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4r5

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  1. 4r5

    Improving tips?

    A3R is right, that you shouldn't go in to training mode with out a purpose. Whenever I play, I keep note of the errors I make. The next time I get to training mode, I hammer them out. Then the next time I play I'll hopefully have a new set of problems to work out. I'd advise against fighting the CPU, for reasons I'm sure you've heard before. If you must fight the CPU, I would do it in survival mode. Starting rounds with not max-health, the gradual increase to the CPU's movement speed, and the occasional EX/Shadow/Gold chars will atleast keep your brain on its toes. Fighting in vs CPU mode, the CPU's "skill" is always constant. Once you figure out the AI, your brain won't get any execirse. It's like constantly sparing with a player who never adapts. The outlandish predicaments survival mode puts you in atleast keeps your brain activate. (And try your best to not exploit the AI's flaws.)
  2. I'm going to start this off with my post-OD mindgames(!) OD... ..., 2K(whiff), walk, throw Why it works: They think the 2K is a meaty, so they sit there and block. You can whiff two 2K's on ABA. Why it doesn't work: They think the 2K is a meaty, so they do a reversal. They have a bigger throw range then you. So what? Since half the setup is non-committable, if you smell something fishy you can still back out. If your nose was right, since all you were doing was walking, you still have another chance to counter them. ..., 2K(whiff), dash, throw Why it works: Same as above. Why it doesn't work: Same as above, but dashing raises your commitment. So what? Same as above, but more committed. ..., 2K(whiff), walk, tkDB ..., 2K(whiff), dash, tkDB Why it works: They tried to stop your throw. Why it doesn't work: They tried to stop your "throw" with something that just so happens to also stop your tkDB. (Like a VV) So what? FRC-able. If they block or backdash, you still have secondary mixups. The FRC can also let you block, or even counter, their counter. ..., 2K(whiff), 2K Why it works: They thought you were going to throw them. Why it doesn't work: They did a reversal. So what? They above doesn't work unless you give them a reason to block, and this is their reason. ..., 2K(whiff), D Why it works: They weren't paying attention. Why it doesn't work: They were paying attention. So what? A high to go with your low. ..., 2K(whiff), OD ..., 2K(whiff), walk, OD ..., 2K(whiff), dash, OD Why it works: They (didn't want to deal with your bullshit so they) did a reversal. (Like a VV) Why it doesn't work: They weren't afraid of your gimmicks and block your OD. So what? Sometimes OD is the only counter-counter you have to beat their counter. Resets on hit! If you're crazy like me, you may even consider RC'ing the OD, if they block, and dash up for a throw/2K/tkDB. ..., DBT>DB Why it works: Crosses up on a fair amount of the cast. On really wide people, you can even choose not to crossup. Why it doesn't work: Doesn't crossup on the really thin people. Some characters, it will only hit if they are standing or crouching. So what? FRC-able and flies over some people's reversals. Jump-Install it to expand followup mindgames. ..., KJT>KJ Why it works: Same as above. Why it doesn't work: Same as above, but tends to whiff on a lot of crouchers. So what? Same as above, but different trajectory. ..., 2K(whiff), DBT>DB Why it works: Same as above. Why it doesn't work: Same as above, but since these aren't meaty, you opponent has more wiggle room. So what? Our post-OD whiff-2K already has high, low, and throw associated with it. Now we've just added crossups! Of course, all these can work off any knockdown that gives you the right positioning and enough time. The one you will go to the most is: 2K(whiff), 2K. It's really just a slight variation of the usual meaty 2K, but with a bit of added misdirection that makes all the other stuff "work".
  3. With my stick all fixed up, I'm working on getting my edge back and continuing work on setups and tech that's been left undone. Anyone remember how I was talking about dashing tkEnsenga and mid-dash OD's? If not, here: http://www.dustloop.com/forums/showpost.php?p=190337&postcount=18 Anyways, I can do dashing tkEnsenga (41236569HS) pretty consistently at the moment. This was originally to trick out people who listen/look for Johnny's dash, but if that doesn't pan out, it at least has the added benefit of "increasing" Ensenga's range. The problem I'm having now is with mid-dash OD. I can do Johnny's OD as a standing 360, but when I try it (65632147896HS) in a dash I always jump. Which leads me to believe that there might not be any jump start up when you jump-cancel Johnny's dash. Likewise with my original intended 632146569HS. I can do OD as a standing 6321469HS, but go to do it in a dash and I end up jumping. I'll have to look in to this more latter. Maybe much, much, latter. Mid-dash OD was originally intended to let me just dash in front of people's faces and force an act/don't-act mindgame on them. But there are already well established, and much easier and cheaper, setups for this. (tkDB)
  4. These two vids have been ready to upload for a long while. I debated whether to upload them, since Mr. Mamation is slightly drunk and I'm playing on a half broken stick. But then people were talking about misting during pressure, in some thread somewhere, and I was like, "Whatever, they're ready, throw them up." http://www.youtube.com/watch?v=LqnWCGgRJAM The second round is my shining moment. He did exactly what I wanted him to do. http://www.youtube.com/watch?v=9RO1wbPOMmM And then this is the other video that was ready. Even though at the end I say my button didn't go out, I apparently have a crappy memory cause in the same round when I landed that CH 6K my HS went out when I tried to MC. I apparently had the mic plugged in, instead of the ps2. So what little you hear in these two vids are totally candid. All the click-clacks you hear is me hitting my stick, hoping that hitting it harder will make the buttons work. Probably won't bother with the rest of the footage. Maybe I'll go back one more time and see if we say anything funny, or maybe there's a moment when a button goes dead and I hilariously try to salvage the situation.
  5. If I remember correctly, crow patterns in #r were random.
  6. Oh yeah, #r just became downloadable from Live. That explains all these posts for #r stuff. Unfortunately most of our #r stuff got deleted, or was on gamecombos.com or romancancel.com which aren't around anymore. but you can check out this guy's youtube channel for a bunch of #r vids http://www.youtube.com/profile?user=getterbeeeeeeeeeeem
  7. Yeah, I was thinking of that same vid, when I made that post. You have to consider that the Gil player was using up all his meter to keep that string going. And Gil won more because the Rider player wasn't paying attention to his lifebar. Rider could of atleast push-block him out.
  8. you heard right http://www.dustloop.com/ggac/data/throws.html here for the exact numbers
  9. chip damage "seems" pretty huge in this game. but you also have to remember that the life bar is doubled over. Half a bar is 25% life; one full bar is 50%. The life bar just makes the chip look crazy. also I want to struggle that Archer player. One of the other players just need to walk over and set him straight. atleast tell him to stop trying to poke with that knee.
  10. All air normals (except j.D) have no landing recovery. Even so, you only need 1 free frame to throw someone. Either make them block a move that gives you enough blockstun to cover you falling to the ground and starting up your next move, or don't land so close to them. Another important distinction to help your understanding: the level of air normals range from 1 to 3. (Air normals that go above level 3 are rare, and you can probably count them on one hand.) Your air HardSlash, which you may be assuming is a level 5 move, is most likely a level 3 move. Alot of people make this assumption and then chalk them getting thrown to some sort of landing recovery, but really they aren't inflict as much blockstun as they thing they believe they are. ack, too slow 1- Yes. 2- Jumping dust are the only air normals with landing recovery.
  11. 4r5

    Improving tips?

    Everyone has trouble when they first start using a stick. It takes practice, just like when you first learn to ride a bike or play an instrument. I think speed is the difference between pad and stick. Or atleast when compared to the standard Sony pads. Dunno much about other pads. I've used someone's modded Saturn pad once. It felt pretty nice, but I didn't get a chance to try GG out with it, so I can't make any comparisons. If you don't feel limited by your choice of controller, then I don't see any reason to have to switch. But I guess I should say that out of all the people I know who have switched to stick, all of them prefer to play on stick when given the choice. Some of them even refuse to play, if there are no sticks.
  12. I always thought of DC as a fool. For years, he'd immediately throw his coins away, purposely handicapping himself. Sometimes he'd forfeit entire matches, as his opponent punishes him for each coin he'd wastefully throw away. An idiot indeed. But now I see what he is doing, truly a genius! For years we have not been watching an imbecile, but a mastermind! His coin throwing exploits has made him famous. People have even developed anti-DC strategies. But this is all his plan. It didn't mater if he lost a match here, or got eliminated from a tournament there. It is all insignificant to his greater goal. He wasn't trying to win 2006's SBO, or even last year's SBO. He is trying to win this year's SBO. And not just any SBO, he is gong to win what might possible be the last Guilty Gear Tougeki Tournament! And we fell right in to his hands. We've all been conditioned for the greatest mindgame the world has ever seen! Three years in the making. His name has become synonymous with coin chucking. Throw all eight coins, as soon as the round starts, and as fast as possible. But now he's changing it up on us! Is he going to throw all eight coins? Or is he going to throw only seven? Everything about him has been turned to questions! This once straight forward man has suddenly become twisted. We know nothing! We are left with only doubt. No one can stop him, he is on the path to godhood.
  13. yeah
  14. Uploading videos to where?
  15. Nothing to do with how often. Throws are just less variable. They're easy to figure out and easy to communicate to others. Are you in the corner? Then throw them and do this combo. Are you out of the corner? Then throw them and do this other combo. 1hits off of throws are very discrete, yes or no. The only thing you have to worry yourself with is timing. 1hits off of any other moves get a bit more ambiguous. Did I hit him too deep? Too shallow? Counterhit? Am I too close to the corner? Am I too far? Too high? Too low? Lots of things you have to take in to account. And we haven't even touched on timing, which may change depending on how you hit them; or maybe even the whole combo changes. As you can see, these extra variables make non-throw setups hard to communicate and test. Really you could probably produce a 1hit off of any move, given the right variables. Looking back on this topic, I should of limit this thread to just the basic BnB setups, and not limit it to just 1hits, but any combo that sets up a Mist. So I guess I'll do that. Now that my stick is fixed (and hopefully it'll stay fixed) I can get back to what I started 6 some months ago.
  16. Awesome, totally going to do that!
  17. 956 and your 6956 are functionally the same. The 956 parts are the 'active ingredients' of an IAD. You never had to directly hit the 9 from neutral (5956) to get an IAD. You could do 8956 or 321478956 as far as the game is concerned. You just need the 956 part to get an IAD. It doesn't matter what happens before that. 676 is harder then 956, but 676 also isn't the same as a traditional IAD. Since you are airdashing from a backjump, instead of a forwardjump, the spacing is subtly different. Clarifying that you don't need to hit 9 from 5 to achieve an IAD, is what I think you want amended. While we're harping on tiny nuances, we might as well explain the difference between 956, 686, and 676.
  18. The delay is almost always between j.D and Ensenga. If you get no Ensenga, then you delayed too long. If you get the Ensenga, but it didn't 1-hit, then you may not have delayed long enough, or there are issues else where. Timing and leniency is different for each character and each combo. Tell us the character and combo you are trying to do and we'll be able to help you better.
  19. Are you sure you aren't just hitting whatever the Slayer player is trying to throw out after 5D?
  20. You are only CH-able during the startup and active frames of your moves, unless otherwise noted or flashing guardguage. (Or one of Baiken's seals)
  21. 4r5

    Character Types

    i guess
  22. 4r5

    Final Round Vids!!!

    more shake = more hype
  23. PC version would definitely be the easiest to work with, except it's two versions behind might be some use for those online players. but with all the lag, I don't know if they can take advantage of such exact information PS2 emulation could be another path. you'd be able to work with the latest game, and all the processes would be out in the open and you wouldn't have to deal with a black box
  24. Unless someone can come up with a single, universal, method to measure the hitBox, attackBox, and collisionBox of every move in the game, I'd rather not see someone guess at where the boxes are. It's easy for Mugen people to do, since anyone with notepad can just see the exact numbers. It'd be more productive to just figure out how to enable the game's debug mode.
  25. I had Dizzy do her S Fish I double jumped and normal blocked, and was able to jump and airdash afterwards. Same with FD, SB, and IB. Repeated again with superjumping. Then repeated the whole thing again with Dizzy doing j.S. Same results. Conclusion, blocking stuff in air restores your air-jumps and air-dashes.
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