Hellmonkey
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Potemkin AC: matchvids/combovids discussion
Hellmonkey replied to (O_X)O===(>_<)'s topic in Potemkin
http://youtube.com/watch?v=TczY-rIU3Wo and on http://youtube.com/watch?v=C0tYIlNDvFA and on -
5HS tatami until it's close to done/near corner then j.SD SD or 6HS j.D or whatever. Baku has been talked about, and is mentioned in the guide. The unblockable hit is only really useful (not really) against someone who is about to die (but then you could just do another baku and kill them then), to get a free gold burst, or against ABA to get free knockdowns to get rid of her meter (including a gold burst)
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don't know why you posted this here, and this is only (partially) true if he has eddie meter.
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Ruu's (Bridget) combo movie "Get Happy" http://www.nicovideo.jp/watch/sm2073173 direct download: http://cgi.www5f.biglobe.ne.jp/~k1102tennsi/ggxxfile/cgi/dlcount.cgi?url=ggxxfile/get.zip;name=get (open in IE)
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i am aiming to become the best dogura clone ever
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just CH with it everytime, who needs an FRC
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this match is a pain in the ass for eddie
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i don't feel the information is useful enough to translate
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
you guys going to record? -
I think he means confirming your CH with the tatami. and if you get good at confirming crouching hits off of one slash, confirming the CH is easy.. honestly it doesn't come up that much (having to confirm off just one hit) though so it's not very important.
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Guilty Gear FAQ Thread - Ask your questions here!
Hellmonkey replied to Kairi's topic in Guilty Gear General
Probably talking about air super. -
Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Okizeme: Opponent's tension is below 50% = 5p/5k Opponent's tension is @ or above 50% = 5k Punishes: Counters: If the Baiken you're playing against is fond of using Ouren/Bellyflop you can attempt to bait one with a well spaced Bazooka. Get her to block one then jump up and do a TK air missile, preferably Level 2. If done correctly she will bellflop into your missile for massive wallbounce, damage, stun goodness. You can also try to counter the Bellflop in a similar way with 2hs Knee Rockets. Anti-airing: Zoning: Their game plan: Strategy: You make missiles, she'll make carpets. Every once in awhile one of you will attempt to rush the other one down, pretty boring matchup. Poke with 2p and 5p to try and bait counters, and get a read on her and attempt a command grab. Char specific details:
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baiken spams mats johnny throws coins stuff happens
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Potemkin surely doesn't have a match worse than 6-4, and Testament would be one of the only ones. His offense is too good to have anything worse.
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You can IAD and combo off of 6HS, 5HS is not cancellable, and you can't connect after a normal 5S.
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Works on Venom.
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Who isn't in launching on? Apart from Axl I don't remember it not launching against anyone.
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I remember it not launching vs Axl when I played against some in Japan- it might never work against him, I'll check it later
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It's situational. It's her fastest counter, and she can get the most damage off of it if you land a CH as opposed to sakura or youshijin, but it costs her tension which she doesn't gain very easily and if you don't land that counter-hit it's basically wasted (unless you use the extra 25% for the followup) If you can get instant counters down well, you can punish literally any non-invincible move which doesn't move out of her range with baku because it activates completely during hitstop, but that isn't very practicaly and will cost you the tension for it anyways. I have started using Sakura FRC more than Baku lately simply because you don't have to use the tension if you don't want to and it's easier to confirm when it does hit.
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the tatami will launch everyone- the timing is somewhat tight. Against medium and heavy characters, it's easiest to just run up and 2K 5S j.PSD ad SD, and against light characters the most damage you can get is from dash 5S 2D j.SD ad SD. Generally I use tatami PSD ad [P]SD on mid and heavy, and 5S 2D on lights.
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They all are, hence why they aren't all already translated :|
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on a ground counterhit generally you want to follow up with 5HS, on air CH use 5S or 6HS. I think you can land a 2K after a regular hit but it's tight timing.
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I wish he'd have lost so we could have seen Ruu