Hatred Edge Posted January 27, 2008 Posted January 27, 2008 I didn't even realize Order-Sol was falling from the airdash. Thanks for checking that out for me.
Vicioso Posted February 5, 2008 Posted February 5, 2008 pretty pointless question but ive always wondered when a new version of guilty gear hits the arcades in japan, how do they figure out the FRC timings?
Chocolate-Chipp Posted February 7, 2008 Posted February 7, 2008 Ok, I've just recently got GGXXAC for wii and Im trying to learn combos but I dont even understand them like this for Chipp, d.s©,6p,s©,2d,236s,236k,p, j.p,j.p,j.k[2],j.k[2],j.D,236p, I have no idea what that means, sorry if im wasting your time or anything..
Kurumster Posted February 7, 2008 Posted February 7, 2008 http://www.dustloop.com/ggac/index.html ^^ read that
JinSaotome Posted February 8, 2008 Posted February 8, 2008 So, recently I was picking up venom, after talking with a friend. I read that TK Mad Struggle really helps his game, but the problem is, I could never do TK Bomber. But after a few times in Training, I can TK MS 9/10 times. After that, I was like "Sweet, now I should be able to FB Bomber!" Went into Training, and TK Bomber always came out as sj.H or sj.D. Went back to venom and I did all variants of TK Mad Struggle everytime. Is there something up to TKing Bomber?
Blade Posted February 8, 2008 Posted February 8, 2008 · Hidden Hidden Not sure what you mean by Bomber since he has no such move. But TK'ing his FB Mad Struggle or normal Mad Struggles are just an issue of doing the input and jumping afterwards. TK FB Mad Struggle: 236 (7/8/9)+D TK Mad Struggle Flipkick 236 (7/8/9)+H TK Mad Struggle: 236 (7/8/9)+S TK Red Hail: 236236 (7/8/9)+H TK Air Ball Formation: 214 (7/8/9)+P/K/S/H/D Keep in mind you can buffer Stinger Aims and Carcass Ride from Mad Struggle on the way down.
Koozebanian Fazoob Posted February 8, 2008 Posted February 8, 2008 Bomber is a DP motion so obviously it's done differently. For TK bomber you can shortcut it as: n/a
JinSaotome Posted February 9, 2008 Posted February 9, 2008 x_X I'm sorry, I meant to clarify Axl Bomber**
DJ Xero Posted February 10, 2008 Posted February 10, 2008 I've never tested this, and I've never really had to worry about it, but can you Roman Cancel with a negative input? Currently, I'm stuck to Pad, as my stick is still in pieces. On top of that, if it is possible, would 2 releases and one positive work?
Necrosis Posted February 11, 2008 Posted February 11, 2008 I'm almost completely certain it does work.
DJ Xero Posted February 11, 2008 Posted February 11, 2008 The reason I ask is because since I'm stuck on pad currently, Robo's 5H FRC is way too quick, but if I FD cancel something, I can just hold them down and release them all for the FRC. As for the 2 releases and one positive, It's just curiosity.
Hatred Edge Posted February 13, 2008 Posted February 13, 2008 Question about beating throws: Why does 2P beat thows/wake-up throws and not 2K/5K? Whenever I play local Potemkins and often use 2P to beat their throws but whenever I use 5K I lose.
Digital Watches Posted February 13, 2008 Posted February 13, 2008 Question about beating throws: Why does 2P beat thows/wake-up throws and not 2K/5K? Whenever I play local Potemkins and often use 2P to beat their throws but whenever I use 5K I lose. You're either out of his throw range or hitting him before the animation starts (In the case of pot buster, real throws are 0F), or even just before he presses H.
Hatred Edge Posted February 13, 2008 Posted February 13, 2008 So how does air throws work? On numerous occasions I've been in the air and have had someone come up after me and I end up throwing them easily... (it could just be Order-Sol and his low jump)
4r5 Posted February 13, 2008 Posted February 13, 2008 Be within horizontal range + Be within vertical range + Be vertically below them = airthrow
excelence Posted February 13, 2008 Posted February 13, 2008 err on Hatred Edge case "be on mid air, someone come at you, and you throw them easily" was never hapen to me, it's easier to be on ground when i want to air throw something, on that one it's more likely i'll got beaten by stuff if i try to do air throw
Hatred Edge Posted February 13, 2008 Posted February 13, 2008 What character was this with? I tend to land a lot more air throws with Order-Sol than Sol.
rtl42 Posted February 13, 2008 Posted February 13, 2008 Be within horizontal range + Be within vertical range + Be vertically below them = airthrow you don't have to be below them, but with some characters, their vertical range seems to extend "up" more than "down", so it can look that way.
excelence Posted February 14, 2008 Posted February 14, 2008 @hatred : we speaking OS air throw right? on most case it looks like i'm always catch them(Sol, May, I-No, Johnny, Zappa, Ky, Tes, Eddie, Baiken, Jam, Chip & Pot ) whenever they try to jump in or when at the corner on tech recover
Mariodood Posted February 17, 2008 Posted February 17, 2008 Since it seems like reversal backdashes/reversals in general are important in this game, how am I suppose to time them? How big of a window do I have? Is there a notice like in Street Fighter or do I just have to have it down?
DJ Xero Posted February 17, 2008 Posted February 17, 2008 Reversals have to be done in one frame. There is a notice when you do it though.
unsmart Posted February 17, 2008 Posted February 17, 2008 Only when you do specials/overdrives. Backdashes, throws, and normals with reversal timing won't be explicit. You'll just have to practice doing them against meaty attacks to know when you're successful.
Digital Watches Posted February 17, 2008 Posted February 17, 2008 Reversals have to be done in one frame. There is a notice when you do it though. Also phrasing it that way is misleading. While it is one-frame timing, the input can still be buffered.
Koozebanian Fazoob Posted February 17, 2008 Posted February 17, 2008 Actually the input window is 2F anyway.
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