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Narcowski

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Posts posted by Narcowski


  1. I recommend a MadCatz SE if you're looking to buy a first stick on a budget. the online store has them listed for $70 USD, but you should be able to find one cheaper. Unlike the FS3 (or any of Hori's sticks, really), the SE makes it very easy to replace the off-brand parts with real Sanwa / Seimitsu ones.

    Sanwa buttons are only $3 each from Lizardlick (x6 = $18). A JLF (-TP-8YT-SK) is $23. Once you have replaced those parts, the SE's innards match the $150 TE pretty exactly.

    Also, take note that MadCatz tends to do promotions around the time of major tournaments (and sometimes holidays - the TE was $99 over memorial day weekend), so if you wait until EVO, you should be able to score a nice deal.

    (ed.) Check your local game shop for a SE if you don't want to wait - local prices tend to be lower.


  2. Millia A tier? WTF??

    Millia's been A tier, it's more like the other top characters (aside from :TE: and :ED:) got moved down. The tiers now resemble something like:

    S: Godlike mixups + Oki + zoning + 100% combos from anywhere

    A: Godlike mixups / Oki

    B: 100% combos

    C: Nearly everyone else.

    It's then clear that mixups and oki are more important to tier placement than damage. This makes sense when you consider the defensive slant of top-level GG, and of top-level fighting game play in Japan in general.


  3. Apparently there's going to be a patch to balance gameplay for the console version.

    But who the hell seriously wants a console version where it's different from what you play in the arcade.

    ASW has stated multiple times that they will release the same balance patch for arcades.


  4. Has anyone ever made an Ex character tier list for any Guilty Gear?

    I've been a long-time GG fan, and it feels great to branch out. Doubles the cast.

    If no list has been made, do any of the EX characters stand out for being ridiculous?

    Dizzy's sword special and Slayers cape super come to mind, but I'm not sure how retarded they would be on a competitive level.

    All of them are pretty ridiculous. None as bad as Gold Faust though - every item is a meteor; one hit = death.


  5. Long time reader, first time poster. When on the the discussion of Tsubaki. I've encountered the term 'Mugen', such as activating her Mugen. What does it mean? I've searched quite a few BB Mechanics threads and have no result.

    Mugen is the name of Hakumen's super which drains his meter, granting him unlimited use of it until he runs out. Don't remember what Tsubaki's super with the same effect is called, or know its input (I don't play her), but whatever the one with that effect is.


  6. If there is any way to make Jin's overhead better, Jin should end his 6A's spin on the Sheath's side (or his sword should slide out slightly) and land at a flatter angle as opposed to downward.

    Sure 6A wouldn't be better at combos (because Cx8 would miss at any farther range I think), but at least it wouldn't whiff, making everyone feel stupid.

    Jin's 6B could just be an overhead. It looks like it should be.


  7. also really like that second combo vid posted it suck you have to rapid to combo even with a fatal counter... why does calamity sword suck ass

    9097 damage combos suck if they take 100% heat?

    It's no less practical than Hakumen's 100% life combos - while the situation isn't going to come up often, the reward justifies the cost.

    Awesome combo video.


  8. 6HS is a Level 5 attack regardless, so I don't see why it wouldn't be possible so long as there's enough time to buffer the [2] during it. Buffer times aren't listed in frame data though, so I can't tell you for sure - I think it's 60F?

    With an uncharged 6HS on air hit (e.g. after OHK), you have 16F (startup) + 1-6F (depending on when in the active frames you connect) + 15F (hitstop) + 18F (hitstun) to buffer for your SVD/HSVD. That's only 48-53 frames, so if charge time is indeed 60F, it can't work.

    Full charge 6HS gives you an additional 11F to buffer.


  9. I think it's false to claim that perfect play and perfectly safe play are the same thing. The best players take risks as well, and without such risks, every match would result in a stalemate. As such, there is no easily verifiable "perfect" play.

    I tend to think of tiers as a general indication of how much effort a given character needs outside of training to win a match. Training effort required is irrelevant for obvious reasons - if it wasn't, Carl and Arakune would have been near the bottom of CT's tier list.


  10. Personally, I like the way Arakune works now. Reminds me less of Testament + Eddie and more of Testament + A.B.A.

    Bang (and Rachel, for that matter) could be pretty much fixed with some simple proration changes.

    Litchi probably needs the most revision of the cast, mainly because combo untechable time was changed in a way heavily slanted in her favor in addition to all her other buffs.


  11. I sort of noticed that from watching matches :/ Seems pretty easy to get into Moroha with the grab thing though.

    Depends on who you're up against. Getting (safely) into Moroha versus Testament, Robo-Ky, Axl, Eddie, and Venom seems like a pain to me from my experience with her. That said, she's not my main, and some of those matchups may not be as one-sided as they feel.

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