RedBeard
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IIRC, you know how your character has kind of an impassable center point? It starts from there I believe. Every "dot" away the opponent is from that. As far as how it hits, it will hit at max range of that, but throws also catch extended hitboxes. If I input say, an airthrow as Potemkin, and my opponent is Johnny. He does a j.S, which extends his hitbox forward slightly. Even if I am out of his throw range normally, I can throw his extended hitbox from his jumping Slash.
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It took me about 20 times watching that moment to notice something strange. It looked normal to me the first few times I watched it but there is something off JUST as he is about to Slash there is a very brief pause in midair. I could chalk it down to youtube or shitty video or something but it looks like only Sol has the pause. Also, it's unusual that he was at that height and didn't finish his Slash. Go into training mode and do identical to what he did. You have to do the Slash VERY late for it to not finish by the time you land. Anyways it's not really super important but there IS something weird about it IMO.
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The pause doesn't occur at the top of his jump. It happens just before he is about to Slash. It's during the double jump at the 0:50-0:51 mark. There is an EXTRMELY miniscule(like 1-2F) pauseish thing.
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Guilty Gear FAQ Thread - Ask your questions here!
RedBeard replied to Kairi's topic in Guilty Gear General
It's moreso a cumulative effect of doing offensive, positive pulse actions. Dashing, Air Dashing, Walking forward, getting the opponent to block a special/normal, hitting with a normal/special, combos etc. As opposed to stagnant actions(note: NOT defensive. Blocking, even normal blocking, seems to have very little or no effect on your pulse. But do note that walking backwards, sitting still, or standing still at any moment in the opponent's pressure string when you're otherwise not in blockstun WILL negatively effect your pulse. And obviously IBing is positive) which effect your pulse negatively. Backdashing, back airdashing, walking backwards, standing still, etc. There is a set amount of tension gained for offensive actions such as jumping or airdashing forward, but the amount of tension gained is effected by the pulse modifier. Simple example: Start a round with Johnny, dash forward repeatedly. You'll notice that as time goes on Johnny gains more tension per dash because his pulse is upped for doing repeated offensive actions(dashing). Some characters have different modifiers on how they effect pulse. IE, Johnny may gain more pulse for his dash than other characters. The beginning of Axl's dash nets higher pulse gain. So repeated short dashes with him is better overall as it not only nets better tension but it ups his pulse gain faster. Zappa's backdash has a smaller negative pulse modifier than anyone else's in the game IIRC. Characters also appear to have differing max pulses, Johnny and Zappa appearing to me to have the highest possible modifiers. There are no hard numbers on these things, it's just stuff I've noticed during play. As I noted in the other topic, IBing will not only up your pulse but it makes it possible to achieve a higher pulse modifier than you're capable of normally getting strictly through high amounts of offense. -
Ok, I don't really care about dropping anyways as even if he does drop winning #R online doesn't mean anything. I don't really care to go into detail because replays of drops aren't saved so I can't really prove it. Anyways, he obviously does not drop now and that's all that matters so no point in going on about it.
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I am the one who said he is a dropper, and he is. Or more specifically, was. He didn't drop from his most recent match I saw played, but my room mate was beating him a few times, and if he ever had 2 wins(even if it was 2-2), he would drop at the beginning of the next round. A bit too consistent to be random desyncs. I didn't just say he was a dropper due to the win streak, but because I saw him drop multiple times at points that were too convenient to be desyncs. A day or two ago though my room mate beat him after a 22 win "streak" and he didn't drop...so maybe he stopped. I get the feeling he just wanted S rank before he stopped dropping.
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Testament must be sick online with 4 frames of standard lag. Good luck blocking against his mixups like that. I played a bit tonight and it was fun but man there are definitely a lot of abusable things with 4 frames of lag. There are also several inputs which are impossible to perform on the keyboard. Just on defense you're that much more screwed because you need to block/escape tick throws 4 frames earlier. Then again most of the players seem to just pick Slayer and mash on invinci mappa punch/6H->Pile Bunker.
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I still cannot for the life of me get this working. I rerouted, I disabled every firewall possible, etc etc Ah well. I can't really play on the keyboard anyways.
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Are you kidding me? #R Anji is infinitely worse than Slash Eddie, especially in comparison to the rest of the cast. IE, Eddie is still perfectly capable of winning well in Slash he's just not very good. #R Anji is fucking terrible, and he has like 7-3 at best with top 10 in #R. Eddie vs. Anji is like 8-2 in #R lol he has room for complaint. Anyways I still can't get my shit working, I guess I have to try the router stuff tommorow. Oh I watched Homer play tonight and his computer shut off like 3 times he was playing(his power cable to his computer for some reason doesn't connect right), so if he DCed on you in the middle of some random match that's why.
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That's pretty much the whole match summed up. Chipp is going to run all over you. He is going to outpoke you. He is going to beat you air to ground, ground to air, ground to ground, and he moves too fast to feasibly air to air him really. If he hits you, shrug it off and stay focused. You need to randomly hit him and make it count. Chipp controls the flow of the match. I find it best not to attempt to outpoke him. I sit back a bit and defend and do a little tension walking, then when he decides to rush me down I IB and wait for a hole to throw him, DAA, 2H, or OD, or anything. Attempting to outpoke Chipp almost always results in you losing...so unless you're sure you're going to hit him. Other than that once you manage to knock him down(if you knock him down), rush his shit down...and be very prepared for him to jump out of your pressure. Keep 236P handy for that. The match is a true test of patience and if you're an inexperienced Johnny it can be a true test of your ability.
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Front/back/overhead/low/throw/throw bait. It is an insanely good mixup for 50% tension. Just be sure not to RC too quickly and then do a low hit or something on the other side as they will block it by default if you do it too quickly(game mechanic to prevent instant crossups) More specifically...2K, 2K on the other side of him, pause a moment and throw on either side. Instantly Dust. TK DB FRC. 2K->c.S->TK Ensenga. Instant Backdash->TK Ensenga etc. These are just the basic mixups you get off of it.
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In the corner if Testament webs you and goes to mix you up your only choices are OD or DAA. If your Testament is the type of opponent who thinks he's safe after webbing, Throw or OD him if he always just blindly rushes you. Or just DAA. Or just block or FD or whatever. Basic defensive stuff is your option. Just remember if you wakeup throw to block the net or Testament actually gets a free combo if he neutral techs. Now, midscreen pressure there is actually something really sick you can do that I do against Testament all the time. If you're decent with backdash timing, just do it. It's a get out of jail free card against all of Testament's basic pressure unless he starts it with FRC EXE Beast. If he webs then tries to 6P you, it's a free 2D->Mist Finer or Jackhound->tons of damage. If he does 2K you're neutral. If I have 50% tension this is usually where I RC Jackhound to force a mixup. Against Testament you never really want to let up on him, but don't be reckless or whatever. Just don't back off. Stay just outside of his poke range and harrass him so he can't back off and turtle. A few things I do to get in on Testament are jackhound RC, coin and wavedash in after it, IAD j.H, TK Ensenga, or 6H. I especially like to distance myself just out of his sweep/f.S/2D range, wait for a flinch or a poke then 6H. Just be careful of Hitomi if you plan to use Jackhound. Make sure you watch the trees. In general in the match you just want to land a random poke then rush him down and mix him up. Just be careful of Nightmare Circular and 2H. Don't just blindly Mist Cancel pressure, make sure you toss in coins cause they'll save you from Nightmare Circular and 2H. A lot of Testaments I play tend to try to counter the coin or 2H after I toss a coin to go past it. The 2H actually works pretty well against Johnny's pressure as if you dash or whatever the 2H hits you. So just be careful and be ready to 2D mid pressure. Ok that was probably not that helpful but that's pretty much how I play against Testament. I can't stress enough to not let him totally back off. Always be threatening and learn to get in his face without putting yourself in too much danger.
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Guilty Gear FAQ Thread - Ask your questions here!
RedBeard replied to Kairi's topic in Guilty Gear General
They resemble overly cartoonified Pirahnas, which is why they're called the Fish! -
Hokuto No Ken: Read Before Making a New Thread!
RedBeard replied to Mr. Mamation's topic in Hokuto No General
Just curious, maybe I can't see it or something, but I see no Jagi thread. I'd like to keep with the forums 1 thread per person rule so I didn't make one yet. I don't get the game til tommorow but I plan to write out a Jagi FAQ thingy and discussion and whatnot. So yeah...just double checking...am I blind or is there no Jagi thread? -
I see rushdown from every Testament player I've seen play. There's no reason to NOT rush down as Testament if you're in a decent position to do so. Testament basically goes: Turtle a bit/lay traps and whatever/wait for good spots to outpoke opponent into knockdown. Do mixup #1, if it's blocked, FRC Barney if you have the tension into more mixups. If it hits, combo into knockdown and start the process over. Again, there is really no reason for Testament to not take advantage of a knockdown situation with rushdown. Keepaway is still a huge part of his game but I don't think I've seen many Testaments pass up a rushdown opportunity in favor of just running away. Edit: And to respond to the original person's question, Faust is a character where you don't need to know any FRCS...but I wouldn't call him fast. Nor is he really a mixup character. He's a zoner. Ky is probably your best bet. Sure, he has FRCS, and you'll need them to play his absolute best, but he's so good without them that it really doesn't matter that much...especially for beginners. And I guess he's moderately fast.
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Dog bite trap is on A-Cho I think. Very easy and effective.
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Guard Balance increase is determined by GB+ column. So there'd be no need to include a seperate note. Kezuri most definitely is chip damage for when the opponent normal guards the attack.
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Not true. Stick must go neutral in order for the air dash to take place. Though yeah IAD is generally written 96 or something but it's technically incorrect...as if you just rolled the stick or pad it wouldn't work.
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Who's "You guys"? :p I'm the only one who expressed interest in it! Though I'd be glad to split it if someone wants to do it. I somehow doubt it though. That and it'd probably be easier for neatness's sake to just have 1 translator per character. That way the flow of the writing stays the same throughout. But if someone wants to pick up page 2 that's fine with me.
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Sorry I took a bit of a break from this. I'll finish up Chipp today and move onto a different character. Likely going to go after Zappa next because I haven't even seen somebody post saying they're interested.
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That's a mistranslation. Basically the first kanji is bee and the second kanji is Web/Hive. Hachi and Su respectively if they're standalone words. However, when together...Beehive is pronounced "Housou".
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Nope, he's not. It's fine I got what he was saying heh. I'm halfway done with Chipp but there's a slight snag...The special note for Gamma blade(*1) is cut off at the bottom of the scan. Edit: Hmm, the *1 is on the Shuriken moves too..They all disappear if Chipp is hit but I find it odd if they included it as a seperate special note..
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And sorry again for triple posting just trying to keep my seperate posts seperate but... Now working on translating Chipp.
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And sorry for all the triple posting and blah blah messyness, but inputs and names for Axl's moves are as follows: Bentengari(S): 623S Bentengari(H): 623H Additional/Followup Axl Bomber: 623H during Bentengari(H) Rensengeki: (4)6S Kyokusageki: 8 during Rensengeki Sensageki: 2 during Rensengeki Rashousen: (4)6H Rashousen Feint: P During Rashousen Tenhouseki(P): 214P Tenhouseki(K): 214K Housoubako: 623P Raieisageki(S): 63214S Raieisageki(H): 63214H Axl Bomber: 623H in Midair Kokuugeki: 63214S in Midair FBs: Shiranami no Homura: 421D during Housoubako activation (FB)Axl Bomber: 623D in Midair Overdrives: Byakuerenshou: 2363214H IK: Rensen Ougi-Midaregami: PKSH->236236H
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And with that, Axl is complete. 5P: 2nd hit causes 21F Vacuum effect. 1st hit, on midair hit, causes 16F untechable time. c.S: Move's reach extends upwards on 10F. f.S: CH causes Stagger Effect(39F Max). 6P: 1->10F Upper Body Invincibility. 16->27F Upper Body Invincibility. Ground CH causes Knockdown. Midair Hit causes Blowback Effect. 90% Proration. 6K: 2nd hit causes Vacuum Effect. Midair CH causes 72F Blowback Effect. 6H: 11->31F Axl is Airborne. Midair hit causes 24F untechable time. Will hit on 27F vs Crouching opponent(Tested on Sol). *1 5D: 17->25F Foot Invincibility. DAA: 1->20F Invincibility. 21->24F Throw Invincibility. 25->28F Upper Body Invincibility. Causes Wallbounce. Ground Hit causes 28F untechable time. 50% Proration. 2P: 2nd hit causes Vacuum Effect. 2K: 3->15F Axl is flat to the ground. 70% Proration. 2S: 2nd hit causes 20F Vacuum Effect. 2H: Ground hit causes Stagger Effect(45F Max). 2nd hit causes Vacuum Effect. FRC Timing 11->12F. 3P: Ground CH causes Knockdown. 2D: Ground hit causes Knockdown. j.K: Midair hit causes 20F Blowback Effect. j.S: 2nd hit causes Vacuum Effect. j.D: Ground Hit causes Knockdown. Midair hit causes 20F Blowback Effect. 5F landing recovery. j.6P: 2nd hit causes Vacuum Effect. Throw: Causes Knockdown. 50% Forced Proration. Airthrow: Causes Knockdown. 50% Forced Proration. SPECIALS Bentengari(S): 1->4F Above Ankle Invincibility. 1->6F Throw Invincibility. Hit causes Float Effect. Ground hit causes 28F untechable time. 90% Proration. FRC Timing 7->8F. Bentengari(H): 1->8F Lower Body Invincibility. 9->10F, only Axl's back leg can be hit. 1->10F Throw Invincibility. Hit causes 30F Float Effect. -26F Advantage vs Crouch Guarding opponent. May input Additional Axl Bomber at 32F. Additional Axl Bomber: From 4F+, Axl becomes airborne. Hit causes 60F Float Effect. Axl is in a CH state while falling. On hit, you may input Kokuugeki from 14->25F. Rensengeki: Hit causes 36F Float Effect. 1->40F Axl is in a CH state. 62F total. FRC Timing 15->16F. May input Kyokusageki or Sensageki as late as 41F. Must charge back for 30F minimum for Rensengeki to come out. Frame Advantage based on opponent blocking Rensengeki right next to Axl. 3 hits max. Considered a projectile. Disappears if Axl is hit. Kyokusageki: Hit causes 36F Float Effect. Considered a Projectile. Disappears if Axl is hit. Sensageki: Hit causes Knockdown. 6F Hit Stop. Rashousen: Hit causes Knockdown. Up until 44F, Axl is in a CH state. Causes no stun. Must charge back for 30F minimum for Rashousen to come out. 25->27F, you may input Rashousen Feint. Move will not come out if opponent is knocked down. *2 Rashousen Feint: Fastest possible Feint completion: 36F. Tenhouseki(P): Hit causes Knockdown. 65% Forced Proration. With the exception of projectiles, any hit you could have blocked with standing guard may be countered from 4->17F. Tenhouseki(K): Hit causes Knockdown. 65% Forced Proration. With the exception of projectiles, any hit you MUST block low may be countered from 4->17F. *3 Housoubako: After activation, 1->15F Invincibility to Strikes. Hit causes 25F Blowback Effect. CH causes Wallbounce. CH causes 62F Untechable Time. After activation, you may input Shiranami No Homura from 2->19F. During Hit Stop, both you and the opponent are able to input commands. 30F for entire hit animation. Any hit you could have blocked with standing guard, including projectiles, may be countered from 2->16F. Raieisageki(S): From 4F+, Axl becomes airborne. Hit causes 45F Slide Effect. Hit causes 58F Knockdown if opponent is not hit during Slide Effect. 90% Proration. FRC Timing 26->28F. Raieisageki(H): During Recovery: 1->15F Invincibility, 16->23F Axl is flat to the ground. From 7F+, Axl becomes airborne. Hit causes 35F float effect. 6F Hit Stop. FRC Timing 1->3F of recovery. Will hit a standing opponent in 50F(Tested vs. Sol). Holding H can delay Axl coming down for as long as 106F. 3 hits max. Axl Bomber: Hit causes 50F Ground Bounce. 25F Blockstun vs. Stand Guarding opponent. 90% Forced Proration. Kokuugeki: Hit causes 40F Float Effect. FRC Timing 34->36F. Has a minimum height requirement. Shiranami no Homura: 1->7F Strike Invincibility. Hit causes Knockdown. 2nd hit has 6F Hit Stop. During Hit Stop, both you and the opponent are able to input commands. 3rd hit can be Normal Air Guarded. Axl Bomber: 1->5F Invincibility. 6->20F Throw Invincibility. Hit causes 58F Float Effect. You regain control of Axl after recovery ends. Byakuerenshou: 1->16F Invincibility. 17->18F Throw Invincibility. Hit causes Knockdown. Axl is in a CH state until the move ends. Straight Line Part: 7F Hit Stop. 2x Chip Damage. Considered a projectile. Disappears if Axl is hit. Rensen Ougi-Midaregami: 90F IK Activation. 13->18F Strike Invincibility. *1: The mook does not specify whether Sol is simply Crouching or in Crouching Guard animation. 6H hits later if Sol is Crouching but not guarding. This is the same in the Slash mook though, so basically 6H hits 4F slower. *2: This time includes the frame the opponent is "grounded", as well as their wakeup frames. *3: Undocumented in the mook, being hit any time during 214K's active counter frames by a move it does not counter(Projectile, Medium, Overheads) will force Axl into a crouch state.