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4r5

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Everything posted by 4r5

  1. Dan's hypothesis still holds true with your experiences, since character's are always created first, before the projectiles they cast out.
  2. Mist Canceling is required to play Johnny, which is why I told you to go practice. Even if you're not good at doing other stuff. If you can't Mist Cancel, all that other stuff you're practicing won't matter. Mist Cancel strengthens and diversifies your pressure. But, primarily, it keep you safe. You don't need to followup your Mist Cancels with anything. You don't Mist Cancel to do more stuff. You Mist Cancel so that people don't get free hits on you. Mist Canceling keeps you in the advantage. As you grow more experienced, you'll begin to see for yourself what you can do with all that advantage.
  3. Man, if this many people are going to be asking #r stuff, I'm going to need to reinstall #r onto my HDD. Go practice Mist Canceling.
  4. All of Bazett's ground specials, using A, can be canceled into her rune charges or parry, via A, B, or C. FYI
  5. 4r5

    Teaching GG

    Different strokes for different folks. What might encourage one person, might discourage another. You could perfect one guy, and he'll stomp away, while perfecting a different guy only makes him want to play more.
  6. 4r5

    Teaching GG

    If they quite from getting trashed, then you probably didn't want that kind of player to begin with. Don't worry about it. If you're really desperate for players, then you may need to make some compromises. Hopefully you don't live out in the middle of nowhere, 'cause then the answer might be to live some where else.
  7. 4r5

    Teaching GG

    Yeah, you don't want to overwhelm people. I just start playing with them. Get a feel for what they do know, then teach them what they need to know next. But I always give them a chance to figure it out themselves and try to wait for them to ask first. An investigative quality is important. If they don't have that, then, yeah, you shouldn't even try to teach them. But people wanting to learn a fighting game aren't exactly a dime a dozen, so sometimes you just gotta grit your teeth and beat that inquisitive nature in to them. Even when they do ask, I try to answer their questions with another question. I'm really just trying to teach them to teach themselves. You want people to figure out their own mistakes and learn from them. That kind of self-reflection and adaptability is part of what's needed to be really good at fighting games, or anything really. I try to avoid just showing people stuff as much as possible. I also just don't want to have people come to me for every little question. Most people who have prior fighting game experience don't need any help. They can figure alot of stuff on their own. You can give them a jump-start by informing them about some esoteric technique or pointing them to a resource and they'll handle the rest themselves. If they're totally noob, then it can be hard. "Controlling space & pressing the advantage" are obvious to some, but, apparently, not obvious to all. These can be difficult concepts to teach, especially if you've never consciously thought about them yourself. It can be doublely hard to teach the basics in Guilty Gear. There's so much happening all the time, it's hard to focus on just these core elements. Tripplely hard, depending on the character they pick. Some characters are so skewed, that it almost becomes impossible to teach certain concepts. But at the same time, if they're not going to use it, then maybe they don't need to know it yet. If I taught them how to teach themselves, then when they do need to know it, they can know it. I dunno how successful it's been, you can try asking whytesakura or coma. But I'm not wholly responsible for teaching/guiding them, no one person is. They're the product of the whole scene, dustloop, and their own hard work. Emphasis on 'hard work'. If people aren't dedicated, then don't waste your time. I mean, some people just want to learn to pass the time, while others want to learn and get real competitive. Good rule of thumb: Give back to them as much as they put in. You never know, that person how's just looking to shoot the breeze may find himself getting sucked in.
  8. You can meaty anything the hits. You just have to start it early enough so that it hits when they get up. Something like 2D(1)>MC, should give you enough time to startup a dust and have it strike meaty. And probably most 1-hit combos, but I'm not sure and don't have #r so you'll have to experiment yourself.
  9. http://www.youtube.com/watch?v=GHSa8QSMbJs
  10. When I said, "I suck at typing", I actually meant to type, "I suck at math." edit: wait, no, that's right. i think edit2: or maybe it needs a conditional? Do we have any math-heads in here? I'm use to letting the computer do my counting.
  11. Alternative method 1) Have Firefox. 2) Google "greasemonkey" 3) Google "nicowatch tools" 4) mash button, get vid
  12. I suck at typing, I meant Startup < |-SD|
  13. no no no, it's Startup < |SD|
  14. 4r5

    [CT] Hakumen Thread

    I mean, it's a shitty situation no mater what, but you can't just sit around and let him have his way. You have to push him to the corner and force him to risk passing you. Of course, the ST mantra: "Don't let yourself be put in that situation", still applies. Once Maryland gets its own BB machine, I can get comfortable with the game and I just plain won't be getting hit as much.
  15. 4r5

    [CT] Hakumen Thread

    lawls, I j.C'ed through Rachel's super. I think I also saw a 5C eat a burst(?) Run-away Bang with a life lead and Bang-installed is a big shrug. I guess just walk him to the corner and superjump/doublejump/j.214B if he trys to fly over you to the other side. I've been doing blahblah>623A>A>jc, falling.C, land, 2C>sjc>as many j.2C's as I can manage. And C>41236C, C>41236C.
  16. Being able to cancel backdashes in to specials is cool. Especially for Bazett, with her 46X specials. "Oh, are you trying to punish my backdash with a super? Weave to the side." "Oh, was that a mid I just backdashed? I change my mind; sway back in." http://fuc.wikidot.com/ and pulling combos from vids. Some of the stuff on the wiki is hit and miss, but it's what we got. edit: and here's the japanese wiki http://www32.atwiki.jp/fateuc/ it's good, but it's in japanese
  17. quick example: if you do 5K5H>421S>S(FRC) you'll find that you can't doublejump or airdash after the FRC, even though you are in the air. but if you do 5K85H>421S>S(FRC) then you can. You're jump canceling your K, but gatlinging into H before you jump. You haven't actually jumped, but the game has gone ahead any given you your doublejump and airdash options. So should you some how find yourself in the air (as the case with KJT>KJ(frc)) you will be able to do so. same premise with 42147S(FRC). The 7 is your jump, but you cancel the jump startup with the KJT. You did a jump, but didn't jump, but the game has you labeled as jumping; Jump-Install. Thus allowing you to doublejump and airdash after the KJT(frc).
  18. oh, like a 1-frame jump into an AD? Shrug, sounds like something programmable joysticks do. What's the motion suppose to be? I guess I'll look in to it when I wake up. Or you can try asking in The Foundation.
  19. The perfect dream team equals a team of your two favorite players plus Ogawa. Ogawa will insure that your two favorite characters will have more the one match on the DVD.
  20. "WAWAWAWAWAWAWAWAWAWA-FINISH!!" - Bazett Friggin McRemix I hear he's pretty bad. Shrug. I'm inclined to agree. It's usually not good to be a large character in a combo heavy game like this. But combos in this game are so loose, maybe his size isn't as detrimental. So to reiterate: shrug.
  21. what's a FD IAD suppose to be?
  22. Like FRC's, the HS>KJT>KJ link is just practice. There's no trick to it. If it doesn't combo, then you're doing it too late. If it whiffs, then you're either doing it too early, or you're not close enough. If you don't get the KJ at all, then you're doing it too early.
  23. Nothing to be sorry about. #r questions are what this thread is for. Generally you just airdash in with some sort of short string into a j.D. K-D, like you're already doing should work. Then land and continue with a combo. You should be able to jump back up and do an aircombo. If it's a low wallbounce, you may need to add a K and/or c.S before you jump. You can probably also go into Mist Finer combos and JI DB combos. Experiment around.
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