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Everything posted by 4r5
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more damage, possible other reasons
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
lol, secret code anyways, yeah, X+Triangle as the game loads might have to wait for the memory card to load, forget -
that's the new Special Addition hrap2 with all sanwa parts the hrap2 you're referring to is out of production and only has a sanwa stick with hori buttons that fall apart under the mighty strikes of my johnny. and last I checked, they were still in the three digit range, unless you were really lucky
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ah crap, I totally forgot to grab the pad last time I was home. oh well
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I can't say I'm too familiar with this matchup, but I have fought a Chipp or two in my time. I guess with that said: Yeah, Chipp's speed and maneuverability is a problem. I almost feel as though trying to engage Chipp is a hopeless endeavorer. I, instead, focus my energies on maintaining a position that is difficult to approach. If the Chipp player is any smart, he'll start the round running away, before you can get a chance to hold him down. You just kinda have to give it to him, you aren't going to catch him; it's his thing. Once he's out of your grasp, you just have to sit tight and wait for him to come back. I find the teleports to be the best point to reverse the situation in your favor. He's restraining his movement while putting himself right where you can hit him. Aside from the FRC'able teleports, I think they are fairly easy to react to. Or at the very least, you can guess and make a well calculated maneuver. Like, as you have already found, a timed forward dash, to the startup of his teleport, can get you out of harm's way and sometimes with enough time to counter attack. Though, you run in to trouble if he does the teleport that puts him in front of you. I've also found iad'ing backwards with a j.S or j.HS to be useful, if you really want to put your balls to the wall, you can throw out an Ensenga too. But like with dashing forward, no one maneuver will cover all your bases, you might be hurting if he does the teleport that puts him on the ground behind you. His FRC air teleports on the other hand, you just have to guess. j.HS? If I wasn't going to block it, then I would just 6P it. I've seen it clash too many times with HMF to bother. Getting a coin on Chipp is hard enough. A level 2 Mist Finer has the potential to kill Chipp. And seeing that potential disappear in a clash is too depressing. pressure? Chipp really has alot of options going for him. 2HS is about all Johnny has to keep him in check. But you got to be really careful with it. Chipp has alot of ways to bait out a 2HS and hurt you for it, but it's those 2HS baits that give you the openings you need to get out. I don't feel that I've fought a really good Chipp player who understands the matchup, yet. So I might be wrong about some of this stuff. But one thing I do know is that killing Chipp in one combo is very real. And I'm sure all Chipp players live in fear of that one little mistake that gives their opponent that one combo that does them in.
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I loaded up training mode. Went in with Slayer and Dizzy as the dummy. I set Dizzy to Jump forward with j.2S, and with Slayer I backdash-cancel jump and attempt to airthrow Dizzy. I tried for like three minutes and could not airthrow Dizzy out of her j.2S. I'm going to stick to just 6P'ing or supering her j.2S. Maybe Dizzy's j.2S is throw invulnerable or maybe I suck at airthrowing; feel free to try it out yourself and come to your own conclusions.
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Today I am reminded that Axl's Tenhouseki (214P catch move) can catch Ensenga. Also, Axl's attacks are huge, but so is his hitbox when he does them. Connecting a super from fullscreen is funny.
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A move doesn't have to be overhead, low, or a throw to be a mixup. You merely need variations to produce a mixup. He can use the 2P after the 5P to act as misdirection for his throw, after using the 5P then throw variation. For more variations, you can drop half the string and go for a throw right after the j.K. Or do a KJ(frc) off the j.K for a crossup variation. Or you can land and K-HS>Coin and reset the situation all over again. There are infinite possibilities. Keep a loose mind and think on your feet and you'll be able to create new variations on the fly as the situation calls for.
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He jump-installed. what he did: K(ji)-HS>KJT>KJ(frc), ... or K8HS421SS.... the 8 between the K and HS is the jump-install. you cancel the K to a jump, but then cancel the jump into the next gatling, HS in this example. This tricks the game into thinking you've jumped so that when you FRC the KJT>KJ you are able to double jump or airdash. Where as normal the game doesn't consider you to have jumped otherwise.
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If I remember correctly, only the elements that made possible to option-select between a back-throw and a FD-block were removed. You can still option-select between, say, a forward-throw and a punch.
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From the progression from the first vid to the last, it looks like he got a good head on his shoulders. He probably already knows what he's doing wrong and where he needs to improve. Not much for me to say, unless I wanna nitpick on his style. Though I suppose I could.
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mo' airdash mean mo' tension I'm learning slayer now
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It's also too big to bother stealing.
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If you have a large enough opening to 1-frame jump out, you usually have a large enough opening to hit him.
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I'm fond of burst/DeadAngle'ing Millia when she uses the pin and then moving the screen away from it.
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Back in Slash, you could pretty much JackHound all of Dizzy's summon attempts for free. I'm sure it's the same in AC. But now it's 25% so maybe you might consider doing something else. Anyways, I haven't fought a Dizzy since, like, Slash. So I might be a little behind on the match up. But I'm sure it's the same deal, except you do a bit less damage and Dizzy's holes are in different places.
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You're not spamming. It's just that your questions are about #r, and a lot of that knowledge has been lost and forgotten. Ask this same stuff 3 years ago and you'd probably get some quick replies.
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I burst HPB's all the time. Furthest I remember doing it was in Slash. If you're too close to him when he does it you won't get the burst out, though.
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NOOOOOOOO my sig no longer works! a great blow has been dealt to us this day ok it's fixed now
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I was thinking of the same arrangement too. Well, whatever, time for exam.
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But if you can get a Dizzy-5HS on someone in the air, then that guy probably had no business being up there to begin with. Which comes back around to HS not necessarily being a good anti-air, just the other guy being stupid. Or am I thinking too high-level for the purposes of a guide?
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I dunno. To me, saying you can use Dizzy's HS to anti-air people is like saying you can hit people with moves given the opportunity; which then doesn't need to be said. or does it I guess it's thinking like that is what keeps the Johnny forum from having a guide of it's own
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Then I guess I should tell you, I corrected the description on 4. And I also fixed the second link.