低姿勢
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Everything posted by 低姿勢
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I think you guys cut it pretty close on the editing. I think in general the long breaks are pretty bad, those whole 1 min openings etc or even 5 mins openings... I jsut hate that shit.. Just makes me think of all those KOF videos. But you guys cut it pretty close so good job. Just enough to "hype" up the video I guess, but not make it boring.... Though that said in a way I think the editing almost over shadowed the video in a sence. I think a lot of the combos to me were kinda simple for how spectacular the video was? If that makes sence. Certainly some of them were cool combos one of the bridget ones and milla. But I dunno... I guess its hard to make a video that large though and have all new stuff to say. Oh and to me personaly I think any thing with air throw, should just never be in a video ever. Its one thing in older games when you can get it to combo on the meter, but I think it looks really ghetto now when people have tech stuff in it unless its something like.. spectacular. Other then that yea umm good job and stuff.
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does it even need to be asked? *orton pose, but in a not gay way*
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You can use "jump install" to be safe as well. Remember that you can store your jump install as long as you never go back to neutral. So lets say in reload you get air comboed/dust looped, whatever from sol to knock down, he does meaty gun flame FRC runs in on you. You reversal shoryuken RC then air dash. If its blocked, its blocked you air dashed to safety, if its not blocked you just air dashed to shoryuken loop. So yea remember you can store jump installs by not going back to neutral and stuff so you can use it in situtions not just for combos.
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*peeks in* im not sure if KDX just dissed me or not.... Umm.. anyway... *sneaks out*
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Well I dun have the game in or any specfic data but I would assume the highest damage off counter hit dust would be something alone the lines of counter hit dust, dust, land jump dust again to combo. And if possible get a double from a shoryuken loop or something. Some basic idea around that. But in general I dunno if having some set counter hit dust combo is really viable as its not paticularly a move you go to score counter hits with it? More of a lock down kinda thing to keep the opponent hesitant about the situation. I mean theres like 100s of diff situations that you could get a counter hit. So better to just adapt, cuz you could hit it at any range. In general I think the basic idea of all of kys combos apply of course, shoryuken loops build more meter, double air combos do more damage, and stuff involving f+hs are burst safe. Stuff of that nature. So id say for best damage off jump dust instead of a paticular combo more requires just the reaction to see when/where it hits. Of course theres random ones like being able to get a bunch of jump dusts, or some fireball FRC ones but yea in general basic idea applies.... As for jump fireball, well HS version does more stun. So that would be why. shrug
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damage buffer I mean that prorate or whatever you guys call it. Prorate is not in my volcabulary.. Ive never even heard the word before people started useing it in GG. Damage buffer makes more sence to me. Tech buffer is certain moves make you tech earlier. I know at least in XX there was a bug that made it so you could trick the game into makeing moves not count towards the tech meter. But ive never fooled around with it to the point in any other game to see if you still can in other games. So basicly if you know how much tech buffer moves have, you can think of combos with out having to go through the trouble of seeing if they work or not through trial or error to say. Cuz you already umm know. Say in general like I said ky can combo to jump hs to the point at the last part of pink gaurd bar on normal, but if you have done moves with a big tech buffer this is not the case. Obviously every move is diff shrug.... And well since im posting and I was playing the game today.. or well yesterday I guess, i had forgoten about it but that old bug from other games is still in where you can control what the opponent can tech and cant. At least for moves that bounce, so you can make it so stuff like f+hs is never techable etc. I cant really think of any sitution where it would be usesable but its there I guess... Though maybe now that im thinking about that, maybe you acctualy can combo into dizzys instant kill after all if you fool around with that... Anyway umm yea umm off topic or something...
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Well in general combos of say something to f+k, fireball FRC, f+HS then something should do more damage then a lot of say something like a 6K fireball then slash. Plus slash as in close? that assumes that your right really up close. I dunno so not quite as much damage. I think combos where you are running in that kinda stuff say something like I dunno s, f+p, hs, fireball FRC, run in duck k, HS, fireball FRC run in combo. Stuff like that I think is good when you are planning on useing more then just one FRC, since useing more then one FRC in say a sweep to fireball or any F+HS combo probably not to good, since your doing more hits and you are already adding to damage buffer. So you kinda wanna get the big hits out of the way early. I dunno hard to explain I think something like fireball to close stand slash seems more situtional to me. Since you gotta be really up close, since you dont really have much distance to run in and still get something like a stand slash in combo.... Anyway umm whatever the case though, if that combo is more comfertable for you and you are satisfied with the damage. Then that is the best combo. I dont think you should ever do a combo you dont feel you can do, cuz well if you think you are gonna fuck it up then well thats not good shrug. Anyway yea, so if thats the combo you like and your satisfied with that, then that shoudl be the combo you should do for now.... Anyway... As for this thread ahh umm yea I havnt really been playing.. but I did see that vs venom you can get sweep fireball, FRC f+hs, stand hs, fireball, link s, combos. Although there pretty combo videoish. So... probably not to usefull shrug
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well I ment as in say, you hit a guy out of block to combo first hit after intial hit wont combo if was hit out of reguar block. But if you were hit out of an FD the hit after the FD the combo would hit. If that makes sence. Isnt like huge or anything but i recorded cpu to always do same thing vs me and seems to be the case in rare situtions. shrug
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not really a question but did you know that when you get hit out of FD your next hit is bigger apperently? seems to be true. Some combos work if you hit the guy out of FD, while others dont.
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no i just put in the game like 5 mins ago cuz i was bored. a freind told me he can never block this thing when I do it. And well I treid, and apperently you can make it so it is unblockable. acctualy. shrug. havnt messed around with it to much. just posting cuz im an ass and like to be vauge but you can make it unblockable so kinda neat ghetto way of fucking up the other guy iguess..
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On a random note, apperently you can make sols moves unblocabkle. I got it on tape to, unlike kys unblockables from XX which I stupidly didnt tape.... Anyway if I ever get a cpu that doesnt suck guess ill post it. sol to good.. or something. shrug
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*rolls eyes* Also dont give me some BS like you dont put me, beacuse you didnt play slash cuz I didnt play reload. So whatever. Also im not sure what that random comment was in the one resuts thread was suppose to be ethier....
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Just to comment on the chipp thing. Chipp does a lot of damage. So I dunno where this shit damage comes from. Especialy considering the fact that he deals little gaurd meter. he does good damage. I also dont see how FRC teleports is listed as a pro in the sence that it helps him got out of stuff... *looks around scratchs self* Do people really teleport FRC to get out of shit? wtf? Isnt it more offenseive thing mix up yada yadda.. Guess im out of the loop. Also for the cons you twice said chipp dies fast. Cant put that twice sorry. Also no way is kys f+p the best in the game. Ah... If thats the case then back in XX days the move must have broken the damn game everytime you did it.
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He brought it up, not me. I was simply telling him why he would have trouble comboing it. I didnt bring it up..... also your gone? I dont think many care. Why dont you go make some more videos of yourself and put other peoples names in it so people will acctualy give a damn about them.
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In reload and slash yes it was possible to FRC to dust cancle, in ac though not to my knowledge. You should still be able to FDC dust cancle as well in AC though(there are acctualy 2 different kinds of FDC dust cancles.... acctualy there might be another one maybe.. but anyway) Though neither of thus are acctualy what im talking about. Sorry id be more indepth how to do it, but I just know someone would come read this, and steal it and take it as them finding it out shrug. So with that ill be an ass. But if you keep working on it, im sure you will figure it out.
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BR frc is good for stuff when you dont have enough momentum to get the combo you want and get back in. So say your getting pushed away from corner pressure so FRC lets you back in. And of course you could always use it as ghetto way to get back in, say your doing the regular ol' cross up iad kinda stuff, then after the dust hits(assumeing thats what you did)BR frc to get back in next to t hem and combo them. And of course if it was blocked well your going back into a string to continue your pressure. So you can use it like a ghetto double air dash... kinda... shruuuuuuuuuuuuuugggggggggggggggggggggggggggggggg If you have ridiculous timeing you can also combo stand hs, tiger knee BR frc(Wiff), to combo, land then combo. Stuff to that exstent. But it takes a lot of timeing even for me when I played... So I dunno how realestic it is to say. But its cool shrug...
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you take away the recovery of jump dust, you must dust cancle when you land, or else you will awlays have that recovery. Thats why its harder to combo after air dust from iad strings yadda yadda. Like ky has some combos that you have to do it in, say counter hit duck hs, jump dust, Slash, land s/hs something whatever. You have to dust cancle to get those. You can acctualy also jump cancle dust cancle which leads to combo video type stuff like jump sX3, But thats another story I guess.
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Thanks, well ill try and get the other stuff another time but I havnt been playing so gonna be awhile... Only thing I can think of help for some of the fireball combos is,(hrmm im not playing so I Might be wrong gotta feel with my hands to remember), but the HS fireball FRC is the same timeing as the slide when it wiffs, So if you have the muscle memory for that, then use that when you combo if it helps. Thats the only thing that I can think that might help shrug.
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Im not sure exactly what your saying.. But you might be IAD TOO fast or something, or doing your moves to early or something in the air dash. So yea I can only assume you are doing the fireball to high and then air dashing hella high... I dunno this really sounds like a commen sence problem here. I can only thing your timeing distance is off or something. Also im confused starmine(is that ex dust or dust)to iad then JUMP CANCLE?? Well if thats the problem cuz its umm not possible lol... ah... But if you just ment jump dust to iad combo land combo. Well the problem your having trouble comboing that is cuz you cant unless you dust cancle. It wont work normaly. Anyway in general this post confused me.. Im dum though, but I think you forgot a few words here and there cuz something was off about it all.
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i hit the wrong key. I ment 6.
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Im pretty sure I posted it when teh game came out, but sol has instant kill combos from stand hs counter hit with 55? or something more gaurd, im almost postive ive posted it. Just something like iad s, d, side winder, jump s, side winderX whatever then super jump something should instnatly kill anyone with johnnys defence and down. Also you can 5hs iad s, d, dust cancle, grand viper works on robo ky johnny potemkin? I belive it was, however its pretty hard to do though. Though with that said, I do post stuff, seeing as how your saying this and yea I posted stuff like this when game comes out. And my post was ment in saying people like spirt juice saying that 5+hs should never be used and shit like this, and so many times on forum people act like you HAVE to play the game a certain way to win. Or you should only do some combos. If people didnt have this mentality that only one way can win, then simple shit like BR frc wouldnt seem so crazy. Beacuse it isnt. People have no imaginations anymore.shrug You guys are all to spoiled with your shitty frame data when if you acctualy used your mind you wouldnt even need that stuff. anyway umm yea counter hit hs should be here cuz I wrote somethign about it and varations of what does more etc etc. But again its obvious I write something people see it as whatever(even when I talked about BR stuff way back in slash when I did it)no one thinks anything of it, then they see japanese do it, and it must be some crazy seekrit, when they just never thought things possible or some crap yea im rambling whatever....
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I dont feel like typeing much anymore but I will say you guys seriously hold yourself back by your thoughts on the game. Its like you guys see something thats remotely different(and old for that matter)and you think there must be some omega seekrit to it or something. There is not a set way to play or a way you HAVE to play to win. Thinking like that is only gonna fuck you guys over. Maybe some people just have a different style.
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yea it has to be low, and if not low its character specifc at higher heights... shrug.... dug... bug... popo... slopo... dopo...
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Guilty Gear FAQ Thread - Ask your questions here!
低姿勢 replied to Kairi's topic in Guilty Gear General
Acctauly you could FDC dust rapidly to "freeze" the other guy in proxemity blocking. But what do I know.... *sneaks away* -
With that said, basicly im going to try and get a list of kys "best" combos vs each character here. It will probably take awhile since I dont play often(hell acctualy although im posting this now I acctualy did it 2 or 3 months ago shrug with that one video I made etc)and my PS2 doesnt work very well, but whatever the case... Yea here im going to try and make a list of all of kys best combos. For the timeing being since its going to take awhile as I said, a lot of these are just going to be examples for the basic idea. Before I get to a list, lemme get into some notes, and if it isnt coverd in the notes, then use commen sence... And if thats not possible... Well then stop reading or something.... -Im going to stay away from orb combos besides a few examples. In general orb combos do 20-30 points LESS damage then sweep, fireball FRC F+HS combos. Not only that, but there also less(or not at all)burst safe, and there just as distance specific as the sweep combos. Since you want to obviously keep a low number of hits before the acctual sweep to orb so you gotta be pretty close takeing away damage that you could be getting. The farther away you do it, obviously your most likely going to have to run in and do a duck p, or something to that exstent, adding to the gaurd bar, takeing away the damage yadda yadda. The only thing orb combos have for it that sweep fireball doesnt is the fact that its not character specific. But if a sweep fireball works on someone theres really no reason not to do it if you can time it. Again it in general does more damage and is more burst safe. So..... Yea... Also note(all give a example... at least I think I have written it down)that in orb combos, and well ky combos in general the shoryuken loop vs a "big" air combo. The damage is usualy the same if not the big air combo doing a bit more. The advantage to the shoryuken loop is the fact that it builds more bar for you of course. If possible you should try and get as many hits as possible before you start the shoryuken. You should look for a "sweet" spot basicly in the gaurd meter enough damage that you got what you "wanted" to say, but not makeing them heavy enough that the shoryuken loop it self will not work. So you want to get to that tricky spot where the shoryuken loop is doing very little damage(the same damage the big air combo would be doing at that point)but your able to get in more hits and build more bar. -Obviously some combos require none or some momentum use commen sence. -Jump hs will combo from a jump slash to the last spot of the gaurd bar showing on even gaurd meter. Important to realize this when your testing combos to know how many more hits you can get. Note this does not include moves that have a tech buffer as that changes what can be teched and what not regardless of the gaurd meter. But in general when testing things when your trying to see just how many more hits you can get it. That is what to look for. Of course if your at this point theres a good chance your not doing much damage anyway so going for a s, p, s, or something to that exstent(say jump install combo)isnt a bad idea since your just adding a little bit more anyway. Although be warned if you go to many hits after the gaurd meter is gone the shoryuken will be techable period so doing this always isnt advisable. Again gotta know exactly where you are on the gaurd meter and the invsiable part of the gaurd meter. -A quick note(as I wont go into as its not really what im talking about here in this thread)on standing opponents for a good powerfull combo remember that f+k, to stun dipper combos vs a standing opponent. Say vs anji for example s,f+p,hs,f+k, slide , lighting strike does 167. So pretty decent damage off a regular standing combo. Remember to know how long you can delay HS(and any move for that matter)to f+k to put you at a good spot for this to combo. -All have a few examples but in general in combos where it comes into play a s, duck hs, jump(or super jump install when needed) s, jump s, hs, shoryuken will do LESS damage, then just a f+p, s, duck hs, super jump s, hs, shoryuken. -Lightsaber combos usualy do a few points or so less then the other combos, however build more meter. So use it when you think you need to basicly. -Some of the damage may be off as I wrote this sloppy and my hands suck and well I cant even read my own writeing and some of this was a while ago so I forget what I was thinking. But in general it should be ok. Lets get to some "maximum" potemkin combos first.... S,F+P,HS, Sweep, HS fireball, FRC, F+HS, F+P, S, D+HS, super jump S, HS, Shoryuken, Lighting strike does 189. Note a few things, in this example you can change the HS fireball for a slash fireball and this will allow you to run in faster and get a S, THEN f+p. However the combo does the same amont of damage. Also if you super jump install it does 191 so a couple points more damage. A combo of this nature to this exstent is a good staple combo in the corner that works on pretty much every character in the game.. Its pretty easy and of course does good damage. S,F+P,HS, Sweep, HS fireball, FRC, F+HS, jump S, HS, land S, D+HS, super jump S, HS, Shoryuken, lighting strike does 192 The general idea of this combo works anywhere. Note that at this point in the gaurd bar you can not get a double air combo. Thus this is it. Again this combo should be the general idea for all potemkin combos, it works anywhere on the screen with a little varation. The above is obviously in the corner, however when not in the corner instead of jumping you can IAD and then S, HS, to shoryuken loop which does 186. With 2 F+HS the combo will do 182. Or you can can land after the IAD HS, then Stand S, Duck HS to shoryuken loop and that will do 191, and with 2 F+HS it will do 189. This is pretty good damage off of anywhere in the screen. Also of course this is quite burst safe, as f+hs obviously is not safe to burst against, and a burst can not hit a IAD S, HS. Anc once your at that point youve done the damage that you needed to do, the following shoryuken loop will only do a few points of damage, but still build your meter up all the same. So in a sence the "perfect" combo. Doing high damage while being burst safe, and all the meter building comes at the point where its only doing a point or 2 of damage the whole time so bursting vs it at least for damage reasons isnt a good idea.(I should note if you are feeling combo video after the first shoryuken loop, you can also land then to combo to jump s, hs , shoryuken, to ANOTHER shoryuken loop.. But again thats pretty combo video and that only works at a very specific distance in the screen...) For some other random combos.... S,F+P,HS, Sweep, HS fireball, FRC, F+HS X4 does 176 After 3 F+HS although you can still get the IAD s, hs, shoryuken no loop is possible after it. At least regularly. For a good duck HS counter hit combo try.... D+HS, jump HS, land S, duck hs,jump s, hs, shoryuken, duck p, stand s, duck hs, shoryuken, lighting strike does 170. So pretty good damage. A combo along these lines also works vs other characters(usualy useing just jump hs instead of jump s, hs)however, its more specfic in how high they can be. Usualy it HAS to be a ground counter hit, so in the off chance you go for this when you scored a air counter hit, well unless its potemkin your most likely going to miss. For a air to air k combo. Remember since potemkin is heavier if your going to get that extra shoryuken loop your going to need to add a hit most likely. Example jump k, s, p, s, jump s, hs shoryuken, land duck p, s, duck hs, shoryuken, strike. This does 123. Jam... S,F+P,HS, Sweep, HS fireball, FRC, F+HS X4 does 211 S,F+P,HS, Sweep, HS fireball, FRC, F+HS, S fireball, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken, strike does 234. Not the eaisest combo, but quite damageing. If you do 2f+hs it does 231. S,F+P,HS, Sweep, HS fireball, FRC, F+HS, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken strike does 227. If you do 2 F+hs it does 224. However note that doing 2 f+hs is acctualy easier to get IMO vs jam. In general jam eats the combo from all distances pretty easily unlike character like eddie who you have to be at a fairly specifc distance for sweep fireball combos, vs jam the timeing is pretty easy. If your closer do hs, farther do slash. Again Slash will allow you to run in more since they will be higher, however in a lot of case you end up doing the same damage so whatever is easier for you do. Testment... S,F+P,HS, Sweep, HS fireball, FRC, F+HS, S fireball, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken, strike does 226. This combo is acctualy pretty easily on testment. And of course works at a lot of distances. plus of course it looks cool, and again quite burst safe. So cant ask for more. Just beacuse in case you were wondering if you were to super jump combo at the end it does 231, so yea not that much more and depending on where you are techable. But if you really wanted a little bit more damage well there you go. jump k, s, jump s, hs, shoryuken land duck p, s, duck hs, shoryuken strike does, 152. If you do a jump s, hs, shoryuken strike it does 159. If your lucky in distance etc if you can get a slash when you land it will do 166. To much typeing the end for now....