Hellmonkey
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The only counter-safe moves Slayer has against counters are a low j.S or FLJ, due to their hit stop. The best way for Slayer to deal with counters is to keep Baiken paranoid about getting command grabbed. Dash bite is infuriating to Baiken players who look for counters, she can't afford to get hit at all in that matchup so better players know not to sit around. (If the Baiken doesn't use fastest counters, just IB -> punish on Sakura and 2S CH on ouren are probably best.) The key for Slayer vs Baiken is being patient. A slayer who tries to rush Baiken down is generally extremely easy to keep out and the slayer will suffer. If Slayer instead is patient and looks for a 2S/5P AA or 2H CH from closer it forces the Baiken to be extremely cautious or lose the match for free. Of course, once slayer does get a knockdown he needs to keep momentum by staying on her and keeping her scared of bite. Probably the number one mistake Slayers make in that matchup is feeling that they need to get more done than they actually need to. Make her work for her damage, and be ready to punish every mistake. Also make sure you know j.K j.D link air combos so you're getting all of those knockdowns lol.
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Not just in theory, it's almost the sole thing stopping her from whoring it more than she already can from close-mid range. From further away I think tree backdash is great... it really depends on whether Testament is reading or reacting to it though. Caer mentioned in his post, but I can't stress enough how important it is for Testament to abuse crouching hitbox in this match. I think that this is one of the hardest things in GG to master, and that Testament gains probably the most of anyone from it. Being able to use your crouching hitbox against air attacks to make moves whiff and then punish immediately is something I only see shounen use consistently.
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The hitbox and speed of Testament's 5P let it beat out almost anything Baiken has from the air. My TV is broken or i'd figure out exactly what happens if Baiken already has j.S active from further away.. I think it clashes or trades at worst for Testament. Oh and a note for Baiken cancelling baku if Testament blocks it (into the FB followups): If Baiken just does the first baku hit, she will be plus frames so you can't really punish it (aside from pre-emptive warrant I guess.. but as mentioned baku is extremely fast). If she cancels into a followup, each followup has 15 frames of startup (9 of which are super flash), and are -24 on block (versus +1 without it) and require that extra 25%. Basically, don't bother being offensive after a blocked Baku, and punish the followups for free if she's foolish enough to do it anyways.
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Not only does slayer not have to get in, good enough slayers can rstd just fine
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double hammerfall FRC into psychic heat
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Actually, he does know what he's doing. It just happens to be forcebreak puffball any time he notices green bar. He won't be able to block -> forcebreak because he would have already used that tension.
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The guide actually describes it incorrectly (or at least gives the wrong impression). A meaty attack is an attack that is on the opponent as they wake up, generally when someone calls a move "really meaty" they refer to it being active over the opponent for a long period of time as they get up (like hitting toward the end of a ton of active frames). Frames are used as a measurement of time(GG runs at 60 frames per second), so calling frames huge or meaty doesn't make sense.
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buttons? it's stagger!
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
Where is shinjin going next year? Great job on the videos, entertaining as hell. -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
"They're in hell... I know someone who wouldn't approve of that!" "nya!...sad neko...DEEEEAD(lol)" "I think the koreans would call it.... GG!!" omg shinjin less counters more IB to 1f jump against testament >_< -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
LOL "Baikens are MADE FOR THROWING" "oh yes, only in america! but sometimes here as well.." "TENSION LIQUIFIEERRRR" "OH!! RANDOM!! Spirit Juice would be proud!" "dizzy dustloop!" "it's like west toast, it's all no combo no combo" "YOU'RE NOT SUPPOSED TO DO THAT, YOU'RE NOT ALLOWED TO DO THAT" good shit lol -
Definitely slayer if you take into account the time ABA spends getting into moroha/maintaining it. As for ease of actually getting the damage in, I'd say moroha ABA is much easier to hit people with (and combo) than slayer. Mechanica: don't forget that ABA has to blow meter after rekkas to combo, and that slayer won't need any for huge damage if he manages to get them airborne via anti-air, corner 6p, random air hit confirms etc. With meter, BBU and DOT are definitely higher damage ABA's options as wel.
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I don't think it's called taking money when you don't come away with any. I'll be happy after this evo with my pockets a little heavier.
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some faust >>>>> terrible(ja)
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The things that you have to worry about are making sure that your first jump is late enough to count as a jump cancel (too early won't do anytihng), and then doing the 29 with the 2 close enough to the time you actually jump to get a super-jump. If your down motion is too far away from the time you actually jump (too early), the game won't count it.
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Keep in mind that Eddie can reversal super to beat unblk slidehead.
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Block well, and capitalize on every chance to get in. The matchup is awful for Potemkin until you touch Eddie. Punish Eddie for summoning (reaction slidehead works), never allow yourself to get stuck in [k] by itself.
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I put doren vs senkei up in higher quality http://www.youtube.com/watch?v=W-ygvkZuZQg&fmt=18. Audio got a bit out of sync by the end because of the format it came in :< P.S. Doren played so badly I felt it here.
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- crazy larry
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EX characters aren't made to be balanced in any way. Why would anyone play them seriously.
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Seconded, in fact I am willing to donate $2 to the cause.
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Learn how to use 5p well = Baiken is in despair Also shinjin's remark :V
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Spamming iad back tatami as fast as possible keeps her very safe, although there are still methods of getting in on Baiken as she does this (people can go over or under) and Baiken will get negative penalty fairly quickly by doing it. Fastfall dust is exactly what it sounds like. When you do a j.D while air dashing, you fall to the ground faster. This lets baiken get extra hits in combos by doing a fastfall dust close to the ground in the corner, and then follow up with a 5S, 2D, 6H, etc without using tension, catching them before they hit the ground and continuing the combo. In previous versions, the only way to fastfall dust was to air dash and immediately j.D, but in Accent Core due to them speeding up j.D, Baiken can also get a fastfall dust by doing an immediate j.P j.D after air dashing. just do the 236 as quick as possible after the iad back You will probably never be getting it too early. Turn on your input and see how you mess it up if it's not obvious.
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I'm pretty sure Ruu has done a combo on Eddie with that bug (it was either throwing out of sword super or shadow gallery, I think it was sword super.)