Lostconfused
Member
I don't use wild throw often enough for it to be a thing.
Although i think its predictable.
Although i think its predictable.
Jack-O'
- Ghost bags "level up" according to how long they stay on screen but spend more ghost gauge accordingly.
- Overhead and strike throw both look slow
- Organ's explosion explodes both bags and ghosts
- All of Jack O's Minions disappear if she gets hit
- 5HS first hit has jump cancel
- 2HS last hit has jump cancel
- 6P > 5S > aerial combo > strike throw is a thing (melty BLOOD)
- Wasn't mentioned in the loketest pdf but she has a 6HS
- Rushdown attack (2D) is slow but has invul
Jack-O
Short reach in her normals
5HS looks like some capoeira move
She has a ghost icon for each one of hers above her Tension gauge; can't setup same ghost until icon refills
S Ghost summons a floating ghost, no idea about P and K
4D strike throw is used in combos
3HS is a sweep; no cancels
Ghost gauge takes quite a while to fill
Jack-O:
2S' reach is so short you can't even connect 2K > 2S point blank
P Ghost is a floating sword ghost
6K is a short jump 2 hit kick downwards; no idea if overhead or low
K Ghost is a walking spear ghost
j.HS looks like one of KoF's Kula's moves. Can crossup.
After ghosts come out of bag, even if you pick up the bags they stay summoned; bags can stay summoned for as long as gauge lasts
Also some stuff for existing characters he tweeted
Ram
- They changed something about Ram's sword setup
Leo
- Damage output nerfs
Bedman
- Air Task B has less untech time apparently
Elphelt
- low airdash j.P > j.HS doesn't work.
- Less defense rate.
I created a public player room named "GAF!", password, "gaf"
Edit: Thanks for the games, Lostconfused
Man zato is the most one player gamey thing I've ever experienced in fighting games. I don't understand the balance decision of "make this dude the best at pressure" when they also gave him excellent neutral game as well.
Going to try to re-introduce myself to this game. I keep getting sidetracked.
Is there any logistical advantage to either one of these stick layouts:
K H HS
P _ D
vs.
P H HS
K _ D
It feels weird to me to have punch on the bottom, even though from my understanding P is usually weaker than K in a chain sequence and the top is the default. (or did I get that backwards?)
Going to try to re-introduce myself to this game. I keep getting sidetracked.
Is there any logistical advantage to either one of these stick layouts:
K H HS
P _ D
vs.
P H HS
K _ D
It feels weird to me to have punch on the bottom, even though from my understanding P is usually weaker than K in a chain sequence and the top is the default. (or did I get that backwards?)
Created a GGXrd lobby in New England #4 called "GAF Time" if anyone wants to play.
Know if there is a skip-turn button, short of hitting O and then re-lining up? I keep trying to spread the love, but never get back in the queue before you ready-up, so I don't get to spectate.
I guess DPing is pointless since that is clearly some kind of OS.
Safe-jumps all day! If your DP isn't 3 frame (i.e. Elphelt's super), it ain't worth shit!
GGs.
8 thousand, 9 thousand, jeez that is a lot of games played. I mean I was doing poorly before, but this is definitely picking on the new guy.
I know because I do it too.
Edit: Not going to make excuses, that was enough one sided beatings for the day. Thanks for the lobby and games.
Man zato is the most one player gamey thing I've ever experienced in fighting games. I don't understand the balance decision of "make this dude the best at pressure" when they also gave him excellent neutral game as well.
Play Ky or Sol vs him if you want to give him a hard time and do it with a easy to learn character
What about them makes the MU more manageable? Access to DPs? Standard/reliable projectiles?
Ky's normals, and Sol's DP and Gunflame
Why are his normals noteworthy in this MU? Using Faust, have the time my ranged normals get beat by a random drill. How do you discourage Zato from doing drills in the neutral in general? I feel like I'm missing something.
Ky isn't a long lanky bald asshole with huge hurtboxes
KoFGCC GGXrd top 4 from yesterday: https://youtu.be/bO2UN-RP7V8?t=3h57m28s
3 of the top 4 are part of the group I play online with, the Ky player is someone who picked up the game 3 or so months ago and it's his first anime fighter.
Nah, I am ok with playing until I don't want to anymore. Looking at high level play is no help right now, when I can't even play at the most basic level. Higher level tactics need a supporting foundation of basic competency which I don't have.
Sleep and rest is good for things that you've been practicing, like setups or execution or whatever.I think you only really see improvements after you sleep and wake up again.
At least for me I seem to notice small improvements when I play after waking up. I guess the brain re-organizes and puts things together while you're asleep if that makes any sense.
Oh, lit me know if you want to join the group.I need to get in contact with the local community.
Who does Daji play now? Still Ram?Biscuits is streaming a Japanese lobby next week and Daiji is supposed to be there. :O
Yep. He's basically responsible for all of the Ram 1.1 tech lol. I'd even say he's the only Japanese Ram left but I don't know who Batako and Dei are playing so...Oh, lit me know if you want to join the group.
Who does Daji play now? Still Ram?
He was also responsible for a lot of Millia's tech before Ram's release, he was the Millia before Nakamora and Woshiege decided to grace the game with their presence.Yep. He's basically responsible for all of the Ram 1.1 tech lol. I'd even say he's the only Japanese Ram left but I don't know who Batako and Dei are playing so...
And you barely get anything, AI's flow chart is really shallow, barely does any combos and doesn't even play characters the way they're supposed to be played.
Yep, that's about the only thing the AI is useful for, an active combo doll to practice your confirms and setups on.I use it to help get execution jitters out of the way. It sucks messing up setups or missing hitconfirms when I need to think about I'm supposed to do while I'm playing.