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Everything posted by Kobayashi
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From my own experience: --Be patient. Ky can control space very well with his pokes, air pokes, and his air Stun Edge. If you're in the air, don't try to approach him if he's on the ground. His 2H is too strong for you to approach. If he catches you in the air with an ASE, double jump it if you can, and throw out j.S or j.6P to keep him away. If you catch him doing a HS ASE while you're on the ground you can 2K under it or try a run in (be wary if he FRC's). However, if he does the ASE low enough, you'll have to jump it. Don't try to out space him. He's shorter than your 5P, so he can hit you with CH SE's or just run in. I'm not sure about getting in closer to 2P him, instead. In my experience, trying to space him with 2P gets him a free IAD in or Greed Sever. At neutral, if the Ky is doing a Charged Stun Edge, if you can't already interrupt him with a poke from where you're at, don't try to force it with a jump in or IAD, because FRC jump CSE is quite problematic to deal with. Just avoid it entirely preferably by getting away so it dissipates, jumping if running away is not an option. Patience also pays off in his rushdown. Ky has some pretty mean frame traps, and if the player knows his character, he knows that there are holes in his offense, particularly with the opponent against the wall, where the opponent can jump out. Trying that against a good Ky like that will get you air thrown. Against the wall, his mixup isn't that strong aside from his fast dust. It's trying to get out of the position when he knows that you're trying to get out is what gets you KO'ed. He does this very well with 5S(f.), 2H, and air throw. Eventually, the Ky player will either try a dust or tick throw. Block the dust, and his pressure is over. Tick throws might be a little harder to deal with, but Ky has a slow run, and personally, I haven't played a Ky that goes for tick throws at the wall too often. --His midscreen oki is stronger than his wall oki, due to his j.D crossup games. Not much you can do here but learn how to block it. --On offense, your 2K goes under his Vapour Thrust, so that can come in mighty handy when going for frame traps if the Ky player likes to VT out of pressure, and gives you a semi-free meaty 2K. If he backdashes your 2K on wakeup, your pressure is done. That's all I got.
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Match start position, 6H, without forward momentum, Eddie crouching, normal hit. 5K does not combo from 6H without RC. I'm also doing this on 1P side. Maybe it's different in 2P side? Although I thought they fixed that issue in the NA release.
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Teyah: Dealing with 6H, block it. If the 6H doesn't hit with Axl's arm downward (extra meaty), you can probably poke him before he can poke you. Guaranteed when you IB the 6H.
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3 rep B-loop is also possible after 5K, (5S,) 2D, Rensen FRC. Albeit a little tougher than the standard 2-rep loop. EDIT: While I'm here, a ridiculous combo that will net you big cool points from your friends by landing it. Very close, with forward momentum from running: 5K, 2D, Rensen, [FRC], IAD, crossover j.H, FB Bomber, land, 5P, 2S, air combo The IAD isn't technically an instant air dash. You want to do the air dash quickly, but not as low as possible, so that you can crossover. A true IAD will be too low for Axl to crossover.
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DWatches: I defy you to find a situation where my combo after Rensen FRC won't work! xx rensen frc, IAD, j.H, 5S(c.), 2S, air combo. >=|
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Someone should consult Clayton.
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I guess I'll give some input. First of all, I don't think that Slayer was all that good, really D: I feel I've played a few who can play him better. I say this because the Slayers I play don't jump in as often as Barbaro did. Learn to use Axl's anti-airs, especially 2S. It might not always beat Slayer j.H, but it will at least trade most of the time, forcing him to learn to approach some other way. You showed some good patience in that first match when you blocked all of his pressure, despite his not trying any overheads or throw attempts. =P However, after that it seemed you might have been getting nervous, as you started to get hit by more and more random pokes. Slayer thrives on random pokes. Random counter hit 2H is death! Even though Barbaro showed no evidence of proficiency in Slayer combos, I believe it's better to be patient in this match up. Honestly, I was a little surprised to see that you have some proficiency in doing combos, but you missed a bomber loop in that last match! Didn't get to see much of your pressure game, so I won't comment on that. :D Overall, I don't think anyone should be losing to that Slayer. D: So many Crosswise Heels on block...
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Wow. I'll agree with the sentiments shown, and say that I enjoyed this one the most out of all the installments in the HoH series thus far.
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So I was dicking around in training mode to try various moves to see if they would beat FB Hyappo Shinshou (Jam's bullshit). The frame data says that the move is invulnerable to strikes from frames 3 through 13, with startup 14 and 3 active. This would imply that on frame 14, Jam is vulnerable and can be hit out of her FB. Tests to prove this using moves with long active windows like Ky Stun Raise (FB j.d) showed otherwise. While Jam did get hit by the defender's move, the Hyappo actually connected. This evidence would imply that Jam is indeed invulnerable to strikes on the 14th frame, losing invulnerability on the first active frame, allowing the move to trade with, in this case, Ky's FB. Obviously, this conflicts with the data given in the frame data charts. Similarly, when looking through the frame data on Axl's S Bentengari (his S DP), data showed that this move grants him above ankle invulnerability on frames 1 through 4, yet his startup window is listed as 5 frames. To my knowledge, Axl's S DP trades with many mid and high moves, again implying that the move actually has above ankle invulnerability through frame 5, allowing the move to trade with others when it would otherwise be beat. So I have found two instances where the listed frame data is not accurate, based on experiment and match experience. Is the frame data really not accurate, or am I not accounting for some factor that accounts for these, and quite possibly other, one frame discrepancies?
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New vids at GameChariot, featuring Dustloop's very own ElvenShadow http://www.gamechariot.com/06frame_main.html Shadow (ED), riiman* (AN) v Nanashi (VE), FAB (PO) ElvenShadow (FA), Karun (JA) v Kishitaka (SO), ABEGEN (PO) ElvenShadow (FA), Karun (JA) v Nanashi (VE), FAB (PO) Isa (ED), kaqn (MI) v Yariken (PO), koichi (RO) Isa (ED), kaqn (MI) v Nanashi (VE), FAB (PO) * Riemann?
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I'll play. JCable j.S
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Tension Gauge - In Tension Pulse box, first sentence, "whiff" is mispelled - In Tension Pulse box, first sentence, "frame data" is two words - In Tension Pulse box, second paragraph, "heartbeat" is mispelled - In Tension Pulse box, last paragraph, "possible" is mispelled - In Negative Penalty box, in box title, do we use "NP"? Remove for uniformity, but keep if that abbreviation is actually used RC & FRC - In header in title bar, replace "False" with "Force" - In Intro box, remove "wise" - In Roman Cancel box, "...is one of GG series most innovative..." replace with "...is one of the GG series' most innovative..." Burst - In Description box, "thought" is mispelled - In Building Burst box, last paragraph, "...overlook is the fact that is still damage scaling..." change to "...overlook is the fact that there is still damage scaling..." Combo System - In Beat box, first paragraph, "combo meter" is two words - In Beat box, is the Beat counter is "blue" not "green" - In Gatling Combination, first paragraph, first sentence, "has" is omitted - In Gatling Combination, last sentence, "character's" is mispelled - In Jump Cancels box, first sentence, "cancelled" is mispelled - In Jump Cancels box, last sentence, "whiff" is mispelled - In Off the Ground box, last sentence, "Testament's" is mispelled - In Gravity box, there is no explanation of the Character Weight chart (what all the numbers mean) - In Gravity box, the paragraph is centered, not left aligned. Possibly due to the table? Damage Scaling - In Understanding Damage Scaling box, first paragraph, last sentence, "be" is omitted after "...your attacks will..." - In Understanding Damage Scaling box, second paragraph, last sentence, remove "and it" - In Guard Gauge box, first sentence, "character's" is mispelled - In Guard Gauge box, last paragraph is centered, not left aligned - In Character Defense box, both paragraphs are centered, not left aligned Dizzy - "Dizzy" or "Dizzies" is mispelled in the index page, in the links table above each section 201 article, and in the header placed in the title bar of this article - In Bear Stun box, first paragraph, third sentence, "character's" is mispelled - In Bear Stun box, Example 1 header, and in first paragraph of the example, "Potemkin's" is mispelled twice - In Bear Stun box, Example 2 header, and in last paragraph, "Johnny's" and "Chipp's" are mispelled - In Bear Stun box, last paragraph, last sentence, "opponent's" is mispelled Attack Effects - In Counter Hits box, last paragraph, "floor bounce" are two words - In Staggers box, last sentence, "counter hit" are two words - In Clashes box, first sentence, "each other" are two words - In Clashes box, second paragraph, first sentence, "moves'" is mispelled - In Clashes box, second paragraph, first sentence, "each other" are two words - In Floats box, "time" is omitted after "...abnormal amount of air untechable..." - In Wall Bounce/Floor Bounce box, are we keeping these "bounces" one word? - In Wall Stick box, more wall stick/bounce one/two word madness - In Floor Slide box, last sentence, "the fact" are two words - In Forced Air FD Box, "regardless" is mispelled (mispelled as "reguardless" in a section about blocking, haha) Defensive Properties/Effects - Header for this article is labelled "Defensive Properties" in title bar. Change to "Effects" or change "Effects" in link to the article in the index and in the table of links above this and all articles in section 201 to "Properties" - In Invincibility box, first sentence, "moves" is mispelled - In Throw Invincibility box, first paragraph, "therefore" is mispelled - In Low Profile/Stance box, first paragraph, "move's" is mispelled - In Super Armor box, "Hammerfall" is mispelled (shame on you G.Blood! ) - In Guard Point box, last paragraph, "cancelled" is mispelled - In Guard Cancel box, "pressure" is mispelled - In Counter Hit State box, "counter hit" is two words, error made in box title, twice in first paragraph, once in second paragraph Hit Stun - In Hit Pause box, second paragraph, first sentence, "hit pause" are two words Charts Only - In Bear Stun box, remove the "=" - In Hit Pause box, second paragraph "hit pause" are two words - In Rising from Ground box, in the table header "face-down" is mispelled Man, I am such a Nazi.
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Guarding - For uniformity purposes, add the "(IB)" abbreviation in the Instant Block box title - In Dead Angle Attack box "character's" is missing the apostrophe in the first paragraph Attacking - In Dust Attack box, the color "red" is used twice to describe the change in background color in second paragraph. Must be changed to "blue" - In Taunts and Respects box, "Rakusyo" is mispelled. Throws - In Throws box, after "-Frame Info-" does the 6 frame/5 frame buffer not become effective after leaving hit/guard stun? If so, "from when they were struck" should be "from when they left hit/guard stun" - In Throw Breaks box, "You CANNOT break air throws while you are recovering from a move, so unsafe air attacks are still unsafe." This does not apply to ground throws, either? Tension Attacks - In Force Breaks box, add abbreviation "(FB)" in box title, for uniformity - In Instant Kill box, first paragraph, third sentence ""The timer length is based upon how much Tension you has stored." "has" must be changed to "had" or "have" Teching - Link to this page from http://www.dustloop.com/ggac/index.html is spelled "Techings" change to "Teching" - In Tech (Ukemi) box, first paragraph, "character" is misspelled - In Tech (Ukemi) box, third paragraph, option to tech neutral should be noted - In Tech (Ukemi) box, fourth paragraph, "Keep in mind that you must wait for the tech to completely before before your character can do anything." Change to "...tech to complete before your character..."
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Conventions and Notations - Header in Title bar is labelled "Guilty Gear 101" should be "Guilty Gear 100" - Intro box: "the" is repeated in the first sentence - Abbreviations box: FD can be held with other two button combinations not involving the dust button and the S+HS combination - Abbreviations box: we want to keep calling these "False" roman cancels? - Reading the analysis box: in Tension Gauge (TG), "whiff" is mispelled Terms and Definitions - Intro box: you want to make "guilty gear" a proper noun? - Technical box: in Frames, "measurement" is mispelled I'll read more when I have time.
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I like air dashing in combos. IAD after Rensen FRC is too hot. :D
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Yeah, j.H is a great reversal safe way to start Oki (reversal upper or backdash). -10 points to DWatches for not including it in his first post. D:
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These combos are the new b&b's.
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I always get a back airdash.
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I'm sure someone will make a thread for these eventually, but as of right now: Chojin (RO/KY) v Cue (ED) http://www.youtube.com/watch?v=tOtwOZyGF-s Kevinforce (BA) v Cue (ED) http://www.youtube.com/watch?v=wV-u6zms3Hs Elvenshadow (FA) v Cue (ED) http://www.youtube.com/watch?v=Dy2E0KwK_mU
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SBO3 #R Eddie: S tier Ogawa wins SBO4 / Eddie: not S tier Ogawa does not win SBO5 ^C Eddie: S tier Ogawa wins Spurious correlation? I think not!
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"...being a top player and being articulate and logical enough to explain exactly why you’re a top player are skill sets that generally do not go hand in hand." ~Sirlin
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- crazy larry
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Damn you and your charts!
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AFRIKA invades Japan!
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Guard Balance (Bar) + Tension Gain