Kasou
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you can't rush hand eye coordination. Just keep playing and keep practicing. It's the same as practicing an "OLI" (however you spell it) on skateboard. You just needa invest time and keep going at it. Never give it up. B4 i touched guilty gear I've been playing fighting games since 8. At 12 I was spending hours just doing combos for fun in Kof 97. Trying to get the iori crossup b kick combo going into super. hours and hours man. just take your time, especially with hand eye coordination. If you're new to fighting games, you should be looking at at least 3 months (at lesat 2 hours a week in training mode) to get pretty smooth at doing the moves and combos. Once you get the foundation down, everything would be easier. work on execution forget being competitive just yet
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absolutely random mashers are harder to play against than ppl who just started to really try and play. Anyway hope that at least one of your mates become a true fighting gamer
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tsiisus still alive? WOW! ^^ how was he?
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TO be honest it is totally possible but takes good timing, and good height. It depends how quickly you kick them, or how high/low you did your air dash. From past experiences it's easier to do it on heavier opponents. Personally due to it being so strict, i usually just forget the 6hs, and just do an air combo instead. ^^
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Zazz: Hahaha, I know, and i'm sorry for that. I dun have a vid capture card or anything so it sucks big time. I would have loved for it to look betta >o< Aurora: I made a post in the General foundation(gameplay?) forum. It'll have all the text in there for you to read and re-read, or even print out xD Oiboi: The song is from SSH, it's a medley i believe.
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It seems that a few ppl have watched my guilty gear tutorial vid, and have said there's a lot to take in, hence I decided to quickly just cut and paste my written version of it here. Here's the vid: http://www.youtube.com/watch?v=63AE0s76qhU and hope this will be helpful ------------------------------------------------- The core game plan The core game plan. In order to play at a higher level or to up your game, you must understand it. • It consists of five parts • Making contact • After contact • Okizeme • Defense • Wake up Now the five parts are all inter-related and together they cover nearly all aspects of the game (not teching. I think i'll cover that in another vid or something). • Making contact is when you actually connect with the opponent. This could be from a dash in poke or a jump in. It could even be an anti air, or an anti poke. In essence it means connecting with the opponent, be it blocked or not. • Once you've done that, it's the after contact stage. One of two things could have happened when you made contact. They either blocked it, or it hit. Now if they blocked it there are 3 possible scenarios depending on what the opponent blocked. You could pressure the opponent with frame traps, gatling strings or what not, You could do a high, low and throw mixup, or both you and the opponent returns back to a neutreul state (where the making contact phase begins again) • Now if the opponent got hit you have an additonal sceanrio where you can combo for more damage, which could possibly lead to a knockdown. • Now once you've scored a knockdown you're in the okizeme part of your game plan. This is where you're going to deal your most damage, and give your opponent the hardest time. You will be giving him your strongest offense and your best mixups to ensure you make the most out of it. • If you are unlucky in the game, you will be hurt or forced to block. You're now in the defence part of your game. Here is where you try to either retaliate or force the game back to a neutreul situation. So use your FD, IB, invincibility, slash back and back dashes to restore the game balance. • If you so happened to be knocked down you are in the wake up part of your game plan. If you manage to escape in one go you will be in the neutreul state. (neutral->try to make contact->pressure/combo->knockdown->OKizeme game->back to start) (neutral->opponent made contact->defense [got hit]->knockdown->wakeup->back to start) Now that you understand the five different parts of the core game plan, we can have a look at each section in more detail, and see how you can improve for each section. After Contact: • Before I begin I want to make it clear that this is a general tutorial so I won't be going into character specifics. Now the phase I want to talk about now is the after contact phase. • It has three parts that it tells us to work on • Pressure • Combos for damage/knockdown • Mix ups • Let's talk about combos first (which is pretty much a no brainer) • Firstly learn your character's bread n butter tension and tensionless combos. For both tension and tensionless, you should at least learn a combo that will do the most damage, and one that will knockdown. • Additionally you should also look into combos starting from different pokes and situations (e.g: counter hits). The more situations you can combo off, the stronger damage output your character has. • For more info and to give yourself a headstart please check out dustloop for your character's combos. • Pressure • Now if you've learnt your combos you should already know how to pressure a little bit. • One of the first things you should learn are what normals are jump cancellable for your character. This is so you can apply more pressure by jump cancelling into an IAD string, or crossing them over with your iad attack (Jam) • Another thing you should learn, is which of your character's normals and moves give you frame advantage. This then tells you what you should always gattle or cancel into, and if the opponent tries to do anything after that particular move, you should be able to punish it. • So basically you must also learn what pokes is best after the opponent blocks your move with frame advantage (e.g: sol's 2s gives frame advantage, then do Force Break to catch jumpers). • You should check out if your character has any specific pressure tactics (so check it out on dustloop). (e.g: johnny mist cancel) • The last thing about pressure is that you should also learn how people could possibly get out of your pressure, and then you anticipate their escape and punish them for it. • Mix ups • In order to have a decent mixup, you must have at least learnt • a good tick throw set up • your character's dust combo. • low attack into a combo • Examples... • A basic setup for both is after a blocked jump in, or after a blocked projectile (ky, venom, sol, anji, baiken e.t.c) • For dust combos, it is best to consult dustloop. Otherwise an easy way to do a dust combo is to do a DUST, hold UP at all times, then do 2 air slashes(or 2 heavy slashes), then a string of air attacks that can cancel into each other. Remember to hold up. Let's talk about Okizeme • Every character is extremely unique in their okizeme style. • So for millia it is the disc, anji the butterfly, sol gunflame, chipp his fdc jump, may her dash in kick, eddie his small minion, johnny his coin..... and the list goes on. • Basically it's usually putting something out that forces the opponent to block, while you mix them up with throw, low, crossover or overheads. • In essence, for the best mixups you must experiment or read about it. (huge example video) Defense tactics • Defending against pressure. The most important thing you should learn is being patient. Don't fiddle and flinch. You should just concentrate on blocking and looking for possible mixups. Do not be scared of blocking. • Learn how to instant block. Start from instant blocking projectiles into blocking jump ins, and then slowly move up to predictable strings. For extra training try playing EFZ. Just keep doing it and you'll master it. • Once you can instant block well, you can always try using an invincible move after instant blocking (example). Or a throw after a jump in. If your character doesn't have anything, you could always backdash, or FD JUMP. • To FD jump do hold diagonal back up, and once you see your character jump, immediately do FD. If you did it correctly your character should do a vertical jump instead of a diagonal jump (example) • Using faultless defense. Obviously use it to negate chip damage when you're low on health. Or use it to push your opponent further away. Never use it constantly or for light attacks. Use it on slash and heavy slashes and watch your opponent wiff. (examples) • Slash back. It's pretty much the same as instant block but more powerful. I haven't been able to master it yet, but good luck to you out there. • Special note: when the opponent anti airs you, remember to FD. If you expect an air throw, dun be scared, you can break their throw ^^ • Special note: Learn your opponents attack strings and find places where you can escape. Your character may be able to punish particular pressure strings (example) Wake up tactics • Wake up tactics is all about training mode. • Get used to doing reversals (example) • Super reversals • Get used to doing reversal back dashes (example) • If they're very close try to do a reversal throw. (but be careful of being baited) (example) • Sometimes it is best to block. Do not be afraid to block. You give the opponent a lot of pressure if you can block well. Look for the TRUE oppurtunity to escape, nothing less. Making contact: Making contact is one of the most challenging parts of the game and that is why I left it to last. Pretty much it is the part that seperates your best players from your good players. So pay attention, because this might change how you play the game. Firstly before anything you must know what are your character's good pokes • So learn which is your best poke. This may change depending on which character you are fighting. So for chipp standing hs is your friend against testament. And 2s is your friend against may and ino. • You must also learn which jump attack is the best for air to air battles (ky) • Which jump attack you should use to jump in with (millia js) • Which jump attack to use for crossovers. • Next learn how to anti air properly. There are a variety of anti airs. But at the very least you should master your character's forward punch (if it's an anti air) and the air throw. • 6p anti air is pretty easy. Usually you should wait till the last moment before you use it. If you hit it too early you might run out of invincible frames, or you may completely whiff. So be patient and learn the best timing for your character's anti air (example). Additionally be careful of air dashes. They might cross you over and make you whiff so use an air throw against close air dashes. • Air throw. Everyone's universal anti air. In order to air throw properly your opponent has to be above you and you are beneath them. Just try and practice. I'll show you a few examples (examples). Let's talk about more advanced tactics • In general, one way to make the opponent wide open is for them to dash at you or chase you. The best way to do this, is to jump around. Air dash forwards and backwards. And when they expect you to jump again, THEY JUMP. But you being so smart you don't, and instead you netted yourself a perfect air throw or an anti air. • Alternatively they dash at you mindlessly. That's when you stick an early poke out and smack them in the face. Or you can air dash back into their faces or just a normal jump in with a big hit box might catch them off guard. • Another way to make contact with your opponent is to close off space. SO you actually throw out a normal or a move that restricts your opponents movement (usually makes them unable to dash forward or jump). If they're stupid they would run into it. If they're a little bit smarter but still stupid, they would get around it, but because you would have expected it, you would be ready to punish them. • And then you can combine these along with your regular dash in and jump ins, you will be able to control the match and win. I think that's all i wanted to say. I hope that the info was helpful and if not at least inspired you somewhat. Hopefully in the very near future you would be seeing character specific tutorials on each of the different phases. But yes, um, I hope you guys enjoyed it and yea see you guys at dustloop.
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^^ yea, i created the video not to teach them everything but sorta just guide them into the right direction, so they know where they can actually improve on. Hahahaha thanx man. I'll definitely be doing a chipp tutorial vid in the near future. THen again i might have to collab with ATG and tell him to do the combos coz i am the suck with combos. HAHAAHAHA Subtitles? Never thought about that coz I only spoke in the in the intro and for another extra 20 seconds ^^" I'll do it next time though (maybe my aus accent makes it hard to hear >o<) thanks dude. Hopefully it'll provide useful to your apprentices ^o^ lolz ^^" eh... i guess. Thanx!? hahahahahaa Yay, GO DUSTLOOP! I mean, I did a basic search on GUILTY GEAR tutorial in google, and dustloop doesn't even come up on the first page. Hopefully my vid would be able to make it to the first page and then guide new players to come here ^^" lolz. I love it ^^ I love the sound track. I was tossing between which one to use kekekekekekekke (i was thinking maybe "play it again" the end of chapter song where he recollects about everything) Text? what do you mean ^^" as in it's better in text format than in video? I won't doubt it. I guess I can just publish the text as well. So that newbies can have a whole study guide instead of having to rewatch the vid again and again. As for the ky frc xD hahahahahaha. Yea, I was too lazy to make sure I did it right ^^ lolz
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Hey supz. Here's a basic GG vid i created to teach new comers how to play guilty gear more competitively. Hope ppl could learn something, or at least get inspired. http://youtube.com/watch?v=63AE0s76qhU feedback and comments are welcome
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pretty much everything you expect is an overhead, IS an overhead. You don't have to wonder like tekken. If you see the opponent hop or go in the air, it's an overhead. If you see the opponent do a normal that takes a while to come out, chances are it's an overhead.
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5k against may isn't too reliable. Just make sure you time 5k just right after s© or rekka, or else get ready to eat a 2d into dolphin. From neutral state, it's best to dash in with 2s because it beats all her dolphins. Your 2d from a distance is pretty decent too but will lose to dolphins. Against Ino, your 2s would chop her out of her dash and also her sliding bullshit move.
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use 2s as your main poke.
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228D (neutreul install)
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Chipp Okizeme Guide I apologize for my sudden disappearence. Then again i have no one to play against or anything. But hey, i found a bit of a skeleton outline of this today, so i'm going to flesh it out Oh other ppl can help me flesh out some parts i don't know. So ya. 1. FDC mixup What is it: do any combo to 2d knock down. THen do a quick dash and tap up, then while holding 1, tap k(and hold), and immediately slide your other finger to p. This in effect cancels your 2k motion into a faultless defense. It allows you to control which side of the enemy you attack from (the front or the back). How to do the variations: Doing the fdc early would allow you to attack from the front. Doing the fdc late would allow you to attack from the back(crossover). Effectiveness:THis is one of the most awesome mixups available to chipp because it is high reward and low risk. Not many ppl can beat it out if you time it correctly. 2. OTG Gamma What is it:do any combo to knockdown. Then do gamma blade (also known as otg gamma blade), dash in and hit the opponent, and then by using teleports, mixup what you're going to do when they wake up. How to do the variations (after otg gamma): 1) dash in s©, 22hs/22d (attack from the air, usually crosses over. ALso good against forward techs where you can air throw them) 2) dash in 2p, s©, 22k (attack from behind when they wake up. ANd also very good against back techs, where you throw/2k the opponent the moment they land) 3) dash in 2p, s©, 5hs, 22p, (attack from in front. You'll have to dash at them. You can do gamma blade, dash in throw, or whatever, or wait a momenmt then do 22k and go for a throw) 4) dash in deep and wait for the air throw 5) in corner, dash in 2p, s©, 2s, 5hs, air dash cancel (it may crossover the opponent, it may not. Still quite good to have in the arsenal, very good against noobs) Effectiveness: The key to the OTG gamma set of okizeme isn't really for damage. It's more for mental damage, and causing the opponent to lose their footing. It also allows you to have this insane momentum which makes some opponents fear you. Personally I love it very much, and is my preferred style, but in reality it isn't that effective against seasoned players who can keep their cool. 3. Dash in throw I don't think i need to explain this one. But it is in fact a very very strong okizeme option against characters that doesn't have a dp. Your speed is insane, and when you mix this up with your otg gamma teleport options it really screws their head around. 4. Leaf throw What is it: Leaf throw on opponents wake up. How to do it: be next to the opponent, in their THROW RANGE. then at the right moment use leaf throw. Also good to use with OTG gamma set ups. Effectiveness: A joker card. Very useful as a desperation attack when the opponent haven't seen you use it during the match. THey would either eat it, or jump out to save themseleves, hence usually giving you some sort of advantage. In reality though, if the opponenet is cool headed or very seasoned you most probably will be punished. 5. IAD shuriken mixup (please help) What is it: How to do the variations: Effectiveness: 6. Camoflouge No need to explain. Just knock down into FIND ME! Useful. But usually only for the more confident players. 7. Double cross over what is it: you jump over your opponenet, then air dash back and smack them from in front (not behind) effectiveness: Very effective, and can catch many opponents off guard. But again it's more mental damage than actual damage. And again the reward and risk ratio isn't that fantastic. But hey, not many ppl can block this :P 8 FRC teleport What is it: knock down the opponent. Dash in then cancel into either 22hs/d and frc. You'll land either in front or behind the opponent depending on what you chose. Effectiveness: Another 50/50 mixup. It's basically the fdc okizeme option, BUT, it requires tension. Good reward, risk ratio, but costly. 9 Alpha blade frc (please help) What is it: How to do the variations: Effectiveness:
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i think it got deleted automatically just like my pressure thread, and how to play chipp thread which i am still a bit pissed off about. Speaking of which i decided to save my poke thread just then (put into googledocs). Im at work right now, but I'll do a brief write up of each by friday.
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what did you use to edit it?
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um, sorry that i wasn't clear. I said it would just be an automatic harder matchup for chipp if the opponent can do tensionless big damage off a throw as well. I never said that was the end of the hard matchups for chipp. Btw, imo i don't think johnny is a problem to fight against at all. Hell chipp's 6p goes through his 5k, 6k and s(f) pretty easily; johnny has no easy way out of chipp's frame traps; his 2hs is very baitable and punishable with just a single jump or a well spaced gamma blade. Other than that, chipp's got his 6p for a decent anti air, making it hard for johnny to get in, and 6hs for corner lock down. Basically it's dead even. to elaborate further, johnny usually needs a coin and tension to create a good enough mixup to catch any player off guard and deal the big damage. This is a bit different from the other characters i was talking about, where a single throw can already deal the big damage without any tension/spacing at all. Anyway, maybe i'm just used to the matchup. Shrug, but i've played my fair share of good johnny's so Im standing quite firm on this one.
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of course this is my opinion, so that's like: eddie, jam, may, pot and sol. Not really half the cast.
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pretty much anyone that can do a lot of damage off a single throw/high/low mixup without tension is an automatic 6:4 against chipp. It's like one knockdown, one combo, and 2 random hits is all it takes to end chipp's life.
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the way i see it bro is you just have to relax and play a bit more. Just always block low and when you see gaps learn to FD jump, back dash, or block up. Don't worry about getting hit by 5d too much, in time you will learn how to react to it.
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depending on the character you're fighting against, you should have pokes that beats out his 2d. If you're always getting hit by it, you should really look more deeply into your defense and positioning, and also how you initiate an offense. For example, if all you do is dash straight in, then get hit by it, try to get in from the air instead. Or dash break and punish the wiff poke. And no, i don't think you can punish a blocked 2d, and in any case, most 2d can be cancelled into a special or a jump...
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i still think it's about 6 for baiken. I mean the scary thing about fighting against a millia, and what makes millia playable, is that if she knocks you down you're in for some serious trouble. But baiken pretty much cuts that game down pretty effectively with her counters (or at least dumbs it down). Then you've got a millia who can't get in on the ground against baiken (since her ground game isn't that strong to begin with). Worse still she can't even really get in from the air with pin. Which leaves her only true guarantee damage option from anti airs/air throws and random knockdowns (which doesn't do much damage). Then she gets her okizeme, but again it's effectiveness is already cut down. Pretty much from the above the millia player seems to need to work a lot harder than the baiken player for pressure and damage and needs to do a lot more guesswork. Hence it is not just a slightly bad matchup, it should at least be a 6-4 for baiken. If the baiken player is smart, they only have to play patiently and they have a high chance to win against millia.
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after reading tgs's post it just confirms what kurumster said - that it is a hard matchup for millia because she has to step her game up.
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sorry, i don't understand where you're coming from. Can you elaborate in detail? Are you talking about building and damage caused by guard meter should be factored out of tier lists? (possibly cause it's situational? Or cause it's more dependent on the players than the actual character?) I'm sure you have a point somewhere but I think you just haven't explained yourself clearly. Sorry
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