On January 29 2009 12:13 anotak wrote:Show nested quote +On January 29 2009 10:31 MCMcEmcee wrote: Then again AC doesn't reward solid play nearly as much as it rewards gimmicks and spamming your invincible launcher to try to beat out your opponent's invincible launcher so you can do your 60-70% damage combo, so whatever. i'm not big on guilty gear at all (as in i've played it like max 10 times and beaten people in my town except for the guy that was really good at #reload but doesn't really play GG anymore either) but wait who has an invincible launcher? I wasn't aware that anyone even had one of those
What you are about to read is not an exhaustive list but it should give you a good idea of the dumb game for dumb people that makes Japanese players go "accentu cooooooore~" whenever something dumb happens- - ABA (normal) - 5P (upper-body invul, 3 frame rapid fire elbow jab thing that anti-airs); fireball (yes her fireball has some invul in the middle of the move). - ABA (Moroha) - 5P (same deal), 2H (throw invul and you DIE if you eat this), DP and FB DP (throw invul, superarmor), FB fireball (same as normal mode), unblockable overhead kick (feet/lower-body). Also has huge magic hitbox things that kill you on CH (f.S, H, anti-air 2S). - Anji - H Fuujin (full), FB Rin and CH Rin (throw, autoguard); has multiple autoguard moves that lead into combos; all guardpoint attacks have invul and can lead to combos. Stomps go over lows. - Axl - CH/AA 6P (above-knees/upper-body), all counters, 6H (feet, more of a low crush in this regard), both DPs (above knees, IIRC). - Baiken- AA 6P (upper-body), 6K (throw), all guard-cancels. - Bridget - 6P (above-knees, upper-body), CH 3P (feet), 2D FRC (feet), Starship FRC (full) - Chipp - 6P (above-knees), 6K (goes over lows), 2D ("feet," goes over loes), Beta Blade (F)RC (full), leaf grab actually has like 2 frames of invul before he gets into the air, 2nd hit of rekkas has foot invul. - Dizzy - 6P (upper-body), 2D (goes low and has above-foot invul in the middle), both normal supers... you can tell Dizzy isn't terribly good just by this short list of useful invincible moves! - Eddie (main character) - 6P (upper-body), D (foot invul until recovery), Shadow Gallery (above foot), reflector (throw), both supers. Also IK charge-up and the actual IK have invul. - Eddie (shadow) - EVERY move has invul somewhere in there and it's generally fairly prominent. - Faust - 6P (above knees), 6H (above foot in the middle of the move), D (strike, beginning and end of move), pogo backswing (strike), pogo head flower (strike). - I-No - 6P (upper-body, above knee), H (feet), Stroke the Big Tree (goes low, throw invul), both supers. - Jam - 6P (above knees, upper-body), H (upper-body in the middle, low profile at the end), 6H (throw invul, lower-body except back leg to start, then above knees, then lower-body except back leg), 6H followup (above knees, upper-body), ground and charged 236K (strike), all 623K (strike), 236S slide has above-foot invul and low profile, FB puffball has strike invul, all supers have invul, Jam can parry all mid/high moves. - Johnny - 6P (above knees/upper-body), 6K (upper-body), all versions of FB Jackhound (strike), super (full, above knees) - Ky - 6P (upper-body, above knees), ground VT (full), air VT (strike), Greed Sever (foot and goes airborne) - May - K (lower-body), H (lower-body), 6P (above knees), 3K (all except low, extremely low profile), horizontal dolphin (foot), vertical dolphin (throw), hoop (upper-body, low profile), Overhead Kiss (throw), FB Jackhound (lower body, airborne), pink whale (strike), anchor spin (full), spinny-spin (full invul on frame one, completely unthrowable for the entire move). - Millia - 6P (upper-body), D (low profile, lower body towards the end), 6K (lower body), 2D (foot), both supers - Order Sol - 6P (upper-body, above knee), 6K (throw), 2H (lower-body), Gunblaze (above knee), Storm Viper (full), Bandit Revolver (foot), charge burst (full), Fafnir (lower body), all supers - Potemkin - 6P (upper-body, above knee), DAA (worth mentioning because he actually gets a combo off his fairly easily), Slide Head (above knees, low profile), Potemkin Buster (throw, strike), FDB (invincible for entire recovery if you successfully reflect something), Hammerfall (1 hit superarmor), Megafist (lower-body) FB Judge Gauntlet (multi-hit superarmor), all supers... IK has startup invul lulz - Robo-Ky - 6P (upper-body, above knees), horse (foot invul from frame 7 till it hits or stops), uppercut (full), robo-dash (foot, full, foot... NOT invul on startup) - Slayer - 6P (upper-body, above knees), 6K (lower-body), 2K (foot invul), 2H (foot), P/K Dandy Step (strike), S Dandy (above feet), Crosswise Heel (above feet), It's Late (throw), Undertow (1 hit superarmor), Big Bang UPPA (full, above knees, above feet), all supers - Sol - 6P (upper-body, above knee), Volcanic Viper (full), Grand Viper (above knees, low profile), Bandit Revolver (strike), Fafnir (strike), both supers - Testament - 6P (upper-body, above knee... why did they give him this?), 2H (strike), successful Warrant attack animation (strike), planing a tree (strike), FB Gravedigger (strike), both supers... also H EXE Beast appears 1F after inputting the attack and will not go away so the move practically has invul. - Zappa - K (feet), H (lower-body in the middle), 6P (above knees, low profile), 6H (above knees during recovery), D (throw, lower-body), summon (strike), sword DP (full, strike), Raouppercut (full, strike), all supers
That's not including most stupid safe high-priority "CH and you die" moves, btw.
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