Hintalove
Members-
Posts
429 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Hintalove
-
Also, there was ka2 vs may(ketago?) in the last batch of gamechariot vids. Actually all the ka2 matches in that batch are hawt stuff, theres even a 2d frc combo :O
-
The hard thing about playing Jam in Japan Atryu is that for starters, she has generally bad matchups against the rest of the top tier(Eddie/Test/Slayer), and her weight is light, but in a way that makes her easy to combo(like a regular jam loop works on jam, even though it feels like it shouldn't, and leaves more room for error than a normal weight character). She is also very hard to play against people that turtle well(imo), ie robo/hos/generally the other close range characters because generally they trade speed for priority. Like certain zoning tools can only really be beat with fb, and then most of those characters have options to stuff fb so it becomes a much trickier guessing game for Jam. Also if you start with Jam, you are going to learn a very weird style of defense based around opening holes with Parry that other characters couldn't dream of, and it is kind of different to start there before learning to guard traditionally. I'm not saying Jam is a bad character in any way, but just trying to reiterate what Atryu was saying about how when played at the higher levels she becomes much less of a brainless character. Like right now, my game is still evolving from how I play vs americans, to the true style of GG. Basic frame traps don't really work in Japan because they will simply block and watch for you to do something they know they can beat 100%(5d 6h). Ever so often they get tricked into getting hit by a fb or 2s, but it's not reliable. Honestly the only way I'm winning these days is if I just play to counter their attempt at zoning me out, but then again I play a lot against test/eddie/hos. I'd say pick sol or testament to learn on, and then reconsider coming back to Jam.
-
Her dolphins all lose to parry > what ever you want, and 6p if she doesn't fb them. Once you take that away from her you have to deal with the actually scary stuff like her j.h and throw game. Bad mays will start sliding after they can't use dolphin spam any more, so just learn the distance to 2s to ch it for a free combo. Just be aware that her 3k beats all your slide options but splits kick, and more often than not will at least trade with that, leaving you knocked down, so blindly fbing *will* get you owned in this match up. Also remember, like millia, 2d > 236k connects, and leads to dead may.
-
So on heavies you can do launcher(iad 214k, 2d frc, throw frc, maybe even iad dp, havn't tested) into 2h(2/1 depending on situation/character) 6h, 5s/5k 2h(hits character dependant) 6h h or puff ball or charge kick, what ever you want. Does any one actually use this 2h loop, like vs johnny or pot it is fairly easy to get, and can lead to significantly more damage than the generic iad 214k midscreen combo. Robo ky is a lot harder to time it against than johnny or pot. You can also get it on midweight characters out of a 2dfrc, and can lead to substantial damage, but I can't decide if I'm willing to master hitting 2d frc just for a silly combo like this. In any case, I think we've only really seen it explored in 1 cmv so far(Xeno's 2nd I think), and I'm wondering if there's any one who uses these combos?
-
How does iad 623k beat storm or volcanic viper? Are you doing it like a safejumpin meaty with the last hit hitting at a point where you can land and block the dps? Because I can't see it flat up beating it.
-
what is the best way to learn to IB? Just learn the other characters strings and practice ibing them in training mode? It's finally time to cross that bridge, because I think that beating ed and testy with out it is just plain impossible.
-
Well, considering that the 5h loop is like her biggest combo that doesn't require tension or a charge, and ends in a knockdown(close or far, depending on the matchup/your preferance) or a throw trap, and can be started from a 5k, then yes. I believe it is useful. However, rcing the 6h is like, almost never worth it because by the time you get to the end of the second/third 5h the combo is already prorated to crap. Also note that combing into 5h on the ground gives you the options to link into a fb puffball if you're close to the wall and convert the combo to a wall combo, or link into splits kick and use your charge if you have one for the same effect. All in all, 6h 6p is pretty dang easy to time, so you might as well learn the combo. It's especially nice on people like baike[finput][/finput]nji who have a tendancy to not be blocking low. As for frcing the throw, the timing is like a few frames before she kicks them. Before I got it into muscle memory, the way I remember is like, when she throws them up, frc at the point where it looks like if you cancel the throw jam will be there to catch them in her arms. I dunno, its just like the 6p link, kind of hard when you start but practice makes perfect right? The one thing I can't doo with much consistancy is iad dp, not that it is a important skill, but the combos are pretty dope you know?
-
Well, to be fair, crossups are historically aimed at standing opponents. If your opponent is crouching you can just overhead them, crossups are the counter to people who can block high. God I just got raped so hard by a pro millia, like I lost 5 times in 15-20m and I think maybe only took like one round the whole time. It wasn't just not being able to block the wtfmixup, but like, if she wasn't jumping it didn't feel like I could hit her with anything, and throwing her frclessly doesn't really net anything special. Feels kinda like chip where her grounded normals feel like they are consistantly beating mine. I was pretty much just trying to lock her down and get her with some frame traps into puffball or 5k/2s, but she would just block. Even after I ch threw her(the round I won, lol) she would just block and block, and ib back dash until I eventually made some kind of opening while I plugged on with my frustrated offense.
-
Would it be possible to mention which of those loops on what characters end in knock downs naturally, and which characters/loops require a fb at the end to knock down? Back in the states I got in the habit of charging a lot after loops, even non-kd ones because people just plain don't know where they can tech. I had to remedy that quickly though because charging after a techable loop = free combo for your opponent a lot of the time. Is there enough time to confirm a knock down off a combo so you leave your self open to throw their tech?
-
basic block strings would be like 5k s(s if you want) 6h or 5h (1 or 2 hits) 6h. More advanced block strings generally utilize a lot of 2p and 5k to put you on advantage so you can trick your opponent into thinking you're going to keep attacking in the same way, and ultimately bait a 2s CH when they attack at the wrong time. At any time during the more advanced string you also have the option to throw. Also, chaining into 2d > 236s s can be a good way to apply pressure as well as leading to juiiiiicy CH's if your opponent tries anything dumb. Rule of thumb though is 5h(3) > 6H will get you killed. Ultimately Jam pressure should be more overwhelming for your opponent than tricky. She's not about fast high/low, but rather frame traps, and the occasional ballsy crossup 214k. Abusing crossup jh is also good in most matchups, but as with anything, you can't allow your self to be predictable. One random trick you can use ever so often against people who are gung ho about sbing your 6h is set them up for an easy to slashback 6h and either throw them or let them sb nothing and use those 30 odd frames of unblockability. If any of this is wrong feel free to ad your wisdom to the pile flash/doren.
-
input parry and then 1+your faultless buttons of choice. You cancel the parry into faultlessing down back whether or not it catches an attack. Make sure to faultess though, if you don't you get a backdash that usually gets destroyed by what ever you wanted to parry.
-
Flash, you should add a section up there on oki. Just list the basic options, then get into slide stuff, and then maybe try to tackle Mike style options. It'd also be nice to include where dropping your combos for a kd is most ideal in order to be able to make your mixup close to meaty. Thanks
-
Can some one maybe put some sample butt move loops up in the combo thread, and maybe explain the practicality of them and the reasoning besides buttloop vs regular loop? Thanks!
-
What air combo ender nets a charge?
-
Midscreen you can just do 5d > h h h s p s jc s h ryuujin. Does as much or more than the midscreen ID in most cituations. I think you have to make some slight alterations on certain characters, like baiken, in order to connect with the ryuujin at the end.
-
Guilty Gear FAQ Thread - Ask your questions here!
Hintalove replied to Kairi's topic in Guilty Gear General
There's a good chance this has been asked before... but why do you get a score in training mode? On what am I being scored? -
I was thinking about it the other day, about the 22d charge. I wonder if there are combos where you can 22d for 2 ryuujin charges mid combo. It recovers faster than a normal charge, so it might be possible, but you would need something with madddddd untech time. Maybe ch iad214k > 22dkk > tk ryuujin ryuujin ryuujin? Could that net more damage than a puffball? Maybe I'll get unlazy and try to find something. edit: hmm I thought it recovered faster than a normal charge, but nope, it doesn't :P
-
Pot buster is invincible until the grab, so reversal pb beats 5k every time. Why they had to give pb invincibility is beyond me, but it's there. the only safe move meaty on him from the ground is 6h, but if he reversal back dashes you're screwed.
-
I would just like to add in that in the pot match, meaty 5k loses to reversal pot buster. Not saying there isn't a place for meaty 5k in this match, due to how lightning fast it is, but don't be surprised when it gets you pb'd if you whore it.
-
I'm having trouble with finding a concentrated game plan against Zappa. The Sword isn't too much of a problem, but Ghosts are a pain in the ass if I find my self stuck blocking with out meter. The thing thats been annoying me the most about this match recently is I can't seem to find a safe way to attack him when he's hiding behind the dog. Summons aside, it seems like attacking him in general is hard. Crossup 214k seems to miss him like 95% of the time, and if you don't cross him up he can just summon and collect some free orbs. All I've ever seen about Zappa matchups is always "Rush him dowwwwwn" but I tend to do way better if I take a more turtley approach with a more mild offense and wait till he does something I know I can beat. If I get too aggressive I usually end up eating a summon or just getting hit too much and ending up fighting Raoh too early in the match. How do you fight Zappa?
-
You do know the proper input for IAD(Instant Air Dash) right? Just perform the jump cancel with 9(up forward) and then hit 6(forward) asap after that. The onyl things you need to keep in mind is the up forward input can be fairly loose but the forward needs to be pretty dead on. Hope you get your combo down
-
Man, how has no one mentioned the utter horribleness that is Aba's new voice. Aside from the Key chiming in when you bloodpact she sounds terrrrrible. I havn't seen Aba lose a round yet(lol broke) so could some one confirm if she still goes "oogie oogie oogie"?
-
I don't know about her dead angle, but I know Bursts ARE comboable, so if timed correctly you should be able to jackhound there(how ever they prorate to the point that it's not worth doing most likely). As for her throw, you have plenty of time to do what ever you want to normaly, and her other attacks that can OTG don't hit an opponent grounded by her throw so I don't see why jackhound would be an exception. I havn't seen people doing it, so I'm going to assume it's not possible. I have no idea about her air throw.
-
I know when i was taping it it was pulling me backaway from my opponent regardless of directional input. I guess I can try again a little today.
-
Does any one in dustloop actually play this game? I need some help with the fundamentals of comboing, ie how to cancel and what does what, ect. I'm trying to play Mei-Fang for refference, and I was getting 2abc > rekkas > what next? I don't quite get how the whole homing cancel bit works, execution wise. And I guess, what arcana is the scrubbiest for Mei-Fang? Fire? Stone?