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Everything posted by 4r5
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Nevermind, My Slayer friend is doing it wrong. But late-teching is still cool. Sometimes. Sometimes not. Depends.
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I fight against a Slayer fairly often. But I don't really know what to say about it. I'll just run some stuff off the top of my head. I mostly try to space/poke with 5K, 2K, 2S, and 2D. It's pretty easy to hit a Slayer out of Mappas with a standing kick and the right spacing. I use 2S to tag Slayer out of a Dandy Step. You can IB c.S and throw Slayer out of his f.S. Blocking Crosswise Heel and Pile Bunker are free combos. Watch out if he has meter to RC. Slayer's j.HS is a bitch to 6P. Jumping in on Slayer is hella risky. He can 5P you out of most any jump-in from any distance. For everything else he has 6P, 2S, Crosswise Heel, etc.. But you can still zone fairly well with j.S A blocked Ensenga is a free punch in the face. Outside of combos, I stick to Low Mist Finers. That way he can't Dandy Step or 6P around it. At the end of any air combo that Slayer ends with Footloose, you can late neutral tech and land before Slayer does. If you get knockdowned. Watch out for 6K oki. You can either block it and the resulting block string afterwards or you can airthrow the 6K. IBing the 6K gives you nothing. You can dash over 2HS and 2K and 2D. Some people confuse 5P and Coin. And that's all I can think of, at the moment.
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Remeber that when people wakeup they are granted a brief moment of invulnerability, as their state changes from a knockdowned state back to a normal state. During this 1 frame they are able to act. This means that no matter what attack you lay over them, they have 1 frame to do with as they please, before they have to block anything. Since you play Baiken (I assume) you can use 6K for oki. If I remeber correctly, her 6K has some throw-invuln somewhere in it. Or IAD green mat, and time it so that you land after their 1 frame of invulnerability. Or like, whatever.
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My memory is a bit fuzzy. Are the dots counted from the center of the characters and out or from the end of the character's hitbox and out? It's wakeup-throw. Same timing for everyone. It's just that where ever it is you are standing, for your oki, it's within ABA's throw range but outside of other's throw range.
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Ho-Sol, Robot-Ky, Baiken(?), I-No(?)
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Red makes things go faster.
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They both do their hard slashes. 6HS or 4HS, depending on which you used to try and throw.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
If by application you mean experience, then no. This is called a 'hit-confirm' and falls under execution. There's knowledge, execution, and experience. The first two you can improve on your own. The last is what you need to leave the house for. -
So the computer decided not to block?
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For fun. Not for srsly. I play Low-Tier Queen Mamiya. I can't wait for a PS2 release.
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It's not about doing it fast. It's about doing it at the right time.
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2f = 2 frames
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Your opponent is letting you win. Your 'combo' was techable.
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if you're talking about 63214HS, 1hit means you connected with the throw portion of the move. 2hits means you connected with the strike portion.
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That's what I did, but I guess it couldn't hurt to triple check. Actually, it's just instant kills. I'm not going to bother.
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If PB was unblockable, then you could PB people out of the air. ABA's Chain is a two parter, first part is a throw, then the second part are strikes. And I just came back from training mode. May's IK is a throw. Zappa's IK is an unblockable. I tested this by having the dummy set to jump. With Zappa I was able to connect the IK while the dummy was in the air. With May I was only able to connect the IK when the dummy landed. Another thing of note, May's IK has alot of active frames.
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Which one? May's or Zappa's? Or both? Read my post alittle bit more carefully.
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Because May's IK is a grab. Or was it unblockable? Or was it Zappa's that was unblockable? Anyways, it's not a strike, like everyone elses (except Zappa's). So I suppose the next question is; Why isn't Zappa's IK also 4123641236HS? And the answer to both is: Just because.
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Once you learn stick, you'll play better, but you won't necessarily be a better player.
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I wouldn't say that. But I don't get alot of good Johnny vs. Sol experience, so maybe I just suck. I find it hard to space myself properly. Sol can go under/VV alot of Johnny's stuff. Jam ought to have a good match up against Sol. Just parry his shit, then take half his health.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
I've pluged a usb mouse and a ps/2 mouse in to my computer once. What happened was that both mouses operated on the same cursor. I assume the same would happen with a keyboard. The computer accepting two sources of input for a single interface. But this was a long time ago, back when I was using win95. Win95 (i think) didn't have support for multiple mouses, so it just took both sources and treated it as one mouse. I have no idea how XP would handle it. But if XP treats them as a single interface or seperate interfaces, I think either way you could work something out. -
might as well addon that Dizzy's throw, both air and ground, can pop the bubble, aswell.
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If you haven't figured it out yet. In training mode with input display turned on. When the input display flashes blue is when the FRC point is. As the input display fades into blue and fades out is when you have to hit the FRC. Relying on sound can be iffy since each chacter has three voice sets. If your FRC is on a key frame, that'll make things easier. Remember that hit pause will change the timing. I try to get the FRC timing into my fingers. When I practice it's with sound off, eyes shut. I practice the FRC on a whiff, on block, on hit, and within a combo. http://db.gamefaqs.com/coinop/arcade/file/guilty_gear_xx_slash.txt can help. It lists when, where, and how long the FRCs are.