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Everything posted by Digital Watches
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So uh. What are the chances of this still being a thing that happens come, say, late august?
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Accent Core +R LOKETEST CHANGE LIST Thread
Digital Watches replied to Spirit Juice's topic in Guilty Gear General
Fixed that for ya. Also, I'm confused, can Justice airdash or not? -
Well, or if it has more GB-, or less damage, or the launch creates a more situational setup, etc.
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Accent Core +R LOKETEST CHANGE LIST Thread
Digital Watches replied to Spirit Juice's topic in Guilty Gear General
"Bitch, I zone like a boss. Who needs a dash when everyone's gonna spend all their time coming to me?" -Justice -
Sorry, I've been gone a bit. Anyway, no, you can't prevent Rashousen from coming out instead of throw. I still get that sometimes myself. It may be worthwhile to OS every forward throw as 6S+H (Which I often do anyway) because rensen is less punishable than Rashousen (And will win the input check), as is c.S. And no, you can't option select throws with FD. You can option select airthrows by hitting [4]D+[H]~K, which will airthrow if you're in range, and j.D->FDC if you aren't, but the timing is pretty hard and it's only marginally useful.
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Where does one get recent information about R changes? (Also, while non-overhead Axl Bomber is a lame nerf, it probably won't have *that* much actual effect, whereas 5P-6K gatling and optional 1-hit chains will be broke as fuck)
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1: Wrong pokes a LOT. 5P is pretty much ONLY for anti-air, 2D is NOT an anti-air, rensen is risky, etc. Unfortunately this is even more true in #R than it is in AC: Axl needs to know what's a good option and what's a bad option, or he gets dead fast. 2: You need pressure! You kind of got desperate at the end, so I'm not going to comment on getting counterhit a bunch by doing reversals that would never have hit him even if you guess right. However! When you're in neutral, you quickly get back to being on the defensive because you're not doing anything to make robot afraid to swing. Use throws way more, just in general. Your tick-throw game is severely lacking and it means he doesn't have to be afraid of your pressure. Also helpful would be getting your rensen FRC more consistent (Both for combos and pressure), and not wasting so much meter on FDing.
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While I guess you *could* connect your TV up to a computer to record, it's much easier to just split the signal, especially for combo vids where all you really need is the video feed.
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Er, wow, for some reason I can't make newlines appear in that post? What gives, dustloop?
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Those combos *can* be made to work. However:As far as damage maxing goes, the best way to do that is usually to frontload your damage and minimize non-special hits. See if you can get really good at airborne mixup (Kokuugeki as a crossup/non-crossup/air poke/frametrap, pseudo-fuzzyguard traps with strings into j.D, etc.) Also, wherever you can, avoid using 2S at all, because literally any other variation that you can substitute will normally do more damage. Rensen->IAD bomber combos are flashy and cool (And work outside of the corner on like, what, slayer?), but it's generally more efficient, more versatile, and less situational to use IAD->falling j.H. For times when you should actually use IAD->Bomber (Which has cool properties due to how airdashing works in GG), see situations where you're trying to get from midscreen to the corner from an air combo to FB bomber. (Usually something along the lines of (Anti-air or combo to rensen)->j.K-j.6P-623D-6623H. You'd be surprised how far from the corner you can be and still get a loop into knockdown, (or at least a corner airthrow reset) this way)I'd suggest using just 5H for those JI 63214S combos. It's more consistent, does better damage, and doesn't cost you the meter for the 2H FRC. It does mean that in some cases (specifically: If you're spaced to cross up), you'll need to Superjump-install at the cS, which is slightly tough, but worth learning. Getting them afraid of the damage you get off that is really nice because it also makes the 5H chain-to-mixup (You can also do, for example, rensen, rashou, 5D, 2D, 2H from it) a lot stronger, and you can also of course throw in the occasional non-hitting FRC into landing throw/bomber/kokuugeki.If you're interested in JI stuff that's match-practical, there are some variations that you do for burst-safeness. It's been a while since I've run any training mode due to school, but JI-to-Superjump combos that let you throw more j.Ks into your air strings are a great way to bait bursts and techs. As far as flashy stuff goes, a cool thing to try that tends to fuck with people's techtrap sense is consecutive-raeisageki corner loops. I've mentioned these before, but they're really cool:Do a combo into rensen FRC in the corner, then toss a 63214S. If you do it right, you'll hit them in the air and it will give you enough time to do another one without and FRC, then continue your combo. This will black beat a lot sooner than a bomber loop, which is actually the point: You're trying to get them to tech at a bad time by mixing up your combos. As you probably already know, Axl gets a lot of almost guaranteed damage if the opponent is in the air and Axl is neutral on the ground. Of course you should probably do a version of it that knocks down occasionally, so they still think you're screwing up when they can tech.
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BlazBlue/Gear Revival Tourney! (Milwaukee, OR - 04/21/2012)
Digital Watches replied to EdgeKun's topic in Archive
Goin' to this. -
It's been forever since I've played #R, but I think you can still end with rensen most of the time, and it's almost always practical to get knockdown. Then again, when you're starting your loop with cornered TKB(RC) in #R, I'm unsure we're still talking about practical.
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Bleh, haven't been here in a while. Horokei: That CM is awesome. Everyone who wants to work on their execution, do rensen loops in training mode. That shit will get your timing tight as hell.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Digital Watches replied to Chun's topic in Archive
Can't make evo, but I'm going to try to make the big august NCI. Edit: Oh hey, I'm with rod on this one, you should totally change the date. Turns out I've got someone's wedding to go to on the 27th. Which leads to the horribly pressing question: Since when am I old enough that my friends are inviting me to their weddings? -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Digital Watches replied to Chun's topic in Archive
Rod: Thanks for letting me crash at your place again, you the best. Sanoshi: I was serious when I said you're too good at bridget. Also, thank you for putting up with the mad ramblings of a Portland hermit (Hermits can be sharp dressers too, or something). Ehuangsan: How come you didn't win? GDLK gimmicks and whatnot. Qwerty: YOU KNOW IT HOLMES. STUDY DAT SCARLET. OR SUMMAT. Severin: It's a compliment or something. CS Club: Stay pro. We don't got one of those here at PSU, so we've gotta like, do work to hang out or whatever. Other people: I like y'all california folks a lot, I just can't do shoutoutsallthetimestopjudgingme. I'll try not to suck next time I come down. Turns out not playing for seven months can make you bad at games. Who knew? -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Digital Watches replied to Chun's topic in Archive
[Citation needed] -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
Digital Watches replied to Chun's topic in Archive
So I heard you guys are doing a thing the weekend of spring break. Is that true? -
Woah, new vids. Nice.
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Yeah. My average is around 21. Then again, I've taken to just 1FJing when I'm not sure what millia's gonna do. Nice app, Teyah.
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The other note I would make is STOP POKING WITH 2P. You used it well to punish, but you're using it too much at neutral. In general, that move loses to everything ever, so putting it out at neutral is a bad plan. It's a good thing to throw down when you know it'll connect/force them to block, but other than that, not worth eating all those counterhits. Against TE in general, you really need to be zoning with f.S and 5K (f.S for the range and disjointed hitbox, 5K because it'll go over some things. 3P is less useful in this matchup unless he's running in a lot, and on't bother with 2K most of the time unless he's in the air, you can't go under most of his major tools.) and waiting for opportunities, rather than trying to win trades, because Testament is the king of winning trades, and no matter how confident you are in your poking game, he will get damage on nearly any trade, and he will almost always get twice as much as you can, and knockdown/possibly a mark to boot.
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Well, a lot of it depends on your setup, how many hits you've already done, etc., so without a specific lead-in, I can't really speak to exactly how to do it. However, there are a few general tricks I use to combo light characters. 1. Lead your FB with j.P or j.6P(1) instead of j.H/D. For some reason, the way momentum works makes it so you end up closer to her after the FB if you did a lower level move first. 2. Use ADBomber. Instead of going for FB, Airdash, j.D-Bomber, just do FB, Airdash-Bomber (Think of it like Jam's airdash moves, or baiken's airdash tatami). One of the best combos you can do in many situations is actually Kokuugeki (FRC), AD, Bomber. The j.D launches a little, so this can help the bomber not miss. 3. Add some extra hits in the ground combo to up the gravity. For example, if you're doing K-S-Rensen (FRC), j.(P/K/H/D/6P)-FB, etc., try doing K-S-Rensen (FRC), IAD j.H, 2S, etc. This is a fine line, however, as adding more hits also reduce untech time. And of course, some combos simply won't lead to a bloop on lighter characters. Sometimes you just have to go for the knockdown or the tech trap instead.