Necrosis Posted March 5, 2007 Posted March 5, 2007 What the hell is Slashback supposed to be, and how does it work? I'm not reading goddamn 144 pages of this. 0_o
Caer-caveral Posted March 5, 2007 Posted March 5, 2007 repost of one of my old messages: Performed with 4+HS+S. It uses 2% tension. You cannot perform slashback during the first 10 frames after rising from down. The timing for a successful slashback is about 2 frames. After a whiffed slashback, you cannot block for 30 frames. Even after a successful slashback, you cannot block for 15 frames. You can however still perform another slashback. If you whiff a slashback, you can still try with another slashback again, but your guardstun will then be 4 frames instead of 2. On that note, slashback usually has a guardstun of 2 frames if you're on the ground, and 4 frames if you're in the air, regardless of attack level. You take no block damage and your guard gauge does not increase.
Zerite Posted March 5, 2007 Posted March 5, 2007 In regards to the zappa midscreen trap, you can probably jump or DAA. There's no way to be sure though since we don't have access to the game.
RedBeard Posted March 5, 2007 Posted March 5, 2007 After a whiffed slashback, you cannot block for 30 frames. Interesting. I thought the "reblock" frame was a lot shorter than that, like 10 frames before you could block again
Koozebanian Fazoob Posted March 5, 2007 Posted March 5, 2007 30F is what I heard from another person too. I hadn't heard all of the other details on it though. In regards to the zappa midscreen trap, you can probably jump or DAA. There's no way to be sure though since we don't have access to the game. A lot of the retarded stuff in this game can be escaped by knowing when and where to IB. FD Jump also helps a lot too.
Koozebanian Fazoob Posted March 5, 2007 Posted March 5, 2007 · Hidden Hidden In regards to the zappa midscreen trap, you can probably jump or DAA. There's no way to be sure though since we don't have access to the game. A lot of the retarded stuff in this game can be escaped by knowing when and where to IB. FD Jump also helps a lot too.
Incendia Posted March 6, 2007 Posted March 6, 2007 A quick question: Is there any more reliable close range AA for Testament aside from 5P? I'm presumably ruling out 6HS as it seems suited for long range AA from what i hear.
4r5 Posted March 6, 2007 Posted March 6, 2007 I feel that Testament's good antiair options are more preemptive. And that his reactive options are ment to be crappy cause you should of zoned it out. Oh, and c.S, j.P, airthrow, 5D, and backdash. <- reactive stuff
Jet Set Dizzy Posted March 6, 2007 Posted March 6, 2007 a tree depending on the angle they come from?
Caer-caveral Posted March 6, 2007 Posted March 6, 2007 If they come in with a normal jump, 5P is often the best choice. It doesn't work on some characters/attacks though, like almost all of Chipps jump-in attacks =/ If you want to pick people out of airdashes, 6K is usually the best choice. Usually also needs some predicting-skills though, depending on the character. 30F is what I heard from another person too. I hadn't heard all of the other details on it though. A friend of mine translated it from Tougeki Damashi. He hopefully got everything right =)
Effenhoog Posted March 12, 2007 Posted March 12, 2007 I just ordered myself an arcade stick, and I was wondering... on a stick, is the input for IAD just 96, or is it actually 956 like on a pad?
FoxstepCEO Posted March 21, 2007 Posted March 21, 2007 What made #R Venoms 6P so good? I didn't play him much until XX/ so I don't know.
RedBeard Posted March 21, 2007 Posted March 21, 2007 You can just 96 or 47 D: D: Not true. Stick must go neutral in order for the air dash to take place. Though yeah IAD is generally written 96 or something but it's technically incorrect...as if you just rolled the stick or pad it wouldn't work.
Shazay Posted March 21, 2007 Posted March 21, 2007 Not true. Stick must go neutral in order for the air dash to take place. Though yeah IAD is generally written 96 or something but it's technically incorrect...as if you just rolled the stick or pad it wouldn't work. Oh, I was just going by what I see in training mode :p
Lajin Da Great Posted March 25, 2007 Posted March 25, 2007 Ok, so for the PC version of Guilty Gear XX #Reloaded, I have a couple of questions: How do I select the alternative costumes? I saw all these different colors while playing survival mode, so how do I get them? How do I select and get the Shadow characters? Can I unlock Kliff and Justice in the PC version?
POscrub Posted March 25, 2007 Posted March 25, 2007 Lajin: Please read Echang's Guilty Gear XX #R FAQ.(Easily found at GameFAQ's) Scroll down to section 7, Misc stuff EX chars, SP chars (the special colours), Kliff/Justice unlocking is all there.
Necrosis Posted March 26, 2007 Posted March 26, 2007 Ok, random questions so my brother can pick a character he can enjoy. Please answer them separately from each other, not all as one. Who's the easiest character to learn? Who's the least FRC reliant character? Who's the least combo-reliant character? Thanks for answers in advance.
POscrub Posted March 26, 2007 Posted March 26, 2007 Just out of curiosity, which version of the game? That can affect the choices quite a bit. 1-3: Potemkin. Seriously though, Potemkin was built to be easy to play. Ease of learning: No dash, no air dash, limited movement options. Combos are really simple. Gameplan is simple too. At the low/mid level, there'll be plenty of opportunities to score hammerfalls RC -> pain, or potbuster -> pain. Easy to win with if the opponent isn't used to fighting Pot. Lots of health, forgiving, you can make more mistakes. FRC's: Hammerfall FRC. Pretty much everything else is optional. At low level play, you can even get away with using hammerfall RC. Combo reliance? Combos are short, sweet and to the point. Dont' think anyone else has shorter combos. It's possible you could kill them without comboing, it happens lol. Downside: Boring, not very exciting, very easy to fall into the habit of letting people attack you and trying to slip stuff through, and once u do decide to learn offense, it's hard without being able to dash and stuff. Requires a fairly different approach to fighting in general to succeed. Personally I'd suggest Sol. Cuz like, Sol was built to be easy. 1) Ease of use: Fairly simple character to play. GF FRC to reset pressure, string into bandit bringer kills newbs, basic command grab/counter hit mixup. Has a DP for reversals. Decently mobile, does good damage with one size fits all combos. Simple gameplan which doesn't vary too much fighting different characters. 2) FRC's. Gunflame FRC. Great way to get used to using FRC's, really easy to pick up, and he can go from there. Other FRC's are pretty much all optional. 3) Combo reliance. Well, his combos are pretty much standard fare, fairly universal. Easy to learn. Random volcanic viper does enough damage in Slash to count as a combo. Seriously, when you say "combo-reliant", what's that supposed to mean? You're not gonna kill anyone by hitting single buttons (except for maybe potemkin...lol). Sol's basic air combo is like MvC2's launcher -> magic series, so it should be familiar ground. Stick in sidewinders later.
Necrosis Posted March 26, 2007 Posted March 26, 2007 Haha, well, multiple characters for each answer would be nice. He's actually good at stuff in general, more or less, and he's more of a fast character player (for example, he plays Yang in 3S). He tried Potemkin and couldn't stand it. He had fun with him for like 5 minutes, then he was like "ok this sucks." He doesn't like Chipp either, haha. From what I can tell, he's ok with medium length combos, slight amount of learning, but DESPISES FRCs entirely. RCing is fine since it requires no timing, though.
Ice Prince Posted March 26, 2007 Posted March 26, 2007 Just pick Ky........yes, that sounds good. Not hard to pick up, gets decent combos, and FRCs are just things you HAVE to know for your character regardless of who they are. Too bad we have an abundance of Ky players already, but it happens.
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