POscrub Posted March 26, 2007 Posted March 26, 2007 Fast rushy characters (who's health doesn't suck too much): Sol Jam Testament Order Sol (lol) May (maybe) Sol: See above Jam: Does she use FRC's? Besides FRC throw? Good fast rushdown character, fun to play, decently intuitive to learn. Testament: Easy to understand high/low game. Only FRC needed is for Barney. Once you get on a roll, you can simply steam roller the other guy. May needs dolphin FRC. But the FRC window is huge, so yeah. She's fast, and can dish pretty hard, fun. Her combos do require some work, but eh. Order Sol is hard to win with, but he handles well, easy to pick up to play, intuitive. Even if you lose, it's still entertaining. Plus his health doesn't suck. Early on, you can skip learning AC FRC. Just learn to combo off gunblaze, throw in the corner, spend your meter on RCing 6HS if you score a CH 2S -> 6HS. I personally dislike Ky. Because I feel he's more of a lockdown style character. Fairly safe offense, but the damage doesn't quite feel all that satisfying. Ky is more comfortable winning by placing the other guy in a situation they can't get out of, than beating them to death. Just my 2 cents. If you're new, it's easy to screw up and let the other guy off the hook too much, so Ky looks like below average damage sucky kinda character.
4r5 Posted March 26, 2007 Posted March 26, 2007 Try Faust. I've never seen a Faust player use any FRCs, except when they accidentally use swim super.
Ice Prince Posted March 26, 2007 Posted March 26, 2007 I don't know about Testy....Testy is far from a rushdown character IMO. He's more of a set up type character to me, as I really don't see Testy rushdown from alot of *smart* players. I usually see them plant nets/trees to help set up scenarios for combos and skull play. If a player plays keep away, you'll more than likely see a beast as well, not a rushdown unless beast connects.
RedBeard Posted March 26, 2007 Posted March 26, 2007 I see rushdown from every Testament player I've seen play. There's no reason to NOT rush down as Testament if you're in a decent position to do so. Testament basically goes: Turtle a bit/lay traps and whatever/wait for good spots to outpoke opponent into knockdown. Do mixup #1, if it's blocked, FRC Barney if you have the tension into more mixups. If it hits, combo into knockdown and start the process over. Again, there is really no reason for Testament to not take advantage of a knockdown situation with rushdown. Keepaway is still a huge part of his game but I don't think I've seen many Testaments pass up a rushdown opportunity in favor of just running away. Edit: And to respond to the original person's question, Faust is a character where you don't need to know any FRCS...but I wouldn't call him fast. Nor is he really a mixup character. He's a zoner. Ky is probably your best bet. Sure, he has FRCS, and you'll need them to play his absolute best, but he's so good without them that it really doesn't matter that much...especially for beginners. And I guess he's moderately fast.
Ice Prince Posted March 26, 2007 Posted March 26, 2007 I agree RB, I just don't classify Testy as a rushdown character. Some characters have big rushdown games (IE Jam, Millia, Chipp, etc) but Testy....not so much. I mean obviously he'll rush like any character will when they can, but Testy to me is mainly set up.
Necrosis Posted March 26, 2007 Posted March 26, 2007 Thanks all for the advice, he's going to try Faust and he'll try actually learning Ky. If anyone else has something to say on the subject, go for it, I'd appreciate it.
muffa Posted March 27, 2007 Posted March 27, 2007 i don't know why, but it just hit me so... do we know who invented the dust loop??? of course i'm not talking about this forum
enokrad Posted March 28, 2007 Posted March 28, 2007 I'm a Venom player and I frequently play against a Faust player here. He likes to get his distance from me in order to begin throwing random things and head. When he does so, I begin to fill the screen with balls. The problem is that, when he decides to cut distance quickly without avoiding all the balls, he simply does one of Faust doors. I have a relieable method to dodge the 3 of them, but by doing so I lose the initiative, so what I really want is to punish him hardly, preferably with a knockdown ending, regardless of which door he uses (front, back, or upper one). Do you know any way of doing so? Or, simply, I should react to whichever door he uses? I find this last option very difficult (almost impossible) to do. Please help me with this. P.S:By the way, he's really good FRCing the doors.
Lajin Da Great Posted April 8, 2007 Posted April 8, 2007 Ok, for the PC version of Guilty Gear, how do I stretch out the screen so it fits the whole screen? I just recently got a bigger monitor and now the screen doesnt fit.
Koozebanian Fazoob Posted April 8, 2007 Posted April 8, 2007 Is it a widescreen or not? If it is, you DON'T want it to stretch, you get a distorted image that way. If you mean it's only taking up a small part of the screen, you need to change your display scaling. It should be in your control panel under your video card's config settings. You generally want 'fixed aspect ratio scaling'. How you do it specifically depends on if you have an nVidia or ATI brand card.
Lajin Da Great Posted April 8, 2007 Posted April 8, 2007 I dont see any video card options in the control panel.
zer0kage Posted April 8, 2007 Posted April 8, 2007 Alright this sounds dumb but are IAD cancel stuff 'slower' than jump cancel stuff? An example is with HO Sol:- Corner 6P 5HS jc jH jD djc jH jD SV Well landing the jc jH after 5HS seems to be fine since the opponent is not able to tech.. However when I IAD cancel after 5HS to jS or jH the opponent will tech (want to try some HnK style Ken combo lol). Is this just being too slow or does the question above apply?
TittyFOFO Posted April 8, 2007 Posted April 8, 2007 ^^ I could be wrong, but I think the problem is that when you're IADing out of a ground string, you have to take the jump animation AND the actual air-dash animation into consideration. You can't really attack immediately during an air-dash AFAIK (I'm not big on system info, so I could be wrong), so that small hole is prolly what's leaving your opponent with enough time to tech. So yeah, I guess you can call it slower. Alright, now I have a question. Are option selects still in the game to a useful extent, and if so how do they work or what are some applications? I'm looking for ways to up my game a bit, and I'm realizing how little I know about the system in Slash compared to #R.....
Kobayashi Posted April 8, 2007 Posted April 8, 2007 Titan: If you are referring to using HS + some attack to buffer in a throw before you FD, then no. To my understanding, using FD with HS is 1 frame timing. Lax when using other attacks. So no, option select isn't really used in general in Slash.
4r5 Posted April 8, 2007 Posted April 8, 2007 Yeah, airdashes have startup, in which you cannot do anything. It's why you can't block immediately after an airdash. Option Selecting between a throw and a FD block is for the most part out. There's some weird way to do it with airthrows, when you don't have any burst. Search for "ThrowSubstanceComplex" But all the other forms of option selecting is still in the game. Like holding back in certain combos will airthrow/block if they try to burst. Anyone got wakeup frame data?
Uthred Posted April 16, 2007 Posted April 16, 2007 1. Whats the difference (command wise) between an air dash and an instant air dash? 2. What does "gatling" mean? What is the gatling system?
4r5 Posted April 16, 2007 Posted April 16, 2007 While in the air, 66. From the ground, most common input, 956. There are other ways to input an IAD. The basic idea is to jump from the ground and do an airdash as soon as possible. Same as chaining, but more metal . To cancel the recover of a normal with another normal. Most people can chain their punch into a kick into a slash, and then, into a hard slash. Anyone got wakeup frame data? Or is it the same as from XX?
Kobayashi Posted April 18, 2007 Posted April 18, 2007 What is the XX wakeup frame data? I want to know data regarding wakeup, too. Particularly, invincibility.
AntiZig Posted April 18, 2007 Posted April 18, 2007 I think you mentioned explaining the difference between respect and taunt, but I couldn't find it. Could someone explain? And also I wanted to ask what WT stands for. It's too small to search for and it's not mentioned in the FAQ
Teyah Posted April 18, 2007 Posted April 18, 2007 Respect is a friendlier version of Taunt, meant to show respect to the opponent. Gameplay-wise, it can be cancelled into moves far earlier than a taunt, and it doesn't give your opponent free tension like a taunt either. WT = Wild Throw, aka. Sol's command grab (623K).
AntiZig Posted April 19, 2007 Posted April 19, 2007 Respect is a friendlier version of Taunt, meant to show respect to the opponent. Gameplay-wise, it can be cancelled into moves far earlier than a taunt, and it doesn't give your opponent free tension like a taunt either. Thanks, but how would you do the respect taunt? I know there's a taunt (or is it?) if you press R2 on the PS controller...
4r5 Posted April 19, 2007 Posted April 19, 2007 What is the XX wakeup frame data? I want to know data regarding wakeup, too. Particularly, invincibility. Time (in frames) to rise from ground. Name = face-up/face-down AN = 36/32 AX = 36/32 BA = 36/32 BR = 36/34 CH = 41/32 DI = 36/35 ED = 36/33 FA = 36/40 IN = 35/32 JA = 39/36 JO = 36/35 KY = 34/32 MA = 36/33 MI = 36/34 PO = 35/33 SL = 37/31 SO = 36/32 TE = 32/37 VE = 36/35 ZA = 32/38 Particularly, invincibility. You're invincible till you state changes from knockdowned to standing. Thanks, but how would you do the respect taunt? I know there's a taunt (or is it?) if you press R2 on the PS controller... forward + taunt = respect taunt = taunt
Lucy Boy Posted April 19, 2007 Posted April 19, 2007 taunting gives the opponent tension. respect doesn't. also, you can't cancel taunt animations. respects may be canceled into normals or specials at certain frames. if you taunt an enemy after a win, the word "rakusyo" pops out, giving him 50% tension the next round.
Koozebanian Fazoob Posted April 19, 2007 Posted April 19, 2007 You can cancel taunt animations, just not immediately. You can cancel a respect at any point. Also you can cancel into a taunt from many normals.
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