System Re-vamp : Anti-air GI

ShenOu

[10] Knight
I was wondering what people thought about the new Anti-Air GI.
For those who don't already know. If you GI any airborne attack, the opponent gets launched in the air and isn't able to Re-GI like he would normally in the previous games.

This brings a lot more risk to using TJ moves, like ASURA, 7/8/9A/B/Cs and more. (I haven't tested all jumping moves. Wondering if stuff like Cassy's 1K are included.)

Once again Namco shoving GI into our faces, showing us yet again that they want us to be repelling every god damn thing thrown at us.
 
Huh are you saying the first hit of Asura and Casy's 1K, if Gi'd, they will go flying? Ew.

Cant say I like it or hate it, it can be annoying if you want to follow up with a throw or something cooler only to find they're on the ground or spinning through the air... Though I guess they can be useful for shot strings... only not if you forget about the whole mid-air-GI thing and by the time you've realised they were relaunched, they're on the ground and you missed your chance. It's something to get used to I suppose.
 
So far I've found it to be a nuisance, except for when their back is to the edge and I ring them out with it. Mainly because I can't get most damage on reaction if I'm not expecting it, and I lose out on a mixup that could have given me much more damage to dish out. Also, except when it wall splats it doesn't seem many characters can do any really good damage from it. Although Kratos can do his 8B+K air throw which is pretty cool.
 
Cant say I like it or hate it, it can be annoying if you want to follow up with a throw or something cooler only to find they're on the ground or spinning through the air... Though I guess they can be useful for shot strings... only not if you forget about the whole mid-air-GI thing and by the time you've realised they were relaunched, they're on the ground and you missed your chance. It's something to get used to I suppose.

Once you get used to a character matchup, you generally know how to play against them and read them accordingly. That is when you have to commit to the correct post-GI option. This is an interesting change as it gives chars which dont have good tools against TJ to land some advantage and a more balanced risk-reward. Astaroth probably gets it his way with normal or command A grab. :)
 
I wonder if you can get Voldo's 6:6 off of a mid-air GI. Or better yet, 2A+B 236, CR A+B for massive damage. Either way, this is a very cool new feature.
 
Only interresting I've found that Voldo can get off of it is 6BB for 33dmg, 4[K] for landfish wakeup, and BS 3B for 20dmg.
 
not a problem for Nightmare, his A+K grabs air bourne opponents, i think it's more badass than Asta's grab.

I agree it is mainly gear towards characters that have hard time dealing with quick TJs
 
Although, since the GI window is increased, Nightmare users might be using 3B/33B as a part of their staple post-GI mixup instead of A+K.

I'm thinking you can anticipate an anti-air GI for super jump attacks like the ones Astaroth/Mitsurugi/Cervantes have. The more I think about it, it probably is Namco's intention to use the anti-air GI against those attacks, considering how those attacks have very fast recovery and aren't easily punishable as you imagine them to be, even when you step them.

It hardly makes sense realistically (launching someone for a juggle because you repelled their weapon) but this is SC after all.

EDIT: also, if Yoda was in this game, he'd be raped even more.
 
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