Blade Posted January 18, 2010 Posted January 18, 2010 My problem with Super Jump Install combos is that once I'm in Super Jump state, I either press 9 or 7 by accident (instead of straight up 8) and I drop the combo cuz I'm either too far away or too close for combos to hit properly. It's not that I can't do them, I just have trouble "aiming my jumps". As for Level 1 BRP on the ground, I've only used it for Guard Strings at best. I usually just use it as an air ender. The trouble with that is ending combos in j.D from j.P/j.K and such, otherwise I just use jH, jD, jH, jD. Or substitute jS for jH in some situations/characters.
Sesshyru Posted January 18, 2010 Posted January 18, 2010 ... I don't think thats a problem that we can help with... I CANT PRESS DOWN UP BETWEEN S AND UP FUCK I practiced this for 30 min yesterday; couldn't do it. oh my g.. Whys it so hard..
solidshake Posted January 18, 2010 Posted January 18, 2010 My problem with Super Jump Install combos is that once I'm in Super Jump state, I either press 9 or 7 by accident (instead of straight up 8) and I drop the combo cuz I'm either too far away or too close for combos to hit properly. It's not that I can't do them, I just have trouble "aiming my jumps". but you have to input the JI before you even super jump, so it shouldn't affect your aiming? also don't you tend to drop your combo anyway if you do a straight up jump? i almost always have to do 9 to keep momentum. As for Level 1 BRP on the ground, I've only used it for Guard Strings at best. I usually just use it as an air ender. The trouble with that is ending combos in j.D from j.P/j.K and such, otherwise I just use jH, jD, jH, jD. Or substitute jS for jH in some situations/characters. order sol's jump height is usually too low to catch someone in the air with j.p and trying to work your way up to j.D. SJ into j.S, j.H, j.D (dj.D) BRP should always work though since you travel right into j.D's sweet spot. order sol's SJ is clutch.
Kamui Moon Posted January 19, 2010 Posted January 19, 2010 I practiced this for 30 min yesterday; couldn't do it. oh my g.. Whys it so hard.. because you never tried it before. practice it. once you figure out where to hit up, it's really not hard at all. 6P followup is probably the easiest because it's always at the right height for it. solidshake: it is possible to combo into j.D off of a random j.P air2air. you've just gotta do j.P, j.K, j.S jc j.D. it's a tough link with no real purpose, but it is possible. shrug
solidshake Posted January 19, 2010 Posted January 19, 2010 yeah i think i've seen that link in some videos. i always have to crutch into it with j.H myself. my timing is shit.
Sesshyru Posted January 19, 2010 Posted January 19, 2010 because you never tried it before. Not ua, I tried it before. I am at the point now that they tech out as soon as I get there. If I was only one frame faster.......
Blade Posted January 26, 2010 Posted January 26, 2010 I'm so glad Blazblue lets you jump 1 more time after a Super Jump. No need for Jump Install anymore, I hope they keep that feature in the next GG.
Hatred Edge Posted January 26, 2010 Posted January 26, 2010 I still cannot believe you can't do/have trouble with -combo into BR1 at the end of a combo starting with j.P -have trouble with JI combos If you had some medical condition I could understand but not being able to aim a jump? All you do in hold the jump button in the direction you're going to jump. I can't put it in more layman terms than that.
solidshake Posted January 26, 2010 Posted January 26, 2010 I'm so glad Blazblue lets you jump 1 more time after a Super Jump. No need for Jump Install anymore, I hope they keep that feature in the next GG. there's a lot of stuff in BB that i hope never touches GG, and this would have to be one of them.
Nakkiel Posted January 26, 2010 Posted January 26, 2010 I still cannot believe you can't do/have trouble with -combo into BR1 at the end of a combo starting with j.P -have trouble with JI combos If you had some medical condition I could understand but not being able to aim a jump? All you do in hold the jump button in the direction you're going to jump. I can't put it in more layman terms than that. He has Bladeititis, careful.
Blade Posted January 26, 2010 Posted January 26, 2010 Clearly I'm being trolled again. I'll just keep practicing, but I still don't get why something like an extra jump after super jump would be unwanted in GG....that logic doesn't make sense.
Nakkiel Posted January 26, 2010 Posted January 26, 2010 Clearly I'm being trolled again. I'll just keep practicing, but I still don't get why something like an extra jump after super jump would be unwanted in GG....that logic doesn't make sense. It's unwanted because in GG it would be too good of a movement option, that's why you usually can't jump twice after SJing.
Sesshyru Posted February 22, 2010 Posted February 22, 2010 General question: Do you play on pad? If so do you use macros? Why?
Nakkiel Posted February 22, 2010 Posted February 22, 2010 I play on pad (although I play stick for other FGs). I don't feel comfortable with GG on stick at all so I switched back to pad. I use L2 for a PKS macro for comfort reasons and since I'm left handed. The 2 frame macro delay doesn't give me any problems.
Kamui Moon Posted February 23, 2010 Posted February 23, 2010 fuck macros. you play hos, therefore you have no reason to fear accidentally going into IK mode or something. mash dem fucking f/rcs. i'm also left-handed. doesn't bother me.
LM_Akira Posted February 23, 2010 Author Posted February 23, 2010 Stick only (on ALL fighting games I play) and NO macros! I used to play pad for the longest time but stopped around 6 years ago after realising I was limiting myself (can't play in arcade and for some things e.g. in VF, it's simply not possible to do things as consistently as on stick).
Sesshyru Posted February 23, 2010 Posted February 23, 2010 GG:AC is the only game that I use pad on. The reason why I am asking is cause I do 2P -> 66 -> FD -> grab and some times a punch will come out or I will RC something So I started using a 2 button macro or no macro at all. Just testin the watters Oh and LM_Akira, long time no see - and a Duo Lon avatar xD Win!
Tsak Posted February 24, 2010 Posted February 24, 2010 pad PKS macro'd to R2 since im right handed doesn't bother me
Sophisticat Posted February 24, 2010 Posted February 24, 2010 Left-handers unite! I also macro to L2. No problem at all.
solidshake Posted March 4, 2010 Posted March 4, 2010 pad. only game i can use stick for consistently is SF4 i macro FRC to L1; feels a bit better for me. i suppose the delay does make it harder for me to nail the BRP FRC though.
Sophisticat Posted September 13, 2010 Posted September 13, 2010 So after a long, long time, I've finally seriously come back to GG since our city's community is coming together. That said, I've finally played GG for real yesterday with other guys, two years after buying the game, and got trashed. The level of play wasn't too high except for one dude, but damn, it felt good. Now, this means I learned more about HOS in one evening than in a couple months worth of studying. A couple Q's about his combos: - Any good blockstrings I should use? All I did yesterday was something like 5k -> close.s -> 5s -> 2D -> charge. - Gunblaze is terribly unsafe. I got thrown/poked out of it. What kind of setups can I use? - Dustloop is easy in training, not so easy in practice. Anything I should know about character weight or stuff like that? I was whiffing even a perfect staple corner throw dustloop setup! - Which FRCs should I get down cold? I have AC FRC already, but what about the rest? Otherwise, I'd like to expand my knowledge of combos, but I don't know where to start since they seem so numerous in the first post. Off anything that floats (like gunblaze/fafnir) or if I get an air hit, I just do -> 5s -> j.k -> j.s -> dj.k -> dj.s -> Viper -> action charge. Ok damage and easy to mash out, but I know I should be doing sj. combos since that's what I see in vids. Any tip at all would be quite appreciated.
Sesshyru Posted September 13, 2010 Posted September 13, 2010 A few blockstrings that I use: 2s -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 2k -> 2k -> 66 -> another block string or throw or wait to see what they do (blocking). 2s -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 5p -> 66 -> 5p -> 66 -> another block string or throw or wait to see what they do (blocking). 2d -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 2d -> CC -> another block string or throw or wait to see what they do (blocking). 5p -> Gunblade 5p -> 2HS 5p -> 5D So on and so on... About Gunblaze... Gunblaze cross up usually only works for me if I do 2D -> gunblaze -> gunblaze. However this can be blocked by holding the motion to block the first gunblaze so its not really a cross up unless you wait a second but by then you can be thrown out; so stick in a 66 -> meaty 5p -> GB to make it a bit safer. I have been instructed to use gunblaze strictly as anti air lately and use 5p more for oki. Things have been working out a lot better. About Dustloop: 1 rep of dust loop is the j.HS -> j.D -> dj.HS -> j.D. Pretty easy to pull off on most of the cast (kinda frustrating to do on Sol and May). Going for the double loop usually gets tricky. It is heavily weight and distance dependent. I usually practice on Sol (he is good for the light characters and women), HOS (He is good for the normal characters lie Anji) and Slayer (he is good for the heavy / low profile characters lie Ky). As an example... For Sol corner throw I do: throw -> 66 -> j.HS -> j.D -> dj.HS -> j.D -> land -> j.p -> j.s -> dj.s -> SV For HOS corner throw I do: throw -> 66 -> j.HS -> j.D -> dj.HS -> j.D -> land -> 66 -> 5sc -> j.HS -> j.D -> dj.HS -> j.D -> BRP For Slayer corner throw I do: throw -> 66 -> j.k -> j.HS -> j.D -> land -> j.HS -> j.D -> dj.HS -> j.D -> BRP For Johnny corner throw I do:throw -> 66 -> j.k -> j.HS -> j.D -> dj.HS -> j.D -> BRP So on and so on... The other guys prob have better combos. All FRC's are great. I use BRP FRC for a throw or to get in a j.p -> tick throw. BHB AC FRC can lead to some quick meeter. GB FRC can lead to some pressure or j.s crossup shinanagans with level 2. As for the combos, from what I have learned, they are not just do it and put in a badlands and do it over and over (<~salty bout dat). HOS has to read the height and the hitbox of the character, then react accordingly. If a gunblaze hits a character at the very top and doesn't counter hit, then I do a HJ -> j.s -> j.HS -> j.D -> SV. Or if I land a funky mid screen j.HS CH then I will go into a staple HJI combo -> 66 -> 5k/5s -> 5HS -> HJ.s -> HJ.hs -> HJ.d -> DHJ.hs -> HJ.d -> BRP. Some funny stuff but its all situational and character dependent.
Nakkiel Posted September 13, 2010 Posted September 13, 2010 All of HOS' FRCs have their uses. Learn them all. Don't worry about lvl2 and lvl3 BRP FRCs though, unless you plan on blowing charge for a faster FRC. Corner throw I always forgo the damage and do 6HS for knockdown. This gives you a perfect setup for fuzzy guard (meaty j.S land 2K/dj.HS delay dj.D). Go for the kill if it's within reach though. Learn dustloop. The combo has been posted above. You can nail it in the corner off of lots of things, 6P, Gunblaze, Fafnir, fuzzy guard high option, CH j.HS, anti-air CH 5HS... For Gunblaze midscreen, run-up 5HS sj.SHD is easiest. If you land it and they're close to the corner, dash and do j.HS j.D dj.HS dj.D x 2 for dustloop. Gunblaze is mainly an oki and AA tool. Don't throw it out in blockstrings unless you have mad respect from your opponents. On oki you can do a late gunblaze while running to get a crossup, mix it up with 6K or 2HS to keep your opponent guessing. Make up your own blockstrings, really. Just try to keep things short so you stay close.
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