Just added some noise reduction pads to the stick so that the Missus doesn't complain about the clickity clackity, as well as added a new spring to the stick.
In a slight miscalculation, I got a 2Kg spring thinking that the default one was 0.9Kg.
Just added some noise reduction pads to the stick so that the Missus doesn't complain about the clickity clackity, as well as added a new spring to the stick.
In a slight miscalculation, I got a 2Kg spring thinking that the default one was 0.9Kg.
When reading the change notes for May, I thought the Overhead Kiss change meant that it could get the same combos mid-screen as in the corner. As far as I can tell you can only actually get a single hit on the knocked down opponent.
Jack-o has some nasty OTG combos if you're precise enough. I think she might be able to get a meterless wall-break off normal throw if you set up a servant or two.
I was looking up Jack O gameplay and while I haven't played GGS in a bit, I thought "man Anji looks a LOT better with these buffs unless I am forgetting something"
The ability to cancel Fuujin into any of its follow-ups pretty much changes the characters neutral.
Which given that before the characters neutral was spinning and throwing out random fuujins and praying is a big improvement.
Just added some noise reduction pads to the stick so that the Missus doesn't complain about the clickity clackity, as well as added a new spring to the stick.
In a slight miscalculation, I got a 2Kg spring thinking that the default one was 0.9Kg.
Of course, the default one is 0.9lb.
Gonna have wrists like hams.
Oh shit, this is fun. I'm trying to do the Rage Drive Combo challenge for Jack'O ( j.S, 5K, 2D, Elysium Driver) and my right hand is almost consistently one frame ahead of my left. I can see the motion but I'm doing the stick input one frame too late.
Just added some noise reduction pads to the stick so that the Missus doesn't complain about the clickity clackity, as well as added a new spring to the stick.
In a slight miscalculation, I got a 2Kg spring thinking that the default one was 0.9Kg.
Of course, the default one is 0.9lb.
Gonna have wrists like hams.
Oh shit, this is fun. I'm trying to do the Rage Drive Combo challenge for Jack'O ( j.S, 5K, 2D, Elysium Driver) and my right hand is almost consistently one frame ahead of my left. I can see the motion but I'm doing the stick input one frame too late.
When reading the change notes for May, I thought the Overhead Kiss change meant that it could get the same combos mid-screen as in the corner. As far as I can tell you can only actually get a single hit on the knocked down opponent.
Yeah I haven’t had time to mess with it. Overhead kiss into heavy dolphin already worked. I tried kiss, 2H, heavy dolphin and the dolphin wiffed the otg, so I’m not sure what the optimal mid screen rout is.
Overall May feels fine, 2S is *noticably* more sluggish. Previously it was good enough to just kinda press, multiple times at people…But 5H is dumb now so I’ll just press that a lot instead. 5H also hits like a truck and I do sub-optimal combos a lot so it feels like a damage upgrade just because I’m scoring counter hit starters off it now.
0
Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
If I could have cut the video in half I would, but the win quote is the point of the video there.
I know, but shitheads try to normalize him by sneaking him into stuff as a generic funny man reaction gif so I feel like I have to call him out when I see him to counteract that. It's insidious.
+1
mysticjuicer[he/him] I'm a muscle wizardand I cast P U N C HRegistered Userregular
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
I like most parts, but they removed a wall break route on I-No, and I'm struggling to figure out an alternative. I used to be able to 2K, 6H > 236H, RRC, j.S, j.H > 236H from a little away from the wall and still get a break, but now it seems like I need one extra hit in there which ups the difficulty significantly.
Chipp seems better overall, or at least more well rounded. He can't just j.2K forever, and while the buff to 2S feels pretty minor, it does seem like he has reasons to pick different options instead of one Get Wrecked button.
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
Ky only really got minor changes but I do think they help a bit.
I'm interested in the October patch though cause they said they'll be looking to buff projectiles and grounded overheads among other things so I'm guessing there will be system changes that benefit him.
Dragkonias on
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
I haven't touched Strive in a while, wanted to jump back in because Jack-O
Can't play her yet so went back to what I guess was my old main Millia. Definitely remembered a lot more than I thought. was feeling like I could play great then just started to lose it as time went on.
Like, I think I realized Strive PHYSICALLY exhausts me to the point I can't play. I actually watch combo strings drop due to slow hands and an inability to flat out block or punish just to being a tad slow. Kind of sucks.
Still enjoy it as a game though. Millia feels really good now. Having both S disc and the hair stab as solid tools now fits me. I just can't seem to get any of the H disc traps I used to be able to do, feels like people easily escape them every time now.
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
Ky only really got minor changes but I do think they help a bit.
I'm interested in the October patch though cause they said they'll be looking to buff projectiles and grounded overheads among other things so I'm guessing there will be system changes that benefit him.
Dragon install actually maybe being useful seems fun if nothing else! I'm curious what they'll do as far as "Big system changes", something like pinkRC costing 25% tension might be fun and let folks freestyle a bit more. I'll be scared if they buff fireballs... unless my beachball gets boosted too lol. I've actually been enjoying how risky projectile zoning is in this game.
So I was just messing around in the lab with overhead kiss since it's now "More comboable" the only rout midscreen or cross-screen I could find was 623K > 2S > [4]6S > RRC > dash > c.S > 2H > [2]8H which does about 117 on no-risk sol and gets you a hard knockdown pretty much into the corner from anywhere (I think maybe you can sneak another c.S in after the RRC too if you're better than me at execution?).
Might be some bigger things you can do just-past midscreen if you can start wall bouncing in there. Without RRC though I don't see much, you can 623K>2S>[4]6S for some corner carry or just 623k > 6H for 90 damage. Only seems like a big buff with meter.
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
I like most parts, but they removed a wall break route on I-No, and I'm struggling to figure out an alternative. I used to be able to 2K, 6H > 236H, RRC, j.S, j.H > 236H from a little away from the wall and still get a break, but now it seems like I need one extra hit in there which ups the difficulty significantly.
Chipp seems better overall, or at least more well rounded. He can't just j.2K forever, and while the buff to 2S feels pretty minor, it does seem like he has reasons to pick different options instead of one Get Wrecked button.
Is that last 236H supposed to be stroke or sultry? Because the one I've always done still works and you just end it with jS, jH > 236H hop jS.
It also works from mid-screen.
Winky on
0
mysticjuicer[he/him] I'm a muscle wizardand I cast P U N C HRegistered Userregular
Was wondering why I was botching so many reversal orcas yesterday and then this morning I remembered they reduced the input lag on PS4Pro and I was like OOOOOohhhhhh. I'm not sure how many frames they shaved off but that's almost certainly what was messing me up. Feels great otherwise though I just need to adjust to my wakup timings being a bit off.
How's everyone feeling about the patch now that you've played with it?
I live in terror of facing Anji, I-No, and Leo, but that was already the case before.
I love the massive increase in blood drain for Nago's Slash sequence ender. Having the option of using meter to RC the last hit rather than playing for command grab is great.
Now that I've got the post-patch back-of-the-super sour-hit combo out of my system, I'm going to work on getting more comfortable with real Nago combo routes lol. The move from 214 to 623 236 feels really sloppy right now, and it's the main way of converting stray hits into damage. It's wild that everything except 6P goes into a wallbreak string; this character is too cool!
One nice thing about Jack-o is with how much damage her Super does, you don't really need to do fancy combos to deal damage. You can just Super as soon as you confirm a hit and deal like 5 less damage than a longer combo.
I can't cry as much as I've complained cause landing a Garuda into a pot buster is so disgusting on one hand it generally takes a kara pot buster but ask your homies as sajam said they all hate Garuda
So much so I'm taking p2 side to practise it and people get real fuxking scared once they take one it's so good
Posts
In a slight miscalculation, I got a 2Kg spring thinking that the default one was 0.9Kg.
Of course, the default one is 0.9lb.
Gonna have wrists like hams.
Eh, it's nasty but it's not a true combo all the way through.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah. It breaks when she hits the ground after that.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The ability to cancel Fuujin into any of its follow-ups pretty much changes the characters neutral.
Which given that before the characters neutral was spinning and throwing out random fuujins and praying is a big improvement.
User has combo videos for other characters as well.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Oh shit, this is fun. I'm trying to do the Rage Drive Combo challenge for Jack'O ( j.S, 5K, 2D, Elysium Driver) and my right hand is almost consistently one frame ahead of my left. I can see the motion but I'm doing the stick input one frame too late.
you gon be evo ready in no time
Yeah I haven’t had time to mess with it. Overhead kiss into heavy dolphin already worked. I tried kiss, 2H, heavy dolphin and the dolphin wiffed the otg, so I’m not sure what the optimal mid screen rout is.
Overall May feels fine, 2S is *noticably* more sluggish. Previously it was good enough to just kinda press, multiple times at people…But 5H is dumb now so I’ll just press that a lot instead. 5H also hits like a truck and I do sub-optimal combos a lot so it feels like a damage upgrade just because I’m scoring counter hit starters off it now.
Ah, Chipp.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Just be careful while training, you don't want one joystick conditioning you to grip and motion so hard that you do irreparable harm to the other.
~ Buckaroo Banzai
Pfff, only need to get another 2Kg spring.
You haven't arrived as a GGS character until you found a 100% combo on Chipp using RISC and full meter.
How's everyone feeling about the patch now that you've played with it?
I know, but shitheads try to normalize him by sneaking him into stuff as a generic funny man reaction gif so I feel like I have to call him out when I see him to counteract that. It's insidious.
I like most parts, but they removed a wall break route on I-No, and I'm struggling to figure out an alternative. I used to be able to 2K, 6H > 236H, RRC, j.S, j.H > 236H from a little away from the wall and still get a break, but now it seems like I need one extra hit in there which ups the difficulty significantly.
Chipp seems better overall, or at least more well rounded. He can't just j.2K forever, and while the buff to 2S feels pretty minor, it does seem like he has reasons to pick different options instead of one Get Wrecked button.
I saw the preview frame and my first thought was "why is Blanka in Strive?"
Ky only really got minor changes but I do think they help a bit.
I'm interested in the October patch though cause they said they'll be looking to buff projectiles and grounded overheads among other things so I'm guessing there will be system changes that benefit him.
Can't play her yet so went back to what I guess was my old main Millia. Definitely remembered a lot more than I thought. was feeling like I could play great then just started to lose it as time went on.
Like, I think I realized Strive PHYSICALLY exhausts me to the point I can't play. I actually watch combo strings drop due to slow hands and an inability to flat out block or punish just to being a tad slow. Kind of sucks.
Still enjoy it as a game though. Millia feels really good now. Having both S disc and the hair stab as solid tools now fits me. I just can't seem to get any of the H disc traps I used to be able to do, feels like people easily escape them every time now.
Dragon install actually maybe being useful seems fun if nothing else! I'm curious what they'll do as far as "Big system changes", something like pinkRC costing 25% tension might be fun and let folks freestyle a bit more. I'll be scared if they buff fireballs... unless my beachball gets boosted too lol. I've actually been enjoying how risky projectile zoning is in this game.
So I was just messing around in the lab with overhead kiss since it's now "More comboable" the only rout midscreen or cross-screen I could find was 623K > 2S > [4]6S > RRC > dash > c.S > 2H > [2]8H which does about 117 on no-risk sol and gets you a hard knockdown pretty much into the corner from anywhere (I think maybe you can sneak another c.S in after the RRC too if you're better than me at execution?).
Might be some bigger things you can do just-past midscreen if you can start wall bouncing in there. Without RRC though I don't see much, you can 623K>2S>[4]6S for some corner carry or just 623k > 6H for 90 damage. Only seems like a big buff with meter.
Is that last 236H supposed to be stroke or sultry? Because the one I've always done still works and you just end it with jS, jH > 236H hop jS.
It also works from mid-screen.
I live in terror of facing Anji, I-No, and Leo, but that was already the case before.
I love the massive increase in blood drain for Nago's Slash sequence ender. Having the option of using meter to RC the last hit rather than playing for command grab is great.
Now that I've got the post-patch back-of-the-super sour-hit combo out of my system, I'm going to work on getting more comfortable with real Nago combo routes lol. The move from 214 to 623 236 feels really sloppy right now, and it's the main way of converting stray hits into damage. It's wild that everything except 6P goes into a wallbreak string; this character is too cool!
Aka punch Eddie and the servents right in their dumb faces
So much so I'm taking p2 side to practise it and people get real fuxking scared once they take one it's so good
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
New Melty character is actually a new Melty character
Looks interesting, I like the spear.