SkyKing Report post Posted November 19, 2010 Carl's should be his 623[D], Brio. If it's Noel's 6C, it's probably talking about the second hit where she fires after spinning her guns. Share this post Link to post Share on other sites
HexaNoid Report post Posted November 19, 2010 Does the second hit of Noel's 6C prorate positively? Share this post Link to post Share on other sites
Cirno Report post Posted November 19, 2010 Added a note under everyone's names if they have a corner bounce (bound?) or not. Share this post Link to post Share on other sites
Manta Report post Posted November 19, 2010 Could you modify the Tager notes to say that it's Hammer and not sledge that gets super armour? Share this post Link to post Share on other sites
xlolxlolx Report post Posted November 19, 2010 attention bitches: the corner bounce thing isn't wallbounce it's like they hit the wall then fall down or some shit like that Share this post Link to post Share on other sites
Narcowski Report post Posted November 19, 2010 Bound in the corner? Hm... How bad was big bang beat It was pretty solid, aside from one glaring flaw: No way to get through perfect blocking, including chip damage. Share this post Link to post Share on other sites
Andarel Report post Posted November 19, 2010 So this is true wallbounce, not wallstick (sorry, the translation sounded like that) a la FB puffball? If so, I can get behind that. No way for Tao to combo from CH5c 6c outside the corner though. Jin doesn't really need it, he already has his corner-specific DP combos. Arakune doesn't need fancy combo buffs either. All in all, looks like a pretty solid change. Share this post Link to post Share on other sites
Kuuhaku Report post Posted November 19, 2010 attention bitches: the corner bounce thing isn't wallbounce it's like they hit the wall then fall down or some shit like that Huh. It seems like they're mostly giving it to ground throws too. *was hoping that Rachel's 5CC would have that property*. They're really committed to this corner setup thing... Share this post Link to post Share on other sites
Dusk Thanatos Report post Posted November 19, 2010 I'm liking this new system mechanic. I was sold at the words "corner" and "knockdown" Share this post Link to post Share on other sites
ZONG_one Report post Posted November 19, 2010 So do I get knockdown? Or do I get RoboKy CH j.HS in the motherfucking corner? :kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty: Share this post Link to post Share on other sites
Skye Report post Posted November 19, 2010 I was wondering why you guys were saying "bounce", when the katakana said translated to "bound". Share this post Link to post Share on other sites
Jewdo Report post Posted November 19, 2010 (edited) Here's some bits from the System Mechanics blog entry (trying to just write the new stuff, but possible old news alert): * Guard Crush combos are force-prorated with an 80% penalty after the first two hits. * After Guard Crush, even normal throws will not be throw-escapable. Command throws are also, of course, not throw escapable. * Some specials can't be canceled into from normals or via jump-cancel. I.e., the jump-cancel-cancel is still in, but some moves (like Makoto's parry) can't be started from one. * Gold Burst has a penalty of 65%, but a damage multiplier of 110%. I.e., it isn't as good of an interrupt anymore, but it can be used to extend combos for some characters and increase damage. (please double-check this) * Gravity matters more. Not talking about Lambda's gravity field, but overall character weight. After Inferno Divider or airborne Tiny Lobelia, for example, the opponent falls faster. "Stylish." * Throws are heavily prorated across the board. Lots of characters' throws force-prorate by 50%, give or take. The trend appears to be decreasing returns for landing a throw. Edited November 19, 2010 by Jewdo Share this post Link to post Share on other sites
FlyingVe Report post Posted November 19, 2010 I'm actually happy about the throw thing. The return for landing most of them was too good. Of course now the fact that they have a 13+ frame tech window seems more out of place. Share this post Link to post Share on other sites
Andarel Report post Posted November 19, 2010 - Does that cut 20% off Tager's GETB after guard crush? Hm. - Gravity mattering more is <3. Does that speed up jump arcs for most characters in general, or is it only for freefall/hitstun? - I guess I'm okay with stricter throw proration. Did the throw reject window change at all like it did from CT -> CS, or did throws speed up at all? - Gold burst as combo extender = sure? Does Lambda's forward throw look the same? With the new changes, I picture it looking hilariously off-balance (she picks you straight up...but you fly further up/forwards ). Dunno. Share this post Link to post Share on other sites
ZONG_one Report post Posted November 19, 2010 So this is what Daisuke meant when he said they were working on a new Guilty Gear... Share this post Link to post Share on other sites
Skye Report post Posted November 19, 2010 No more b+c > 236236c = 3k for Arakune anymore. Share this post Link to post Share on other sites
ZONG_one Report post Posted November 19, 2010 No more b+c > 236236c = 3k for Arakune anymore. Good. That's stupid. Share this post Link to post Share on other sites
Andarel Report post Posted November 19, 2010 Can't Arakune still combo a followup after 236236c (I may be misremembering)? Throw -> Super Spider was silly anyways. Share this post Link to post Share on other sites
C0R Report post Posted November 19, 2010 - Does that cut 20% off Tager's GETB after guard crush? Probably not, seeing as it is a command grab and those usually ignore proration to begin with. Share this post Link to post Share on other sites
St1ckBuG Report post Posted November 19, 2010 So this is what Daisuke meant when he said they were working on a new Guilty Gear... You're not funny D: Share this post Link to post Share on other sites
ZONG_one Report post Posted November 19, 2010 You're not funny D: Not even a chuckle? D: Share this post Link to post Share on other sites
mAc Chaos Report post Posted November 19, 2010 I dunno... throws were already supposed to be a joke as far as landing them. Share this post Link to post Share on other sites
A.X.I.S. Report post Posted November 19, 2010 Guard crush 720 Guard crush 720 everywhere. I hate to say it but I am slightly hype for this game, Trolling is gonna be way easier than ever before and the best part is everyone will go back to hating tager again. Share this post Link to post Share on other sites
Blade Report post Posted November 19, 2010 I'm bothered by the whole throw proration tacked on to Ragna no longer being able to do anything with 6A. Just what can Ragna do after throw/airthrow now, anyway? And damage-wise, what's considered a "good" throw combo now? 2.5k? Less? Share this post Link to post Share on other sites
faultydefense Report post Posted November 19, 2010 gold burst dmg penalty gravity throws prorating instant block nerf meter increase penalties and all the guilty gear players go "I TOLD YOU SO!" if we can get a few MORE damage nerfs, redo noel's drive from the ground up, remove arakune and tech rolls from the game, and by god we'll have ourselves a new toy to play with! Share this post Link to post Share on other sites