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Everything posted by Honnou
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Here is my breakdown... If you're using VCL as a "poke" to fish out something, it's most optimal to use it at a time when you're opponent is likely to mash, say a poke or throw. This happens often when you're landing. Hover dash in with j.hs as an example, and as you're landing, buffer the VCL. There is a trick to doing this right. Buffer it too late, and you'll see I-no will do the VCL in place with very little or no hover-dash momentum left over. Chances are the VCL didn't even touch the opponent due to pushback from your hover-dash normal. Buffer it faster, but still as you land, and you'll see I-no move forward quite a bit as you do the VCL. Buffer it perfectly and you'll see her do VCL but it'll land her on the other side of the opponent (at least it did on a somewhat short character like Ky). Or maybe I was barely airborne, it's hard to tell for me, harder to tell for the opponent lol. Anyways if the VCL connects, best combo is definitely FRC buffered S-kyogen (S-Dive), land 5k HCL 6FRC6 etc. as it's universal. On light characters, VCL on land, 6FRC6 (possible because you have auto-JI from hover-dash), j.s j.hs etc. The VCL that makes you land on the other side always occurs if you have hover-dash momentum and are airborne. Cool uses if the VCL is blocked include: hoverdash j.k VCL FRC j.k(crosses up) combo hoverdash j.k VCL FRC airdash backwards j.d (crosses up to original position, you may need some more height on the hoverdash to pull this off) hoverdash j.k VCL FRC airdash backwards j.k (if they expect the above, or mash throw if they expect you to land) hoverdash j.k VCL FRC go low with 2k/2s with less momentum hoverdash j.k VCL j.k can stay on the same side too, first j.k is of course replaceable with other air normals Basically 3:03 in this video onwards...
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Copy/pasta'd a lot more combo nonsense into LM_Akira's first post in this thread. Now to just clean it up...
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Good stuff Mynus, I feel kinda guilty having known about some of these since #R or Slash lol... I should do a brief combo writeup on 6p 5hs IAD combos Like vs PO: Midscreen 6p 5hs IAD j.k j.s j.hs land 5p sjc j.p j.s j.hs k dive (depending on distance from corner) OR HCL frc airdash j.hs k dive vs PO: near corner or corner, 6p 5hs IAD j.k j.s j.hs land 5s© VCL 5s© SJC j.s j.hs k dive
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Mynus, let me know if it's a lot of work and you want to split the translation load too. I do translation as a side job so it's no biggie.
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Nice find! Not sure, but it's most likely the CPU entering "2" as it's input every single frame or something silly like that, hence the note dropping so fast...
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Odd fetishes = guy on other side of the computer very creeped out
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Where is AvP tourney?
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Glad I came, despite being sick and exhausted from work T^T hopefully this is my last 0-2 in persona lol It was great seeing PNW again, more of you guys need to come out for drinks besides Huey next time! Watch out for falling pots Knew you guys would wreck norcal but I expected more out of huey253, stop TAC-ing sideways you jerk lol Thanks to Chun, FKO and Myung as always Congrats to me for winning the Alien vs Predator tournament (7 credits lol ) just as Kaigu won Grand Finals
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Sorry to tari for not knowing how to play my character yet ><
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Never Block! Never Win! Nice style.
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I have work on the 2nd, so the 9th works best for me
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Guilty Gear FAQ Thread - Ask your questions here!
Honnou replied to Kairi's topic in Guilty Gear General
I've heard September. -
Will do. One is the aforementioned Tekken 5 stick (most likely the american version, so that means buttons soldered to the PCB?) with half-working buttons My I-no stick just needs new quick disconnects and soldering. And the namco stick, I still have the microswitch replacement, but it looks like getting out the old one is more complicated than I thought it'd be, looks like more soldering work ORZ
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I'll be attending and providing EQ of course 1-2 JP PS2's depending on necessity CRT power strips (1-2) 3 busted sticks
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You're better off just following me on justin.tv and subscribing for email updates! I'll try to post my stream when I'm playing GG as a front page event though, where other streams are posted. www.twitch.tv/honnou
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Guilty Gear FAQ Thread - Ask your questions here!
Honnou replied to Kairi's topic in Guilty Gear General
Slashback is 100% worth trying to get in special situations, where opponents do a move that has tons of recovery, but is hard to punish. That way, even if you miss, you won't eat a combo, unless you slashback too early. Aim for exact timing, also, slightly late slashback attempts won't get you hurt at all. Best examples: Badlands/TK Badlands 2nd hit Stun dipper 2nd hit (when Ky won't frc the stun dipper but does it spaced out, making it hard to punish) Sol no frc gunflame when used for pressure but you're too close to jump out. Johnny wake up super May whale super **I'll add more later** None of the above are very hard with practice. Just make sure you're confident with GG basics and slashbacks in general before you attempt them in matches, like Amadeous said above. -
Honnou LIVE GGAC Lab Stream: Anything from advanced combos to basics!
Honnou replied to Honnou's topic in Guilty Gear General
Yeah, laptops dead, out 600 bucks. -
Honnou LIVE GGAC Lab Stream: Anything from advanced combos to basics!
Honnou replied to Honnou's topic in Guilty Gear General
Live again