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Advanced Blocking in (at least) Guilty Gear

By Guest, in Home,

About a month ago someone in the GG forum asked about different block types, and apparently people liked my response, so I made it into an article. I've barely edited this so it works better for the front page, including adding a bit of preface to make up for the lack of, you know, a question being asked in a thread as context:

Defense is the most important thing you can learn to do in a fighting game. With a solid defensive mentality and skillset, you are going to be better than average at pretty much any fighting game. However, in complicated fighting games like Guilty Gear, there are some specific defensive options that are very important to know about. The following is an attempt to explain what most advanced players know about Instant Blocking and Faultless Defense, and how each are used.

Basically, in order to understand how to apply FD and IB, you have to have a strong idea of what they actually do.

FD:

Blocks chip damage
Causes the defender to take MORE blockstun
Costs a small amount of meter
Increases pushback for the attacker
Cancels whatever you're doing instantly (IF you can FD)
Can block air-unblockable moves

Whereas IB:

Causes the defender to take LESS blockstun
Improves your meter gain slightly
Decreases pushback for the attacker


Core Usage: Escaping/Punishing Pressure

The most important use of FD/IB is creating holes in the opponent's pressure. To do this well, you have to know about the opponent's character: What are they doing right now? What can they do from it? Is the string they're doing solid, or is it part of a false gap mixup? How much stun is each individual move putting you in? How much pushback is each individual move doing?

With this in mind, you can start trying to get out of pressure in a few key situations. Most of the time, your opponent needs two things to keep you locked down: They need to be close enough to hit with an attack, and they need to be able to do another attack before or shortly after you're out of blockstun. With this in mind, try to think of situations where your opponent needs to connect in order to continue their pressure. This is true of most normal moves, since they need to connect to cancel to the next thing, but is often not true if the next thing they're going to do is move to close the gap (With a run, jump, or airdash, or with some special move that carries them forward) or throw a projectile. Places where your opponent needs to connect to continue their pressure are places where they can screw up.

Next, you need to identify which of these critical points are vulnerable to IBing or FDing. If a string of attacks will barely be close enough to connect, you can FD a single hit, or sometimes a few hits, leading up to that critical point, forcing them further away, and if you were smart about it, causing them to whiff (Or, against a smarter opponent, just stop attacking before they'd whiff). On the other hand, sometimes a string of attacks will have a point that barely keeps you in blockstun. If a string or a link almost lets you out of blockstun, but doesn't, or lets you out of blockstun, but not long enough to do something, it's a good time to instant block. This allows you some time to reversal, backdash, or even jump out sometimes. Often, an instant block will allow you to throw your opponent, because not only are you in less blockstun, but you are closer to your opponent than they expected you to be.

Being able to identify these situations comes with experience, and often differs greatly between individual characters you'll be facing. It never hurts to go into training mode and try out a string you're having trouble getting out of. See where it's vulnerable, and what you can do to break out of it. What move in the string do you want to interrupt, or avoid? What move should you be looking for to FD/IB?

Alternate Use for FD: Cancelling Movement

Since FD causes you to block immediately, it can be used to cancel a number of things. The most specifically useful ones are jump startup and run animation.

One Frame Jump: Jumping takes a few frames (3 for most characters, more for some) to get off the ground, during which you're fully vulnerable. If you FD during your jump, you will jump slightly faster (There's some controversy over exactly how many frames this gains you). This is useful not only for jumping more safely, but for getting off the ground quicker, and works with superjumps as well as normal jumps.

Dash cancel: For every run in the game, there's a short "sliding" animation that plays when you stop running. During this time, you can cancel into any attack, but you're completely unable to block or throw. But, if you FD while running or sliding, it will cancel it instantly, and allow you to do either. Note that airdashes cannot be cancelled by FD (But they can be cancelled by Slashback)

Animation cancel: Any ground normal, as well as most characters' j.Ds, can be cancelled into FD on the first 2 or so frames. This is usually pretty much entirely useless in most cases. However, you can sometimes psych out an opponent with the sound of an attack you don't end up doing (Audible overheads, for example). Cancelling j.D is also a way to option select airthrows into FD if you don't have burst (By pressing 4H+D and then instantly FDing, you get the throw if in range, and D->FD if you aren't.). This is a lot of effort for fairly limited utility, however.

Situational Uses for FD and IB when you can't escape

When you're pretty sure you're going to be unable to escape pressure, there are still uses for FD and IB. You probably already know that FD cancels chip damage, and IB will gain you meter faster (While also allowing you to improve your familiarity with the rhythm of your opponent's strings).

Another weird use of FD is cancelling the animation of a failed slashback. For reasons I'm not quite sure of myself, holding FD with, for example, K+S, and tapping H will allow you to attempt more slashbacks in the same amount of time than you'd be able to otherwise. This is pretty much only useful in theory, since anyone with the execution to do it reliably in a way that's useful could probably just time the slashback in the first place. But, you know, kinda cool.

Guest

R.I.P. Jourdal's Youtube Channel

By Guest, in Home,

A sad day has fallen on us as our great video uploader Jourdal has lost his channel in the battle of third-party copyright claims. As everyone knows he has brought us thousands of amazing video content since Blazblue Calamity Trigger. Lets have a moment of silence in the loss of our great contributors channel. His new channel is http://www.youtube.com/jourdal2012 so go subscribe and show him some love!


.

Guest

NORTHEAST CHAMPIONSHIP #NEC13 Dec 1st & 2nd

By Guest, in Home,

Northeast Championship (NEC XIII) is back and better than ever on the East Coast! This grand tournament brought to you by BigE Gaming, will be hosted at the Holiday Inn Stadium in Philadelphia this weekend. Three Arc System Works titles are on the lineup, so expect to see the best Persona, Blazblue, and Guilty Gear action around. The air dasher stream will be hosted by Team St1ckBuG with sponsorship support by Atlus, Madcatz, Brokentier, and more. Don't forget three of Japan's best are showing up from the Team St1ckBuG x OgreLive Japanese NEC Qualifier! Can America hold off Souji (BB & P4U), Dora (BB), and Kirisame (P4U) from leaving with all the pot money? For full details of NEC XIII, be sure to check out the official tournament thread.


SCHEDULE Saturday 12/01/12:
Persona 4 Arena - 3:00pm ($750 pot bonus sponsored by Atlus)
Blazblue Continuum Shift Extend – TBA (After top 32 Persona) ($100 pot bonus plus some HOT prizes)
Guilty Gear Accent Core Plus – TBA (After top 32 Persona)

Sunday 12/2/12:
-Depends on the size of Saturdays brackets if it carries over to Sunday-



STREAM Team St1ckBuG Twitch.TV Channel: http://www.twitch.tv/st1ckbug


Guest

Guilty Gear XX Hitbox Viewer

By Guest, in Home,

Pasky has put in a ton of hard work into making a hitbox viewer for Guilty Gear XX #Reload and Accent Core+, and he's finally gotten to a point that he can release a finished version! However, as of right now, it is only compatible with the GG#R from Good Old Games, but an AC+ and #R Online versions are on the way. Soon we'll be able to have true hitboxes for Guilty Gear #R and AC, something that we've long had trouble finding!



Guest

BlazBlue: Chrono Phantasma Nu & Mu Trailer

By Guest, in Home,

We are about a day away from Nu's release in BBCP, and Arc System Works just released a trailer for Nu and Mu showing off some of their new moves and changes. They also added a nice tease at the end of it. Get hype!

Update: The official BBCP site now has Nu's page up for view here.

Guest

Guilty Gear Accent Core Plus NA PSN Release Date

By Guest, in Home,

For all the guilty players in NA who waited it out for that PSN release your date is finally near! @Yamanaka_ARC just confirmed that the release date for the NA PSN version will be December 4th at a price of $14.99! Sadly EU PSN players will have to wait a little bit longer but they haven't forgotten about you. We will keep you posted when a EU date is confirmed.


Source: https://twitter.com/Yamanaka_ARC/status/272901608428425217
Source2: https://twitter.com/Yamanaka_ARC/status/272901709750210560

Guest
Get your after turkey naps in early and set your alarms, the pre-DCC event AOW or All Out War is tonight at 8pm PST/11pm EST!! This is a 5v5 with a huge number of teams, and a massive amount of players.

You can watch it either on Sakamoto-san's stream, or the re-stream of it with English commentary on my twitch page. Here are links for both.

http://www.twitch.tv/rotanibor
http://www.ustream.tv/channel/sakamotosan

and here is a list of all of the entrants for all 3 tournaments:
http://www.facebook.com/groups/197383233629950/doc/495419430492994/

Guest
Arc System Works just posted on their official Blazblue arcade site the release schedule for Nu, Mu, and Izayoi! So if you were excited to see footage of those characters you will have to wait a little bit longer but at least now you know when to expect them this holiday season.

Nu: 11/28/2012
Mu: 12/05/2012
Izayoi: 12/12/2012

Source: http://blazblue.jp/topics.html

Guest

Skullgirls Gets Slightly Different Today on PSN!

By Guest, in Home,

It's been a long way coming but the small patch that brings huge changes for Skullgirls has finally been released (on PS3, the 360 release is still TBA). You can check out the huge and extensive patch notes here but some changes include:


Expanded Training mode
Comprehensive Tournament mode
Improved Netplay
Additional Tutorials

[PRBREAK][/PRBREAK]
Upon loading the game you might just notice a new company splash screen for Lab Zero Games, who are they? In short they are a newly formed independent studio founded by the same members who brought us Skullgirls with the goal of further supporting and expanding the series. Skullgirls has faced a number of troubles which have affected numerous aspects of the title including the release of the first downloadable character and the PC version of the game (both of which are delayed indefinitely, for the moment) but Lab Zero Games, in association with publisher Autumn Games, hope to resume work on these aspects and future developments as soon as they are able!

You can found out more about Lab Zero Games from their official website (which includes a mission statement in full) and also be sure to follow them on Twitter and Facebook to keep up with the latest news!

You can also show your love, support, and interest by visiting out Skullgirls Support thread and by getting out there and playing the game! Voice your love of the game to your local scene and try to get something started! Let's all show Mike Z, Alex Ahad, and all the wonderful members of the development team our thanks for their hard work and endless dedication!

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