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Everything posted by 4r5
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I use to have a list for this, but I can't find it. The lighter characters, you can do something like 2D>MC1, 2P-c.S, or 2D>MC1, 2K-c.S. On counter-hit, the usual 2D>MC, K should work, might also work on a couple of the small chars too, non-CH. Though I'm not really sure this combo is worth doing at Lv1. To what end would this combo bring you? At Lv2 the combo can setup MF Loops or Mist+Lv2 setups, and it's easier to do. On heavier characters, I think maybe just Robo-Ky, you have to do something funny, like you do on light chars at Lv1. Something like, 2D>MC2, 2K-c.S. Then at Lv3, I think you can just do 2D>MC3, K on everyone. This is all just off the top of my head, by the way, if it wasn't already apparent. In the video you saw, I assume the JO player was baiting a throw, then countered the resulting HS (from whiffing the throw) with a tkDB. Or if he guessed wrong and there was no throw, the throw bait and counter setup now turns in to a mixup. As for mind games, it's just a matter of knowing what your opponent is going to do (whether from previous conditioning, reading tells, or habits, etc). Then letting him believe what he wants to do is the right thing to do. And then counter the thing he is about to do. If what you're actually asking for is for mixups. Throw a Coin, then either do tkEnsenga, or hit him low, or throw. For something that doesn't involve a Coin and isn't based around an incredibly punishable option, there's the tkDB you saw from the vid, which can also be used to bait, and counter, a throw. But does need 25% to make safe and produce any sort of reward. For something that isn't risky and doesn't use meter, there is the classic: stand at 5K range, then either 5K, or dash throw. Insert pause and/or stick wiggling for added yomi.
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I try to stay 1 Potemkin away from Potemkin. That usually gives you more space then you really need, but better safe then sorry. Also be careful of what limps you stick out. If a PO whiffs PB that you think should of hit, then one of these things was happening when he tried to PB: 1. PO wasn't in range 2. You were dashing 3. You were backdashing 4. You were ODing 5. You were jumping 6. You were bursting 7. You were dead-angle-ing 8. You were in hit-stun 9. You were in block-stun 10. PO didn't wait 6 frames after your hit-stun 11. or PO didn't wait 5 frames after your block-stun
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Dead on Time follows up everything. Then FRC in to win. serious edit: or like 5HS
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
start here http://www.dustloop.com/forums/forumdisplay.php?f=26 and here http://www.dustloop.com/forums/forumdisplay.php?f=18 edit: and you may want to get to know some of the people in this thread http://www.dustloop.com/forums/showthread.php?t=557 -
6K is actually a pretty crummy for pressure and moving in. It's about as slow to hit as your 6HS, but without the range to keep you safe from retaliation. And if you're on that voice set that makes Johnny yell, it makes it even more reactable. Plain old dashing leaves you safer and with a wider set of options. But I do like that ROAR. 6K is more of a ground-to-air poke. There are times when people might misinterpret 6K as a dash-n-throw attempt, only to get hit out of their jump-escape.
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wait, so is えぬ N-O's screen name? cause it's not the same as whoever made that blog post.
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blog http://blog.livedoor.jp/nisikyougoku/ post http://blog.livedoor.jp/nisikyougoku/archives/51386580.html#comments I don't think he replied, but then again, I can't read Japanese.
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Sloppy offense, on both ends. Lots of needless jumping, with neither party producing anything from it. All this jumping is free opportunities for damage and pressure, but the other is usually too busy jumping himself, to bother punishing the former's jump. One of you needs to stay grounded and start doing some anti-airs (some blockstrings too) and the other will be forced to follow suit, or lose a lot. Also, combos.
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Yes, it is interesting. People in the Slayer and Order-Sol forum talk about it all the time. To JI Chipp's teleports, you should try it as 282. Works stand-alone as well.
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Looks like a glitch, nothing to be done about it. Other then learn to RC diffrently. The real mind boggler is, which mode is glitching? Training mode, or the other modes? btw, it's the same for US AC.
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Under the assumption that both players are knowledgeable, when a clash happens, everything goes back to neutral. Though in this situation, Johnny is slightly ahead, since Slayer ends up in the air.
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both but in different places
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Coin works well against KDandy, as long as they don't CrosswiseHeel. If Slayer is around his 5K range, a PDandy will just swing underneath the Coin's arc. 2K, 2S, 2D, and 2HS(don't miss, lol) are good for hitting Slayer out of Dandy.
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http://www.youtube.com/watch?v=70z6t125_qI
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http://www.youtube.com/watch?v=70z6t125_qI I had the footage laying around, so I just slapped them together. ...>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist So far I got it to work on: AB, BA, BR, DI, IN, JA, JO, KY, MA, MI, OR, PO, RO, SO, TE, and ZA. On light chars, you have to delay the 2D. On heavy chars, you can't delay the 2D at all. On May, you have to replace the HS with a f.S. If you can do it on Sol, you can do it on all the male chars (listed above, minus PO and RO) with pretty much the same timing. Still haven't gotten around to checking if you get a reversal-safe meaty on any of the chars. But atleast you can see how it's done.
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http://userpages.umbc.edu/~esara1/dashE.avi here ya go and about the dashing overdrive. you're probably doing it in the recovery portion of the dash, which is nothing special. don't worry about the dashing overdrive, had a discussion with other people on the board, came to the conclusion that the way I had it described (during the airborne portion) isn't possible. even if it were possible, it's moot. TKing a KJ or DB, for the purpose of countering a counter-poke attempt, is better, cheaper, and easier to do.
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block or attack attacking back will depend on what he's doing, throw is usually a good bet though. you can avoid the whole mixup all together by hitting him out of the dandy step. or are you using 'dandy mixup' to mean something else?
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? I'm not sure I get your question. It sounds like you're already getting him to do the dandy, you just aren't hitting him out of the dandy.
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-bnb air combos:first half / after a launch, ...launch, j.K-S>double-jump... ...launch, j.K-P-S>double-jump... -bnb air combos:second half / after a double jump, ...dj.K-S-D>Ensenga ...dj.K-P-S-D>Ensenga ...dj.S-HS-D>Ensenga Johnny's aircombos are just combinations from a small set of strings. As you can see, two of the second half strings are just strings from the first half, with Dust>Ensenga added to the end. -combining the two:first half+second half / examples, ...launch, j.K-S>dj.K-S-D>Ensenga ...launch, j.K-P-S>dj.K-S-D>Ensenga ...launch, j.K-S>dj.S-HS-D>Ensenga etc -combing into KJ, ...launch, ...aircombo>dj.K>kj(frc), continue... ...launch, ...aircombo>dj.S-HS>kj(frc), continue... -comboing after KJ, ...KJ(frc), K-S>triple-jump... ...KJ(frc), S>triple-jump... ...KJ(frc), HS>DB ...KJ(frc), ad.K-P-S-D>Ensenga (triple-jump follow ups are same as double-jump followups -comboing after LMF2, ...LMF2, jump(backwards), aircombo... ...LMF2, jump(straight-up), aircombo... ...LMF2, c.S>jump, aircombo... -combining the above: all together now / examples, ...LMF2, c.S>j.K-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga ...HMF2, dash, j.K-S>dj.K>KJ(frc), ad.K-P-S-D>Ensenga ...6P>j.K-P-S>dj.S-HS>KJ(frc), K-S>tj.K-S-D>Ensenga etc Knowing the bnb strings, you should be able to figure out some basic combos for each character weight. But, more importantly, as you are figuring out these combos, you will develop a sense for the kind of positioning you need to connect each string. Fights often times don't leave you with the most ideal situation. You may be fighting Jam, and you launch her, but due to some weird positioning your normal light character combo isn't going to work, so you'll have to improvise a new combo.
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all JH combos are shakable. make sure you don't have the dummy set to max shake.
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A Lv1 MC off a 5HS is enough to do what you're talking about. Probably get away with more, if you psych them out well. But frame wise, HS is enough, at Lv1.
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lol http://www.youtube.com/watch?v=K6WTATSd_5U
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
nah but there are a few in disguise