Hellmonkey
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Everything posted by Hellmonkey
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Best damage starts with 5S, doesn't it? Drunkard gives a full 10-15% more tension than S 6P
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http://page.freett.com/dpydr752/index.htm Dizzy combo movie "Akaki Hitomi".
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Links work fine for me copy paste links
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http://www.geocities.jp/tana_lv3/movie.html Mainly ino + a few other characters combo movie "Fable" http://sickle-death.asablo.jp/blog/ axl vs potx3 no password, just hit download oh you're fucking kidding me >__< i didn't even try that, thx.
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Guilty Gear FAQ Thread - Ask your questions here!
Hellmonkey replied to Kairi's topic in Guilty Gear General
Baiken could be Maruken too Ky: lit or buppa Venom: nanashi Dizzy: H.H or makoto or kazuki.. haven't seen enough AC to choose Faust: Kifa Potemkin: 9b -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
I think in slash it was slightly in Fausts favor, he can keep her out really well and when he hits (like anyone), it does tons of damage. nabaiken just lost to R.F. in the last a-cho ranbat so it must be 10-0 in fausts favor now! -
No, May has one.. I think A.B.A. has one. Faust's force break brings him to the ground.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
press buttons do damage! -
Which version of the game are you playing?
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Double tap the kick button, makes it easier. The timing is tight though.
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POscrub pretty much got everything, although Youshijin will launch if they're airborne even without a CH (not untechable though) Similar to previous versions, she can loop with j.D in the corner, but since it recovers quicker now the air dash is a lot sooner. I'm guessing you just don't have the timing down. Watch videos and see how baiken players loop in the corner, and try to reproduce that.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
IB into anything? -
proration happens at the beginning of a combo, or with moves that have forced proration. Baiken's throws are prorated 50%, so the rest of the moves you do afterwards do 50% of the damage they would have done with no proration (or around there) tatami mats are 40 damage but take away very little guard balance, so they're much better to start a combo after a throw than her ground normals.
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It's more damage to throw in the corner -> ground tatami sj DL
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
This matchup is one of baiken's hardest to play. Get hit once and lose all your life, on the other hand may dies pretty quickly and is easy to loop. It involves a lot of turtling.. nothing you can do about it. you have to learn the spacing really well, if she's too low with it you can't counter it, so you'll have to just block (or ouren, lol). Your air moves DO lose in the air, except well placed j.HS and j.S, you have to be extremely careful or you lose all your life.. make sure you gatling into j.D hit confirming after a landed j.S so you can get in you can youshijin dolphins i believe, which is usually the safest way to deal with them. Lots of mats and j.D/j.S pokes. IAD in is death, don't do it. Kabari seldomly because may can slide under it or dolphin over it. 6P works against some of her air stuff, you just need to be careful about spacing.. it's a match you really need to test out things and see the spacing that works, and then react accordingly. Not baiken's worst matchup, but definitely close. I don't see any problem with discussing that here, it would be pointless to make a thread dedicated to the names of her moves :P -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
Poke well, block under pressure with occasional ouren, punish slow stuff with youshijin, try to end everything in j.D so you can pressure with the knockdown.. against eddie, ouren is very strong if you use it correctly. don't get hit when you're crouching against him or you lose the match. -
The one that goes into j.HS j.tatami does more, although I don't know which characters it works on besides testament. Baiken's regular dust combo does hell of a lot now, usually not worth getting fancy.
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so truth, although there still is okizeme to be had
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Did you try eliminating the j.S or j.P before the first j.D? I usually end up with more damage when I do that against lights. Rage, I just posted up the damage comparisons... fastfall j.D does more. Also Shinjin, I found that almost 100% of the time I get more damage when I take out 6HS from my combos. It eats up so much guard balance now it's not worth it. j.HS, 5HS, j.D, and especially tatami are much better.
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To translate a post on a japanese baiken forum.. (I've found a couple more iterations of this myself as well, mainly against lights) >> The return of fastfall dust corner combos Midweights: 2K>S>HS>tatami FRC>iad D>tatami>sj.PSD>j.SPSD (testament . 172) lightweights: 2K>S>HS>tatami FRC>iad D>dash 2D>j.SD>j.SPSD (baiken . 204) Robo: 2K>S>HS>tatami FRC>iad D>tatami>trip>j.SD>j.SD (153) >The method of doing this is not to iad j.D immediately, but instead to wait a little before j.D to create the fastest j.D -> standing Slightly changed, all against Testament- 2K>S>HS>tatami FRC>iad j.D>tatami>sj.KSD>j.SPSD (176) 2K>S>j.D frc>ad tatami>j.HS j.tatami>sj.SD>j.SPSD (174) 2D>tatami>j.KD>j.SD FRC j.tatami>j.SD>j.SPSD (172) >> with j.P instead of first j.K (164) 2K>S>HS>tatami FRC>j.SD>fastfall j.PD>6HS>j.PSD (168) << comparing these combos, we see that fastfall j.D combos are easiest for most damage output. <<The weakness is because they start with 2K, you can start with deep j.hits as well. In conclusion, times that iad j.D combos are best clearly exist.
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I'm not saying 2D -> j.P is new... On almost every character it's more useful to go into a tatami if you're close enough to 2P anyways.. on Jam, Johnny, and I think Chipp that's not always the case.
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Also, I've been playing around against Jam a lot, and I found the way to do the most damage in the corner with 25% off any non-launching hit. You need to FRC tatami iad j.D, kind of similar to slash combos except way less forgiving with timing and the followup is different. This is also the best way to get damage with 50%, except you need to j.D after the iad j.D, then FRC and continue.. that's even tougher.
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On chipp it's not worth it at all because you can do more damage and take a knockdown from a tatami. However, on johnny and jam, when you're far from the corner and/or don't have tension, it's better to j.P j.S j.P j.S j.D and take a knockdown. (you will not get a knockdown no matter what you do from a ground tatami against jam, even if you just j.P j.D after a deep ground tatami)
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There are different methods to doing it.. I found it easiest just to press and hold the three top buttons immediately after i press the slash for youzansen, and then if i'm going into j.P press that with my thumb, or if i'm going into j.HS press that with my ring finger. Since if you let go of S or K too early another youzansen or tatami comes out, you need to hold it