's because everything you mentioned doesn't have a clear solution and everything is an uphill battle.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
looks like everyone's NAH -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
yes i'd like to know this too -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Rhannmah replied to Chumaralupa's topic in West Coast
What? there is NOTHING similar between Blazblue's soundtrack and Xrd's. -
I wonder if it's untechable until the ground. If not, the combo route would seem to be charged p dive(since it reels them in after the hit), airdash S, fastfall VCL and then combo from there.
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It really depends on the height at which you do strikefall whether it's a safejump or not. Can go from totally unsafe to overshooting the wakeup timing entirely.
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more okayama fantasista https://www.youtube.com/watch?v=KiJWrtUn0jw
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhannmah replied to Shinjin's topic in Guilty Gear General
http://youtu.be/MWFqa5AweyM?t=2m17s What the heck happened to Ky's tension there? Do roman cancels have startup now? -
Pretty sure I've seen 2K being dash canceled, but it's hard to say since the recovery is so fast.
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There's the little gem no one has mentioned that is the title screen music. I really want to hear the whole thing, it sounds absolutely awesome.
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from that video ^^^^ (well, this one http://www.ustream.tv/recorded/44032006) The VCL fastfall landing recovery seems almost nonexistent, which I have to admit I really love. Actually, VCL landing recovery seems really fast in general, so I'm suspecting there's good potential for elaborate corner combos with it. Recovery from STBT seems a lot faster. Is faultless defense cancel just easier in general? U-Zen is using it all over the place. On that subject, it does seem that j.D FDC is 0 landing recovery, or is j.D just 0 landing recovery in general now? Seems like the main combo route now is 6p -> 5HS -> iad -> j.K -> j.S -> stuff wondering if the 5HS -> iad part is more lenient HCL untech time is back to #r levels or better well, that's some of the things i can garner from that video
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None, since her gameplay in XX is completely dependent on horizontal chemical love FRC airdashes, which you can't have in Xrd, apparently.
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhannmah replied to Shinjin's topic in Guilty Gear General
What? On which channel was that? -
you mean airdash, or hoverdash?
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Well epitome is pushing it, but she certainly suffers from basic design flaws. She's like I-No and Johnny rolled up into one character with all their weaknesses but none, or very few of their strengths. I think I summed up my thoughts in these posts:
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A situational/risky tool with basically 0 reward is the epitome of bad design. actually, that's pretty much Izayoi in a nutshell
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So basically, 6a is a huge pile of shit and needs many improvements? Yeah, I agree with that.
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Even more than that, you need a group, yes, but not just ANY group. You need a group of VERY knowledgeable people to know what the changes will mean in terms of cast balance. Ideally, you'd want something like 3 top players per character to give their input on suggested changes.
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Seriously? THAT's your argument? You might want to think a bit more about this before posting. This isn't how you make a respectable fighting game.
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I'm complaining. The movement buffs are great but she needs more than just that to be competitive. Also, that universal combo time reduction on jump-ins REALLY hurts her gameplay. @Surf : I was talking about an anti-air normal. Seriously, 6a is a disgrace. Can't be cancelled into anything, blows the opponent back which is the last thing you want to do. But on the subject of her special anti-airs, sure they aren't bad, but as you stated, you have to choose which one you do and it's a 623 motion. Unless people are jumping at you stupidly, you have to make hard reads (basically, guess) on what they're going to do and they have bad recovery so if they get blocked, evaded or miss in most cases it's a free punish. 623b's hitbox is really slim, it can miss quite easily. Considering how mobile characters are in the air in Blazblue, they can be faked out rather easily. It certainly doesn't help that 623b and 623c have two different visual stances to let the opponent know which one you're doing and in the case you guessed wrong and want to cancel out of them, it takes so much time (especially 623c, god) that you'll be in danger anyway. Compare that to Litchi's Itsuu stance, a full body guard point move that can go into anti-air, mid or low at the press of a single button, the anti-air being -2 on block so it is unpunishable. Yeah.
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How so? If you want to balance a game, you have to have your characters on equal footing. Now where should that common ground be? I'd rather have it be towards the top power level than the bottom. See Jin for example, he's top tier. Is he overpowered? No. Is he balanced? Yes! That kind of power level is perfect; playing him is fun and playing against him is fun too and is what every character should be compared to when trying to balance them. Now, it's important to note that the point isn't to make each character function as Jin does, that would make the game extremely bland. But, with their strengths and weaknesses, every character should gravitate around that kind of power level. This essentially means making most of the cast stronger, and a few characters a bit weaker.
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These changes are weird to say the least, but I feel that 2 airdashes and the capability to control the vertical direction of air dashes will help Izayoi getting in. I don't understand the change to D sonic saber, it's not like it was overpowered. Teleports are still bad. Her oki game is still very shaky. 5B buffed, but it's her other normals that sucked, this one was already decent. Anti-air is still shit. I feel most of these changes don't really address her core problems. Also, I wonder what happened to the previous patch info that stated that Izayoi's BnB's were too hard and were made easier to connect, none of these changes seem to affect that. Revolver action table is apparently unchanged. Edit - @Surf: the difference with orgia mode being that Aegis moves like 1.5 times faster than Izayoi. You can have all the movement options you like, if you move slow enough, you're still readable whichever decision you pick to get in. But we'll see. Izayoi certainly won't jump to high tier from these simple changes though.