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Everything posted by Digital Watches
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At true max range, you often have to just take the knockdown and be happy with that. From a little closer (but still a good distance), you can usually run-->5k if you react fast. And of course super-close you can 6h, 5k.
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lol wut?
- 118 replies
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- definition of combo
- pressing the advantage
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Okay. Well. Have you ever read "All you Zombies?" Basically, everyone in Guilty Gear is either Axl, the son/daughter of Axl, or both. Time travel, alternate universes, and magic make this possible. Also sex changes.
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OH SHIT. Is it time for me to whip out my story theory? Y'all have heard that, right?
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Moar liek move to WA and have to still drive 3 hours to hang out with me. It would especially be funny if I end up transferring to NYU and you still move.
- 118 replies
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- definition of combo
- pressing the advantage
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I've been meaning to see a shrink about that.
- 118 replies
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- definition of combo
- pressing the advantage
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Hahaaaaa.... I was thinking of trying to rally local players to beat those bad habits outta him, or saying if I'm ever in town I could show him a thing or two about how to lose horribly as non-combo Testament, but I can't really think of an opportunity or reason I'd have to go to Indonesia anytime in the foreseeable future...
- 118 replies
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- definition of combo
- pressing the advantage
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Yeah. Where do you live, Excelence?
- 118 replies
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- definition of combo
- pressing the advantage
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I disagree a lot? While that may be true for top-tier characters (SL, TE, ED), there are tons of situations with most of the cast where, midscreen, you may have the choice between KD and bigger damage, and KD is a better option. A lot of Japanese players are noted for playing conservatively, meaning exhibiting this kind of behavior. TE that can't combo is pretty fail, but only because TE combos are super-easy in AC (Link a TK quartercircle a few times.) A well-played "fortress" Testament doesn't necessarily need big combos to have an advantage (although it certainly helps cement his high tier ranking).
- 118 replies
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- definition of combo
- pressing the advantage
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Ahem.
- 118 replies
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- definition of combo
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Note: going for KD over damage is sometimes good. And Xill, what we mean is that your bro (and you) will not get good without encountering stronger players and playing them frequently. It's just a fact.
- 118 replies
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- definition of combo
- pressing the advantage
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Protip: Of people who try to learn every character, less than 5% of them are competitively viable with any character (And the ones who are generally picked up other characters after becoming good at the game (IE wins stuff))
- 118 replies
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- definition of combo
- pressing the advantage
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A much more effective way to give him access to the information on this site is to tell him about it. Also, although it may depend on your situation (IE how old your brother is, how close you are to whatever Michigan scene exists), a stronger way to improve would be to expose your brother to significant competition. While of course playing should be a pleasant experience, a coddling approach involving too much sandbagging will always backfire.
- 118 replies
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- definition of combo
- pressing the advantage
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Who is IN said discussions? (I haven't seen them) -
I only dabble in Jam, but it'd probably be of use to you to learn a few basic link/cancel timings as well, as some of Jam's are weird. In particular, 6H into 6P, and 5H into 236S-D.
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Yes.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Kliff/Justice are still banninated (But this is mostly because it's a predominantly Japanese game and arcade is the gold standard), and they're pretty clearly at a significant advantage over other characters. -
2H, 5H, 6H is not a combo. In fact, no two parts of it are a combo. As far as charging goes, it never hurts to hold 4 for too long. Just hold 4 all the time unless you have some reason not to, then hold it as soon as your combo allows you to (So like, if you do 5K, 3P, 2D, just hold 4 right after hitting 3P.)
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Terminology stuff can be found in the GGAC guide. JC means jump cancel, SJC means Super Jump Cancel. Aaaaand c.S, 2S shouldn't push anyone away too far to get hit by the 2S if you're getting the launch right.
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"I have a hard time beating X {X|X = Real characters && [X = bad matchup || X = high-tier character || X = character played by a slightly-to-much better player in my area]} character with Y {Y|Y = Real characters && Y = main(me)}!"
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I'd actually like someone to test this if possible (as it would help to prove a larger hypothesis), but I think the first post is wrong on something: I think you can MC j.D. j.Ds tend to have landing recovery, this is known. It's also known that air normals can be canceled into ground specials (e.g. Potemkin's backwards slide head.). I've want to know if you can use this to cancel the landing recovery of j.Ds. I've been looking for a reasonable way to test this, and I think JO/MCing may be the answer. Since there's frame data on how long a mist cancel takes at each level, and could probably work out a combo or blockstring that would only work if the landing recovery of j.D could be canceled in this manner.
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It works on so many levels! Might be a tad confusing though.
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Don't worry, I've got all the capture stuff, just no editing stuff. Also, I honestly don't think we'll need any sound on the combos at all, since most combovids are done with silent combos, and there aren't any sound-cue related things I want to add to tutorials (I honestly can only think of like, one or two characters that need sound cues at all.) so that's not a priority, either (Especially with Axl. Sometimes the sound of Rensen connecting makes me cringe a little inside). I'll definitely leave time before and after combos though (Though I personally am of the school of thought that a transition that cuts off the very last frames of the last hit is better than any amount of time filled with the characters just standing there). Thanks much! Hit me up on AIM and we can discuss particulars.
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Heh, no need for fancy effects, really. If you're up for it, I'd be glad to have you on the project.
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Okay, so I think we're to the point in the Collaborative Axl Vid where we need to find an editor. Does anyone have expertise in video editing software? Or are we willing to wait until summer, when I may be able to do the editing? I bring this up because I'm also thinking of doing a few follow-ups to Shoto's "Low Standards" series. Specifically, I want to create one for Zoning (It's not what you think!)/defense/AA game, and one for advanced mixup games (Possibly called Low Key and Low Class? Low Standards is a hard pun to follow ) EDIT: I might post this in the Guilty Pleasures forum as well, changing a few things to look more like a request.