Hellmonkey
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Everything posted by Hellmonkey
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it just copy-pasted in opera fine :\
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I don't think he did one eddie D + low unblockable.
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Well, it's obvious that 5HS better but between 6HS and 5S, 6HS is probably the better choice if you're following it up the same.
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Too bad they all failed at G3 this year
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Just do 5HS tatami FRC after the throw and fastfall dustloop, if you want to spend the tension. I personally like just doing tatami -> j.P dustloop since the damage is prorated on throws so much (50%!) and you get tension as opposed to losing it (so if you connect with something nonprorated after the corner knockdown you can get some good damage in), as well as being able to apply better pressure (yzn RC, tatami FRC or tetsuzansen FRC to keep pressure on, etc) afterwards.
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that update was a few days ago V_V
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puddle with little eddie behind and spam eddie S pulsr strats put to good use
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kk, I'll work on finishing up the 101 after evo
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gamechariot http://gamechariot.com/06movie_GGXXAC.html Kakyun (MI) vs Matsu (MI) x2 Kakyun (SO) vs Matsu (MI) x4 Kakyun (OR) vs Matsu (MI)
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I thought it was kire, not kiri, which I believe means IAD tatami. I'll go ahead and edit this into the 101 thread Also I'll add in that you do need to be FRCing sakura since you didn't really say that I also changed/added some things, and fixed some English.
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seconded, i really enjoyed it.
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norematch.com has some of the 2k3 sbo
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the proration from youshijin may be the cause of this, I'd have to check, but yes you should just 6HS air combo -> j.D after a CH youshijin.
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I added some combos to the 101 thread
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off of what? it'll change depending on the combo, but the easiest way to see it is using 5HS vs 6HS, in almost every situation 5HS will net you more damage.
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Added a bunch of stuff, if you see anything that looks wrong or that you have questions about, please post. Also, if you want to contribute please feel free to do so.
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6HS has really bad guard balance minus, so any long combo such as 6HS jc j.D FRC ad tatami dustloop, you'll get less damage with a 6HS due to the guard balance change. It's fine if you're just doing 6HS j.D for the knockdown, I do that often.
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Spamming counters mindlessly is scrubby, there is no learning process in spamming something mindlessly, just like there is no learning how to block if you just mash under pressure. Yes, players should experiment with things obviously, but I don't see what that has to do with spamming/mashing things out. When I put information here I try to share not only technical information about baiken, combos, translated frame data, etc. but also what should be going through your head as you play. Since other Baiken players may not have the experience, competition, knowledge, or time to learn or apply these things themselves I put the information here. As long as they have the will to become a better player I hope that they will try to apply the advice I give successfully and become better players. While I clearly am not as good as Japanese players, and I don't think anyone in America really is mainly due to lack of high-level competition from all characters, I think I have enough knowledge and experience to accurately and effectively give this information.
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Actually, Guilty Gear was my first fighting game, and Baiken/Eddie were my first characters. I'm giving this advice because it will save new players a lot of time, as opposed to scrubbing out and learning through that like you suggest. Not only will scrubbing out get boring, which it almost certainly will, but it won't help progress the level of play at all. The reason so many areas of America can't advance in skill level is because people are OK with scrubbing out and don't try to progress their level of gameplay. You shouldn't spam counters just like you shouldn't mash under pressure...
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Because, like I've already said, their main use is to punish slower/high moves or to predict and punish gatlings or jumps etc. You will become a better player by being careful when you use them instead of throwing them out dangerously and/or stupidly, even if the opponent doesn't know how, or just doesn't, bait them. Your better bet is to try to poke them correctly and do successful oki, those are much bigger aspects to both baiken and the game itself, and will prove much more beneficial to the player than spamming guard cancels. Jam is a bad matchup for Baiken, and has been since Reload (at least). Jam's speed, parry(although not as much of a factor now), and most importantly her ability to do good damage off most anything she does, especailly with charged kicks which she can get due to her faster speed, all work against baiken. Jam does huge damage against all the characters, so Baiken just dies when she gets touched. Ability to bait/block baiken's counters easily and/or punish them really hard is a huge aspect to all of baiken's bad matchups. Without being able to use guard counters, she loses the one major factor she had working for her, which should be making up for her subpar speed, jump, and defense. This is why slayer, pot, and hos are also bad matchups, as they can either punish her really hard or have the speed or broken moves (lol slayer) to get through or around her guard cancels. After a CH Ouren you should 5S jc j.D, if you have meter you can FRC the j.D air dash tatami and if you're close enough to a wall dustloop, if you're further iad again immediately and j.S j.D or j.P j.D etc. Youshijin is good against air but be careful because if they are low enough in the air they can land, block, and punish. Sakura is dangerous against eddie when little eddie is out, you should try your best not to get into block strings since it usually means death against him. If he has little eddie out you should stay back and tatami/chain/low j.S/2K to try and get rid of little eddie by hitting it or catching eddie himself. Getting in while little eddie is out is suicide. Ouren is great, so use it, but don't get in the habit of doing it EVERY time, since better players do know how to punish it hard (no invincibility, CH state, lol) and yes, the K counter's best use is to try and throw them off and grab them out of their string/poke. It's more useful against people who like to use slower moves in strings. From what I've read on Japanese BBS, it seems like hos and slayer are considered slightly bad for her as well, as I mentioned. I have to agree with that.
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I'm not sure if 6HS had high invicible frames before, but that invincibility is all that keeps it good right now, as it's pretty awful in combos now. Also the invincibility starts on frame 15 so it's pretty situational. low air tatami is always safe on their wakeup if you're there in time. Her low air meaties are very strong as well. You can low j.K -> j.D or 2K or throw or jump j.HS/whatever, or j.HS youzansen or low or throw etc. The changes to j.D helped her a lot there, and low meaties bait anything invincibile on wakeup which she has to be super careful of since she's paper. Also combos starting with j.HS are usually huge damage, as they're crouching and you can go into 5HS tatami FRC dustloop anywhere near the corner. Not to mention if they get hit by air tatami (it will be a late hit, not a launching hit) you get a free unprorated combo, which is always good ;D And to more specifically answer your question, if you meaty j.K or j.HS you can easily hit confirm their block or your hit and continue with blockstring or combo, but it's very hard to continue pressure after a low air tatami if they instant block, since you have to confirm it to bait any invincible moves they do.
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1. ground string starting with 2K or 5P -after 5S or 5P you can mixup with youzansen or 2D for 5S and 2K for 5P -tick throw -bait mash with 2K, 2K -bait throw with 2K, 6K -for higher guardgauge jack end with 5HS and tatami/kabari/suzuran or do nothing, situational, suzuran being most dangerous, kabari being almost completely safe vs most of the cast. 2. whiff a normal, throw 3. do nothing, throw 4. TK youzansen 5. backdash to bait -long poke like 5S, 2S, jump j.D -chain or another tatami -iad or jump -run up or suzuran 6. block to bait -2K, throw, backdash, or iad if nothing comes out 7. normal/special to bait (2S baits shoryukens spaced right, 6HS baits high things if you do it early enough, to get the high invicible frames on them, chain baits most moves, tatami baits most moves, but not safe) -options change depending on what you do. 8. Throw bait deep 6K, invincible to throws the first 11 frames, be careful not to do the move too early or late because it's active on the 12th frame, and loses throw invincibility on the 11th, so you will get hit by fast HS's or get thrown if you time it wrong. 9. Jump up to bait mashing, j.HS or land and low or throw 10. IAD over them and j.S j.D or j.S land 2D or 2K 5S tatami (crouching) or whatever depending on spacing Some things are pretty character specific, like when you want to use chain. Spacing also makes a big difference in mixups you can do, more range makes you safer and allows you to use chain to bait things early or at the beginning of your string, but being closer allows you to throw and gatling into youzansen. After a kabari you can continue pressure with 2K for free against people with no shoryuken, since it's +2 frames, and 2S to poke if you're too far. Tetsuzansen, the followup to kabari, is invincible for some frames so it will bait any type of mash or move they throw out after a kabari, but it's not safe with no FRC if they block. Also good to do nothing or backdash to bait, and also to throw or tickthrow/whiffthrow after. Without the low tatami mat there your options change a bit. You have to be much more careful on their wakeup and IAD back mat, especially if they're in the corner, is really strong.
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Scrubbing out vs trying to play the best you can... You'll get a lot further using them sparingly and trying to poke/punish correctly, faster. If you're playing sol and mash VV every chance possible and it works, is that the only way to learn not to? There is no difference. But don't listen to me, I don't know what I'm talking about.
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random~~~~ i heard DoT is unblockable is this true~
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To all new players my biggest piece of advice is to not spam guard cancels EVER. Use them by reaction or if you honestly predict someone to do something punishable or escapable, just randomly guessing with them will get you nowhere.