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Narcowski

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Everything posted by Narcowski

  1. He also has the most things to spend meter on of any character besides Hakumen, and doesn't generate it passively (unlike Hakumen). Also, he's low-tier; the change certainly wouldn't break him.
  2. Jin's 6B could just be an overhead. It looks like it should be.
  3. 9097 damage combos suck if they take 100% heat? It's no less practical than Hakumen's 100% life combos - while the situation isn't going to come up often, the reward justifies the cost. Awesome combo video.
  4. I don't think this has already been posted, but the Jin in this video (second match) seemed pretty good to me.
  5. Change D Tier to "Button Mashers using Potemkin or Slayer"?
  6. Six. If you really want to include the other two shoulder buttons, extra 24mms on the side of the case work well.
  7. Some of Lambda's moves (e.g. j.2D) have the comment "Hitstop applies to Nu" instead of "Hitstop applies to Lambda".
  8. 6HS is a Level 5 attack regardless, so I don't see why it wouldn't be possible so long as there's enough time to buffer the [2] during it. Buffer times aren't listed in frame data though, so I can't tell you for sure - I think it's 60F? With an uncharged 6HS on air hit (e.g. after OHK), you have 16F (startup) + 1-6F (depending on when in the active frames you connect) + 15F (hitstop) + 18F (hitstun) to buffer for your SVD/HSVD. That's only 48-53 frames, so if charge time is indeed 60F, it can't work. Full charge 6HS gives you an additional 11F to buffer.
  9. I think it's false to claim that perfect play and perfectly safe play are the same thing. The best players take risks as well, and without such risks, every match would result in a stalemate. As such, there is no easily verifiable "perfect" play. I tend to think of tiers as a general indication of how much effort a given character needs outside of training to win a match. Training effort required is irrelevant for obvious reasons - if it wasn't, Carl and Arakune would have been near the bottom of CT's tier list.
  10. Why not just make a "Character Specific" section after all of the others? Less general combos tend to lead to more damage, and are therefore just as important to record as the basics.
  11. It's full of outdated videos! No, really.
  12. One of them is obviously supposed to be Bang.
  13. I started to try and put a matchup chart together based on the most recent matchup data I could find, then I realized half of it was two years old. It would be great if someone could get the information, but I really don't expect it.
  14. Personally, I like the way Arakune works now. Reminds me less of Testament + Eddie and more of Testament + A.B.A. Bang (and Rachel, for that matter) could be pretty much fixed with some simple proration changes. Litchi probably needs the most revision of the cast, mainly because combo untechable time was changed in a way heavily slanted in her favor in addition to all her other buffs.
  15. That little "30" down at the bottom is better. Random is the best main
  16. Despite its size, the TE is remarkably portable. The cable management compartment in the back works wonders. Also, a modded SE will end up costing the same as a TE, so there's no real reason not to just get the TE in the first place.
  17. I've beaten a Carl player in CT (as Tager) before, but that doesn't make the matchup any less horrible.
  18. Depends on who you're up against. Getting (safely) into Moroha versus Testament, Robo-Ky, Axl, Eddie, and Venom seems like a pain to me from my experience with her. That said, she's not my main, and some of those matchups may not be as one-sided as they feel.
  19. ABA matches tend to go one of two ways (doesn't mean she doesn't have depth, because there's a lot of it in every character): 1 - You make it into Moroha mode and land a combo. You win. 2 - You don't make it to Moroha, or you do, but you can't land a combo. You lose.
  20. ABA is definitely a bad pickup character, yes, but that could be said about the majority of the cast. She requires good execution, and getting into Moroha mode can take some work, especially versus zoning characters, but once you're there, you're probably going to win if you don't screw up. If you drop a Moroha reset (keygrab) combo and get counterhit for knockdown instead, there's a decent chance you'll get instant killed too. I mostly think people are associating difficulty with her because she's a very high-risk / high-reward character.
  21. Oh, I agree.
  22. For me, at least, it was both - finding time to plan and still executing. The window to combo off of her throw feels pretty tight (15F, counting both the short dash in and the 7F c.S startup), and without being able to do throw combos, she's missing an important source of damage. That said, just stick with whoever you like, unless there's some aspect of the game you think you'd learn better with another character. My reason for playing other characters at first was that I was trying to learn how to defend and counter better, since Millia shouldn't really be on defense very often.
  23. Typos :8/:
  24. I definitely agree. I knew from the moment I picked up the game that I wanted to play , but I just didn't have the skill or knowledge of the engine to play her effectively at first. After a few months with and , I finally understood enough about how to defend against and avoid attacks to pick Millia back up, learn her basics, and be somewhat effective. That said, I'd like to mention Baiken as relatively easy to learn as well. Yes, she uses a strange input (412) and requires FRCs to be effective at mid to high level (every character requires FRCs though), but she also has relatively simple combos and the best ability to escape / reverse pressure in the game, especially at a low level. She also has a pretty small set of special moves, which demonstrate almost the full range of standard inputs used in Guilty Gear.
  25. The people I show the game have varying levels of fighting game experience. The hardest ones to teach, of course, are the absolute newbies to fighting games in general, in particular the ones who want to try the game because "it's pretty", and "doesn't look too hard", then pick a character I know relatively little about*. When I come across someone who's actually interested but can't do the inputs, I usually show them how I do the motions, then have them try until they can do it. For each motion they learn, we usually play at least one whole match so they can get plenty of practice and still play some. I don't usually introduce things like jump/dash/airdash canceling until they have all the other inputs down, and by then they've usually at least figured out how to JC on their own - if they don't get tired of learning new things first. As you say, many people lack the patience to pass the initial learning curve, and I don't really know of a good way to break it up more than I already do. *- The kind of people who say this sort of thing just tend to be around when I'm showing off the game.
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