Jump to content
Dustloop Forums

Hellmonkey

Super Moderators
  • Posts

    1,457
  • Joined

  • Last visited

Everything posted by Hellmonkey

  1. Hey Her_Omen, welcome to the Baiken forum! You should check out the Baiken guide which describes all of Baiken's moves and lists some combos to try out! Hope you enjoy learning this awesome character.
  2. You pretty much only j.K against Baiken herself since j.P doesn't reach, otherwise j.P is always a more consistent choice. For tensionless combos we have to use j.P unfortunately.
  3. Lots of great matches from kuni Baiken in this a-cho ranbat: http://www.youtube.com/watch?v=V3dV6T8eQso
  4. Nice video so people can visually confirm a fastfall j.D. Thanks!
  5. Let's play some after it gets a US release
  6. As a side note, Baiken's 6P is a great antiair vs most characters, but hos and ABA have broken j.H hitboxes that make anti-airing normally almost impossible. Best answers to them jumping are a quick youshijin, preemptive j.P option selected with throw (j.6PH), spacing out with j.D or baiting them into a tatami mat CH.
  7. That is an insane pot for GG. Thanks for the hype stream guys!
  8. Make use of his silly airborne hitbox for 2d -> j.D combo from anywhere, dragging to the corner with an FRC easily for a knockdown. You can instant counter scalpel with youshijin, it's very strong. (input 4121>(block)>P as it hits) Watch out for air to air vs him, he has some amazing hitboxes. (j.H?) Good fausts will antiair you easily with 5k (i think, the kick move), and 6P. It's pretty dangerous. We have to keep a bit of space and try to land anything into a j.D to start pressure. Watch out for wakeup FB overhead move from him, getting hit by that is really punishing. Late in the game Fausts like to use FB pogo from the air so beware that as well. This matchup is all about spacing and preventing him from creating advantageous positions with his items. If he is free to throw stuff out and then press with them we're in trouble.
  9. regarding the fast fall combo on Johnny, try going straight into run j.SD without the punch after launching with something like an air mat, you usually don't need the j.p unless you are trying to combo tension less from a mat, or need the height for an air dash j.SD. It's actually possible to more or less combo normally with j.SD after your airdash as long as you delay your first j.SD as mentioned, but you have to time the airdash and j.S pretty much as soon as possible, the timing is a little tight. SPSD also works for extra height as mentioned. One good way to practice against Johnny is to get the combo down in the corner after a throw. The combo is throw – mat – j.(p)psd – air dash j.sd. In general, it's not worth blowing your meter for extra repetitions in the corner. He has weak reversals aside from his options select c.5s and reversal super that you have to watch out for especially from bad Johnnys. It's very important to get your knockdowns against him from your ground combos using c.5s or f.5s into j.D, allowing you to continue pressure after landing a 2k
  10. The most important point as kaeru touched on is how deep in the corner you are for the combo. To maximize your horizontal movement some moves can be added like j.P, but the best way to do this is correctly delay your j.S>D and use your forward/run jump momentum. When close enough in after ground tatami, take the tensionless launch to j.p unless you are planning to blow 50 or 75%. If planning to blow lots of meter cutting out any high gb- move like j.p is always worth it. If not, you can take your tension from the first part of the combo and blow max 25% for the extra j.tatami>(j.sd or j.d)>ad j.sd I like to use fastfall for 25% when too far to reach with tensionless j.p after ground tatami (although with great timing you can run jump it and still connect). You can easily land the deep run>j.SD after tatami frc near the corner. Then do airdash j.PD as fast as possible and you can land early for a 5s j.D (lowest j.D timing). For Medium/Heavy character weights. Against lighter characters the best option is typically aiming for that deep j.SD FRC tatami, then immediately SJ.D ad j.SD. You can also do fastfall j.PD>dash 2D combos as mentioned in the combo section of the baiken guide. One combo to learn with the upcoming revision is 6hs>iad j.PSD relaunch instead of 5S j.D. 6H is 15 frames like ground tatami so equally hard to relaunch with it (re:fastfall combo section in guide), but using 6h in combos will definitely be key with the huge gb- reduction. Turn on input, make sure K and H are being hit at the same time and you get a 6K or a throw. Time it after their wakeup so you might just be too early to throw them, or after running in (go to neutral or FD brake>6 for 'sliding' motion) and 6KH to see how it can be used from neutral.
  11. Big thanks to Xie for the stream!
  12. Haha yeah man sorry I won't be able to see you or any of the other awesome GG players this year! Hope you are doing well man. Too much gaming and piano for me, have to take it easy from now on. Hope the tournament runs smoothly this time around and some videos get uploaded!
  13. Please take me off the list, unfortunately developed carpal tunnel and will not make it to evo this year.
  14. stream is live edit: and down again. it had GGACR up for a second though.
  15. karaburi = whiffing, not airborne Thanks everyone for the translation work.
  16. One nice thing about crossing them up is that option select throws turn into FD like we already see with gunblaze. With youzansen and 6KH I think it could be pretty good. Wonder if we can force crossups in the corner with it.
  17. We can do mawarikomi or mawarikomi FRC instead though.
  18. Maybe all of her best loops will use 6HS iad j.PD fastfall or other variations with 6HS. The move will definitely see more combo use.
  19. That is correct, because every typical move is at least 11F hitstop (level 1). This sounds really really awesome for keeping someone in the corner. I want to see it in action. As an alternative to tick throwing, I'm thinking sakura option select right outside throw range > throw with 66>6PH or 66>6SH could be extremely strong too. Will punish all of the annoyingly fast option selects as reversal. Running sakura option select could be ridiculously good. 66 4SK12>1[K], S>K. (where > is 1/2 frame gap) Kabari was already a good pressure tool. With faster startup and 6P>6K gatling, it might be even stronger, but not as safe from as close as before because +1f recovery. (which shouldn't be an issue if you just did 6P 6K into it, and now we have an 8F option select in c.5S)
  20. Holy shit at these changes. Really curious how she will play now, seems like a lot of her strengths were shuffled around. New 6P and youshijin are nice, she will be able to anti-air like a normal character. -12 GB on youshjin sounds a bit harsh. Both 6PH and 6SH should be stronger now. She will need to blow tension for midscreen knockdowns for a lot of characters with the change to j.D untechable frames probably. Using a quickest ouren sounds like it could be really good now with the invincibility change, and easier to combo from? I want to know where Baiken ends up after that FRC (if airborne, you could potentially airthrow people with quickest ouren -> FRC -> airthrow before even a level 1 move finishes hitstop). Suzuran -> ouren -> frc might be a nice approach. Sounds like kabari -> 5h works against airborne now? Wonder if we can combo after 2HS against airborne now. Sakura is the new youshijin? 10 frames with no invincibility and pops up. Strange.
  21. Thanks for the update Shinjin!
  22. Considering that the game isn't even finished yet, no. This event sounds hype as hell, hope videos get uploaded.
  23. According to this, sometime in summer 2012.
  24. FRCs almost always end up being performed with muscle memory as opposed to visual cues. This is actually the one aspect not to be worried about from lag. The big differences between normal GG and laggy GG is that some characters end up with easy methods to get in that are extremely hard to react to with the extra frames (many character's IAD, for example), pressure with holes that would be easily reacted to normally, and it is made very difficult to punish someone escaping with a backdash or jump on reaction. There is also a lot of hit confirming that is made much more difficult if not impossible (like off of some character's CH that they would typically fish for). Overall it feels a lot like the normal game, but slower and higher return options tend to be much stronger. (already this way in offline play in the USA) Getting thrown gets incredibly hard to react to as well.
×
×
  • Create New...