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Everything posted by Tari
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You can teleport through Kokonoe's reversal fireball super, which is handy when doing punish combos against it. example: http://www.youtube.com/watch?v=WAbMsqFB2gw#t=1m53s
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I don't think most characters can actually deal with Kokonoe at all, honestly. Rachel has a halfway decent shot at it because she has a large assortment of tools at her disposal (though the lack of a fast dash works against her here), but it's still not enough. That aside, I'm pretty sad to hear about N-O's frustration(?) with Kokonoe. Can't really say anything about it, because it makes sense, but it's still sad. In vaguely related news, you can punish Kokonoe in the corner after her super fireball reversal with 5C FC. Cancelling into BBL before the fireball hits you will allow you to get hit, tech, and then continue your combo on Kokonoe. You take around 450 damage from the fireball if you do that. Not sure if there's a better way around it yet, outside of using OD to invuln through the fireball, which will always work. Example: http://www.youtube.com/watch?v=WAbMsqFB2gw#t=35s
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There are 8 characters (technically 10, but two have no reason to use it) that I know of who can roll out of black hole setups that don't force them to tech. Jin is one of them. There's no wake-up timing necessary for the roll > dash escape to work. You can lie on the floor until the black hole spawns and watch Kokonoe float for a while before rolling if you want to. You just have to dash immediately out of the roll. If the opponent does a setup that forces you to tech (ie: 5C > 22B), you can't roll because you'll just get reset into the black hole like everyone else.
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If I recall correclty, A-lotus cuts air dash distance, not B-lotus. B-lotus only causes 5D to home in on the opponent. A-lotus increases (doubles?) the effect of wind on the opponent.
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It's become increasingly easy to do this. I think even the average smartphone can manage to record high quality off-screen footage, these days. Mostly just comes down to holding the camera steady. Audio quality varies, though, depending on how the person deals with it (edited in later, live audio recording, muted, etc.). It really just helps that we don't have to deal with CRTs and scanlines anymore, so most cameras record off-screen just fine. Of course, this type of recording doesn't work all that well for live streaming or anything, but it's fine for just recording replays for critique and whatnot.
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There's an event on the 7th of December: http://www.dustloop.com/forums/showthread.php?18487-Dec-7-2013-California-Burst-Norcal-Training-Room-%28GG-BB-P4A%29-San-Carlos-CA And people tend to meet up on Thursdays (and sometimes Fridays) to play BB/GG, as well. Not sure if that'll happen this week, what with Thanksgiving and all. I'm out of town until Monday, myself, but the others might still show up.
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Bunker > 5C > Black Hole is unescapable for Hazama, but the same is true for Bunker > 5C > 22B > Black Hole. Bunker > 5C > Black Hole does not work on Jin, because he can just forward roll and run out of it. Bunker > 5C > 22B > Black Hole can be Yukikaze'd, but requires that he spends 50 meter. Bunker > Black Hole is a pretty terrible setup, because it blue-beats the opponent into the black hole if they don't tech. If they choose not to tech and you delay the black hole, they can just time a forward roll to roll through you, because you end up way too close to them.
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For the corner 236AAA > land 5C, try holding 5C before you land. If you push it slightly before you land and hold it, you'll get 5C on the earliest possible frame. I've been doing that combo that way, because it's easier and I'm lazy. If it's still not working, then it's a height issue. For 22C RC stuff, it's worth it if you want the damage or need to do some corner carry or whatever. Say you land a max-range 3C, right? Pretty much all you can do is 22C at that point, assuming you want more damage or something.
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Not sure which setup you're talking about, but CA invuln definitely doesn't last long enough to get you out of black hole. You barely move when you're winding yourself during CA. This is assuming the blackhole is spawning as you're starting your CA of course. Don't know about a setup that makes it spawn later.
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How does that beat wind tech? It doesn't even force you to emergency tech, so you can just lie on the ground forever before wind teching if you felt like it? Hell, I'm pretty sure you can even wind roll out of it, if you want to. I'm assuming I'm missing some information here? Edit: In fact, against the setup you posted (and any non-lightning setup), if you want to be really silly, you can just lie on the ground and mash 6D until you automatically get up, and then just run off into the distance. Looks pretty silly. Eats up pretty much 4 wind stock, though, since you're shoving a grounded body around, hah.
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Not sure which j.2C combos you're talking about, so it's hard to comment. In general, though, I think TD covered pretty much everything. There are some cases where j.2C routes also extend the amount of time a combo takes, which is pretty detrimental in this game. I'm pretty sad about the change to 4B. It was by far my favourite move. People just never knew what to do when I used it.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
I'd just like to ask where Bridget is. I doubt this is final line-up, but if it is, I'm pretty sad, haha. -
Looks like Platinum's bubble move, haha. I imagine you're not going to be allowed to do bubble and tsurugi at the same time, but I could be wrong. If you can do it, then the bubble catching the opponent in the air is pretty unimportant, since you can just suck them back down to the floor with a sword.
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Whoops, meant body invuln, but I guess I just auto-piloted when I wrote that. Wish it were more useful than it is, but eh. Thanks for the catch! Not sure what you're looking for with neutral game. It pretty much revolves around 5B, sabers, and 236/632 moves. You occasionally see some spacing or poking with jumping normals or 2A/2B, as well. There are some really annoying matches where both players are just hopping around for the entire match (Taokaka matches in particular) that could be considered a long neutral game, but those aren't exactly the norm. Here's a Tao game where Izayoi actually wins and where it's not just a minute of Tao smacking her in the face: http://www.youtube.com/watch?v=3Qplmg-1-3E&feature=youtu.be&t=10m30s
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Izayoi's abare, rtsd, and mix-up are all pretty lackluster outside of GA mode. Just have to mention that. Her mid-screen control and neutral are still fine. I think Noel or Kokonoe are more well balanced in regards to the things you've mentioned, Sadeyo, though as Celerity said, Kokonoe is a pretty silly character right now. Noel is just, well, Noel. Good mobility, reasonable abare, average mid-screen control. Her pressure game is pretty annoying, as always, and her drives have a pretty unreactable mixup built into them, now. Kokonoe has everything. Literally everything. Strong screen control, strong rush down, insane abare, strong mix-up, and so-on. I won't get into the debate about whether she's broken or not, but she's definitely very good at lots of things. Bullet might fit, but I don't know enough about the character to really say. Seems like she might have decent abare and pressure, but I wouldn't really know. Her mobility and pressure options are sorta weird to me, though. Izayoi is a very on and off type of character: when she has gathered her resources, she can do everything, but when she hasn't, she's far more limited. If that doesn't bother you, then she's a fine character, as well. Once she's in GA mode, her rtsd, mix-up, and abare all become significantly better. Mid-screen control and neutral could arguably be worse in GA mode than normal mode to some degree (probably because of the lack of a grounded run), but that's pretty much player opinion and playstyle stuff. As I already mentioned, her normal mode abare and rtsd/mixup are pretty lackluster. Kagura just has no mobility and as a result has limited options, though I think his abare is okay. His mix-up is pretty strong and his damage is very high. edit: Also, though she's not on your list, I do agree with Celerity that Taokaka fits all the requirements. edit 2: Most of the list applies to a couple other characters to some degree, as well (Litchi, Terumi, Azrael, Rachel, etc.), though none of them are quite as fitting as Tao.
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Ah, so on those characters, the 236B > 5C > 236AAA > 5C > 6A > 6B > 3C route just fails, huh? Guess I should do 6C combos instead. I've been having issues stopping myself from being silly when I see presents in my item list, honestly. I keep spending meter to get super presents, and then putting them down and taunting behind them. I can't play smart when I have such silly options!
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I'm hoping he meant it in terms of how happy you feel when you win, haha. Which still isn't really that reassuring, but whatever! :D I think I'm just happy that we can't get killed by blackhole setups in this matchup, even though we still have to deal with the rest of the crazy oki stuff.
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Pretty curious about this, too, actually. The few times I played against Kokonoe and she whiffed it, it felt like it didn't have any, but it's hard to say from a handful of games. :/
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It's not the surfboard attack that's projectile invuln, it's his super-long range sword thrust that is. Well, I guess you could argue that his sword is just a surfboard anyway, but yeah. When people say "surfboard attack" I think of the two-hit surfing move that hits low and then mid (the same move I was saying should be IB'd every time he does it on block). Anyway, yes, like Airyaxe said, don't be predictable with your sabers. You probably don't want to spam them too much unless you're confident with your spacing, anyway.
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I'm assuming you're talking about players jump cancelling a move into OD. If you do a jump cancellable move and input a jump before inputting OD, it will count as a normal OD instead of an OD cancel. This is because the game registers you as doing OD from a jump, rather than as a cancel from a move. You won't see the jump actually come out, as you end up cancelling the jump startup into the OD if you do it right.
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Ah, well, that'd explain it. I am somewhat saddened by this change. No more mashing 5ABCD all the time. Guess I'll have to get used to that delay.
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My 5C keeps whiffing on Bang if I don't delay it after 5B in this combo: "5B > 6A > Gauntlet Hades > Follow-up > 6A > tk Blood Scythe > dash 5B > 5C > ..." Also whiffs later on after the Hell's Fang hit if I don't delay it. Am I doing something wrong, or is it just necessary to delay it? I don't remember ever having to delay 5C before!