4r5 Posted March 9, 2010 Posted March 9, 2010 are you familiar with chains and the idea of buffering moves, and canceling moves?
slorp Posted March 9, 2010 Posted March 9, 2010 chains, buffering and cancels: yep, familiar with and regularly use in both GG and SF. as i said, I'm fairly decent with ground based combos in GG, I just can't seem to get the hang of the aircombos despite some fairly long sessions in training mode drilling that one millia combo over and over. i've also tried the B&B aircombos for other characters found in these forums, same results.
4r5 Posted March 9, 2010 Posted March 9, 2010 Well, whatever. Instead of fucking around trying to pinpoint your exact problem, I'm just going to assume you're having timing issues. "however most of the time when I do the second K (after the first airdash), the opponent recovers." I'm assuming your still getting the second K to come out? That means you're hitting the button too late. Hit it sooner. If you hit the button but get no K, then you hit the button too soon, hit it latter. Airdashes have startup frames, by the way. Of course, this is all assuming you did everything prior with the right timing/distance. "sometimes I can't even get the first jD to connect." Again, probably timing. Are you even getting the first jD to come out? If you are not, then you hit the button too soon. You can't cancel a move till it makes contact. If it is coming out, then you're hitting the button too late. Also, what is the character you are practicing on? A lot of her combos, even though they may be the same buttons, need slightly different timing for different characters.
Digital Watches Posted March 9, 2010 Posted March 9, 2010 I've also heard that there are spacing concerns with millia combos that have to be taken into account to get everything to connect.
slorp Posted March 9, 2010 Posted March 9, 2010 ... Also, what is the character you are practicing on? A lot of her combos, even though they may be the same buttons, need slightly different timing for different characters. Ky. I had assumed timing was my problem but I wanted to check there wasn't something fundamental I was missing out on that was causing me to suck. Looks like it's just lack of talent. I've also heard that there are spacing concerns with millia combos that have to be taken into account to get everything to connect. Could you recommend the easiest character to perform air combos with? I only used Millia because I find her one of the most fun characters to play with in general. Also, could someone explain why the combos are so situational/character specific? What exactly about the characters change to effect the combos? Hitbox size? Rate of fall? Since that combo of Millia's I listed above was fairly basic I had assumed it would work in the same way on every character. Either way, thanks for the help so far all.
Digital Watches Posted March 9, 2010 Posted March 9, 2010 Hitbox size, shape, and fall rate. I'm almost certain no character is EXACTLY the same, and Millia gets hit especially hard in terms of just having to do basically a different combo for each character (If not button-wise, then definitely timing-wise) from what I've heard and, well, tried out a little in training mode. With Guilty Gear, the mentality is less learning a few characters than learning just one, as there aren't really unwinnable matchups so counterpicking is really only going to split your experience a bit. That's the good news. The bad news is that as far as combos go, there's going to be hard stuff, and you're going to have to practice it, and some of it is going to be character-specific. But I guess if you want (Relatively) easy combos, I guess go with Jam? Some jam players are going to come bitch me out about this, and don't get me wrong, there's going to be some stuff you'll have to practice, especially if you're new to GG, but in terms of practical, non-combo-vid combos you can use to do your damage once you get your hit, Jam has been the easiest for me to learn so far.
slorp Posted March 9, 2010 Posted March 9, 2010 Thanks for the info. I don't actually know anyone else in my area who plays Guilty Gear, so I'm not trying to learn these from a tactical point of view, I'm just interested in learning some fun and flashy combos with whoever, which GG seems to be filled with, and also learning the nuances of the combo system. It's one of the more complex systems I've seen in a fighting game. I'll give a Jam a shot today; thanks again.
Nakkiel Posted March 9, 2010 Posted March 9, 2010 Since that combo of Millia's I listed above was fairly basic I had assumed it would work in the same way on every character While it is fairly basic, that variation doesn't work on Ky afaik . It's not your lack of talent. Try doing j.ksHS ADC j.kd ADC j.d I think that's the easy Ky combo. I'm probably wrong but try it out.
slorp Posted March 10, 2010 Posted March 10, 2010 While it is fairly basic, that variation doesn't work on Ky afaik . It's not your lack of talent. Try doing j.ksHS ADC j.kd ADC j.d I think that's the easy Ky combo. I'm probably wrong but try it out. Heh, no, I assure you it's definitely my lack of talent. I can get the one I posted to come out about once every twelve attempts; I find it a bit easier to do it midscreen rather than in the corner. I'm just having a lot of trouble pinning down what it is I was doing wrong. I was hoping it would be something obvious that would be easy to correct, but it seems most likely that it's my inability to time it correctly, so I guess I'll just have to work harder. Also, I couldn't get the combo you posted above to work on Ky, after the j.ksHS I was too far below Ky, I could only just connect with the second j.k before falling. Thanks anyway.
4r5 Posted March 10, 2010 Posted March 10, 2010 after the 2HS, are you jumping straight up, or are you jumping forward?
slorp Posted March 10, 2010 Posted March 10, 2010 after the 2HS, are you jumping straight up, or are you jumping forward? mid screen: towards corner: both - neither seems to give an advantage over the other, for me.
Kamui Moon Posted March 10, 2010 Posted March 10, 2010 it's 2H, jc j.K, j.S, j.H, ad j.D, ad j.D. with millia, it's all screen/distance specific. you generally need to jump forward midscreen and neutral jump in the corner. sometimes you have to delay when you do the j.K or whatever on your way up, or delay your airdash or the normal before the airdash, etc. you're basically going to have to test out a bunch of stuff if you want to hit that combo.
Nakkiel Posted March 10, 2010 Posted March 10, 2010 it's 2H, jc j.K, j.S, j.H, ad j.D, ad j.D I knew it was something like that. Thanks. And yeah, Millia combos are very tough at first. You'll have a much easier time when you catch on to the delays. Good luck, nonetheless!
HolyAarom Posted April 4, 2010 Posted April 4, 2010 I have a question about baiting/blocking blue bursts and DAAs. Is there any sure way to be able to bait/block a burst without intentionally dropping a combo and predicting that the opponent will burst? At about 0:14 in this video, it almost looked like that burst should have hit to me, but I guess those are some crazy reflexes or whatever. As for DAAs, I'm just butthurt from Gold Order Sol DAAing me a lot, so I'm just wondering if a simple solution would be just to hold back (even though I know that the CPU is nothing like a human opponent.)
freelander Posted April 4, 2010 Posted April 4, 2010 Burst baiting is a combination of experience, anticipation and fast reflexes. 1) You can do automatic burst safe combos / blockstrings. For example many Robo-ky players use 2K-2HS blockstrings [2HS = kneerocket move] to bait bursts. In this case burst can't hit these quite low profile moves. This is kind of an anticipation thing. Generally the burst safe things are not optimal in other ways [damagewise, guard bar raising etc.] . This method doesn't need good reflexes and is a conservative way of playing at high levels. You lower your damage / pressure potential but you don't have to be afraid of bursts. This is good if you have a life/round lead. Generally this method means: -using low profile moves timed to burst points -Baiken's command dash -Anji's autoguard moves -staying out of burst range -etc. 2) Pseudo burst safe combos/strings This method not only needs anticipation but reflexes as well. Basically you change your slower burstable moves in your combos and strings into faster moves. Fast enough moves that if you hold back and do nothing after those moves, you can block a burst. Usually these are weaker options than the original moves but hey they are quite burst safe. For example Baiken often uses 6HS against airborne opponents to give them altitude and progress into an aircombo. 6HS is slow enough to burst out of it, but Baiken usually can change 6HS into 5S or 5Ps in these combos so she can block in case of an incoming burst. Actually this was the case in the Slayer vs Zappa video you linked. J.5K is fast enough to recover from it before burst gets active and you can block it. DAA baiting (standard ones and Baiken counters): Really similar to burst baiting. Watch out for your opponent's tension amount and habits. You can use 1) and 2) methods. An example for 1) method: Make DAA safe strings. For example Axl's DAA can hit only in mid-high altitude, if you time your low profile moves (for instance Sol's 2D) the DAA won't hit you. An example for 2) method: Pressure with 2P[except if you are Axl]. It's fast enough to recover so you can block the DAA attempt. Additional methods: Catch counters [Axl, Testament], autoblock/autoguard moves [baiken, Anji].
rtl42 Posted April 4, 2010 Posted April 4, 2010 Although it partly depends on when the opponent bursts during your combo or attack string, some characters have variations of combos that allow them to maximize the chance of blocking a blue burst without dropping the combo. In the video you linked to, for example, Slayer's j.P and j.K just happen to be really burst-safe. in general, i guess the only "sure" way to react to the burst is by RCing and holding back. that's not to say you SHOULD do that, though -- actually, if you notice the burst before it hits and you can jump-cancel whatever attack you threw out, then go for that, because air blocking has very little guard stun and you might be able to recover fast enough to punish the opponent. and depending on the situation, or even what character you're using, it may not be worthwhile to blow tension on reacting to the burst. it's the same idea, more or less, for blocking DAAs -- if you're pressuring someone, some attack strings are more "DAA-safe" than others, because of the amount of recovery on the moves. If you can react to it, then either jump-cancel and air guard the DAA -> punish, or RC mid-attack if you feel it's worthwhile. (And of course, just like with blue bursts, it also depends on when the opponent DAAs.)
DoomieJ Posted April 8, 2010 Posted April 8, 2010 The surest way i have found to bait DAAs is to make sure i throw out only quick recovering normals in ground blockstrings when my opponents have 50% tension. Just make sure you keep an eye on your opponents burst / tension and after a while you can almost feel when a burst should come out, unless your opponent is a complete spaz. Also, there are some moves which are notoriously easy to burst out of. Slayer's j.5k and j.p and really quick, but when you see him kickflip back with j.2k you should be bursting, or atleast thats when i do. Also, any special move with no FRC point in a combo, such as badlands or jams overhead flame kick, are good points to burst an opponent out of their combo. Just my 2 cents, since this is fresh in my mind from getting some gear in last night and being reallllly on point with the burst bait.
insanity99 Posted May 16, 2010 Posted May 16, 2010 ahhh please help me here. i just got GGAC on the wii. i've been trying arcade for quite a while now. at first i was really stuck on round 9, which was sol, im playing as ky. i just managed to beat him and then i get up to i-no...my god she is hard. she destroys me, i managed to get her under half helth but thats all. is there any advice anyone can give me?
smooshman Posted May 16, 2010 Posted May 16, 2010 ahhh please help me here. i just got GGAC on the wii. i've been trying arcade for quite a while now. at first i was really stuck on round 9, which was sol, im playing as ky. i just managed to beat him and then i get up to i-no...my god she is hard. she destroys me, i managed to get her under half helth but thats all. is there any advice anyone can give me? megalomania (THAT ONE ATTACK) the patterns are easy except for the one that covers the screen, jump that one. as for the rest.... as ky, pressure, and learn to block, seriously if you don't learn to block her mixup attacks are annoying. Also ky gains meter fast, and you can gain meter when she does megalomania by using SE on her (iirc) so save tension for your damaging stuff.... not much else I can say, I personally think Sol is tougher (especially in EX arcade) side note: EX Sol and EX Ky movelists are basically just copies of eachothers non-EX mode, Ky has a command throw and gets a BR and BR (hold) move (forgot the name), as well as a more agile version of GV (opinions), even the VT follow up uses the same motion and Sol's GF becomes like stun edge, and gains a ride the lightning type move....
FlamesMacloud Posted May 16, 2010 Posted May 16, 2010 megalomania (THAT ONE ATTACK) the patterns are easy except for the one that covers the screen, jump that one. as for the rest.... as ky, pressure, and learn to block, seriously if you don't learn to block her mixup attacks are annoying. Also ky gains meter fast, and you can gain meter when she does megalomania by using SE on her (iirc) so save tension for your damaging stuff.... not much else I can say, I personally think Sol is tougher (especially in EX arcade) side note: EX Sol and EX Ky movelists are basically just copies of eachothers non-EX mode, Ky has a command throw and gets a BR and BR (hold) move (forgot the name), as well as a more agile version of GV (opinions), even the VT follow up uses the same motion and Sol's GF becomes like stun edge, and gains a ride the lightning type move.... You know what, i never ever thought that till you mentioned it. its like they swapped the movesets around and jazzed em up a little as for I-no, if she moves i'd spam 6p (forward + punch) and elbow her all day as comp falls for it alot
Kamui Moon Posted June 2, 2010 Posted June 2, 2010 http://www.nicovideo.jp/watch/sm10826364 alright all you smart people out there, just what in the fuck happened at 1:35?
smooshman Posted June 2, 2010 Posted June 2, 2010 http://www.nicovideo.jp/watch/sm10826364 alright all you smart people out there, just what in the fuck happened at 1:35? two people air grabbed at the exact same time, resulting in both of them being DENIED.
Kamui Moon Posted June 2, 2010 Posted June 2, 2010 okay first off, you can't throw tech during a move. that venom had already started up mad struggle. second, if it was just a normal air throw tech i wouldn't have bothered.
4r5 Posted June 2, 2010 Posted June 2, 2010 The HS during the HSMadStruggle motion counts towards a throw-tech. After the tech, the MadStruggle buffered through.
Kamui Moon Posted June 2, 2010 Posted June 2, 2010 but the mad struggle was starting up before the tech! if he had just had it buffered in, it wouldn't have come out because afaik throw tech recovery is not special cancellable. any conclusion i come to just makes no sense.
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