Hellmonkey
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Everything posted by Hellmonkey
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http://blog.livedoor.jp/trf_ggxx/ > http://www.filebank.co.jp/guest/renk0n/fp/1008 pw: nakanotrf ASA(PO), toruso(ED) vs kusoru(SO), sasami(JA) nobu(SO), Sharon(BA) vs ki-sha(FA), chikkusa(CH) masa(SO), ABEGEN(PO) vs feza-(DI), dora(CH) ken(ZA), oosaka(FA) vs caln(JA), mocchi-(BR) kifaa(FA), FAB(PO) vs harakiri(OR), maruken(BA) kawin(PO), nanashi(VE) vs chikkusa(CH) ki-sha(FA) wadako(JO), ronpa(MA) vs toruso(ED), bonjin(SL) caln(JA), mocchi-(BR) vs harakiri(OR), maruken(BA) chikkusa(CH), ki-sha(FA) vs harakiri(OR), maruken(BA) mocchi-(BR), karun(JA) vs yuuyuu(AX), heaven(VE) text was hard to read sorry if there are any player name mistakes..
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maruken baiken is too strong
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Wow.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
Baiken has very limited options when it comes to lengthening pressure. Her only decent options require a tatami or tetsuzansen FRC, and neither put her at much advantage or are very safe. After a pressure string -> tatami FRC you mainly want to mix up between running 2D, running youzansen, or running throw, because you usually won't be able to get close enough for anything else. After (usually) a 5HS into kabari, you can mix up then because you have +2 frames, including cancelling into tetsuzansen which is strike invincible (baits mashing of any sort), and either combo off that if it connects or FRC it and run up 2K/youzansen/throw/etc. Occasionally after a tatami FRC you can get back in with an IAD j.HS or j.S but neither is safe and good players can and will punish it hard especially if used with any sort of frequency. -
Actually i'm pretty sure he has a dragonball z scouter that tells him the opponents next move.. I witnessed it in person.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
Oh we're talking about running throws, yes you can cancel the dash break animation into a throw but I always FD it, if they do happen to throw something out you'll block it and you run no risk of accidently doing a 6HS because you didn't go all the way back to neutral. Plus when you FD you still slide forward When you just go neutral, your dash stops and you almost completely stop in place. When you break your run with FD and hold foward for the throw, you will contine sliding forward (walking) until you throw, essentially extending the length of it -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
disagree completely there is a HUGE difference in the time between FD cancelled dash and going neutral, you should be breaking your dashes with FD as opposed to just going neutral 100% of the time. -
http://mattariwahuku.himegimi.jp/douga.htm Baiken combo clips lol one has a black beat
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that's what youtube is for
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I have no words
- 1,795 replies
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- crazy larry
- dirty mary
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baiken doesn't have to work hard to win? lol
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- crazy larry
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I don't know what you're talking about, pretty sure I saw them used in the last abc ranbats. You end up with more damage/stun doing the others usually I'm pretty sure anyways. Not to mention ogawa did them when I played him just a few weeks ago.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
after some moves like connected baiken j.D it feels like there is a small frame of time you can't act even with the FRC, possibly hitstop. -
:lol::lol:
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- crazy larry
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Actually, how about doing any special when you tech with HS? It sounds like it first registers as a grab tech, since you are doing one direction and HS, but your move still comes out. Maybe you could do supers or something while throw teching??
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I wonder if the same thing would happen if you did another command grab with another character and pressed kick (or whichever other button) and HS at the same time.
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Any chance that you're teching their throw with a bite? Maybe if you're in range of their throw and you throw on the same frame it techs?
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how do you know the grab is coming out and not HS? and if you're at a disadvantage, it's probably them throwing you first, and then you teching because you're hitting normal throw even though you input your command grab. the easy way to test this is to see if they can tech it while standing outside their normal throw range.
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added okizeme section, temporarily took out character vs section.
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Proration is only at the beginning of a combo. Forced proration is on a few moves, and that will happen any time you use it, even in the middle of a combo. Proration scales down the damage of everything you do in the combo afterwards by whatever percent proration there is- the lower % of proration the less damage the combo will do afterwards. Combo damage is decided by taking the normal damage of the move you are hitting them with and modifying it by the other character's defense multiplier, along with taking into account Guts if the other character is lower on life, and guard balance. The way to get the highest damage combos is to use the highest damage moves which take the least amount of guard balance away (GB-) early in the combo. As the combo goes on, each hit you do does less and less damage because their guard balance starts to get so low. Slayer's 2K does 18 damage and has a GB- of 7. Throwing another 2K in a combo, as opposed to going straight to 2HS, which does 52 damage and only has a GB- of 6, will lower combo damage a lot as it will not only cause the 52 damage to do less than it would have after just one, but also the following bbu or however you follow up. As a general rule of thumb, in big combos you want to get your highest damage moves that have a low GB- in as early as possible, but for short 3-4 hit combos or whatever GB- does not play nearly as big a role so you should try to get as many hits in as possible. Once you get to the end of a big combo and their guard balance is extremely low you should also just try to get as many hits in as possible, especially if they're very close to dying so their guts is in full effect, since your moves will all be doing so little damage. Also, when you are making them block, it's usually your best idea to use moves that have the highest GB+, so afterwards if you are able to start a combo before the guard balance has time to return to 0, their gaurd balance will be higher so more hits in your combo will do full damage than they normally would. After a combo which leaves their guard balance negative, it returns to 0. All of these values can be found here I'm not completely sure about inherent input lag in guilty gear, but if the game receieves your input on the 10th frame it will not come out.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
I want to say that all cancels give you instant recovery. -
Heat is risky and has it's (large) rewards. Either be a boring Japanese-styled player and spam level 3 missles which you got tension for by instant blocking every move they did, or RUSH THAT SHIT DOWN.
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http://id14.fm-p.jp/21/IDTRFAOD/index.php?module=viewnp&action=pdetail&hpid=IDTRFAOD&stid=3 zappa raoh movie "zappano"
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
thanks for info as always shinjin