Hellmonkey
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I think you missed the entire point of my post. The rankings are not a representation of top player's opinions, so please stop treating it that way. Some players continue to argue about ranking, while those who understand the level of permutations in a game like GG know that every character has good options to win in every match. An accurate ranking system to describe a character's overall performance in all 23 matchups in a game like this is impossible. Even comparing different characters to each other on an individual basis is unlikely to be productive due to the uniqueness of every GG character. Guilty Gear is more about finding a play style than just solving the game. It's too complicated to analyze like that.
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In case any of you were wondering, this appears to me to be closer to a general consensus between Japanese players. Taken from the wiki. "キャラランクまでまとめるのは不可能です。 各板のランクスレで延々言い合って決まらないのを見れば分かると思います。" It's impossible to rank the characters in GGAC. It just gets endlessly debated between the Japanese players. IMO, there is way too much depth to the game and it is too balanced as a result to get any meaningful list.
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You should spend some time in training mode getting down your combos and getting a good feel for all of the character's options. Once you can naturally do any of your character's attacks at will, it will make the decision making process much quicker- this is what is likely slowing you down, not your physical reaction speed. Before working on something like reaction time, work your character knowledge, game knowledge, and execution. Reaction time will come naturally when you have an idea of how to move and attack.
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My online Potemkin is going to be a monster.
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I've found patient approach with a well timed j.HS or j.S can get you in quite well against him. Try not to let him get away once you have a knockdown.
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FRC needs to be done by pressing the buttons simultaneously. Hit them on the same frame.
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5P j.D doesn't work there, not sure what Moroha meant to write. She has a stronger stuff in the corner anyways, so I wouldn't spend too much time worrying about that combo. Once you are familiar enough with the character, it is a good idea to watch match videos of better ABA players and emulate the combos and strings they use. It's an easy way to figure out which combos have practical use.
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One big part of learning guilty gear is knowing individual matchup knowledge- it's a good idea to get used to which hitboxes are weird to combo early on, so it's natural to change your combos on those characters later.
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Let's try to keep the thread on topic. Thanks guys!
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A practical use of this would be to 'double throw': 6+KH > (2 frames) > 4 > release and hit H as quickly as possible. Or if you don't start on neutral, 6KH > 4 > 6SH to get your sweet 5s option select. Triple throw: 6KH > 4 > 6KH > 4H Keep in mind you'll need to hold down K and H for a few frames (most people do this while normally hitting buttons, after that just make sure to time your back input correctly) There are two distances you can move forward based on the frame you cancel. I think it's a significant distance for 'instant' movement. It's easy to see whether you get it or not by turning on input in training mode. You should flash FD and move forward if far away, or grab them if close enough. You should see forward, KH, back distinctly in the input. If you aren't getting it, you probably aren't switching from forward to back fast enough after 6KH.
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Having GGAC on HD platforms and ASW with the rights and making games is more than most of us could have possibly dreamed of at this point. A brand new GG, with re-balancing and re-drawn graphics is a huge project that hopefully they'll do. However, a port of GGAC to HD is a much quicker and cheaper project that's hard to have a complaint for.
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When ABA is knocked down and her moroha meter runs out, she wakes up with the vulnerable animation leaving moroha mode. This lets the opponent start a combo with something sweet, or even IK if they knocked down with a move that gives them enough time to use it. It takes roughly three knockdowns to make her meter run out, hence the specific number.
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If there is any significant amount of sustained interest, I'll give the subforum and guide a big revamp. For the moment, I'm happy to answer any questions. Unless the combo using the counter-hit state will kill them, I don't think that move is worth using. In general, it's not worth going into the baku followups IMO. I only use the one to limit movement, and it's only effective because people aren't used to playing with it. It's not good because you have already burned 50% getting them in that state, plus you won't be recovering any more due to the FB. This makes your following pressure fairly weak even with the temporary advantage.
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Thanks for helping me realize my main has an effective 5 frame overhead. This will probably be my favorite game of all time.
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With the recent news of an HD re-release for GGAC, I expect this guide might get some attention! Feel free to post questions if you have them- they will be answered. Have fun with this great character! As for Potemkin- the key to beating him is being patient, with especially good use of j.S, 5s and tatami instead of her more typical close options like 6P or 6K (Potemkin is dangerous when close in neutral situations). Once you get him knocked down in the corner you can make life pretty tough for him. Get good at 1-frame jumping (FD jump, to escape from him because he doesn't have strong pressure, but watch out for heat fist). kabari isn't great against him because he can slidehead, hammerfall, or clash it without too much difficulty. It can work pretty well as a far, low antiair though (like against most characters). Watch out for his j.H and 2H counterhits. It's easy to get in the habit of just airdashing in at him. It's really bad and easily punished in many situations, so utilize your space instead. Also be aware that better Potemkins can and will flick tatami, which can be annoying. Many of Baiken's moves have low active frames, so because Potemkin's backdash is so invulnerable he can get easy punishes on most close normals if you aren't careful.
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You might want to add what game this is for!
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Try to avoid using kabari and tatami in situations Jam can parry them. Rely on normals (5s, 2s, 2h, j.p/s/d) and good airthrowing to keep her from getting in for free. Watch out for 5k since it has really low hitstop (6f?), making even instant counters come out fairly slow. If the Jam uses a lot of fb puffball, be patient. Throw her.
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ggs, Blitz I was just trying not to wake up the people I'm living with so execution is kind of difficult lol. edit: and ggs again- friend walked in, need to unload a car
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yo mike, I'm getting to Japan sept 19th. I'll be pretty busy with job hunting but we should drink again and play some gear if you're around Tokyo! I'll be living ~20-30 minutes north of takadanobaba
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Regarding brackets: I'd rather not play AKA first round, and be further away from Jo if it's possible. (bracket Z? I think FRCFlyingJohnny and Mighty might want to be separated anyways) bracket W has too many good players. I think it's pretty likely we actually break 64 people from the looks of it, so the brackets might need to be drawn up again as well. Storm: I believe I was set to enter with Mike and Ken, but I'll see if they're still down to play at evo. Seth: Most definitely