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andresakatito

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Posts posted by andresakatito


  1. From what I'm reading, it says HSVV has 5frame start up, and is invulnerable from frames 1-6. Airborne on frame 7, and from 7-11 he's invincible to strikes. If he threw him while grounded. It had to be on the 6th frame. Which is invincible... but not to grabs? I....can't....comprehend....:vbang:

    I think we should edit the info on frame data to be more specific. For example if we say a move is 'invincible,' we list its invincibility to both throws and strikes. (For example say: Frames 1-6 invincible to strikes & throws. Or frames 1-6 invincible to strikes, frames 1-6 invincible to throws.) It may be a stupid idea, but it would make things clearer as to what 'invincible' is.

    Bottom line, specify invincibility. Even if it is to everything. lol


  2. Next question, what do I do once I've got that knock down? There's the choice of going for a gunflame FRC and trying some sort of mixup, though Kyle had offered me the advice of "just do a jump in. go j.S into j.HS and do a mix up," which seemed to be working fine, but I can't help but wonder there are better options?

    Just throwing in my 2 cents, j.HS is good for lots of mixups on its own. It has 0 recovery which can lead to funny and satisfying mixups. Here are some of the ones I use.

    j.HS as soon as you jump so it whiffs. You can either air dash backwards if you think they'll wake up with an antiair, or air dash forward and do j.S -> j.HS -> VV into knockdown. If they block it, use the j.HS to help you see and confirm that they're blocking it so you don't VV and set yourself up for nasty combo.

    j.HS so that the 2 hits land deep, and you can hit-confirm into ground combo or another VV. Just make sure to get that knock down.

    After you get them accustomed to seeing 2 hits, you can confuse them even more!

    j.HS with a small delay after the jump so that only the last hit is blocked. Land, then do 2K -> cl.S -> 6P -> into combo I have yet think of. Or if you managed to get them scared, walk up WT. (Get some running momentum so you stay close after a blocked j.HS)

    You can also j.HS whiff -> WT.

    Or

    j.HS whiff -> jump again -> deep j.S -> combo (another solid combo I have yet to think of)

    That's all I can think of right now. There's probably more that I use against my friends. But I'm braindead right now. =P


  3. Ah ok. Now I got it. It applies if it was combo'd into. Would've been cool it worked that way too. I usually mash through it all the time. On stick I just rotate the joystick(I have an octagon gate) and just tap my fingers on the top 3 buttons: K, S, and HS. I roll my fingers as if I was tapping them on a table waiting impatiently for something... like +R. lol

    Here's a question I got, would hitting Dust with the mashing part help add to inputs?


  4. This is genius! That absolutely worked for me. I mash quick up until the 2-3 hit of the grand viper and just let go. Sol took over from there. The mash window must end just as the extra hits of GV start. >< Nice find man.

    Let me know if I am understanding this correctly. After you start GV, you have a small window to hit as many inputs as possible. Like you said about to the 2nd or 3rd hit, then you can stop mashing. And Sol will finish the rest of the move? If this is true, I won't have to mash like a crazy monkey on my stick. Another plus if this is true is that it would make RC'ing the GV into WT if they happened to block the move. Build up the Guard Meter and get a very satisfying SW loop.


  5. First, I think we should establish that proration is different than scaling, because a lot of people seem to confuse the two. Anyway...

    Proration is a damage reduction that is attached to a move and applies to the rest of the combo, that activates when the move is used to start a combo. This means that AC j.S, with its 90% prorate, causes all moves following to only deal 90% their general damage. This means that if we simply did j.S j.D, ignoring the guard bar and assuming we're hitting a character with a 1.00 defense modifier, j.D would only do 36 damage as opposed to its usual 40. If scaling were not present in GG, then in AC+R, the j.D following the j.S would do a full 40 damage because the prorate is gone. Prorates are usually attached to lows, quick moves, moves with extreme damage outputs, or general ease of use.

    Scaling is, in Guilty Gear, how much guard bar a move takes away on hit. Since a reduction in the guard bar below neutral/0 causes all moves' damage to drop, this is why combos start to go down to damage of 1 per hit once you get past a certain point. It's why, even if you do a basic string like c.S 2S 2D BR, the Bandit Revolver does far less damage than it would by itself. Since this scaling only goes into effect when the guard bar goes below neutral, putting an opponent in block pressure and then opening them up deals more damage if they didn't faultless. The guard bar still needs to drop down to the point where scaling will activate.

    Both of these can apply at the same time, and scaling will always apply once the guard bar drops past 0 (since it ranges from 128 to -128). That's why if you do j.S j.D, the j.D does around 32 damage, but j.K j.D makes the j.D do 36 damage instead. Both j.K and j.S have the same scaling (GB -7), but j.S has the prorate. Now that it's gone, j.S is pretty much the superior air-to-ground in every aspect, and j.K goes back to being generally useless. :v:

    One more thing to consider is forced proration, which is kind of like a combination of both prorates and scaling. Forced prorates go into effect regardless of where a move with a forced prorate is used. It's why Sidewinder, with its 70% forced prorate, is a terrible move to start a combo with, but also why SW doesn't do 100% every time you loop it. Even though SW does increasing damage with every clean hit, the force prorate keeps it from getting out of hand. To put it in perspective, SW loop without scaling or proration would make the 4th Sidewinder in a loop deal 110 damage. Think about that for a second.

    That's why I think it's so awesome that BB doesn't have a forced prorate. You're basically getting the last hit of Grand Viper into your combo without any of the previous hits scaling as hard, and for much higher damage. Every other move with a clean hit on it has a prorate too: Sidewinder and Fafnir are 70% forced, and Grand Viper has an 80% prorate, plus all the scaling from the first hits. Bringer also does 50 base damage, so if you start without that 66% prorate being forced, you're potentially shoving around 60-90 something damage in plus storing two clean hits before you're even near a forced prorate.

    Example: corner c.S 6P GF FRC BB|> GF FRC BB |> 2H j.D SW loop is going to :gonk:.

    So, short summary:

    -Moves with prorates reduce the damage of all following hits in a combo down to that level. e.g. a 60% prorate makes all moves in the combo do 60% normal damage

    -Scaling reduces the damage in all combos, along with reducing hitstun and increasing gravity, being GG's main infinite prevention system.

    -Forced prorates reduce following damage, regardless of where in the combo a move was used.

    -Both scaling and prorates go into effect at the same time.

    -Bandit Bringer has hilarious potential.

    -Riot Stomp should clean hit and then maybe it wouldn't be a total piece of shit.

    Thank you so much dude! This cleared everything up for me. :)

    All these buffs get me all excited!

    Didn't know the j.K didn't have the prorate. I should really read all the fine print.

    Thanks again!

    So 6P has more hit stun? all we need now is that gattle from 2K and we'll be back to reload Sol. lol


  6. Man I've been gone from here for too long. Learned all kinds of new things now that I've read everything. Loving all these buffs for Sol. Especially the possibility that GF BB loop may comeback. :D

    But I'm still having a hard time understanding the term 'proration.' Can someone put it in lamest terms for me? Cuz I read that j.S had its proration removed. My air combos usually did a good decent amount of damage from a j.S j.D jump cancel into j.S j.D into aerial BR. If I managed to get this combo at the beginning, it would almost half health.


  7. Just found out recently of GGXXAC+R. Sol's looking pretty strong in this one. As far as the gatling of 5s(f) > 6hs, I think they are just bringing back a form of gatling that he had back in the first GG. In that one, 5hs was what 6hs would eventually become from GGX onward. 6hs no longer staggering or doing more damage isn't going to be a big deal now that fafnir can combo after it's thrown out as a way to close the distance or combo guranteed combo starter in the corner from what I saw thus far. On another note, having the dustloop returned is cool, even if only2 reps or so available.

    Lol I was playing the original GG not that long ago and saw the 5HS. My how times have changed. lol Normal Fafnir should definitely be awesome.


  8. Never really used 6HS unless they were dizzy/stunned. Removing the stagger is somewhat of a bummer. But being able to go into it from f.S(if this is specific to this move only) is pretty awesome. 6HS was also able to be special canceled. So maybe go into GF FRC for more pressure? Unless they remove it.

    Am I reading this right? Aerial Bandit Bringer? If this is true, is the FRC in BB going to be in the aerial version as well?


  9. In this vid, he does GF FRC > BB. It seems to clean hit, and causes a ground bounce. The clean hit seems to cause the CH BB bounce height.

    http://www.youtube.com/watch?v=a8mwuFY0X4o&t=0m33s

    After watching again, I don't see it actually say clean hit on the screen, but that hitstop/damage definitely looks like when other moves clean hit.

    Even though it doesn't say "Clean Hit" it does have that look of a clean hit like you said. I'm guessing a regular hit still causes ground slide. If the bounce is going to be as high as a counter hit, does that mean we could loop the Bandit Bringer if we timed it to continually get Clean Hits?


  10. A TK FB Sidewinder counting as an overhead would be too good to be true. I wonder how big the hitbox for the FB Sidewinder. Good thing about this is that he could salvage the Sidewinder loops with FB version in case the player isn't sure whether or not they're going to clean hit. I know I still have trouble with it sometimes. I'm more curious about the BB clean hit, has anyone found out if you can GF -> FRC -> BB and repeat? Or if BB has special properties when it clean hits?


  11. If FB Sidewinder forces a clean hit even when they're ground, maybe it can be used as part of a mix up? Like while they're in the corner, j.HS(whiff), air dash -> j.S -> FB Sidewinder? Probably not the best idea but I'm just throwing ideas out. The j.S would hit them while they're grounded even while they're crouching and the FB Sidewinder would force a clean hit on them if it really has a bigger hitbox.


  12. So I read that FB Sidewinder has a huge hitbox and clean hits even if they're grounded.

    If they keep it with the same properties as regular sidewinder, then that gives us a MEAN new overhead to play with. If the hitbox is big enough to hit with a Tiger Knee and/or the minimum height requirement gets lowered...hoo boy.

    Where did you read this? Show me! :D

    Where did it say clean hit when they're grounded?


  13. In this vid, he does GF FRC > BB. It seems to clean hit, and causes a ground bounce. The clean hit seems to cause the CH BB bounce height.

    http://www.youtube.com/watch?v=a8mwuFY0X4o&t=0m33s

    After watching again, I don't see it actually say clean hit on the screen, but that hitstop/damage definitely looks like when other moves clean hit.

    Yeah I noticed that too, but you said before from what you've gathered that normal hit still ground bounces. Maybe a clean hit has more untechable time so you can GF -> FRC -> BB loop? And if you don't clean hit they can probably recover out of it. That's just my guess on the purpose of the clean hit for BB. There could be more. :)


  14. It stores the clean hit so long as you hit your opponent right away. It's like having a free unprorated clean hit before the combo even begins.

    That's very interesting, I've landed a blocked Clean Hit Sidewinder before but didn't know it had this property to it. Does anyone know of any setups for a mix up? Or perhaps we could all brainstorm to think of something to mix them up?

    Also, I'm guessing we'll find out more info on Sol's updates when they do the testing on June 2nd and 3rd. I don't want to wait anymore! :gonk:


  15. Stagger inducing Fafnir seriously looks brutal. And only 25% meter for a huge amount of chip or a good SW loop setup? Yes please.

    Clean Hit BB is a godsend. 66% proration isn't very fun (Even though people who get hit by it in the air have to be blind).

    No forced prorate SW would be a dream come true.

    And I seriously hope they extend the throw invincibility on FB Fafnir to the regular one.

    Me too. But if they removed the FB from it, I'd imagine they would remove those invincibility frames. I'm hoping for the best though!


  16. Alright so the first post says its $5 for the console setups and $7 for both console and console-arcade setups. Then after that it says $3 per hour for both setups. I've got a few questions bout that.

    1. What is a console-arcade setup? Is that like console with fight sticks attached only?

    2. Does that also mean that $5 console setup is for pads and sticks if you have one?

    3. Lets say I pay the $7 to play on both, do I have to pay another $3 every hour after that first payment? That's the part that confused me the most.

    Please answer my questions if you can. Please. I'm really thinking about checking this place out.

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