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wirestyle22

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Everything posted by wirestyle22

  1. Thanks for all of the information. I played Millia and Justice (Don't ask) in +R. I kind of feel like my fundamentals for guilty gear are shitty because of that--meaning I won with Millia if I got to mix-up because she has brain dead mix-up, and I won with Justice because 1. No one knows how to fight that character and 2. Even really simple combos deal a lot of damage for some reason. I tried to pick up I-no in AC, but the moment I showed interest all of my friends (who know more than i do) were against it. Now that there is a new game out I have enough knowledge to know what I'm getting myself into. With that out of the way, I'm not really trying to be a frame data guru but I do use frame data to tell me what is possible, or what could be possible if I create a specific situation. I'm not sure how much I would benefit from it outside of knowing what is positive or safe in this game though. With my limited knowledge of what I-no used to be, it seems like shes making use of re-launch combos more I guess in lieu of double dash combos? That's a question said as a statement. It seems like she struggles in neutral as well. Is there a good video I can watch of a top player overcoming that? Thank you all for the help.
  2. A few questions from a new player: 1. Does anyone know how tight I-no's combos are in XRD in comparison to her +R incarnation--not taking into consideration 6frc6? 2. It seems like some of you are excited for the time freeze effect of YRC. Why? Are you using it for input buffering or something? 3. I come from Street Fighter and reading the frame data for this game is odd to me. How important are attacks levels? Also, is there frame data (even loosely) for XRD yet? 4. She doesn't have double air dash? 5. Mynus is chaz right?
  3. Do you have any particular advice about what I should be practicing? It doesn't seem like there are players online for the most part
  4. I've wanted to learn guilty gear for awhile. I picked it up with one of my friends and always wanted to play Potemkin, but learned easier characters to learn the game first. I was finally at a point to where I could compete-ish, and they announced XRD (which is cross road right? right?) so I thought I'd just wait until it comes out to learn pot. He could change a lot and I don't want to have to re-learn. Well fuck me for being right. The pot forums have more tears than a bipolar chick reading a Nicholas Sparks novel. I'm not necessarily a grappler player typically, I don't really have an archetype. I just choose a character based on whether I find them interesting or not. Potemkin is interesting. How fucked am I seriously? Emo aside
  5. I'm lucky in the sense that I have a lot of friends who know a lot about the game and play pretty regularly. Of course the character I'm interested in no one knows anything about. I've done pretty well though so far with justice. I think a lot of it is them learning how to play against her just as much as it is me learning how to play her, so it sort of evens out. Axl, Dizzy, and Faust do seem really bad
  6. Thanks for the reply. I'm not looking for a flowchart. That was just an explanation of my general basic gameplay right now because I don't know anything. I was just asking for some tips or tricks you guys have figured out about the character so far or maybe something that gives justice a problem in a character specific match. Things like that. As far as dizzy goes, since 236D Force Break is projectile invul, doesn't that allow you to set up pressure on dizzy? 25 meter well worth it IMO
  7. This is in three parts: 1. Stickbug was telling me that Justice is horrible and has almost unwinnable matchups against some of the cast. I only really have experience against Robo-Ky, Ky, Sol, ABA, and some Faust (All varying degrees of skill). What are these "almost unwinnable matchups"? 2. The uneducated (or researched) way I play Justice is basically this: Round Start: Try to keep them out with your normals/michaels sword until you can get a knockdown. (If close after knockdown) delayed P nuke FRC 6P or 2K into 2D > More Nukes forcing blocks into mixup with dust + 6P + Throw Attempt to maintain spacing by P nuking FRC for safe pressure into anti-airs/mixup with dust or 6P/S nuke. It seems like people misjudge the explosion hitbox a lot of the time and that ends up getting them hit and possibly followed up on. If they are in a position where they can't punish you fill the screen with nukes and attempt to safely pressure. If they have meter attempt to block/backdash punish their meter usage invul moves. You don't really have to worry about bursting in my experience. Any tips anyone has that can expand on this? 3. I honestly don't know if this works but it seems like it does? P or K nuke delayed until near the opponent and then 236D Force Break for a Dhalsim type left/right mixup? Maybe? I'm sure it isn't meter efficient of course, but maybe as a gimmicky round winner? Is also seems to knock them in justices direction allowing for 2H > Aircombo. Opinions?
  8. I agree with some of the stuff you said. It would be great to get new people in the community. I myself have brought in around 15 people that are taking the game they play seriously (AE). I think the reason people find marvel to be entertaining to watch is because its flashy, there are teams, tons of stuff is happening on the screen and they don't really NEED to know the depth of the game to enjoy it. However, if you watch Guile vs. Guile in AE....you're really going to need an in-depth understanding of the game to get any enjoyment out of it. So, to a degree, I can understand why new players gravitate to marvel. One of the responses said something along the lines of GG not being "worth it" to learn because of how daunting it is to learn. I'll explain my stance on that the same way I explain to new players how to go about picking the character that they want to play: Pick what you enjoy. Tier lists only matter for games like GG and ST that people have torn apart to a crazy degree. The thing is, any tier list is skewed by player skill. T-hawk is crazy is you're good with him in ST. That doesn't mean as a new player you're going to have fun times picking him. It's going to be brutal. However, if you pick someone you really love playing you're going to be willing to go the extra distance. How does this relate to Guilty Gear? Well, you pick the game you enjoy playing. All you really need is one guy who loves the game as much as you and you guys can have quite a bit of fun. You don't need to be shooting for the stars and planning what you're going to spend your tournament winnings on when you win Evo (Prob $60 for the winner of grand finals lol). All you need to do is have fun. It's up to you to improve. Communities will rise up naturally and will share ideas and information. It's really that simple. Start hosting your own events if its possible with maybe a dozen people. MAKE FRIENDS. Being nice will guarantee that people will at least enjoy hanging out even if they aren't becoming the next ogawa. This is the real key to changing the community imho
  9. In that Kiisha vid he does an FRC with a teleport thats practically instant. Is that a +R change or can I do that now? Also, in +R we get the new items. Does this technically decrease the chance of other items occurring? i.e. if we had two items where one had a 75% chance of occurring and the other has a 25% chance, then we add a third, one of the items percentage chance has to decrease due to the new item becoming available. tl;dr you have to make room btw ty for the resources EDIT: From what I can see from the vids you posted, most of the top players use drill cancelling for instant overheads and to stop jumps if they feel (based on the other characters movement) its no longer in their best interest to jump in that direction. Is there any other reasons you can think of?
  10. My question is how exactly am I supposed to use this? From what I'm getting my falling animation stops completely when I do the drill cancel. What does this give me other than changing my fall speed/trajectory?
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