Hellmonkey
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Evolution 2012: July 6-8 @ Caesar's Palace, Las Vegas NV!
Hellmonkey replied to TGS's topic in Archive
I will be attending this year, hope to play some of you guys from outside socal in HnK/GGAC! edit: will not make it due to carpal tunnel, be careful with your wrists gamers! -
Guilty Gear XX: Accent Core Side Tournament(s) at EVO2K12
Hellmonkey replied to Sol-Bumguy's topic in Archive
Please sign me up! yeknom socal I'll be there Fri-Sat, if it has to start on Friday the later the better. I can help set up brackets and run teams if needed. Hopefully some of the GG players will be down there early to secure space in BYOC. -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
Thank you for the videos! -
Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
Just says that both rakushou and hitting dead opponents are still in the game. -
6KH is your friend.
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There is another throw option select that I also haven't seen written anywhere here. When you don't have a burst, you can FD throw option select in the air by using 4HD and FD cancelling your j.D in its starting frames. The method is to 'piano' 4HD>PK in the air. Kind of tricky, but useful when you don't have a burst!
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Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
Thanks, fixed and adding to original post. -
Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
Thanks! Added Johnny info to first post. -
Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
Love these Zappa changes, the dog was too good! I always thought it was silly how difficult it was for some characters to punish summon too. I hope the summons end up being more closely balanced with each other. Can anyone confirm whether the dog start-up change is only on 236P, or also when it is summoned from Zappa being hit? -
Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
If all you're going to do is plug Japanese into a translator, at least include the source text in your post so we can fix it. -
Accent Core +R LOKETEST CHANGE LIST Thread
Hellmonkey replied to Spirit Juice's topic in Guilty Gear General
There were always likely to be huge revisions to make the character both viable and unique, just like what happened to Robo-Ky. It would be fair to consider the new Justice a new character. -
Great post, and doesn't even mention that we might have more frame advantage after stuff like meaty ground tatami. I'm extremely curious about the properties of that second hit if you do time it meaty. I can already think of why the new ground tatami could be great for okizeme depending on the timing between the two hits. You could have the first hit of tatami land on them right before they wake up, and FRC -> low or overhead like she already has, or let it finish to punish any mashing or jumping, and possibly even a grounded hit against backdashes! There is a lot of potential here that people are missing I feel, especially in combination with the counters and options she already has. This is assuming the move isn't horrible minus frames on the second hit, but we have to wait and see.
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Any new post regarding GGACR lag that doesn't include one of the following: 1. Solid data to support every claim made about the lag 2. Direct experience with the game itself 3. Sourced material from people who have had hands-on experience with the game WILL GET YOU TEMPORARILY BANNED You have been warned. Yes, there was lag in the location test. No, we don't know whether it will be completely fixed or not, but the speculation in this thread is worthless.
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Thanks fixed.
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I'm not sure why anyone would be upset about these changes. They toned down almost all of the tensionless big combo stuff for every character. Any Baiken player that has been combo'd before knows how good this change can be. In other words, because of Baiken's safety-first playstyle due to relatively weak normals and defense modifier, overall damage nerfs can help her. I think the new Baiken will be really fun. With changes to slashback, counters could become even more powerful than they already are, especially for meter gain. It wasn't fun dying to a single hit from Slayer and Testament when I played in Japan, I seriously can't wait to play this game.
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More information has come out about GGACR. Sounds like it will be much more difficult for Baiken to combo now, but we'll have some extra tools to use instead. Also note that the changes to slashback could radically change how Baiken approaches countering. [baiken] Tatami Gaeshi knocks the opponent away - sounds like we cannot combo with this midscreen like before. j.D FRC changed - not sure how they adjusted it. Suzuran's (63214K) recovery time seems longer - this must be because she can guard cancel now 214p (wheel counter) is super fast to come out, looks like a guaranteed anti air but not comboable even with RC the guy playing didn't seem to be able to combo. - they changed youshijin to a command normal to make her less dependent on comboing from counters. Ground tatami can wallbounce if close enough from the corner and the tatami is done far enough from the opponent so that the 2nd knockdown hit doesn't hit. You can then pick up with far S. - Sounds like she will still have corner combos with tatami, and aiming for that far tatami was already in her game plan (like going for iad j.D fastfall combos). On air version it knocks down in a forward and down away unless a wall is close : it wallbounces in that case. - Sounds like she loses midscreen tatami iad j.SD and instead just gets a knockdown. I haven't had time to look through the jBBS or any twitter entries or anything, so I'm just going off of the translated info in the GGACR thread. Considering all of the big nerfs to the top character's broken stuff, I'm really excited about Baiken in GGACR.
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Allow me to introduce the 3 basic concepts behind GGACR. -Weak characters get more tools! -Strong character's image changed! -Staying true to the character's style.
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Great question. When you are close up, you want to do 6P JC and hold back immediately for your followup j.P. 6P being level 1,2 helps here. If they burst you will autoguard and easily punish Dizzy. You can jump up or away from Dizzy to make the sj.PSD unburstable utilizing the height you gain from both hits of 6P. From further away, you can use 2D and do a burst safe j.SD Actually, I'm positive you can still land the combo from here by timing your j.SD correctly. If you maximize your horizontal movement by correctly delaying your j.S -> j.D and do a well timed j.D frc tatami at the end, you will either get a sweet launch for an easy sj.D or a late hit for a run up j.SD or j.PSD.
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All the information we have about tatami is that ground tatami has a second hit that grounds against an airborne opponent. I imagine this being really nice at catching things like backdashes or iad back near the corner. (previously it was kind of tough to punish without tension and good reflexes) Using the new suzuran cancel, I'm thinking of okizeme where you mawarikomi into them and FRC to change which side you end up on. Youshijin might be really nice burst bait move by hitting high with it, there is a lot to be tested. I wonder if you could just launch from something like 2s>youshijin on standing/crouching.
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Allow me to introduce the 3 basic concepts behind GGACR. -Weak characters get more tools! -Strong character's image changed! -Staying true to the character's style.
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The AA counter is replacing youshijin. It has the input of youshijn. Youshijin is now a new command move. You are having trouble visualizing how tatami will behave now because we have no information yet from the location test about how tatami will behave.
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I don't know where you got the information that air tatami knocks down. Looks like they changed how ground tatami hits an airborne opponent- which was extremely hard to combo from before without tension. I don't know if they changed how tatami launches besides that, we'll have to wait and see from the location test.
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I think you're confused about the changes, these could really help her. Not only does she have a good antiair move from neutral (623P - youshijin), but she has an antiar counter that might knock down on everyone on normal or CH. Her other counters are good enough to escape on the ground, especially with all the changes to the strong characters.
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This posted Baiken change left out part of the description. You can only cancel her dash-run during the the last part of the move (looks like it's when she stops running from the video).
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Yes, but we only see it performed at the end of the move so maybe there is only a small window or something.