Gleam of Force thread

There’s a guide earlier on in the thread.

Hmm, we should make a wiki for this game. Maybe it’d attract new players.

Anyway, I figured out a nice Katsuko counter hit combo from a parry or a 6B.

If you get a counter hit with 6B, you’ll end up behind your opponent, and can turn around and 6B again (backstab) and combo into 22B (backstab) and then the opponent will be in heartbreak, so you can use 3AA then 5B.

After this, you’ll have gotten 1 super arts bar, and can end the combo by going into assault infight, or finishing with 236A if you want to store that super art.

After doing assault infight, you can lay into the opponent with as many strongs as you want, depending on how many times your opponent has resisted.

Random Katsuko notes:

One of the things that gets kind of sucky with Katsuko’s 22A/B moves is that an observant opponent playing a character with a quick dash can just Infight her when she does them outside of a combo… you don’t even have to catch her when she’s walking backwards, as long as you meet her before she punches, it’s all good.

Katsuko’s 9B is kind of funny in that it never hits grounded opponents, but it can be parried by grounded opponents.

If 4B’s flick hits an airborne opponent, the second hit will not be done. Also, if you chain into 4B and connect with the flick, the second hit will not be done.

2A+B while in the air is a handy super. Combos easily from 8B.

9A might either suck or be awesome. A or B aerials can be done from it, but a B one will not combo.

6B is cool in that even if it gets parried, the counter attack from the parry will usually not hit it. One exception is Makoto, though. 6B can also only be parried high.

The sucky aspect of her supers is that there is no real super freeze on them, and as such they have enormous startup. It’s kind of hilarious that if you do a point-blank 4A+B, your opponent can just hold back and literally walk away from the hit.

I find she has a lot of extreme good points and extreme bad points.

6B is such a good move though. If it hits, you can combo into 236B. If it counterhits you can go for her b&b CH combo which I posted before. If they parry it…well then it’s more or less safe unless you’re attacking a cornered opponent.

1B is really good too. It has amazing range and a nifty hop back at the start.

Her 22A/B counts as a backstab if she’s hit during the walking part, which is not good at all. x_x

9B is like…one of the ONLY moves she has that has proper evasion frames. It can be used for escaping counter-parries and stuff like that.

the flick can be air escaped from, but not if it’s done after a parry or when the opponent is in heartbreak.

Fun character, but she’s not too good on the defense.

Maybe your PC cant handle it?

Because this game suck your PC like there is no tomorrow.

The only real bad point of GOF because is a very good game.

I’ll just c/p what I wrote earlier:

Yes, 1.1.0.1 is the latest version.

Maybe this change was introduced in 1.1.0.0 (which I didn’t get to try out), but there’s something interesting stuff with Ashita:

3B is a funny normal in that a few frames into its startup, it can catch attacks, and Ashita will counter with a powered up bat swing. The problem with this move is that the frames in which it can catch moves come some ways into its startup (so if you have, say, 0% Endurance, it won’t be able to catch somebody mashing jabs).

Now, it has some frames prior to those catching frames where it will actually dodge attacks! These still aren’t that from frame 1 of startup (otherwise it might be too stupid), so it still can’t be used to counter, say, Parries. But that means it now actually works better against jabs (because the time that they have to actually hit you with a jab and not get countered is smaller). The dodge is seemingly just high, though: stuff like Ruki’s 6B can be dodged by it, Ruki’s 5B if she’s far away, but not Ruki’s 5B if she’s close nor stuff like 2A. I don’t know if it couldn’t catch heavy attacks in the previous versions, or if it was just really hard to do so. I do know that it can catch heavy attacks in the current version… but it’s rather difficult to do so, and I wouldn’t rely on it.

Ashita now also has a projectile from 8B, done by pressing 66 during 8B. The projectile is a funny hybrid: at first, it’s fast like the one from 7B and is a heavy hit like the one from 7B (i.e. you cannot use armor through it with Endurance). But if it strikes the ground before hitting the opponent, it deflects, slows down, and then on hit is more like the one from 2B (i.e. you can armor through it with Endurance, and if you do armor it, it doesn’t do a whole lot of damage). I haven’t been able to hit it back during its initial flight (I just get CH), but after it deflects off the ground, it can be hit at least by B normals (it just plain beats most jabs).

On that note of autoguard moves now having dodge, Kanae’s 8B now also has dodge frames prior to its frames with autoguard. I should check the other moves with autoguard.

EDIT: don’t feel like making a new post for something I forgot to mention…
Futaba CH with B button move -> 2A+B, immediate 4A+B (full charge) hit
B button counterhits already do huge hitstun. 2A+B (time slow) makes that hitstun last for years, allowing you to charge 4A+B all the way up.

Well it’s nice to see some new people showing appreciation for this game. If I dare post about it on any other topic, I get flamed. >_>

I think the latest version cut down on dodge time and increased blockstun, becasue I find myself being rushed down a lot more by the faster characters like Futaba and Madoi.

By the way, Ashita always had the projectile fron 8B, even in earlier versions. I loved that move because it can’t be parried and is faster than her 8B’s normal hit. If it counter hits, it opens up for all sorts of fun stuff.

Also, I didn’t know her 7B has a projectile. :o How do you do that one? (her 7B is that spinny charge move)

By the way, the new ‘secret’ stage that was released in ver 1.1.0.1 is really intreguing. The character is blacked out with little white eyes, but you can see her hair design faintly, meaning she’s not just a placeholder. I think they’re working on a new character even after releasing Katsuko. I really can’t wait to see her, because her theme song is awesome.

Anyway, I’ve been working on finding good, powerful counterhit combos for each character that are safe and effective, taking resist into account. I’ll post em here once I’ve tested.

Some versions ago in the 1.0.x.x series when they overhauled Defense Mode, they tightened up the window for dodging with 5C. I don’t know if they’ve further tightened it since then, though.

7B causes Ashita to do that whirlwind while you hold B. Do 66 during the whirlwind and she’ll throw a shot. If you hold B too long, nothing will come of it, though.

I didn’t know that she had the 8B projectile from the beginning… shows how much I play her lol

Hoshit, this projectile is awesome! I wish I’d known about this earlier. Ashita just got a lot better in my books.

I honestly didn’t know about this one, but I always knew about her baseball shot from 8B.

I don’t play Ashita much either. Her parries are pretty bad compared to other characters, and she has difficulty getting off counterhits. I also haven’t found any use for her rapid punch super, nor her 236 special. :confused: But I admit that she does do a lot of damage off single hits, and her projectiles are very nice.

You seem to have the same settings as me then. That’s how mine runs.

More observations from latest patch (that might’ve been implemented in 1.1.0.0 since I didn’t play it):

Kanae 1AAA whiffing is fixed now, it always hits, and combos on characters who have >0% Endurance. Hooray.

Yukie’s 2A 1A chain no longer whiffs, but it only combos when opponent is at 0% Endurance. Hooray, I guess.

Minami 9A no longer chains into ANY B button normals, nor does it chain into ANY A button normals, nor can you cancel it into Parry (though all the above is voided if Infight is active). So that means that my beloved 1B 6B 9A 4B combos no longer work without Infight.

It feels like Ruki’s 4B cancel with C is slower now, but maybe that’s just my imagination.

It feels like Negai’s 6A+B super has even more recovery now, such that comboing it repeatedly without using Assault Infight seems difficult/impossible without special conditions.

I think resisting has been made a little more difficult as well. You can no longer button mash resists like I remember, and sometimes, I can’t resist at all, even if I time the button presses perfectly. this happens to me a lot on Kanae’s 2A+B super. If I don’t resist the first hit, it is quite hard to resist anything after that. Hmmmm

:rofl::rofl:

Negai is hawt <3

To resist Kanae’s 2AB you need to push it early, like when she’s spinning.

Still trying to find people interested in netplay, as this game really doesn’t lend itself to playing alone. Please join #GoF on Rizon IRC, thanks.

I’d totally join, but I don’t yet have a joystick and so can’t play online. ;_;

Feel like bumping the thread again.

About a week old, but still the most recent video there is of this game.

The rabbit punching and kidney punching are out of control.

Just so everyone knows if they’re seeing the last page only, combo videos for this game aren’t even functional in a situational matter, 99% of it can be hit or damage reduced.
Yes, this gets more confusing than Guilty Gear but no one plays this outside a select few anyway, so who cares.

This game looks amazing and I would really like it since its like boxing but without the bland “realness” found in official boxing games.

However, I really hate the big-headed small body look of every character in this game, as well as the fact that all of them are underage girls.

P.S- I gotta check it out though…maybe I’ll get over it.:tup:

Oh man, I’m laughing pretty hard irl atm.