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[Podcast] Guilty Gear Sweden (English) Podcast - Official Thread
Shinjin replied to Shinjin's topic in Guilty Gear General
Thank you guys. We´ll make sure to take in all the feedback that we get for the third episode! I agree with pretty much every comment that I have recieved. Our intended audience is vets and people trying to close the skill gap. So we´ll try to keep it on a mid- to high level. However, sometimes you have to explain some basics in order to give a good explenation. I think I will release the second episode (aka the second part of the first recording session) next week. So next weeks episode will be 50 minutes on general strengths and weaknesses of Testament and Baiken, and why me and Caer play them. Hopefully these two introduction episodes will help in providing a context, and thus allowing us to go into more in depth on specifics later on. So yeah, first two episodes: try out. Coming episodes: the real deal. And DaiAndOh - you should still do your podcast!!!! And for some episodes we might add video, but most likely we will keep it as a audio only podcasts. But if people request it, we can make video tutorials on certain topics. -
Greetings from Sweden - the too famous community, famous for being true heroes of the game! We decided to give start giving back to the international community a bit - and what better way than to increase the amount of pure Guilty Gear content out there by doing a podcast about Guilty Gear - in (broken) english! So we present to you: The Guilty Gear Sweden Podcast! We have recorded two episodes, or more like one episode that we have divided into two. Our ambition is that this will (at least) be a bi-weekly podcast with releases on Monday afternoon (European time). The podcast will focus on: • Guilty Gear (AC and AC+R) gameplay discussions. • Guilty Gear community discussions. • Joking around and having a good time. Feel free to suggest more specific topics - gameplay or community related! To be improved for later episodes: • Sound quality - one high quality condenser microphone on four people was simply not good enough • English language skills • Overall structure of episodes - we need more experience etc. • Editing - sound levels, cut out redundant parts etc • Better intro and outro - also better introductions and sign-offs But without further ado: Episode 01 with Shinjin(ba), Caer(te), Nehle(di) & Glenn(mi) Topics: Why do we play Guilty Gear, why do we main said character, why is Millia so good and why is Dizzy so bad in comparison (lol) Direct download: Here Youtube: http://youtu.be/zAWfBLrEUhI 8bit versions of Intro and Versus-themes by Inverse Phase (used without permission...), check out his Bandcamp!! http://inversephase.bandcamp.com/ And if you want us to continue doing this in English - please leave a comment! And also, we always appreciate constructive feedback xoxo Shinjin
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DC told me that it's Yakujin(te) from Okayama.
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GGXXACR changes. facts. no theory fighter plz.
Shinjin replied to MacArthur Blunts's topic in Slayer
6HS can be cancelled into a special (no jc needed), same for 5K. Undertow launches on hit (32f float, 62 on ch). 50 % proration. Frc on f 24-27. 28 frames startup, has super armor between f 5-28 (absorbs 50 % damage, only one hit). Bite has 7 frames startup (2 active frames), reaches 92 dots, 60 % forced proration, staggers on hit (max 13f), whiff animation is a total of 40 frames, gives slayer 3/4 of the dealt damage (55dmg) to hp, frc timing 26-27 (2 frames after the damage has been dealt), ch state during recovery. And just to clarify: FB dandy has only strike inv from frame 1-12, and then low hit profile state (or whatever you call it, a very low hurt box) from frame 13 - 17. And can be cancelled to whatever dandymoves from frame 10 until the end of the move (fb dandy = total 30 frames). PB still has 3 frames startup And yes, the mook has no data for the GB+ and GB- properties of moves and specials etc. Edit: And I appreciate you as a person, as a fellow individual of this world, RoBoBoBR. -
Coolers. Today [2012-09-27]: Guilty Gear Sweden-stream Shinjin(ba) Caer(te) Nehle(di) Shooting ROCCAT(ax) halehale(fa) 18:45 - 22:00 CET (GMT+2) [for more info on time: google] http://www.twitch.tv/guiltygearsweden Accent Core - PS2
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Sakura looks really good in this verison. It's soooooo fast now (10f). 1f faster than Baku in AC :V Dashing up a bit in the neutral game to bait pokes and then doing a instant sakura (frc) will be a retarded "counter poke" if it stays this way and sakura has the same hitbox as in AC. It will be worse in rise-up situations though, where the lack of inv makes things a bit shaky. For my playstyle I would still see it as a buff. Mawarikomi stayed the same. Ouren sure sucks the opponent towards you, on block and hit. Better reward but also bigger risk. I'll take that. 6p comboed into 6K (?!?!?!?) which gives 6p that is a really good counterpoke that had poor reward before better reward. You can also combo 6p into youshijin. And combos.. well looking at some of the matches the nerf on jD untechable time is significant and the reward from combos will sure be different. I think getting decent reward on lights from youshijin-combos might be a bit tricky perhaps, since they will be so high up in the air. But when it comes to ground combos; well nobody was doing it but I think tatami frc kabari might be the way to go. I did see a Baiken do Kabari air hit into 6HS 2D jS (then he failed), so it should be possible with the new bounce from the ground tatami. It should also put the opponent on a pretty good height as well. Theory gaming hardcore but.. maybe: tensionless combos might be youshijin-combos. 25 % and a bit close to the corner might be tatami frc kabari combos 50 % and a bit close to the corner might be tatami frc kabari 6hs jD(frc) or 2d jD(frc) air dash tatami combos. But yeah, we might not get knockdown and not as much damage from EVERYTHING anymore ^^ I am curious how 2k5sjD frc ad tatami combos work now though... Didn't see anyone doing them, nor did I see how the opponent bounces after those kind of tatamis in those kind of situations... But I am curious!
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You make valid points good sir (nice ninja editing also btw). And it is fancy indeed. It would however still cost 25% for a crossup That is at maximum 22 frames fast + speed of the move that you do afterwards. Very much blockable. And you also assume that people are only using one kind of throw option select. They could for example be using the rise up throw or fd option select (which is much better vs a baiken that is dashin towards you since it destroys the 6K/throw mixup). In this scneraio that we are talking about: you probably still would get thrown even after the crossup. Or in were you to do mawarikomi frc 6K -> you would most likely eat a c.S instead (since most characters c.S are fast). And it also makes no sense to use tension in order to cross up and then do the yzn. Then I would much rather force them into the tk yzn rc mixup straight away. Still fancy and a bit usable though ^_^
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It is only D-versions for the fish and ice spike (new versions). I guess auto-pilot translation assumed new "D"-versions of them were to be translated to FB-versions but it doesn't say that explicitly.
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To clarify: 5H can be gattled to 2D. Not the other way around. I was rushing through those translation a bit too much ^^; srrz
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I think suzuran mawarikomi okizeme might be difficult to use in a good way. Feels like you can easily end up in the throw range of your opponent, but it will definitly be something that I would play around with Also looking forward to trying out combos like: Ground hit 6P -> Youshijin -> Air Combo Gattling -> Tatami FRC -> Kabari (sliding down) -> Air Combo Air Combo -> jK -> jc -> jHS Tatami -> ??? Air hit 6P -> Kabari (sliding down) -> Air Combo Kabari Sliding down -> 6HS -> jD frc -> ad jHS Tatami -> ???
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Well, kind of both I guess. Some changes are written in a way where they say "we changed this to that", where sometimes: - The changes are from Location Test 1 to Location Test 2 (it is not pointed out in this fashion, but you understand if you read those specific changes) and most of the times it is - The changes are from AC to +R. And no, they nerfed Slayer's jH by: - Increasing the size of Slayers hitbox (hurtbox, not the hitbox of the attack but of Slayer) - More recovery (up to 10 from the previous 7).
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No, they mean the hitbox. And hit has only gotten a bigger hitbox in the backward direction.
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Now with better english: "When the pull-back part of the move hits, guard meter is reduced twice as much as before."
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Oh, sorry, my mistake, I misread Shinjin's post something fierce. Good, then it's still super awesome /Nehle
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Testament and Johnny added. Check out: http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480&p=94516#p94516 I can't do any more translation today (busy etc). So have fun guys!
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Jam done. Testament and Venom next.
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Nice work magz and coolest with the translations! Added them to my post. Next up: Axl & Jam!
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sure. I'm doing Eddie now (soon done). Then I plan on doing: Justice Axl Slayer Jam Testament in that order.
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Change list has been released. And holy shit. I'll be translating a bunch over here: http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480 Change list pdf: http://t.co/sNY0F4Wm Edit: Baiken changes up. Buri changes up. Dizzy changes up.
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Next location tests announced: http://www.guiltygearx.com/location/ 30th June - 1st July @ Club Sega (Shinjuku) Edit: Tweet from Yamanaka: "This time we will release information regarding the changes on the website beforehand. We plan to update the website on the 28th so look forward to it!"
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Some stuff: Hama(or) The sign that the character on May-ship holds: does not say Location Test in progress!!! Tsujikawa I will focus on Bridget. Hama(or) [on Slashback] You can now still guard even after you have missed a slashback-timing. And they might have changed the blockstun that the person doing the slashback gets? And maybe even the tension gain.. Kedako(ma) [on May] OHK fucking sucks... it doesn't feel like it will ever conect.. Mogura [on Sol] Sol 5H to normalfafnir connects. FB-Sidewinder seems to be a guaranteed cleanhit. Woshige [on +R] They have nerfed the amount of stuff that the upper tier can do, and buffed the lower tier ones. At the moment: Eddie feels so strong and it doesn't feel like any character can win against him. LOX [on Jam] FB-Hyappo doesn't wallstick.......... FB-Hyappo doesn't wallstick, if it hits them in air you get a down. And I don't know if the startup of it has gotten slower, or if it is because of it getting slower, but 2HS to FB-hyappo in the corner sends them in the opposite direction.. And 6HS doesn't wallstick either...
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【FREEPLAY】 @ The Shinjin Big Boy-station (Pre-Destination Showdown) Freeplay casuals between Swedish GG-players and NO @ Shinjins place pre-Destination Showdown. Shinjin(ba) vs N男(ve) http://www.youtube.com/watch?v=WY3Qc10hT2E Xzi(ja) vs N男(ve) http://www.youtube.com/watch?v=SeWWBiMBnxk Nehle(di) vs N男(ve) http://www.youtube.com/watch?v=qXplMr-x9A8 This was the final batch from me! I hope that you have enjoyed these videos. Guilty Gear Never Dies!
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【BO5GACHI】 @ The Shinjin Big Boy-station (Destination Showdown) Best of 5-sessions!! Glenn(mi) vs Aerisu(mi) http://www.youtube.com/watch?v=qJNHndPiZ94 Goga(ch) vs Yonasu(sl) http://www.youtube.com/watch?v=raRAlVEqGVs SDF(di) vs Mitsurugi(jo) http://www.youtube.com/watch?v=KwE-FBZPK-g Shinjin(ba) vs Aerisu(mi) http://www.youtube.com/watch?v=bNsfbuU8nss Glenn(mi) vs Xzi(ja) http://www.youtube.com/watch?v=Y24qDAc4I10 halehale(fa) vs VMChaz(an) http://www.youtube.com/watch?v=pLVs9YddgZk reaVer(or) vs Nehle(di) http://www.youtube.com/watch?v=u-1eNlwYOSc Shinjin(ba) vs halehale(fa) http://www.youtube.com/watch?v=Y9dJ8Erh9eQ Mitsurugi(jo) vs Glenn(mi) http://www.youtube.com/watch?v=FIaV6-NPmDs Goga(ch) vs Caer(te) http://www.youtube.com/watch?v=cJmsVhKEA9M 【FREEPLAY】 @ The Shinjin Big Boy-station (Pre-Destination Showdown) Freeplay casuals between Swedish GG-players and NO @ Shinjins place pre-Destination Showdown. Shinjin(ba) vs N男(ve) http://www.youtube.com/watch?v=WY3Qc10hT2E Xzi(ja) vs N男(ve) http://www.youtube.com/watch?v=SeWWBiMBnxk Nehle(di) vs N男(ve) http://www.youtube.com/watch?v=qXplMr-x9A8
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New videos of a classic Swedish match-up: Shinjin(ba) vs Caer(te) - BO7 http://www.youtube.com/watch?v=FQLn9dXss2s
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I would just like to add two things regarding the discussion of 2k and 2d as starters: [1]: Remember that 2K is much faster than 2D. Let's say to dash and do 2D after a blocked 6K the opponent can avoid the mixup by 1f jumping after blocking the 6K, while the 2K will have a greater chance in catching them before they jump. Some times the 2D can catch them jumping since it has a pretty big hitbox, but in most cases they will be fd-blocking it and you will be put into situation #2: [2] And also note that your options after a blocked 2D are limited; since you can only jump- or specialcancel it. And both tatami and kabari can be managed pretty efficiently by your opponent if they know what to do and when to do it. If you do 2k into 5s, confirm (block or hit) you at least get some frameadvantage and positional advantage of some sort if they block it, and a combo if it hits. Also note that doing combos from 2k on certain distances is more difficult than 2d since you need to be able to do 2k 5s jD frc-combos. And that you might need to confirm crouching hit state (2k 5s into tatami combos on crouching state) as well if you catch them mashing a quick low attack like 2p. Edit: note this is also a bit match-up specific since you can't do 2k 5s jD on certain characters!