Hellmonkey
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I don't think it's full invincibility, her hitbox just changes/becomes much smaller when she's stopping. It's been like that for as long as I can remember.
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You post with the tone that we said something which contradicted what you just wrote, yet I still neither see it used nor do I really think it has the potential to be very useful. It's just a minor bug, heh.
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Some dashstops have a ton of invinciblity, Baiken's is one.
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Did you see him backdash into a pot 5S? He guessed wrong or just slightly misjudged a few times against arguably the strongest Potemkin in Japan- it's Baiken vs Pot D:
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What exactly are you having trouble with? She's really easy to loop she's just very light so coming from the ground you'll need to delay a 2D tatami slightly or FRC, overall you can SD SD almost always, and you can even combo normally after most SD SD while jumping into her in the corner, because she's so light.
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It is the character's defense, read what the Baiken one said. Note how there is also a category for breaking out of pressure.
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He probably tried to block it low and it was timed right.
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Haha I have no idea what that line is trying to say.
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how duz ky du hez lightning ball attack when he jumping? also sentance
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How about doing it yourself? :P No point until they're done, really, anyways. Plus they're still changing a bit.
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updated techniques
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during break (after tomorrow) I'll translate everything that hasn't been (or at least give it an attempt!)
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Thanks for the updates. I hope we get videos of Isa's Eddie.
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I wish that every match of Guilty Gear was Pot vs Baiken always.
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Perhaps it is best described as a measure of how powerful the general use of their strengths is. I say general because it seems like they are talking about the character's better options as they poke and move around the screen, encountering so many different situations where it can only really be described generally. I think general is a more accurate description than neutral, in any case.
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j.P actually is fairly easy to connect with a superjump on Jam, due to her hitbox extending abnormally far underneath her (but not to the side, so only when relavitely close). Against Baiken I don't think it works at all, but it might be possible with a perfectly delayed mat after 2D, like you have to against Dizzy, May, and I think Bridget.
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Chipp's backdash can be fairly easily punished by a later [k] so he has to be careful when he uses it- but it is definitely one of his options. The point is that he has a bunch of options (having quick/high jump, fast moves, srk) to deal with pressure along with movement options and moves that can deal with Eddie's general poking game with little eddie in general. This is not to say that he won't ever get hit, nor to say that it's easy for him to escape, but a good enough player CAN deal with it. As for whoever made the comment about Ogawa in Slash, he didn't see to play much at all back then (possibly due to his illness), and he certain didn't play bad even when working with the trashy character Eddie was then.
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Can someone add dead angle to conventions and notations?
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Baiken Guide: Read this first!
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Escaping from something like [k] 2hit without him attacking in between is common and not particularly hard to do, you just have to make sure you don't do it all of the time and especially make sure you use it if you notice he won't hit you before the second hit. We're talking about Chipp in particular, who has an uppercut with an FRC that is very usable, so obviously you should be taking advantage of that where it is neccessary, clearly making his pressure and unblockables easier to deal with or prevent. Yes, there are cases where he will always land damage against you with a 22D unblockable, and yes, if you make sure you block everything low it is 80% prorated, but situations do arise where you have options, and denying Eddie those combos cripples Eddie as he relies on those mixups and those unblockables to get his damage in, he doesn't have too much else besides basic poking with or 2H, which can be dealt with until he runs out of meter and goes into cripple mode or when he unsafely tries to unsummon/resummon for more gauge. Huh? With decent reaction timing, knowledge of the timing of Eddie's pressure/combos/unblockables, and some execution you can absolutely apply the limited options you have while blocking or after being knocked down. I don't see how it's picking between bad and awful if you recognize times that he doesn't throw in moves in between [k], or when he pauses to grab, or when he does 6K too late, or when he sets the puddle a little too late, some of which are bound to happen sometime- when you escape it should be on reaction, the rest of the time you should be blocking (he only has so much eddie meter..) or minimizing damage from unblockables (by blocking [d] first, blocking the drill for drill FRC iad) Chipp should rarely get into those situations in the first place, and if you aren't being totally predictable and simply escape things on reaction, Eddie's bait options will usually lose him his pressure and burn one or both of his meters. You obviously have absolutely no idea about this particular subject, because to time and place some of his unblockables, or to do some of his pressure strings with as few holes as possible is extremely hard. I blocked or lowered damage of most of Ogawa's unblockables when I played against him in Japan, I think it's safe to call him technically sound. Once you actually know Eddie's timing and options, you will notice many more holes. Ogawa is a BETTER PLAYER than Kaqn. Can you honestly watch all of those matches between them and say that Kaqn is only losing because of Eddie's stuff being too hard to escape? What do you propose, that Eddie shouldn't be able to have "inescapable" damage? Without that, he would be low tier in this game. With it, he is S by a small margin. When he NEEDS to reset his combos with knockdowns into unblockables, which often depend on eddie meter and/or tension, to compete with the damage from other character's combos which may not even require meter (see: Jam, Potemkin, Slayer..), I fail to see why you are complaining about this specifically. Let's not bothering mentioning that Eddie is designed to have a broken offense and a weak defense. Yes, Eddie is one of the best characters in the game. He has excellent pressure and ability to control a match once he gets ahead, no doubt. To say that someone, especially playing a character like Chipp who has more options than most other characters to escape the things Eddie relies on for damage, who also has more ways to deal with his general poking than most, loses once he starts blocking is absolutely absurd.
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Oh, you mean after a 5HS -> 22D with [D]? Yeah, that is blockable, but depending on when he does [D], the [D] can actually land before you are able to get a jump off, so you would HAVE to block high for the [D] and immediately block low for the drill, which is fucking hard. Otherwise, if it is coming later you can IB the last 5HS hit and jump block the 22D.
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You can't jump out of any of the unblockables timed correctly, actually. You can, however reversal backdash or uppercut against all of them, although backdashes will simply go into the puddle if set correctly and it is practically impossible if he crosses up as he hits. You can backdash the iad unblockable to at the least take a hit and tech because you get hit in the air. You can backdash the 22D unblockable but unless you are near the edge of the hitbox of the 22D you are still going to get caught by a hit or two from it (although because you will be further you might not get hit by a second one which normally would have worked and therefore escape, or you might be too far to get the followup combo if you are too far/high especially if he doesn't expect it) If you are blocking the puddle unblockable- try to make sure you block the puddle first if it looks like he might be mistiming at all with his jump in (obviously block high first or attempt a 1F jump if the puddle is late and the air hit looks late) Chances are he won't get anything besides his jumping move if you block the puddle as he would have to instantly react to 5P/2D or something else fast into 2D to get a knockdown and he still wouldn't have eddie meter. SRK against the puddle unblockable from the front will escape 100% of the time if he is too high to get a meaty and land. If he is too low he can land, block, and punish although it might be less damage than if you took the unblockable and you can RC/FRC to prevent the punish. If he crosses you up at the right time it is almost impossible to get a reversal uppercut against it, I've never seen anyone get it. A reversal uppercut will beat the drill FRC iad unblockable, but if he doesn't do the iad depending on your srk/super you will either eat the drill or give him a free punish. I think placed correctly there are no fully invincible supers or uppercuts that will escape the 22D unblockable, everything will end up in the drill hitbox before invincibility ends. (Maybe Zappa's or HOS's are long enough?)
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You realize that most of Eddie's better block strings require you at some point to be stuck in both hits of [k] without anything in between, and that it is escapable right? Saying that Eddie making Chipp block usually leads to Chipp's death would only apply to a Chipp that has no idea of how to escape pressure. Chipp has an SRK, a long backdash (sometimes more important than a fast one), quick moves to beat out or at least trade with little eddie, and should he get into the air plenty of options to escape. It would be accurate to say that Chipp will probably die if he gets hit on the ground into a confirmable combo when he doesn't have a burst and Eddie has tension.. that's about it. Chipp actually has a fairly easy time dealing with Eddie because he has movement options to deal with little Eddie from just about anywhere on the screen. That match is heavily in Chipp's favor until he gets hit. nuh-uh, mine is right!
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No, this is one person's attempt to take the ideas from previous threads which discussed these rankings and put them togheter. Chances are he just took the most recent/most agreed upon rankings for each seperate character.
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