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Everything posted by qwerty
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So far I've seen: - Jackhound - Killer Joker or a move that looks a lot like it - j.H - High Mist Finer - Possibly a new move? The KO shot against Sol has him doing a crouching joust like Mitsurugi or something, though it could just be Jackhound. What we need to know before we actually get excited: - Does he still have Bacchus Sigh setups? If so, are Mist Finers considered projectiles so they can't be reversal blitzed unless he's within range for it? - What's the projectile blitz distance for coins? Pretty crucial to make coins usable. - If he has Ensenga or Divine Blade, and how those moves work if so. - How many of his old normals carried over (I expect 6P to be a shell of its former self) - Does he have Mist Cancel? This is the most important honestly. I won't be in Japan for the location test, regrettably, so I won't be able to get my hands on him for awhile.
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Valentine shmalentine. HEEEEEEEERE'S JOHNNY
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Looks like we're gonna need a Johnny forum.
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I have a Dell U2413. The only review I've found that tested lag was this one, and it measures 9ms total lag in game mode. I use it as my primary display and play all kinds of games on it, and I have yet to feel as if it wasn't responsive enough. Plus, it looks phenomenal.
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Just so nobody brings it up again, Ho-chan tweeted that 2D -> CSE okizeme is still possible even with projectile blitz. Obviously nobody knows all of the specifics at this point, but this much we can safely say.
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https://twitter.com/hc0519/status/563157308570476545 You guys really need to wait before you pull out your Jump To Conclusions mat. Let this be a lesson
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Perhaps I'm being optimistic, but I seriously doubt they're gonna let people just blitz shield any projectile at any distance lol. I wouldn't worry about that until we actually see it. Mostly nerfs? I fear to see your definition of buffs. Being able to YRC Stunedge like the Good Lord Intended is huge! +1 Split Ciel is huge! Granted there are other things I would like to see, but this is a good start and there is undoubtedly more where this came from. Be patient. Believe. EDIT: https://twitter.com/hc0519/status/563151140779343872
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Isn't projectile blitz distance specific? I'm sure CSE oki will still be possible.
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I'm going to assume this also increases untech time on airborne/OTG hit, which would make ending for hard knockdown possible in more situations.
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Level 4 Split Ciel holy shiiiiiiiit
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[Xrd] King Ky - Video Posting Thread (MATCH AND COMBO ONLY; NO DISCUSSION)
qwerty replied to Kazuki Slice's topic in Ky Kiske
Me vs Chumpkin (PO) @ 02:38 -
Yes, you can. I don't want to say it's weak, but it's definitely not as strong as Stunedge FRC was. You're best off using it for the low angle Stunedge (236S) as a safe-ish way to jump over people at neutral.
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If you end a combo with seal, they usually can't tech out of it, anyways. In the event they can, it'd be best to YRC and anti-air them, though you should just take the knockdown without the seal if that's the case.
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The second hit only connects at certain ranges. The farther you are, the better. If you're missing it in combos, delay the cancel between the last move you did and Stun Dipper a bit.
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[Xrd] King Ky - Video Posting Thread (MATCH AND COMBO ONLY; NO DISCUSSION)
qwerty replied to Kazuki Slice's topic in Ky Kiske
Me vs. shtkn @ 02:02 -
For awhile, +R was still being played on CRT cabinets due to concern over input lag. However, when it became known that there are panels with very low input lag, arcade operators started putting them in their LCD cabinets and slowly started to phase out the Astro/Blast City. Really, it is for the best. A lot of CRT's have not held up well at all, showing issues with convergence, geometry, etc. One of the KOFXIII cabs at GameSpot Versus is so bad, there's a shadow behind your character on the left side of the screen lol. FRC's can be pretty reliably pulled off by muscle memory, anyways, so a frame or two of lag is not going to kill your FRC'ing ability. Contrary to popular belief, the majority of windows in Guilty Gear are really not that tight, and even then, this game has generous hitstop for a reason.
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Not that I know of. There was a vanilla AC cab at Mikado a few months back at 50 yen a play, but it saw little action.
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Indeed. The only crossups I ever go for are either j.K or on oki midscreen CSE -> j.S/H. Best thing you can do is divert as much attention away from the crossup itself. Also, I think getting hit by something else before the crossup will nullify crossup protection. (Now that I think about it, it probably does nullify, but only after however many frames out of blockstun)
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Given you have the necessary spacing/frame advantage, yes. Otherwise you'll have to spend meter.
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I'm not the kind of player that uses f.S preemptively, so I'm afraid I can't offer much there. I have seen some people make good reads with f.S and follow up with a 3H -> GS combo. My thing with that is, if you knew it was coming, why didn't you GS it in the first place? I can't say I've landed too many counter hit 6H's outside of oki, but I can tell you that a blocked 6H gives you all the options in the world. One thing I do a lot midscreen is meaty 6H xx 6H, confirm that they're blocking high and then do Stun Dipper. Obviously it's not 100% safe unless you have meter to RC, but it's a pretty reliable way to get the other guy knocked down in/near the corner. You can also run forward -> c.S/throw OS, 5K/FD OS, etc. Just about any OS you can think of will work in that situation. Also, 6K YRC tick throws. Those are pretty gross.
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For resets, sure. I'm not exactly comfortable using it as a way to beat run ins, though I guess if you have the meter to YRC it's not much of a gamble... Still don't know what exactly he's asking, though.
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Check the frame data to be sure, but I'm pretty sure they're only in CH state up to the end of active frames.
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Not sure if I'm following. f.S is your go to counter poke, whereas 6H is almost exclusively used as okizeme. The former should be used to whiff punish and stuff run ins at mid range, where the latter is best used to keep the other guy blocking on wakeup.
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While between 25-49% tension, follow every air normal with an RC input. Since you can't PRC under 50%, you'll just do a normal air combo if your opponent doesn't burst. If he does burst, getting him out of hitstun, you'll YRC the last air normal you did.
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Killing LE helps a lot, both at neutral and on defense. Losing Nobiru is a pretty big deal for him, since his other options for anti-air/hitting you out of jump startup aren't nearly as safe. j.D is probably his second best tool for mid-long range anti-air, though it's easier to avoid when you know you don't have to worry about Nobiru as well. Without LE he also can't do Mawaru (Shadow K), which is what he's trying to get you to block. No puddle either, so there goes unblockables. Naturally, once you kill LE, Zato is going to run away for as long as he has to. Thankfully, he's a bit easier to keep track of in the air than he was in AC/+R, since his fly speed is slightly slower and he doesn't have the flight angle he used to either. At further ranges, j.D xx 236H can work to hit a flying Zato, while at mid range you can run -> SJ -> airthrow/j.K. At closer range you may want to reposition yourself or just block as anti-airing him is somewhat difficult, though if you know he's spent his air options your best bets are 2H or VT (j.S will hit you if you attempt to airthrow at that range). CSE = Charge Stunedge (236H), DC = Durandal Call (when a Stunedge goes through a Split Ciel)