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Everything posted by 4r5
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CHIPP MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge Chipp's Air Movement Knowing how Chipp moves is important in planning your own movements. ┌ TripleJump ┌ DoubleJump ─┤ │ └ WallDive │ │ ┌ DoubleJump Jump ─┼ AirDash ─┤ │ └ WallDive │ └ WallDive ── AirDash SuperJump ── AirDash More to come!...? You can help!
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BRIDGET MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
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BAIKEN MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
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AXL MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
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ANJI MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...?
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A.B.A. MATCHUP INFORMATION Poking Game While ABA is in Moroha mode, poking at ABA can be extremely difficult. For every three moves you have, ABA has one move that will cleanly beat out your three. Provided you can get in range to use it, 5K is your best poke against ABA. It's quick and has good range. It'll stuff many of her moves in their startup, while being difficult to punish on whiff. When poking at ABA you always want to be prepared to MC, OD, 1-frame-jump, or Jackhound out of trouble, such as a Danzai. Outside of your everyday normals, you're going to need to be quick on the draw with tkEnsenga and your Level 2 Mistfiners. Ensenga and Mistfiners have much more range and speed then your longest reaching normals, but also carry their own set of obvious pitfalls. You don't want to whiff either, Ensenga or your Lv2 MF, so you generally will use these to whiff punish. Bottomline, poking at ABA is a risky endeavor and should be avoided if possible. While ABA is in normal mode, not too much to worry about. More to come!...? You can help! Strategy When ABA is in normal mode, do NOT let her into Moroha mode. When ABA is in Moroha mode, do NOT let her out of Moroha mode. (As odd as that sounds.) When ABA is in normal mode, do NOT play defensively. When ABA is in Moroha mode, do knock her down. More to come!...? You can help! Specific Punishes The Rekkas a.k.a. Masshou>Fukumetsu>Dangoku a.k.a. 236S>46S>63214S - Between the 1st and an undelayed 2nd strike, you have, at worst, 1 frame which you can use to backdash or OD the 2nd strike. IBing the 1st strike will widden the window to 4 frames. - Likewise, between the 2nd and an undelayed 3rd strike, you have, at worst, 2 frame which you can use to backdash or OD the 3rd strike. IBing the 2nd strike will widden the window to 5 frames. SBing Rekkas is fairly easy. Danzai Window of opportunity between blocking the 1st strike and the 2nd strike is anywhere from 5 to 10ish frames. Generally, the closer you are to ABA when you block the 1st strike, the more frames you have to work with. From close to mid range, a 2D or 2HS. At max range, your options are reduced to trading with a 2HS or OD. Regardless of range, backdashing the 2nd strike is a fairly easy thing to do, as well as SB. More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge Danzai a.k.a. Purple Shit a.k.a. 623HS Danzai will absorb one non-super attacks, at half damage, during the first portion of the move. Force Break Danzai will absorb an unlimited amount of hits. For both versions, the absorption effect ends when the key head turns from upward to a downward position. The Keygrab a.k.a. Ketsugou a.k.a. 63214HS The keygrab starts as a throw. If there is nothing for it to throw, it becomes a strike; which you can block. The air version starts up faster and recovers apon landing. Moroha Mode While ABA is in Moroha mode all her attacks deal damage to herself when they connect, on both block and hit. When ABA enters Moroha mode, a Moroha gauge appears under her name, similarly to Eddie's Shadow gauge. This gauge decreases gradually over time. When ever ABA goes through her wakeup animation, such as from a knockdown, a little under 1/3 of her bar is subtracted. When ABA's Moroha gauge reaches zero, her key does a sort of burb animation, called Suka motion, and during this time ABA is vernurable to attack. Moroha to Normal mode transition When ABA uses a bloodpack to go back in to normal mode she gains back 120% of self-inflicted damage. When ABA uses the keygrab to go back in to normal mode she gains back 80% of self-inflicted damage. When ABA is forced to normal mode, due to zero moroha gauge, she gains back 00% of self-inflicted damage. When ABA switches between modes, either through bloodpack or the Suka motion, she has about 4 frames of invincibility somewhere in the middle of the animation. Standing Punch ABA's 5P has 3 frames of upper body invincibility and is very spamable. This makes crossups and shallow air to ground difficult against ABA. The Butt a.k.a. Houshoku a.k.a. 421HS Must be FD blocked in the air. More to come!...? You can help!
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yeah I got them all. I can up them somewhere. Any particular place you prefer? Megaupload, rapidshare, etc? I've upped them to here: http://www.sendspace.com/file/8nuh4j if sendspace doesn't work for you, we can work something else out.
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delay is different for each char. for slayer, and most people in general, you only need to do some sort of delay between j.D and Ensenga. at least that's what I do. you might find a different way works better for you.
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j.S air to air, air to ground (in front of you) j.HS air to ground (below you) ground pokes, whatever the situation calls for. generally: K f.S HS 2D 2S
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I guess if you don't want to delay your dash jump, you can just slow down your MC a little bit.
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I'm doing it fine. Are you taking into account the different wakeup speeds? Slayer and Anji have similar face-down wakeup speeds, while Testament's is a few frames slower.
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crossed up with what? and from what setup? Anyways, I've been able to do iad.S crossups on the whole cast. Provided they are standing. Some short/thin chars like ABA and Millia you have to be very tight with your timing/spacing.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
I'm sure you could just meaty Dizzy's IK in front of I-No, after one of her Megalomanias and the CPU will randomly decide to get hit by it. Anyway, I was in the process of making one, but about a hundred screen caps in the thought of taking 300 some more screen caps then cropping, and stuff, the pictures; I was like screw it. People can take a few minutes to find the color they like and remember it. -
http://www.dustloop.com/ggac/data/charts.html Rising From Ground It's missing order-sol and ABA. I remember ABA's being absurdly long, like in the hundreds.
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MrMamation posting: Yep, I am finally doing it in matches more. I had to get used to improvising into it and stuff. It also didnt help that I would be fighting Sol most the time. Hopefully I will be doing it in matches like they were bread and butters. I'll try and remember to bring my camera sometime so I can record the matches.
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I think across the board 6236 gives a dp. but if I'm wrong, I know for sure it does for Johnny (to my dismay)
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Others won't want to steal your stick, but Eli might.
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I support the above statement.
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I tried doing a combo with Zappa, it ended up turning in to a long series of tech-traps.
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canceling of Johnny's dash recovery frames is what I think he's talking about. In about 8 hours I'll be all done with my finals and back to studying Johnny and making this place useful.
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I remember someone asking on how to do the fastest possible MC, and then I also, just, remembered that you don't have to hold down Punch, Kick or Slash. You can just do whatever, buffer in the 236P, then time a tap on HS and it will cancel it before the Mist Finer is released. I think, so long as you don't get a Mist Finer, you're getting the fastest MC you can get. After my finals, I'll see if I can figure out a way to test this out, without include a whole bunch of extraneous variables. If anything, you can atleast use this method to practice faster MC, and use the hold method when playing.
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You can tkEnsenga over stuff like 2P, 2HS, or GreenChain if you're quick enough, or you anticipate it. Or is there another situation you had in mind?
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Lots of patiences and a watchful eye. When he attacks, you evade and work yourself in a little closer. In a neutral situation, don't try to take to the air, you'll just get a chain in the face before you get anything started. It's not so bad, like it was pre-AC, since the second hit of his chains pull you in on block. If you haven't noticed already, many of Axl's moves extend his hitbox forward more then what the graphics would lead you to believe. For example, 5P: from just outside of 5P's range, you are close enough to tag Axl with a 236K if he throws out a 5P. If you are closer you can 6K, 6P, or OD it. Similarly, you can 2HS his 2P from a lot further then it would seem.
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www.youtube.com/FourAreFive same but for Jo, mostly