Yeah, that seems a little surprising to me. I guess they really wanted to cater to their current fanbase, but I really was expecting more of a reboot rather than a sequel. This wouldâve been the perfect time to do it.
Super, Super, Scrubby GG player here, why donât Potemkin players go for Potemkin Buster while in block stun more frequently? I keep seeing them block rush down from characters like Slayer, Milla and I-no and Iâm just thinking âUse the command grab, use the command grab,use the command grab.â
Probably because of how easily they can be airborne and get big damage for a whiffed buster in such a situation. Slayer maybe less so than the other two, but even then.
According to the Guilty Gear wikia (lol wiki), it says Baikenâs Japanese institutionalized refuge home was attacked, the special sectors that were made after Japan was destroyed. So she wasnât actually attacked in the original decimation of Japan, which is about 20 years before Kliff was born. Sheâs not a gear according to the wiki or doesnât have any supernatural experiences with anyone else, so I think sheâd age like a normal human being.
The first crusades were from 2074 to 2175 with Kliff being born 2093 and Ky in 2159. So during Justiceâs war on humans, I can imagine even in late game of Justice blowing up a Japanese refuge center.
The game is really jump happy and on whiff it is murder. In old games most people only used it offensively and after certain parry / instant blocks. You can try using it defensively and it is damn good at that, but there is always the risk they are in the air. Slayer Pot Buster is REALLY good against him because he fights more on the ground, but millia and I-no are constantly air borne so pot-buster wonât work very well. Also landing a deep jump in prevents instant blocking from being a guaranteed punish so potbustering after instant blocking a jump in is pretty dangerous assuming there even is a gap. If you can confirm they were high or you instant blocked a crossup it could be guaranteed though. Also some moves in older GGâs like Jams f.H are unthrowable so you have to risk getting counterhit by moves like that and blown up in some matches. Mayâs command grab was unthrowable throughout so it was funny if pot and may tried to command grab each other either May would win or theyâd whiff through each other, lol.
Pot buster also used to be 5 frames, it isnât as instant as a Gief one in SF4 (2 frames). But does have invulnerable startup.
Some characters in certain versions of this game definitely break this rule. Jam and Slayer noticeably in AC. Millia has some silly long relaunch comboâs also in AC. Jam got toned down in +R at least but to say there arenât long comboâs in GG isnât entirely accurate either. Hell even Baiken in +R has some silly long full screen carry shenanigans.
Hm, ya I saw that then found some guys blog. It was the only evidence I could find of her being older and I remember I-No calling her old. Hm, not sure myself. Just another source, not sure what is correct. Need to go do some story mode, lol.
Takes experience to know where to pbuster. And from some of the footage, they need to practice their execution. I see a lot of empty jump 6P, or YRC 6P.
I been watching GG matches it does look more like they harkened back to the original one. Which isnât a bad thing. Kof did it in 13 and that worked well. I just hope the put in more of the characters and fan favorites.
Thanks, that makes sense. I kept projecting Zangief, Clark and other characters who have 2 frame and 1 frame command grabs on to Potemkin and I also didnât look at how air heavy this game is.
Not gonna lie and say he wasnât a combo monster, but his entire game plan was converting a random hit into knockdown, and then hitting them with strong Oki into good combo back into the same situation. His most basic go-to combo was 2-3 hits, just a simple 2K into knockdown. He had longer combos, but they were never THAT long, and they were always about getting corner carry and/or knockdown.
Hard knockdown has been important in ALL guilty gears but AC got away a bit from the short comboâs. Iâm liking that in Xrd so far it looks like even the combo oriented characters might not have any ridiculous comboâs. I think that is a good thing, but AC was pretty combo oriented. Slayer isnât scary because of his 2-3 hit comboâs heâs scary for his 20 hit ones that come from having a little meter or hitting you with an anti-air.
Itâs not NESiCA, itâs Sega Aime. I heard from a friend (and this is where it becomes tertiary source evidence and we know how reliable that all is) that his friend/acquaintance in Socal that helps run a Sega-based arcade is that theyâre going to try to get Xrd down there. How itâll work is to have a pre-something/downloaded/whatever board that is adjusted at headquarters in Japan so that the board wouldnât have to go through weird hoops just to get Xrd.
But yeah, tertiary source evidence. What we do know for sure is that itâs Sega Aime and not NESiCA; and at best, we donât actually know what entails in terms of regional limitations in regards to the Aime system. So there is a chance, albeit unknown.