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Everything posted by Tari
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I can re-up the Nico links to YT if no one else does, but I'll probably have to make a new account for that (since I forgot my old match video channel). Would rather not upload those directly to my usual channel. I'll try to check again tonight when I get home.
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Android phones can already run it, though I can't say if it'll run with perfect response time or not. :P
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Assuming I have the money (which I very well may not, what with all the October game releases), I'll probably pick this game up. Even if I don't try playing it seriously, watching Tamaki flick people and glare across the screen is too good to pass up.
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I'd guess that if it moves at all, it'd move in a trajectory. Can't think of a single bubble-type projectile in ASW games that sticks to moving only vertically or horizontally. At worst, I'd expect an angled movement. That said, I'd be okay with a vertical or horizontal bubble on the grounds of it forcing movement and taking up an annoying section of the screen. I still can't figure out how the Tager reference works... unless Labrys, like, sucks in air to form the bubble from, lol.
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I can't... figure out what he meant by half that stuff. Labrys has aerial Tager buster!? Sorta wish he had more detail on the bubble, though.
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Mm, makes sense. That doubt was why I was ignoring that note originally. Putting that aside, I wonder if the bubble she summons stays put or moves around (ala Platinum/Dizzy)? Was there any info on that?
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As far as I know, he's the only one who's mentioned it. There hasn't been that much Labrys info overall, though, so who knows. I've mostly been ignoring the gravedigger note on the change list because I wasn't sure what to make of it, but we might as well speculate since it's there, lol. We can speculate whether Jiyuna got the move name wrong, too. :P
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She plays more in the "out-read/space/etc. your opponent really hard" space, really. Punishing them for stupidity falls in there somewhere. It sounds like her punishes might be lower damage now (and executionally harder, since the old ones were just 5A(A) > 2C > [b+C] loops) based on the change to the auto-combo and whatnot, but we'll have to wait for more info. I wonder if her gravedigger will be combo-able, lol. That'd be pretty funny.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
There's no real reason for them not to, at the very least, include a short summary of the storylines from previous games. It could be in one of those extra gallery unlocks or whatever that you get in other games nowadays. Regardless of that, this is barely even relevant to Xrd anymore. The argument of whether they should or shouldn't include a story recap is pretty pointless. They will if they want to and they won't if they don't. -
Well, seeing as how all other damage has been reduced in general from impressions of the game so far, I guess this means that Labrys will still be doing 7-8k damage with red axe and meter. Another thing I want to know about the new Labrys is whether that Gravedigger move is an overhead or not. Wondering if it looks like 236A-A followup or if it's something completely new (and not overhead, since gravedigger isn't).
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Is it confirmed that j.B is faster and that it's not j.A being increased in move level? Labrys' current j.A doesn't combo into j.B because it's one move level too low (Shadow Labrys can combo hers because it's one level higher than normal Labrys' j.A).
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
This would be pretty amazing. -
Stunedge (I think?) tweeted about a Shadow normal Labrys early in the loketest who was spamming SB Guillotine nonstop. I don't believe we have any other information about it, though.
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5B dash cancel suddenly makes the 5AA > 5B cancel much more reasonable. Good stuff overall so far. Curious about frame advantage/disadvantage off the dash cancel. Assuming 5B > dash 5A is fairly safe, it at least gives Labrys a more legitimate non-metered mixup/pressure option. j.A > j.B combo-ing is nice. Chances are they made it the same as S.Lab's j.A (since it was pretty ridiculous that they had varied levels on that move in the first place). This also improves her corner oki game if it's true, as low air dash j.A > j.B will be legitimate now. Yeah, D super could always drop after an extended combo. It's part of the reason that certain optimal combos have shorter ender sequences (ie: j.B > j.214B instead of j.B > j.C > j.214B). It's a good change, but it carries its own risks. Similar to how the C super works after extended combos, I expect the D super to leave Labrys disadvantaged (possibly punishable) after an extended combo, due to the opponent teching in her face. :P So even though it's a good change, it's still probably something that will need to be used with care. Definitely need more info on how BI works, now. It isn't clear if it activates on whiff (invuln) or hit (superarmor) or acts like a counter. Those three all work differently, so it'd be nice to have some clarification. edit: just saw the "guarding a hit" part. Would imply it's autoguard. Unless the super is +0 after superflash/activation (which would make it a counter), that sounds like the opponent could just DP cancel or RC > DP out of it in almost any situation. Still need more info.
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Yeah, now 5AA doesn't have to cancel into 214A in order to be safe. Whoo! :| Mind you, it's a nice change, but there isn't a large gain gotten from the gatling into 5B on block in the current game, so hopefully something else will surface for her... like 5B > 2B. (I wish) Curious if 5AA still launches the opponent, because I can't see 5AA > 5B being useful on hit at the moment, either. There needs to be more information in general. Perhaps another interesting question is whether you can double-jump out of your backdash. That line needs clarification, because it's pretty ambiguous as is.
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Not really that excited for the new P4A, unfortunately, but I'll keep my eye on it and I'll still probably play/lab it if it gets released on consoles. I like Labrys as a character, so that'll probably still carry on for a while. That aside, the new Labrys changes sound interesting. If they don't actually adjust her normals and startups, there still won't be much going for her as a character (and the persona card nerf + axe level nerf are pretty hilarious, even if they don't really affect Labrys much), so I'm hoping to see some more concrete information on how she's changed. Random comments on the changes: - Unblockable 2B sounds literally just as useless as unblockable 5B, unless they remove the unblockable-flash effect before the move goes off. - BI activating as soon as an opponent hits it sounds interesting. Does it work like Yukikaze, does it have invuln super armor (like her DP), or is it just a move that happens if the opponent tries mashing a button (ie: it activates on the opponent's attack whiffing)? All three are quite different, so it's somewhat important to know. - People did tell me yesterday about the 5AAA auto-combos all being changed, and I was laughing about whether Labrys still had any of her decent combos anymore (DP loops, etc.). Would like to see the new 5AAA in action. I like the new gatlings, though I don't see them being useful at all in mixup or pressure unless 5AAA is now an overhead. - j.BB not lifting Labrys is a nice change, quite useful, may be more practical as a falling air-to-ground thing after j.B, now, though it'll probably still be gimmicky. - j.2B sounds very nice. Curious about its startup, as it sounds like it may function as a replacement to her current j.B in terms of air-to-air spacing. If it's too slow, it'll still be useless against rising mash against certain characters (though some of the faster characters are slower, I believe). - SB Tsurugi and SB supers are pretty good sounding. I wonder if the SB Beast super startup will be equivalent to the C version, D version, or have its own startup value. Same curiosity applies to the new SB versions of the other moves. Would like more info on SB Tsurugi. - Unblockable DP sounds pretty much useless, though somewhat funny. I imagine it'll mess with people who aren't used to playing against Labrys in the future, but not much else. - j.B weakened hitbox, 3 persona cards, and starting at blue axe are all pretty much negligible changes as far as I'm concerned. The most concerning one is the j.B change, of course, but it sounds like the j.2B is probably going to replace its utility in some ways. - The new bubble move is funny sounding. I imagined Platinum's bubble. Can't comment on it without more info, though. Honestly, if P4A had a barrier or faultless system in place, the game would be pretty okay. It's the lack of a defensive option that moves the opponent away from you that makes the game so terrible in certain ways (like the theoretically 10-0 Chie-Labrys matchup). When your only defensive options are "block" or "block and make the opponent come closer", it's pretty unfortunate.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
For what it's worth, some characters in BB can pretty much get by without ever having a reason to burn 50 meter on a rapid cancel. That said, it's still a tool that players should probably be comfortable with, so they can pick up combos in those cases where RCs are actually necessary, or so they can save themselves from being punished after an incredibly unsafe move. The worst part about FRCs (imo, as I'm just starting to play GG) is the fact that the timing can change depending on whiff or hit. The timing changes further based on when you hit with the move, as well. -
[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
Certain moves cannot be YRC'd. It's unconfirmed whether they can be PRC'd (god, I wish we had better terms for these RC variations), though. Normal RC works the same as usual. They have varied amounts of time slow effect, as evinced by the video footage. I believe RC has the most, and I'm not sure about the differences between YRC and PRC in that regard. -
His suit sorta looks like it has a face on it, haha. Pretty fun looking design.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
Should wait until further loketests to really worry about that stuff. For all we know, frcs could still potentially be planned as a small window within the yrc timing. The thing to note is that meter gauges are divided into 25 meter segments, both by color and by actual dividers on the gauge. There's no point in that unless they have 25 meter options, which in the current game are FBs and FRCs. We could just get new 25 meter options, of course, but that'll also have to see. Alternatively, they could just scrap the 25 meter marks on the gauge. Who knows.