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Hellmonkey

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Everything posted by Hellmonkey

  1. Baiken: Average damage C: General combo does about 30% of the opponents life. More importantly than the damage, her combos give her knockdowns and momentum in the match. Max damage D: Her best damage she actually gets is off standing dust, which does up to 50% of the opponents life. This is fairly low maximum damage for AC.Pokes B: 2S, j.S, and tatami are abnormally good pokes, but generally she doesn't get much off of them.Escaping Pressure S: She is strongest in this by a large margin. She has many options to escape with her guard cancels.Mixup options B-: TK youzansen is very hard to react to, but she has to spend 50% for it. Youzansen FRC is strong but very difficult, either one is good at keeping pressure on.Pressure/Lockdown B-: From midscreen it is impossible. Using tatami FRC has many problems. In the corner, though, her pressure is quite good.Okizeme B: The changes to j.D make it much better in Okizeme than before. Starting from the corner her Oki is very strong.Against ground S: j.S, tatami FRC, j.HS all have great priority against ground. Similar to ABA's, her moves are strong against characters on the ground. Against air A+: An early S is good but there isn't usually much you can do with it. 6P is simply good.Defense E+: 5 guts but has one of the worst 3 defense modifiers.General situations S: With the addition of Ouren covering 70% of the screen and her other counter options, she can turn the match easily if the player can read the opponent well.Overall Rank S (lol)Good matchups: Generally she is good against characters that can't deal a ton of damage.Bad matchups: Potemkin, Sol, Slayer ^ I lol'd because he calls her S and most characters have ways of doing tons of damage in this game Also, POScrub I don't think "in neutral situations" is a very good translation for 立ち回り. Especially since Baiken's counters are being mentioned for her in that category, I think that "general situations" or something similar would be more accurate. I also shamelessly stole most of your formatting and wording, made my life a little easier. You forgot to add some of the letter ranks for some of Potemkin's parts.
  2. There is a combo thread, you know. There is also a combo section in the guide which clearly shows how she can combo off of it.. Without tension you can only follow it up with j.P or a perfectly timed j.K, if they are close enough. You may have to super jump or delay your tatami slightly after a 2D to connect the j.P. It changes depending on what you go into the tatami with and the other character's weight and hitbox. After an FRC midscreen without more tension to blow you generally just want to j.SD or j.SPSD to get the knockdown. If you have tension, do j.SD or j.D FRC ad tatami loop, or if they are still too far from the corner you can iad j.S j.D after the low air tatami.
  3. The ultimate team would be Maruken/Ogawa/Shounen Runnerups: Dogura/Koichi/KA2, Ruu/Domi-/Kazuki, mike/FAB/NO, RF/Machabo-/Niga
  4. He probably does it better than me anyways.
  5. Like rtl said, the input is 236(5)6K I don't think that it's that your inputs don't register, but that if you input it too early the 236 won't last long enough to count after your air dash. The timing is different if your j.D whiffs, is blocked, or connects, so make sure you are practicing it with it connecting as it is a bit later than if it is blocked or whiffed. Other than that my only advice is to make it as fluid a motion as possible, it's not terribly quick just make sure you get the timing down and consistent.
  6. For the question marks in system data for guard recovery, Potemkin's is fast and the rest are slow.
  7. poscrub to the rescue
  8. That Baiken was doing really well, and then N-O.. N-O'd him. He raped in this ranbat.
  9. http://jbbs.livedoor.jp/bbs/read.cgi/game/34745/1195436162/
  10. From what I gathered from their previous threads, they ranked every character's seperate strengths character by character, and this was the overall result. As for the reasonings behind it all, I am too lazy to go through and see.
  11. It's not bogus, all that stuff is the most recent on the Japanese BBS, and it's taking a bunch of people's views into account. That's not to say it's accurate, that stuff is constantly changing, but tons of discussion goes into making those. As for max damage, Eddie already does a lot without the unblockables, so especially if they factor those in as well as stunning he makes S rank easy.
  12. You can double tap extremely fast with enough practice, different players do it slightly differently but almost everyone who does it uses either their index and middle or middle and ring fingers and either slides their first finger off right as they are pressing with their other finger, or presses it very lightly with the first before pressing with the second finger. I actually first learned double tapping when the Bridget yo-yo bug was discovered, since you have to let go and press it again within a few frames. I think that on American buttons it would be a LOT harder than on Japanese buttons due to it being harder to press, but I'm sure it is still both possible and used even on those. Like Mike mentioned, it's common in other fighting games as well. Knowing your links without having to double tap is important, but knowing them with the doubletap for even more accuracy can only help.
  13. There are also a few moves with tons of recovery you can punish with IK, not sure which you can in AC though, probably still Chipp's super.
  14. When I was in Japan, almost every single Slayer player double tapped for almost everything they pressed. For other characters, you can get by with just learning timing, but especially for Slayer, if you can play normally while doubletapping you should do it.
  15. Faust doesn't seem very combo-intensive and he is relatively easy compared to the rest of the cast. Every character has hard combos that basically need to be used at high level play though, so that is something you are going to have to overcome.
  16. I recommend finding a character that you like by watching match videos and playing around in training mode with their combos. If you have someone to practice against, that can also help you find who you want to learn. Once you decide on a character, you should devote yourself to learn all of those character's options for combos, okizeme, and poking (usually match specific). Before any of that you need to familiarize yourself with the game system itself though if you haven't already. Read through this guide, but don't worry about the more advanced stuff until you are familiar with everything and know your combos and such. Depending on which character you choose to play, the main things to focus on to get better will be different. Every character in GG is drastically different, and every matchup is unique. There are tons of people who will answer questions you might have, as long as they aren't already written in the appropriate guides. Once you have a good feel for the GG system, if you want to switch characters it isn't that hard to do so, just realize that the the game system is fairly complex so be patient while you learn it.
  17. Keep in mind that the block stun from a ground tatami mat is not very long, and when instant blocked they can escape extremely quickly, even after an FRC. Often times the only move with enough range and quick enough to catch them before they get away with a jump or backdash (and still get a combo) is a running immediate 2D. Instant air dashing at them can almost always be punished by air throw, or almost any 6P/anti-air attack. Suzuran can work to make up space for a throw or to bait an attack, but chances are they will jump/backdash out and depending on how quick they react they could still get a punish for your suzuran. Kabari is great, but again, it can be escaped before it hits, and by that point they are usually far enough away they can IB the Kabari and escape via 1f jump or backdash. If I choose to end a blocked ground string with tatami and choose to FRC for pressure, I will almost always either do running 2D, running throw, or depending on the character a 6K throw bait as that is her most guaranteed mixup. Instead of gatling into tatami from a blocked string, it is usually much more beneficial to end your strings in 5HS into Kabari. It is possible to have people block a Kabari after other moves, like 2S that Agile mentioned, but the chances of them escaping are high, as it's not hard. A blocked ground tatami FRC basically just burns 25% tension and gives Baiken a disadvantage in the string, pushing them further back for no guard bar build up unless you get the immediate mixup off of it. 5HS->Kabari gives her many more options if they're close in after a 5HS, and you don't have to burn the FRC for it. None of her options are 100% guaranteed without tension, and those with tension aren't extremely strong. If you can manage it, ending strings with a low j.K mixup is often very strong, and if you have an opponent that doesn't block dusts all the time you should definitely throw it in from time to time, but the option you will probably use most is to back off after a blocked string by jump cancelling a 5S or 2D. This is assuming that you already failed to get in or didn't choose to do her closer options (tickingthrowing, youzansen or jumpcancelling into youzansen, etc.)
  18. backdash or BDC jump it.
  19. LOL at the jam combo and crowd reaction
  20. What, exactly, is there to be jealous of? Why do you bother posting "bugs" without an explanation? Attention is the only thing I can think of. Go somewhere else to find it.
  21. you could also 5P youzansen, 5P tickthrow, 5S youzansen, 6K tickthrow etc, I was just outlining the basic choices to break guard :o
  22. Gomibako was 100x better in music and editting, 3x better in combos :O
  23. Besides what you listed (other than iad j.P which can be ducked by most), and also adding iad j.S j.tatami which is punishable but not easily, her best options also include using Kabari or Suzuran to make up space, usually cancelling from a 5HS because it puts them in the most blockstun out of any of her moves which can cancel into either. Suzuran gets predictable and is fairly easy to react to and punish, so it should be used seldomly if at all. Kabari is great, but some characters (such as May with 3K, Sol with GV) can completely beat it by going under/over it, plus it can be IB-> backdashed and there isn't much Baiken can do about that. If you do get them to block the Kabari and they don't get their IB-> backdash you can go high (youzansen), low (2k), throw if you are in range or cancel into tetsuzansen which will bait almost any attack besides a really invincible move like a super or VV due to some strike invincibility on testsuzansen. If the tetsuzansen gets blocked you can FRC and continue pressure, if you don't it is extremely punishable. Other good options are 6King to bait a throw, and if blocked you can go back into Kabari or 5HS again, or just backdashing and doing Kabari again which baits tons of stuff and is relatively safe. In general Baiken's ability to continue pressure is weak, so more often than not her best option after a string is to keep her distance and poke with far kabari/mat/j.S/etc.
  24. http://nanasiki.xsrv.jp/ Robo CV 「KI☆SI☆MEN」
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