The Guard Impact thread...

Why do people like that so much? It was just a cross between Nightmare and Seigfreid. Nothing special about it at all.

How about because it was a BAD incomplete moveset for a character that doesn't officially exist. The furthest anyone ever took it involved playing 3 moves and hoping your opponent has no idea how to avoid the ridiculous tech traps it sets up. What's not to like?
 
o.O.

@ 40 seconds in that maya/shoko vid.....damn.

and JI isn't that easy. those fools were mad good about it. really is isn't worth attempting if you're hoping for a throw.

lol 6b, 66b wasn't it?
 
66:B:

Otherwise known in my circle as the Death Star. Spin on the ground and BAM 100% tracking evading vertical with enormous damage and range. Even though it was uber-broken I wish it hadn't gotten nerfed in SC4.

That match you posted still happens in my playgroup but it ends in CF's so we get CF's off all the time, and always seem to play in our undies.

My favorite aspect of Soul Calibur is the GI's but there is NO reason to ever do a back parry, always do a repel in Soul Calibur 4. I think that's one thing they really, REALLY screwed up. Completely destroying parries was just stupid. I give the game re-designers who worked on Soul Calibur 4 a JUST STUPID for that one.
 
Well since we're on the topic off GI and what not...Are Just Impacts random, or can they be performed all the time? If so, what's the difference in input of a typical GI and JI?
 
Today a friend and me tested that during a while.

-GI is done as usual. It's a green flashing and you have the advantage (i don't know how many frames, but if you throw just before your succesful GI, your enemy can't duck on time).
It seems hard at first (harder to get the timming), but now i think it's more or less the same as it was in the previous games, we do it A LOT now, so it's not hard.

-Just Impact is harder, more precise, timming, like a Just Frame. It's a Red flashing (instead of a green one). It gives you more advantage to do your stuff, the enemy is really fucked there.

You can not Guard Impact Throws (and since you are trying to GI and not to scape a throw, you will probably eat it),
but you can Just Impact throws (the timming is really hard, at least for me).


The GI wars from previous games are over, because if you GI with 4G your enemy will be on the ground face down... and if you manage to get a Just Impact, the advantage you have to attack then is too much for your enemy to counter.




If you want to do tests with that, we found that if in Practice mode you put the Free mode, and the computer to GI all, there is an option to activate Just Impact or regular GI...
... if you keep the option in on and you switch the mode to the controler pad for player 2, so you can test things with a friend, that controller will get a Just Impact everytime, no matter if timming was good or poor.
It's awful if you want to practice GI and JI yourself, but is good if you want to test how to punish after your succesful and luck JI.
 
I like how namco finally decided on making throws unGIable, coz it gives more depth to the game. The thing I don't like about the new GI system is the utterly stupid "input" timing for GIing the low moves. You might say that they deliberately did this coz down-GI can also GI high and mid attacks, I say bullshit. What they should've done is make the down-GI only GI low moves and that’s it. You get hit if you are trying to down-GI high or mid attacks.
 
Low GI hits mids and lows, normal GI hits mids and hi moves, just like crouching can still block certain mid type moves, while blocking low. Not too sure on the specifics of this can someone clarify?
 
Darn Rigel beat me 2 it about that style.

Lol @ that vid. SC3 AI is legendary. Tomerarenai yo! Throws can be JIed now and GIs are not random. You press it so you control it. If there were a sure-fire way to avoid everything the game would suck. You can GI absolutely anything but don't risk a whiff if you can just block, duck, or step and punish hard.
 
My favorite aspect of Soul Calibur is the GI's but there is NO reason to ever do a back parry, always do a repel in Soul Calibur 4. I think that's one thing they really, REALLY screwed up. Completely destroying parries was just stupid. I give the game re-designers who worked on Soul Calibur 4 a JUST STUPID for that one.

doesn't 4G heal your soul gauge ? could be useful . seems like a free oki setup too, or at least wakeup pressure

and wall splat seems alot more consistent for me now ...
 
doesn't 4G heal your soul gauge? could be useful . seems like a free oki setup too, or at least wakeup pressure

and wall splat seems alot more consistent for me now ...

And then you get a JI and realize you screwed yourself over by doing a back parry. Also, slight advantage to the downed character in most matchups means you're actually giving them some advantage by doing a back parry. If you play too much online you might think being downed is some sort of disadvantage, but start using a low repel on wakeup offline and you'll change your mind pretty quickly. There's no way to effectively do wakeup moves online so...don't gimme some b.s. about how it's hard it isn't. As for wall splat, I'll take a JI over a wall splat anyday.
 
4_1G IMHO is there to slow down a match, or stop the momentum of your opponent, and at the same time, replenish your soul gage. What I wish that they did was make better options after 4_1G for everyone. Astaroth can pressure an opponent after 4_1G easily as long as he is in range, while Amy will be hard pressed to do any pressure afterwards. When done near walls, however, obviously you can tack on more damage, so you still need to be aware of your surroundings and situation.



With GI, you could "attempt" to train your opponent to isolate the different hit levels of their moves when you are at a disadvantage. For example, you could concentrate your GI towards quick mids and quick lows, and use an attack that tech crouches highs. Of course, this tactic gets beaten if your opponent delays their attacks.
 
and I BUMP THE OLD TOPIC!

Ahem.

A regular repel GI will let you have an i20 move for free, given that you input said move IMMEDIATELY after the GI. Unless, of course, it is GI'd right back.

A repel Just Impact will let you have as much as an i30 move for free under the same conditions. Again, unless of course it's Just Impacted right back.

There seems to be no Just Parry; if you are Just Impacted, you must repel Just Impact to counter, you cannot parry. You can only parry when you are standard repel Guard Impacted.

(It seems like some of the frame data compiled here is a frame or so off.)

Anyway. To put it in perspective, if you do a Just Impact you have half a second to land a strike.

If these exact statistics were posted somewhere, let me know, 'cause nobody showed me. :|
 
*ahem*

now that the specifics are out, um...

...

I need to know when to use it. ._.

I never used to GI before. aGI, sure, but no regular 6_3G.

As a note before all of this, I DO play online on a pad; I don't view that as an excuse, though, just that I need to be that much more precise with my inputs.

So. Lemme get to the questions...

- on 1P side for some reason 6G is easier than 3G (2P doesn't seem to be a problem). Sometimes I try to 3G and I just end up crouch-blocking (which is going to make me eat the mid I was trying to 3G, of course). Is this just inexperience and I need to keep practicing the 3G, or should I switch to the 6G anyway?

- When's a good time to GI? Trying to focus on when to effectively use it isn't really garnering me anything, as I end up GI-whiffing when the other guy is GI-whiffing.

When an attack is blocked or the opponent throws out long offense strings... those are the only two I can think of right now but I can't recognize these situations quickly enough yet to respond in kind.

- Generally, the options from a GI are fast move (<i20), throw, slow move for re-GI (>i20), or wait for a reGI whiff, right?
 
Random stuff:

When i play X, opponent plays kilik, I get a 3A blocked, he does a WS B - I cant GI it (goes into block animation)

Playing nightmare against X - Nightmare gets NSS K parried, gets up right away to block the Xiangua 1BB, yet the second hit of the 1BB only seems to be JI-able (was able to land a parry a few times, but it was almost JI like timing).

Can someone care to explain this shit to me?
 
As a note before all of this, I DO play online on a pad; I don't view that as an excuse, though, just that I need to be that much more precise with my inputs.

So. Lemme get to the questions...

- on 1P side for some reason 6G is easier than 3G (2P doesn't seem to be a problem). Sometimes I try to 3G and I just end up crouch-blocking (which is going to make me eat the mid I was trying to 3G, of course). Is this just inexperience and I need to keep practicing the 3G, or should I switch to the 6G anyway?

- When's a good time to GI? Trying to focus on when to effectively use it isn't really garnering me anything, as I end up GI-whiffing when the other guy is GI-whiffing.

When an attack is blocked or the opponent throws out long offense strings... those are the only two I can think of right now but I can't recognize these situations quickly enough yet to respond in kind.

- Generally, the options from a GI are fast move (<i20), throw, slow move for re-GI (>i20), or wait for a reGI whiff, right?

1. I've never noticed there being any difference between the 1P and 2P side. Though I mostly play on the 1P side it seems.

2. As for when to GI, I do it when:
-I recognize what move the other guy is doing, and if its one that I know when to GI, I'll generally try to do it.
-In the middle of some common strings, you can (if you are really fast) GI.
-If your opponent always attacks back right after blocking you tends to be a good time. Basically, look for any pattern in how your opponent plays and try to sneak in GI's into that. Course, if your opponent changes their mind, this leads to disaster.
-If you get GI'ed yourself
-If you are screwed anyways, go for it!!!!!!

3. Options from a GI: You've pretty much nailed it. Though I find that throws don't generally work that well, as you've usually just interrupted the other guy and they are generally still inputting in some string and tend to get lucky with the throw break. Though if you do the opposite throw to the string they were attempting, then it seems to work more often (Ie don't do a B+G throw to someone spamming the B button).


I play online with a pad as well, and I can pull off GI's fairly consistently. Sure I'm not as good with them online as I am offline, but, they are definitely a viable tactic (and one that gets me a fair amount of "GI is cheap" hate mail :) ) Though they are pretty much hopeless to pull off in a bad 4 or worse connection (if you recognize your opponent's pattern, you can GI people with 3's, but, that's purely predictive GI'ing). Sometimes you have to "learn" how much lag you have with your opponent and adjust your GI timing's to compensate.
 
its all to do with timing and knowing when your opponent attacks. I tend to wait until round 2 after iv understood my opponents playing style...
 
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