Zewo
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I've been wondering this for a while now. It seems like in every video I see, the player will always string 2H into 5D. And every time the 2H hits, the 5D whiffs. Why even cancel into 5D? Is it to cover for if 2H gets blocked?
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That vids awesome. Thanks ^_^ I'm practicing trying to land 1-hits more, but right now, the only person I can do it on consistently is Baiken (j.PSD-Enkasu). I'm trying to do Ky's (j.KSD-Enkasu), but when I`m in training, I see the input for the Ensenga, but nothing comes up. I'm thinking that there might be a delay in the j.K-j.S part, but how big of a delay is that, relative to the delay on the j.D-1-hit part?
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Have you tried coining him when he dandies? The arc of the coin lasts long enough to hit him (or at least trade) each time I think.
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If you guys are fishing for a GP, what move do you usually use? Is there a way to train GPs, or is it something you just sort of develop from playing? Also, what do use as antiair? 6P, I find a bit hard to use, and 6S has that really messed up whiff property (how does that work anyways)
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OK, I think I have the LMF2 delay down, and I also has the bit of delay between HS and KJ. But I have no idea why I can't connect the second half ...KJ FRC-j.S-jc.S-j.HS-j.D-Ensenga. So I'll probably settle for j.S-jc.j.K-j.S-j.D-Ensenga after the KJ instead, unless there's a way to consistently practice just that part (j.S-jc-S). This one also one hits sometimes, but not that you can do anything about it when you're at lifebar height.
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TBH, there's really no point to this. I don't think that would be worth it for either unless you were really that close to offing somebody. Both 6P and 6K prorate, and wasting 50% tension for JUST another Ensenga is not worth it.
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Just wondering. What's the general KJ combo for light (Baiken) characters? In my mind, I'm thinking... K-HS-L2MFL-j.K-j.S-dj.S-j.HS-KJ FRC-j.S-j.S-j.HS-j.D-j.E But a lot of the times, after the FRC, the characters way above Johnny so that the j.S after the KJ misses. I've hit that j.S occasionally, but I have no idea how to do it consistently. (And even when I do, it's like the shock of actually hitting them, that they tech soon after >_>)
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Just to regurgitate everything 4r5 said. K-HS-L2MFM-Dash-K(8)-HS-DBT-DBFRC-Air combo I forgot. And for 6K, unless you hit them airbourne, j.KS-dj.KSD-Ensenga is probably better than just sj.D-Ensenga. j.KS-dj.KSDE is probably the super universal combo that works on everyone. (Except Pot, except he's a monster, so let's forget he ever existed) If it helps, there should be a video in some other thread here that tells you how to do what you're thinking of. It's the exact same thing you're asking, ignoring everything that involves Jackhound.
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Dumb questions. How far would you have to be for c.S to become f.S (say, in terms of his other moves)? This one really bothers me to the point of skipping out on c.S completely, for fear of ending my pressure string. (Since f.S doesn't gatling to 5HS) And is there a list somewhere of what f.S hits / whiffs? This is where I ignore the S button altogether, because it just seems to whiff so often >_>. Also, as a general rushdown question, 2K or 2S? That's another thing I need to fix. My mix-up doesn't contain either. (Only 2D from scratch ) The way I see it.. 2K connects to 2D, which leads to coin in most cases. Very small range. 2S connects to 5HS, which can lead to big damage given right circumstances. Not sure of the range. (Again, if possible, could someone describe the range of 2S, relative to his other moves?) Also, is there ever a place for IAD-j.HS? I pretty much started my friends on GG, and most of the time, I got away with it, but they've been getting better, and I find it getting punished more and more. I've been on a tumble (not from very high place though >_>) IMO, and I think I need to start going back to basics again. So sorry for all the (probably stupid) questions.
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The Mist Finer loop isn't exactly hard to do. Just to make sure, you have to be near the corner to do it. (At least, if I remember right) There's really no timing to it, it's all links. Whatever-(L2MFP xx Coin)x as much as you feel like. At least, that's how I did it, I don't think I ever used f.S in the combo. Something to note is that the person is 'falling on' the coin. The coin's thrown out pretty early, and then as soon as they fall on the coin, you L2MFP them again.
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Thank for the responses, I definitely need more practice. I guess I'll start by doing the 2H-j.S-CLSW one. Oh, although I've never really seen it (besides combo vids), does anyone use whatever-j.HS-CLSW? j.HS seems to be really good at getting Sol closer to the opponent, so like, if you were maybe too high and far from a (badly placed, I guess) j.S, would you then chain into j.HS so that you could 'dig' yourself in closer to the airborne guy and possibly salvage a CLSW? It seems like a good idea to me, but like I said, I've never seen it into any match vids.
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Question about CLSWs. Is there some sort of pattern between getting consecutive CLSWs (off WT in particular)? I've seen a bit of videos, and it seems each person has a different way to do it. For the most part, it's normally one of these.. (all already have landed one CLSW, and they're going for more) 1. 2HS, j.S CLSW 2. j.S CLSW 3. CLSW 4. 2HS (TK?) CLSW Is there some sort of pattern to each? (Like, so far, I think CLSW, land, CLSW works on light chars like Jam, but no so much anybody else) Or is it really up to the player on how they want to get another CLSW in?
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Guilty Gear FAQ Thread - Ask your questions here!
Zewo replied to Kairi's topic in Guilty Gear General
Does anyone have a site that shows all the palette swaps of each character and the corresponding button? -
Just how much of an advantage is that, say... over Baiken? >_> Is 5 pixels really that big of a difference? (Especially with Johnny's rather, inflexible, dash)
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That's just practice. In the beginning, you don't want to rush it. Just make sure you have a visual confirmation of you actually being in the MS before you cancel first (Then gradually increase the speed). It's also important to note that if you're on different levels of MF (Higher = Less time to MS = Less time needed to MC), you can cancel faster, so that's something you'll have to get used to as well. Don't be too hard on yourself, you'll get the hang on it. It'll become second-nature in no time. As for mixups, Johnny IMO doesn't really have much. It's like, STRING-(Coin)-Dash-(TK Ensenga or 2K or K or Throw) And it doesn't help that all his moves (5H) seem to have massive pushback now, so you can't keep up the pressure as well.
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Just about how close do you have to be (relative to your other moves) to throw at the max range 45 pixels?
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You probably can't. They'd be able to tech before that happens. j.D typically knocks them away more than up, which is why 1-hits are usually done in the corner. (Although not always). Because j.D does that, it's important that you put in other hits to position yourself under the other person, by putting in little hits, like punches. ie, for Baiken, in the corner, you can do Throw-j.P-j.S-j.D-Ensenga. What all those other hits do, is push Baiken up a bit, so that when you do Ensenga, you're pretty much underneath them. It's important to note that just doing this doesn't guarantee a one-hit though. There is timing involved in all the one hits. There be practice involved. But if you're talking about just random 1-hits out of nowhere, like they were air-dashing towards you or something, those would probably just be freak accidents. EDIT: Like for your example combo, I don't think a j.HS would work that well in a one hit, as j.HS typically knocks them down, j.S-dj.S also put you relatively high up to your opponent as well.
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http://www.youtube.com/watch?v=2WD5WTzrHTU In that vido around 0.39, he does K-f.S-MF-S-j.K-j.S-JC-j.S-j.HS-KJ(FRC)-j.S-JC-j.K-j.S-j.D-E So does j.S-JC-j.S work on everyone? (Well, besides Pot, but I try to do DB combos for him anyways)
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The air combo at the end isn't exactly hard, but it's good to know that there's followup after a MFPL3. Does anyone have any tips on landing j.S-JC-j.S? On anybody? I've always used the basic air combo with j.KS-JC-j.KSDE, which works fine, but watching videos, I always see them go for the j.KS-JC-j.SHDE. I tried in practice mode, but when I get to the JC-j.S part, they always seem to tech out. Is it just a practice thing, or is there something I'm missing? (Also, can I do this on everybody in the cast minus Pot?) EDIT: I realize I'm missing the KJ FRC and stuff, but hopefully, you guys get the idea >_>. (Connecting the damn j.S-JC-j.S)
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God, more rape from him. I just get so mentally screwed from the fact that he'll GC me at some point, turns this into a poking match. Anyways, about the IAD j.S Baiken has, the only thing that can consistently stop it, is pretty much a preemptive MF-P. 6P can clash it every once in a while (I just noticed the lightning was red >_>), but if the j.S was placed well, it'll hit Johnny's thigh leg area, I had to do the 6P a lot earlier than I thought I would, and it could beat a badly timed j.S, but that didn't happen too often for me to really capitalize. Preemptive MF-P also seems to leave you open to just a ground rush, but that's probably I'm trying to get him into jump into the MF-P So far, all I have as advice is stay the hell away from her, which isn't great advice at all. It might be just that my reaction time is slow, but if Baiken is within IAD j.S range, it's too close to defend or change the tide. A large distance lets you stay in MS-P stance and you can release to the AA, which beats j.S or MS cancel and go to HS to stop dash-ins. From my horrible rapings, HS would either beat, or trade with her 2(Something, it's like a mini claw, 2P maybe?), but it would also be too far to connect with MF-S for combo goodness. Which didn't really matter for me, and is where my next question is from.. How to coin Baiken? I found out another reason to hate her, her small-ass hitbox. If you're HS is too close, and you coin, it'll simply fly right over her, unable to cancel her S-counter (Sakura), no idea if the coin would stop Ouren though, since he's still adjusting to AC. I occasionally try to hit her with in when she's in the air, but again, j.S rapes me for free. The only times I got a coin was with distant CH-HS, and random sweeps. Also, is there anyway to punish a blocked Sakura counter anymore? Either, I'm too close to MC-block after a string, and get hit. Or I block in time, but there seems to be pushback on it, so nothing hits her afterwards. (I tried HS each time, and it failed each time as well >_<) EDIT: Also, would it be possible to 6P her chain? I know you can 6P Faust's scalpel, and Baiken's is sort of like that >_>. KK, that's it for now. Time to watch more JO vs BA >_>
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For his Jackhound, is it still necessary to MS it in combos for faster recovery? (Like from Slash)
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Jumping Jackflash seems to work very well against a Tatami spamming Baiken. Johnny's j.S range really is quite awesome. What isn't so awesome is Baiken's j.S, especially when she does a IAD j.S, it's range is surprisingly large, what am I supposed to do? Block and wait it out, or is there something I can do (6P)? I try preemptive MF-P's to try to knock her out of the air, but then she just dashes in for a free combo because I'm a dumbass. Also, just as a general question, how do you approach her? Or should I be waiting for her to approach? Sorry for all the QQ-ing, but this match-up is really eating at me >_<.
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The coin doesn't seem to hit all the time, but thanks for the advice, I'll try it again when I see him tomorrow.