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Everything posted by 4r5
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Bait a counter-throw attempt and use tkDB to counter their counter-throw. FRC to make safe on wrong guess, turns into mixups instead. You can also use tkKJ. You get a combo, sometimes/somecharacters, on FRC and it builds GB+ on block. But you end up so high into the air, you don't really get a good mixup afterwards.
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i dont like your wii either
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AC+ is like AC, but with more fluff (and possible more bugs)
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outside of blocking, what do gaps matter? and if that is what he's talking about, then well good luck testing that anyways, I just went in to training mode and the dummy can't seem to not block it correctly, so I did it myself. Blocked the first hit of Faust's 2K, then set the stick to 2, and absolute block still blocked the rest for me. Then I went and did the same thing, but slashbacked the 2nd hit, and absolute block still blocked the third hit for me. But if you slashback the first hit, the blockstun doesn't last long enough to absolute block the 2nd hit for you. So this would imply that there is a +1 frame of whatever the blockstun is on slashback between the 1st and 2nd hit. and if there is a gap between the 2nd and 3rd hit, then it must be less then whatever the blockstun is on slashback
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Hey, nice find bro! But From-Jump Jump Installs have always been around. Bummer, bro. Happens for the same reasons all the other Jump Installs work. Not to mention almost everything single other glitch in the game. This JI page for anyone else still in the dark. http://www.dustloop.com/ggac/tech/ji.html
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http://www.youtube.com/watch?v=OOnJN6lqmm0 lol, haku vs tager looks like johnny vs pote, now Ko-Hatsu tournament. I assume more are in the process of being uploaded edit: http://www.youtube.com/watch?v=8RYkP02MX5I http://www.youtube.com/watch?v=eGtgtb1TXdA
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here ya go http://filesmelt.com/downloader/GET_WILD.avi
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if it's counterable then couterhit them, if not, then don't. if it has a FRC then that's a grey area (mind of your opponent - Sirlion) edit: ohhhh, Axl forum. You mean using Axl's catch counters? Then that would depend. Would you get more off the counter or off the block? etcetcetc
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simple test. go to training mode. set dummy's blocking to "First". If the dummy gets hit, there is a gap, otherwise not. You can even go the extra mile and set the dummy to instant guard
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can't make it. doesn't sound like much anyone is going either. c3 isn't that great no more anyways. stay tune next month for a different venue
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You think you can do this before the next Guilty Gear is announced?
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If I had a nickle for every time I've heard someone say how they have a brother/friend who's pretty good with king..
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While on the subject of Roger Fire Bike. Bridget can never do a knockdown>YoYo-Set>FireBikeSuper and recover in time to block a wakeup OD. Atleast, not before AC. I think in AC, 2S and 6S launches/wallbounces + knockdowns on CH, so they might give him enough time to set it all up safely. If I remember correctly, there are a some circumstances where a knockdown>ForwardSet>FireSuper, the FireSuper won't be meaty and you can squeeze a forward dash before it reaches you.
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get him a girlfriend, that'll slow him down that MMF2, coin, MMF2 xN thing? I assume so. You might need to adjust it a little bit. Like MMF2, Coin, d.K/S/HS>MMF2
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ut oh, high schooler. That's like, hyperbolic time chamber. next time you see the guy, he might be 10 times better. You'll ask him how and he'll just shrug and say how he finished his homework during lunch period and had nothing else to do for the rest of the afternoon + evening + weekend
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Hakumen is not a pretty ballerina who dodges attacks and hit's you lightly. Hakumen is a heavy set men who takes your attack and makes it his. (while struggling to do comparable damage as women with little shelf space)
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When Bridget does the whole roll fdc thing, there's not much to do about it other then listen for what Bridget is doing, pay attention to the camera's movement, and meet Bridget where he'll land to continue where you all left off. Once it get's going you probably aren't going to be in a position to punish it, so don't get too bent out of shape over it. Like Jais said, normal per normal, you are set. Just stay your ground and walk forward. You're either going to eventually get in or Bridget is just going to get hurt trying to keep you out. You don't even need to worry about getting "in". Johnny is perfectly suited playing a very long mid-range battle. Like, you don't need to worry about getting your bestest position. Johnny's 2nd or 3rd best positions are just as good as long as it keeps Bridget in his worst positions. Think of it like this. Ideally, you want to be just outside Bridget's sweep range with no Yo-Yo out. But alot of things need to go your way before that happens. You can end up accumulating a lot of damage if that's all you're aiming for. What's almost just as good as the ideal is hovering outside of Bridget's 6S range. From here, he got no moves to hit you with, and if he tries a Yo-Yo set, he'll get it, but now he has to block immediately after cause you're iad'ing in with a j.HS. He whiffs a move, you're in. He Yo-Yo sets, he gets it, but now you're in. If he doesn't want any of that, then you force him to move around. Then it's the good ol' Third Strike dance, but not as boring because only one person is walking back and forth. He either comes to you, which you're probably fine with, or you push him to the corner where he'll have to make some interesting decisions. Or he just outright makes an interesting decision. Just keep playing the matchup (do you have a Bridget around to even do so?) and you'll get the zones down.
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1. Roger HomeRunSilde is the only non-mid hitting yo-yo/Roger attack. Two hits, the drop is overhead, the slide part is low. Any potential mixups will be coming from Bridget. It's the usual deal: high/low/throw/bait + unblockable. But her unblockable setups are more specific then Eddie's, and doesn't seal the deal as hard as Eddie's. You can backdash the Yo-Yo callback. Or 6P through it, given the proper angle. 2. Yes, patients. Don't jump without reason and try to walk more than dash. And you don't really need to get that close to Bridget. You can attack around all of Bridget's pokes. 5S can be 6P'ed. Or 6HS'ed around. Same goes for 2S, if you're far enough away from the starting frames. 6S can be 6P'ed or 6K'ed, and has enough recovery for you to duck under it and MMF on the retract, you're aiming for the leg he sticks out. Outside of MMF range, you get a free dash or dash>fd>dash. And 2D can be dashed over. And a spaced 6P will clash with Bridget's DP, trade if unspaced. All the Roger attacks, you can hit. Except for Roger Hug, which is a projectile, so you'll need to use a coin or DB it. Roger Cutter is also a projectile and takes more then one hit. For Yo-Yo callback, you just smack him in the face, if you're close enough. Making him block is fine too, it'll deactivate the Yo-Yo. If not, then you just do the ST neutral jump straight up, then smugly ask the other player if he has anything better. After you get the footsies down, the rest is just not letting a randomly flying-around Bridget fluster you. A couple of CH 6HS>Ensenga 's and you get a dizzy into win. And that's the basics of my vs Bridget XX/#R/Slash knowledge. I think I can count the number of times I fought AC-Bridget on one hand. But from what little Bridget footage is out there, it mostly looks like the same fight, except Bridget can worry less about dieing in one combo and Johnny has to worry more about yo-yo callback glitch shenanigans, and I guess forcebreaks. Oh, and there's ALOT more runway. Shrug, you can tell me about the AC matchup.
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whatever way jumpcanels the prior move then cancels the jumpcancel into the later move is the correct way of fuc'ing
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damage wise, I don't think it maters much. But I think 6HS goes in to a long combo that nets you back the tension you used on the frc, and works everywhere. iirc /doesn'tplayky
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if this is anything like every other game that has fuc-cancels, then this is just a general system rule/glitch, not character-specific. But since most everything in BB that is cancelable is, both, special and jump cancelable, this glitch isn't needed much. Like who else has a move that's jump but not special cancelable? Bang? lol, low-tier glitch
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Slash and HardSlash versions are indeed in two different spots. I was going to say 6HS after sweep>se(frc), but if you can't 6HS, then c.S-2HS or j.K-S sound fine. Runup VT>VT-loop or run up 2HS>VT>VT-loop would probably be more optimal. Shrug, or you can wait for a real Ky player to come around and answer ya.