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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted
crossup you mean? Doesn't affect normal throws, most command throws track opponents, so it wouldn't work on those either. Thing is, on wakeup, you have 1 frame to push the throw button, any other timing will miss against a meaty.

Not QUITE true ... there's a buffer on wakeup input, so you actually have 2F to do it.

Posted
crossup you mean? Doesn't affect normal throws, most command throws track opponents, so it wouldn't work on those either. Thing is, on wakeup, you have 1 frame to push the throw button, any other timing will miss against a meaty.

No not crossups. It's hard to explain. A person's hitbox is too pushed forward so that it's on and behind the opponent, but not in front. But you're still in front so the opponent can't grab you.

Sol's 5H, Jam's 5D, Anji's dash recovery, and ABA's Zankuu are some moves that sometimes do this IIRC. They don't always happen though. Just happens randomly for me.

Posted

like I said, it doesn't matter which side the opponent is standing, they will get grabbed by all grabs that fit into the window between the wakeup and recieving the first attack.

Posted

Hey. I wish to ask if it is possible to do this gattling in Slash for Baiken:

2K -> c.S -> 2S -> Tatami ? I seen it in a Sharon video but I cannot do this (I tried it in #R though, if that makes a difference).

Also, is this gattling, f.S -> Tatami and 2S -> Tatami possible? I've did it before but I cannot do it in the training mode when I tried it out.

Thanks!

Posted

Surprised you don't know this, but anyS xx Tatami will combo on CH or crouching characters. You can verify (hitconfirm) the hit before the FRC point on the Tatami, so you can FRC accordingly.

Not a bad tactic, but not a great tactic - just another misc way Baiken has of going into her B&Bs.

Posted

Ahh of course I don't mean CH. I know it will definitely link if CH occurs. I'm wondering about normal hits.

Standing/Crouching while being hit makes a difference? Damn I didn't know that.

What about 2K -> c.S -> 2S -> Tatami in Slash? I don't know if this is possible in Reload but it's definitely possible in Slash since I saw it in a video of Sharon. The 2K was a CH, if that makes a difference (but I bet not).

Posted

This is really the scrubbiest of all questions (directed more to MB players for a good comparison) but how does the blockstring system in GG work?

With stuff like Faultless defense (pushes the attacker back further as he/she strikes) and etc I can't really see how 'effective' blockstrings are in GG compared to MB (GG has more overhead options in general than MB thats one thing for sure unless you're Akiha) in keeping the pressure. Moves like lvl2 bhb, secret garden, charged SE FRC, and such which are usuallly used to keep your opponent on defense doesn't really mean they're a 'blockstring'

Posted

Against anyone that can defend blockstrings are pointless, and they simply will never work on them. Moves like l2BHB and l1Ri are to enforce a choice from your opponent, like the opponent choses to either attack, defend on jump. And it's your job to react accordingly each and every time.

Posted

It makes the game masher-friendly, since you can mash and get a 5 hit combo with most of the characters.

Edit: I forgot about the godly 6HS Bandit Bringer blockstring. No wonder Sol is top tier in Slash.

Posted
Standing/Crouching while being hit makes a difference? Damn I didn't know that.

What about 2K -> c.S -> 2S -> Tatami in Slash? I don't know if this is possible in Reload but it's definitely possible in Slash since I saw it in a video of Sharon. The 2K was a CH, if that makes a difference (but I bet not).

Hitting crouching characters gives an extra frame of hitstun (but not guardstun). So as long as the 2K hits a crouching opponent, the 5S-2S-Tatami that follow will all combo... since the opponent is still in crouching hitstun.

Posted
like I said, it doesn't matter which side the opponent is standing, they will get grabbed by all grabs that fit into the window between the wakeup and recieving the first attack.

It's like I said it's hard to explain. I'm not talking about crossup attacks. In this case you don't crossover the opponent. It's more like you're on the opponent.

A char's grab range is usually from their feet and some pixels in front of them. Grabs can grab crossups because there is an auto turnaround. But the situation I'm giving, You're still in one side but your hitbox is right on and behind the opponent so they can't grab you for some reason.

Against anyone that can defend blockstrings are pointless, and they simply will never work on them. Moves like l2BHB and l1Ri are to enforce a choice from your opponent, like the opponent choses to either attack, defend on jump. And it's your job to react accordingly each and every time.

This is wrong. Blockstrings can work; whether or not someone could defend is another argument.

Posted

Can you give some examples of this happening?

The closest I've ever seen something like this happening is when fighting Sol or Ho-Sol. Ho/Sol does either a 6HS or 4HS, to try and throw. But we'd both throw at the same time, thus getting our HS's, but with Ho/Sol's HS's going through, and having both of us whiff.

But my situation is when both players are trying to throw.

Do you know of any other characters that have this same effect, but on attacks that don't overlap with a throw command?

I'm trying to test what you say. The best I can come up with at the moment is to have Slayer dash inside of Ho-Sol's 6HS and try to throw him.

This, so far, has been successful. Ho-Sol's sword flat on the ground, with Slayer in-between him and his sword and still connecting a normal throw. But it could just be a fluke.

Someone figure out an Action Replay Code to turn on the display of hit boxes.

Posted

This is wrong. Blockstrings can work; whether or not someone could defend is another argument.

More like blockstrings are used to keep the opponent on the defense and maintain an offensive? Well I ask because in GG there is a multitude of defensive options like FD (which pushes the attacker further), and IB (gives the defender somewhat an advantage to counter back) compared to MB where you either, block, shield or hit off a throw. Many matches in MB I see opponent A hammer on to opponent B very intensively especially Aka Akiha and whiff cancelling plays a part in mind games to eliminate recovery for slower moves or to not do it and bait the opponent at times.

Anyway in GG does 'hammering on' to the blocking opponent really play as much of a role in maintaining pressure as MB? Or is it GG 'hammering on' just 'look' different but its just the same thing? YEs its a very confusing question.

Posted

Whiffing mainly used to lesson the recovery of a longer recovery move in MB,

Hammering in both games may be looked upon differently?

GG, has more options on Hammering someone then MB persay, So GG Hammering requires more of a mix UP, and GG can hMmer a bit fall back a bit but still maintian the offensive, whiel MB has to keep the hammer going hoping ur oppoenent so happen to miss a low or high block, or tick throw.

GG just has more options of the high low, where in MB most characters only have like 1 type of overhead or throw or what not.. so MB has to keep the offensive on and hard to actually get an opening, more of a pace thing? while GG is more of mind games and tricks? MB has mind games too, just i think it doenst' have enough high low game sometimes :X

Posted
Hitting crouching characters gives an extra frame of hitstun (but not guardstun). So as long as the 2K hits a crouching opponent, the 5S-2S-Tatami that follow will all combo... since the opponent is still in crouching hitstun.

Ahh yeah. I tried it out in training mode and set character to crouching and they linked. Much thanks to you! :D

ahh this makes me wonder how much more stuff about GG i have yet to know of. o_O Thanks Teyah.

@zer0kage:

In GG, you can FD to push people backwards more. But in return, you also have more guardstun, thus giving your opponents more time to run in and pressure you again. Also, if your opponents are not FD your pressure string, you don't have to do the full string. Just use simple punch or kick or whatever. Don't link up everything. 5P -> run in -> 2K, etc whatever

Posted
It's like I said it's hard to explain. I'm not talking about crossup attacks. In this case you don't crossover the opponent. It's more like you're on the opponent.

A char's grab range is usually from their feet and some pixels in front of them. Grabs can grab crossups because there is an auto turnaround. But the situation I'm giving, You're still in one side but your hitbox is right on and behind the opponent so they can't grab you for some reason.

This is wrong. Blockstrings can work; whether or not someone could defend is another argument.

The hitbox remains in range right? Or do you magically leave his range?:P

Blockstrings can work, but not on someone that can defend properly. And defending properly means using FD and IB with the proper timings. You'll get pushed out and when you try to attack againt you'll get countered.

Posted

if it's that simple, how come it doesn't happen like that when i watch good players? (i see them keeping up pressure without getting brainlessly countered -- dunno who you're watching.)

Posted

kaqn, robo-kys that actually manage not to blow themselves up, Isa, Ken, Koichi. When I get home I could give you the complete namelist:P Heck, even Cuongster can't be properly stringed, and sure, he's good, but he barely compares to top level in Japan. So I would like to know who you are watching that actually managed to string up an opponent at high-level.

Posted

Anyone with tension. As long as you've got bar, you've got pressure. Forcing someone to just block isn't that helpful. Why just make someone block when you could be mixing them up? Your block strings should BE your mixup, and when you fail to hit, you use tension to start over again.

Posted

Hence I'm saying that actual blockstrings are pointless:P Mixing up isn't a block string but attempts to break a guard. And as opposed to blockstrings that actually is usefull and a terribly good idea(you win matches with it!!!^^).

Posted

It's still possible for some characters to put you into block strings that are very dangerous. Venom is quite good at it in the right situations. These are often about doing chip damage, or lowering the enemy's tension, or building their guard bar. Leaving holes in your block strings can also be a mixup in itself, which would be frame trapping.

Posted

Quick question:

What are level one moves? I know its not Johnnys Mist Finer and Hos's charge meter.

Are there moves higher than level 1?

I read in the Accent Core thread something like Sol can connect 6P from a lvl 1 move, what the hell does that mean?

I also read that slashback or whatever can't stop lvl 1 moves or something or the sort.

Help me out here, still learning all things Guilty Gear.

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