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Everything posted by 4r5
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so anyways, this is what I wrote for Nattak. Now with fixed spelling errors! Johnny's forward dash can be canceled into a jump at any time. If Johnny cancels his dash into a jump, he will retain the forward momentum from his dash. The Jump-cancel-bility of Johnny's forward dash can be utilized in many different ways, from extending your air movement to performing combos. As previously mentioned: jump-canceling your forward dash will add momentum to your jumps and instant-airdashes, giving you a little more distance then you would have without. This little bit of extra distance can mean the difference in landing a crossup, an airthrow, or a 1-Hit Ensenga combo. Ensenga acts like any other air move in the game. Landing any time during the move will cancel the rest of the move's animation. For Ensenga, this means new possibilities for 1-Hit combos. With enough downward momentum, you can hit with the first strike of Ensenga, then land and cancel out the rest of Ensenga before the second strike has a chance to hit.
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DBT>DB and air DB have different FRC points. DBT>DB is fast. Air DB is slow. HS>Coin, dash, K; practice it from point blank. Do something like K-HS>Coin, dash, K-blahblah. Once you can get that down, you should be good to go, as far as timing everything right. After that, it's just recognizing that you're at the distance to do it. Connecting on a crouching opponent or hitting the HS on counter-hit will make it easier to do. Some characters will be harder (or just not possible) to do on. Me, personally? I don't really care for 1-hits anymore. And if I get one, I might not even mist. As you've already found, they can be hard to do. You sacrifice damage, and the mist setup afterwards is flaky. Sometimes you're spending 25% for the 1-hit, then another 25% just to insure your safety. Rather just try to create a funny tech situation. Not quite what they use to be. Still handy to know, if you got the time to learn them. Especially for the characters you fight often, or for annoying matchups.
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KJT>KJ's frc is a bit latter (by 1 frame, lol) then the air version of KJ. It's some what similar to air DB's frc.
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you can't use 7 9 1 or 3, only 4HS and 6HS. and make sure you are in range. and make sure you throw them before they throw you
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Runaway and throw shit. Think of yourself as a smaller, faster, heartier, Dizzy.
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bridget combos, all the videos are the same but less and less quality
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SJC'ing Order-Sol's 5HS, I do up-down-up. If I just do down-up, I find I have to delay the down-up more then I like to wait. Plus my way gets the JI. but whatever works best for whoever.
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Hitstop might be messing with your high jump cancel. Delay your down-up a bit to compensate.
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some combo and character combinations are 'mindless', others aren't
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This thread brings back memories of when Moroha was learning how to play Guilty Gear. 2HS sends them up, then down, and then the can tech. You want them to fall down to a certain height before you hit them with Slash. The height can be different for each character. If you IAD to soon after the 2HS, then they might be too high for your j.S to hit, or they may be too high for some latter part of the combo to connect.
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There's no weight-combos per se. Weight plus the character's hitbox are the two major factors that affect your combos. In this game, combos tend to be character specific. Sometimes a combo is broad enough to encompass a set of characters of a single generalization. Such as: male, female, lightweight, not-sol, etc. But even within these generalizations, a combo may have stricter timing or tighter spacing then other characters, due to each character's unique hitbox. So yeah, after a 6K, j.K-S>dj.K-S-D>Ensenga is fine. You might be able to do: 6K, j.K-S>dj.S-HS-D>Ensenga too, I don't remember. Not sure what you mean by "delay/mixup" can you elaborate?
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Sorry, can't offer you much help with this one. You're stretching the limits of my memory. Coin, dash, f.S>etc; sounds about right. If you can do that, you could probably do Coin, dash, HS>DBT>DB(frc), etc; though that might maybe be char specific or maybe just really tight timing. I kinda remember MMF2, 6HS>something, something. Fool around in training mode, you'll figure something out. Or at the very least, build up some execution. Thank you, I do think I'm a pretty cool (and rad) guy. In all honesty, I'm mighty tempted to merge this thread with your previous #r DB-Combo thread, they're both practically the same topic. But the last time I tried doing something like that, the guy seemed to of got pretty upset (I think, shrug, internet) and didn't understand what I was trying to do. So now I just let things run their course and wait for passions to run cold and forgotten, before I go moving and merging posts. And I would never deleted posts. The forum's boogie man does enough book burning, I don't think I need to add to the fire.
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If you go digging around this site: ttp://f32.aaa.livedoor.jp/~kosugi/guilty/ggxxsharpreload.htm you'll find it. But you're in luck! Character weight has not changed since #r. You can just refer to the AC data we have on the site.
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Last I checked, you could only 1 frame jump/superjump straight up.
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ttp://f32.aaa.livedoor.jp/~kosugi/guilty/ggxxsharpreload.htm #r frame data is the third column
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Have you read the frame data? Though admittedly, the "*1" under Sidewider's damage could be miss-read as 'times one', instead of 'see note 1'.
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nah, not the ground ones. you can 6K past the air ones if you get the right angle.
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sure, I can write something. But I won't be able to get around to it till maybe around sunday. Just give me a list of what you want. Or if someone else wants to do it, that's cool too. I tend to be busy lately.
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You asking for someone to write for ya? Or to do some text editing to your video?
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It is true, that if you get counter-hit during your Mist Finer that you lose your level. But you are also in a counter-hit state for the entirety of your Mist Stance. Though you think you released, then got countered, what happened was: you got countered, then you released. And that is why you didn't lose your level, you didn't get countered out of Mist Finer; you got countered out of Mist Stance.
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I think you can space a KJ so that it's un-6P-able, but I haven't had time to try it out lately.
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Nah, even sloppily timed 6P's will trade, which sends you knocked down across the screen. Depends what move he made you block before the Greed Saber. Properly spaced, a HS>GS, you would have to instant block the HS to 6P the GS. 6HS>GS, you have to block the GS, or super it. Lvl4 moves, or less, into GS you can 6P. But, no matter how far away he spaces the GS, if you instant block the GS you can always hit him with f.S-6HS.