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Posted

So yeah, been watching a bunch of P4U matches after patch. I came back and looked at Tad's post and for some reason I keep picturing him playing Narukami and us fighting in Grand Finals...weird

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Posted

Let's not wait for the new version to come out! If you guys have any questions of the mechanics or just Guilty Gear in general, feel free to ask! Just like Tad, I'm more than willing to help you guys become badass players in a badass game :)

Posted

Phil!! I got some questions about Jam!

What does her gameplan consist of?

I play Johnny, where are the holes in her pressure?

If you know anything about Johnny: General tips to getting better with him?

For GG in general: Asides from combos, what things do i need to look out for, specific to GG, in terms of getting better?

Posted
Phil!! I got some questions about Jam!

What does her gameplan consist of?

I play Johnny, where are the holes in her pressure?

If you know anything about Johnny: General tips to getting better with him?

For GG in general: Asides from combos, what things do i need to look out for, specific to GG, in terms of getting better?

Think of Jam as the 3rd Strike Chun Li in Gear. Jam is all about playing mad footsies and applying pressure in the beginning to build meter. Jam has some, if not, the best footsies in the game. Her having a parry also makes her a huge threat too. Her chi ball specials (we call them puff balls, lol) are a good way to add pressure, build meter, and get in on opponents. In the beginning, you always want to go a 2.d into knockdown and get a charge kick (where she powers up and an icon appears). In AC, after you build meter and some charge kicks, you would want to send your opponent to the corner since Jam is well known for high damage wall stick combos using 6H or ex.puffball. Her ex.puffball is one of the best force break moves in the game imo. It has a fast start up, practically invincible, and causes very little proration during uses in combos. On knockdown, she has some serious wake up pressure. Her 6HS is really good on wake up as it is super meaty, puts her on frame advantage on block and hit, and jacks up the guard bar. Her 2S is stupid good as a general poke since it causes stagger on CH. 5S is really good as well since it reaches very far and it you can jump cancel it meaning you can tiger knee into her charge dragon kick special that causes a wall stick if you're close enough to the corner. Good Jams to watch are KA2, LOX, mike (aka kaleido star), Kazu and (sigh...) Flash Metroid.

Holes in Johnny's game in general is that he doesn't have good mix up options and he needs meter to get decent damage. The only mix ups that Johnny has that I can think of from the top of my head as of me writing this are TK Insignia and that cross up flame wall move. Also, there's a lot of risk vs reward when it comes to Johnny's knockdown game, especially with the use of coins. Some Johnny players go for coins on knock down just to level up his special, where as other Johnny players take the hard knockdown and use their meter for mix ups. It all depends on what you want to do/play style/situation you're in. As far as holes in his pressure, Johnny relies heavily on frame traps for corner pressure. As long as a person can block pretty well, they can withstand Johnny's pressure. As far as getting better with Johnny, learn to play footsies and be calculative with your coins and meter. Also know what normals have frame advantage, especially those that he can cancel into. If you wanna know more about Johnny, definitely check out BLEED and Kabegiwa no DC.

One of the most important things of just betting in Gear in general is LEARNING HOW TO BLOCK. You must know what all the other characters are absolutely capable of and be on the fly to block some crazy mix ups (Eddie, Millia, Chipp, Testament are a few I can think of). Some of these mix ups must be blocked on pure guess since these mix ups are designed to be like that. As you guys know, this game is crazy offensive, but it doesn't punish you as much for being defensive in BB. But as you guys have learned from BB, blocking based on different match ups is an absolute key in getting good at this game. It takes time, but since you guys already have a solid foundation in Arc Sys games, that I'm very sure that you guys will do just fine :)

Also, learn now to block dust... Especially Robo-Ky's... His is the fastest one w/ a 20 frame start up.

Posted
Also Jackie, how goes recording? No rush or anything, I'm just super excited to get the video done.

To be compleeeetely honest... I haven't worked on it much at all recently. ;n; I appreciate the reminder though. I'll see about getting to work on it again this week. Sorry for the wait.

Posted

Is playing Potemkin largely like playing a better version of Tager? It certainly looks that way. Instant block everywhere, spend meter for combo extensions or pressure, and use tick grabs for mixups.

Posted (edited)
Is playing Potemkin largely like playing a better version of Tager? It certainly looks that way. Instant block everywhere, spend meter for combo extensions or pressure, and use tick grabs for mixups.

That's pretty much the case, but more so in AC since he's a freaking beast in this version. If Millia was on steroids and had command grabs, then that would be AC Potemkin. Sometimes when you knock someone down with Potemkin, that could be the round for your opponent since he as a CRAZY GOOD oki game to boot. 5K is super meaty and really good to use as an oki. Command grab, heat grab, his air grab super and the overhead fake ground slam are scary as well if your opponent can block well. Pot also has 2 unblockable setups, but they are really easy to get out of. One of them is 6HS into ground slam and the other is the Aegis Reflector super on wakeup into ground slam, but you can easily get out of those setups by instant blocking the 6HS and Aegis Reflector super. His flick (invisible projectile move) also makes him good as well since when it collides with another projectile based move (Eddie's drills, Millia's pin and bubble setups, Testament's EXE Beast I think, etc...) it creates a shockwave that causes stagger on hit.

So to answer your question, yes! Playing Potemkin is like playing a better version of Tager.

Edited by krazykorean456
Posted

So I am looking at Guilty Gear but I am still unsure about it. Testament looks really cool and i kinda want to try it but in 2 months or less P4U comes out and I am really interested in that game. What can you tell me of Testament and how he plays and who he is like. Know that I have very little to no knowledge of GG.

Posted
So I am looking at Guilty Gear but I am still unsure about it. Testament looks really cool and i kinda want to try it but in 2 months or less P4U comes out and I am really interested in that game. What can you tell me of Testament and how he plays and who he is like. Know that I have very little to no knowledge of GG.

Testament is a very diverse character and can be played in many different styles. You can use him to zone your opponents as well as rush them down. He is kind of like the Trish of Guilty Gear in terms of her trap setups and pressure game (sans dive kick, lol). Testament is VERY strong in AC (considered top tier) because of his strong oki game, high damage combos, ability to keep you in pressure, and trap setups.

Traps: Testament has lots of traps that he can place all over the screen, such as webs and tree traps. These traps can be used to either zone your opponent out, extend combos or used in your oki game. Learning how to use the web is especially important to learn to help extend your combos in certain situation and for establishing a very strong oki game. Testament also has that skull projectile you can use as an OTG. Once that skull projectile hits, you have the ability to use your crow and that dead girl assist to apply more pressure. The thing about those assist is that you can't control them (the game summons the crows and the girl on a timely basis or something like that) Tesetament also has that key super which strengthens your traps (if you get hit by the web, you'll stick to it longer, and if you get hit by the trees, it not only dead bodies but you get poisoned as well.

Oki: As I've said, you can use the web to establish your mixup game. Testament also has a chainable overhead normal (dunno what it is. Tad could tell you that, lol) which makes him very good right there. EXE Beast is very strong in terms of establishing your oki game but it's also very usefule in applying strong pressure and extending ground slide/hard knockdown combos.

Combos: Testament is notoriously known for his Bad Land loops (aka Grave Digger loops) in AC. It does a shit load of damage, you can combo into it after throw, and you can combo into that key super I was talking about in the traps section. His corner combos do a lot of damage as well. ex.Grave Digger is really good and you can establish Grave Digger loops from there as well. Also, I'm pretty sure ex.Grave Digger is plus on block...

Strong Testament players to watch on YouTube are: Shonen, Machaboo and Nemo

Posted (edited)

I-No questions (Priority):

What does I-No's initial gameplan consist of?

From what i've played, it seems like her normals aren't exactly the best, how would you rate them? A lot of her jumping normals seem lack-luster as well, how hard is it for her to get in on people from the air using these normals alone?

When it comes to mix-up, why does it feel like she relies heavily on launching her hat-projectile (the one that shoots out the green bubble) full-screen and then using/riding the momentum of the move to setup cross-up situations? And if this is so, then how good would you say that this complements her play-style. Is she a mix-up-heavy character?

How well does she do at the neutral game? Does her pressure allow her to return to neutral easily?

As a man who enjoys long pressure strings and locking down the opponent, forcing them to eventually swing wrong and punishing them, what does I-No have to offer me?

How would you rate her oki?

What are her reversal options?

Who does she struggle against?

Millia questions (Priority):

How good are her normals?

What are common ways Millia players apply their mix-ups? How effective are they? What is the risk-reward?

Should I focus primarily on combos, or keeping my combos short into a good knock-down and force my opponent to play the guessing game on wake-up?

What are her reversal options?

Who does she struggle against?

Dizzy (Priority):

HOW DO I MAKE HER DO WORK?!??

Jam:

Reversal options?

Who does she struggle against?

Ky:

A general break-down please?

A.B.A (Priority):

Who does she struggle against?

What's her gameplan?

You don't have to answer all of these, I would like for my questions on characters marked with priority to get answered though. But whoever you know more on, go ahead and answer. Much appreciated.

Edited by LastStarSaviour
Posted (edited)
I-No questions (Priority):

What does I-No's initial gameplan consist of?

From what i've played, it seems like her normals aren't exactly the best, how would you rate them? A lot of her jumping normals seem lack-luster as well, how hard is it for her to get in on people from the air using these normals alone?

When it comes to mix-up, why does it feel like she relies heavily on launching her hat-projectile (the one that shoots out the green bubble) full-screen and then using/riding the momentum of the move to setup cross-up situations? And if this is so, then how good would you say that this complements her play-style. Is she a mix-up-heavy character?

How well does she do at the neutral game? Does her pressure allow her to return to neutral easily?

As a man who enjoys long pressure strings and locking down the opponent, forcing them to eventually swing wrong and punishing them, what does I-No have to offer me?

How would you rate her oki?

What are her reversal options?

Who does she struggle against?

I'll get to this later.

Millia questions (Priority):

How good are her normals?

Her normals are not the greatest but they suffice really well. I can play footsies with my opponents to a certain extent. Her j.p and j.k are decent air-to-air moves. On the ground, her 5S is really good footsie tool, and I usually go into my 5S > 5H > Disc chain. If I'm close enough or if my opponent is crouching (since hitboxes are wider with crouching opponents), I go for the 2D knock down, which that normal is pretty decent normal in itself.

What are common ways Millia players apply their mix-ups? How effective are they? What is the risk-reward?

In the corner, Millia has her hair car (low, which she can frc and can immediately go into j.k), TK bad moon (overhead), 6K (overhead), 2K (low), 2S (low). Midscreen she has all of those options along with TK turbofall and IAD crossups.

I usually don't go for 2K unless I know for sure if it will throw off my opponent or if I setup my disc really late and decide to go for a quick low. Reason being is that 2K prorates your damage like crazy. Millia's combos does not do a lot of damage anyways and I personally tend to go for big, if not at least, unprorated damage if possible.

Her mixup game is pretty low risk high reward. If your opponent blocks your mixup(s), then they have the chance to get out of the corner and neutralize the situation. If you do TK Bad Moon w/o the help of the disk and they block it, then they can punish you accordingly.

Should I focus primarily on combos, or keeping my combos short into a good knock-down and force my opponent to play the guessing game on wake-up?

You can do both. Each player has their own style of how they play Millia. The best Millia player in the world imo, Woshige, goes for easy combos into mixups. 9 times out of 10, he always guesses right. He's the kind of person I would want to be with if World War 3 ended up being a rock-paper-scissors duke fest. Nakamura, 2nd best millia

What are her reversal options?

Millia has no really good reversal options unless it's her Winger super. Even then, it's stupid unsafe on block. So basically, if you get knocked down while playing Millia, learn how to block.

Who does she struggle against?

Millia struggles against characters that hit really hard. Characters like Testament, Eddie, Potemkin, Slayer, Jam, May and A.B.A.. She also has a rough time against characters that can beat out her normals, like Holy Order Sol, Jam and May.

Dizzy (Priority):

HOW DO I MAKE HER DO WORK?!??

lol, can you be more specific? :P

Jam:

Reversal options?

Who does she struggle against?

Jam has a reveral kick special that she has. If you have a charged dragon kick, you can actually use that to make it somewhat safe by getting the fuck to the other side of the screen :P

She struggles against opponents that can zone her out (Testament, Eddie, Faust, sometimes Ky, sometimes Bridget)

Ky:

A general break-down please?

Ask Tad :P

A.B.A (Priority):

Who does she struggle against?

She struggles against people the can put her under pressure, have good footsies and can zone her out. At least when she isn't in Moroha mode. When she goes into Moroha mode, which I'll get into with your next question, her mobility can change a good bit of all that.

What's her gameplan?

With A.B.A. you have to be on point with your footsie game in order to go into Moroha mode w/ your blood pack or the key grab OTG special and that mode is where she makes her money. Moroha mode will not only allow you to run with A.B.A., but her damage and normals become better as well. I think it's when each time you use a special move, you use a little bit of your health as well. Good thing is that when you turn back to normal, you can regain all your health back that you used for pressure and combos.

While she doesn't have good reversals, her ex.Danzai is REALLY GOOD in stopping pressure and as a wakeup option. It has infinite armor and I THINK it's relatively safe on block.

One thing you have to look out for is that Moroha mode has certain limits. Moroha mode goes away after you get knocked down 3 times or when your gauge runs out. If your opponent happens to knock you down three times, you switch back, but during the start up switching back, your opponent has enough time to go into Instant Kill mode and end the round if they want to.

Edited by krazykorean456
Posted

Dizzy:

How good is Dizzy's zoning game? It looks like almost everyone in the game has the normals, speed, and damage to deal with her tools.

Her normals seem god-awful and her ability to approach without a projectile covering her makes me rage. When she does manage to get a hit-confirm, why does it feel like she just has to abandon any type of damage she could've gotten off her combos to ensure that she has the proper knockdown? It seems like having proper oki with her will make or break a game for a player. How true is this?

Does she have reversal options?

It seems like her pressure is lacking and her mix-up is weak, even with her projectiles out. Why does she work so hard for so little reward? :(

Posted (edited)

Apologize for the double post...

I-No questions (Priority):

What does I-No's initial gameplan consist of?

Ino's general game plan is basically like Millia's: Knock someone down and make them guess on wake

From what I've played, it seems like her normals aren't exactly the best, how would you rate them? A lot of her jumping normals seem lack-luster as well, how hard is it for her to get in on people from the air using these normals alone?

Her normals are average. They are not bad by any means. As far as air normals, her j.p is pretty good along with her j.s and j.hs. Her j.d can be used as a cross up in AC and Slash (I think). I might have to look at some vids since it's been a while since I've seen high level I-No play, but you could do the same too :)

When it comes to mix-up, why does it feel like she relies heavily on launching her hat-projectile (the one that shoots out the green bubble) full-screen and then using/riding the momentum of the move to setup cross-up situations? And if this is so, then how good would you say that this complements her play-style. Is she a mix-up-heavy character?

I-No is all about the mixups. That green note projectile you're taking about is pretty essential to her mixup game. That note is not only a good zoning tool for you get in on your opponents, but as an oki it forces your opponents to respect you on wake up so you can establish your oki game, which (like I said) IS WHAT I-NO IS ALL ABOUT! So not only does it compliment her playstyle, IT IS HER PLAYSTYLE :P There are situations where you won't be able to get your notes out in time, but that can be easily made up for with her strong hi-low and cross-up mixups game. In the corner, you don't have to use the note in under certain situations, but it can help you out by getting in an extra mixup or two.

While that note is quite essential, there are times where you can't get it out in time for you mixups, but I-NO has other tools that she can take capital advantage with.

How well does she do at the neutral game? Does her pressure allow her to return to neutral easily?

I-No can hold her own at the neutral game. She has the green note and chemical love to help you move in on your opponenets.

As a man who enjoys long pressure strings and locking down the opponent, forcing them to eventually swing wrong and punishing them, what does I-No have to offer me?

Chemical love and her dive special moves are all that I can think of at this moment. What you're talking about are frame traps. As far as frame traps go, I'm not too sure about those tbh...

How would you rate her oki?

One of the best, if not, THE BEST in the game.

What are her reversal options?

There is this one super that she has where her hat turns into amplifiers and emits a sound wave. I think that super is relatively safe, but you're so much better off learning how to block and saving that meter for big combos :P The only characters with decent wake up options are the ones with shoryus (Sol, Holy Order Sol, Ky, and I forget the rest)

Who does she struggle against?

She struggles against characters that can rush her down and won't allow her to set up her mixup game.

The only I-No that I know of that you should DEFINITELY watch is Koichi. He pretty much changed the way she plays with his high level of execution.

Edited by krazykorean456
Posted

1st off i wanna say asking about gameplay/character specific details is all fine and dandy but you wont learn shit and the shit you thought you learned aint shit until you play against someone. Dont believe me ask Tad/Phil how they felt about the game before/after they played me. Guilty Gear is not your run in mill game of 09-current. As crazy as it sounds you will bleed, sweat, cry, rage, and also have uncontrollable joy, happiness, satisfaction, and a zen like moment when you connect with this game.

I do hope that you new players to gear are strong minded individuals and learn quickly how much time you will have to dedicate just to be an average to above average player. i look forward to meeting and playing you all some day and build a strong relationship like i have with those whom took my mantle in TN(Im comin back for my shit btw in the next 3-4months>:) ) until then happy gaming!!!

Posted

K, I think I finished putting as much shit as I can think of into the I-No post.

Also, a quick word about FATHER VEGEKEN: He's one of the dudes that taught me how to play Gear and fighting games in general as a innocent, young and tight lad.

He can answer a lot of your questions as well since he's been playing since Midnight Carnival or #Reload.

Either way, he's old and is very knowledgeable about the game!

Posted

LastStarSavior i look forward to playin(Making you break and rage to see if you have the heart and true desire to play this game) in the near future. oh and when you do decide on your character know your matches like you know your abc's.

Phil you can be nice on these forums but when they get on the sticks you better let them know whats up. Its your turn now. >:-)

Posted

I'm loving all this Guilty Gear talk. Huge thanks to Phil and to Father Vegeken as well for answering people's questions and stuff. I might have a few questions later regarding R's balance changes, but I wanna make sure those changes get finalized before bringing them up. So in the mean time, I've just got a few general questions.

How does Order Sol's gauge depletion work, and/or what does it do? Is it to keep people from spamming special moves over and over by making there a "recovery" on some of the meter, or what?

How are Order Sol's/Sol's/Jam's mix-up games?

How difficult is it to get Sol's Sidewinder Clean Hit on different pick-ups?

Posted (edited)

No prob, guys! I'm more than willing to help on what could potentially be an epic Guilty Gear scene in the Nashville area. For years have I dreamed of something this epic and I feel like it's about to happen :)

Vegeken: LOL, I'm just in sensei mode right now. When everyone gets a good grasp of what to do in Gear, I'll pick up the sticks :P But for now, I wanna teach everyone the general basics of the game and their respective characters.

How does Order Sol's gauge depletion work, and/or what does it do? Is it to keep people from spamming special moves over and over by making there a "recovery" on some of the meter, or what?

Order Sol's (or HOS) gauge depletion works whenever you hit a certain level and do a special move, it'll use the meter. Think of HOS as the BB Tsubaki of Gear. Say you charge your gauge to lvl 2 and do a Shoryu, you end up using a lvl 2 version of the Shoryu and the gauge will go back to lvl 1. The gauge beefs up your special moves to add frame advantage, bigger and harder hitting combos, and insane pressure. BUT, if you charge your gauge to lvl 3, you end up using a lvl 3 version of that special move and your guage will go back to lvl 1. There are definitely ways to beef up your gauge mid combo as well, but that's usually for being flashy if anything :P

How are Order Sol's/Sol's/Jam's mix-up games?

HOS has insane frame traps in block string pressures (especially his 6P). He has a special move cross up that's really sick to use during pressures and as an oki. HOS is more of a badass in-your-face pressure character rather than a mixup character.

Sol also has frame traps and a command grab to go into clean hit combos.

Jam does have a decent oki game. She can IAD flame kick on wake up for ambiguous crossups, IAD shoryu kick for more ambiguous cross ups, and her 236P (i think...) is a flip move that you can do flashy oki stuff with as well. If anything, a lot of Jam players will just go straight into 6H on wake up.

How difficult is it to get Sol's Sidewinder Clean Hit on different pick-ups?

Sol's Sidewinder combos are very character specific. What you have to keep in mind initially is that the clean hit mark on every character is right at their face. Different characters will have different combos to go into Sidewinder.

Good HOS players to look up are: Inoue (aka Kazunoko the AE Yun player), Sanma and WUT (aka Ryan-Bill)

Good Sol players to look up are: Roi, 012 and P.C. (not gonna say Kusoru since he's one big FUCKING troll :P )

Edited by krazykorean456
Posted

Awesome, thanks Phil. :D I still can't decide who I want to main among HOS/Sol/Jam, though. HOS is just freakin' cool with an awesome mechanic, but I don't know if I'll really be able to grasp it efficiently. Sol is probably most like Ragna, but he seems a lot more difficult to use effectively. Jam seems like a lot of fun, but I'm not sure I'd be able to stand out with how many there are. I'll just have to put some time into the game to decide.

Oh, and one more thing- how does Jam's parry work? Is it difficult to do? Is it practical? Can you use it on moves like Dark Angel, etc.?

Posted

Also, I just hooked up my 360 for the first time since last MTN. My KoF was NOT in the console like I expected it would be. >_> So I think maybe the guys at the arcade took it out thinking it was theirs. Anyone know how I can get in touch with them?

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