Hintalove
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Hey guys, prob should have got to this while it was fresh in my head, but I forgot. Was playing against Hase and his team last week with the Tokyo boys, and say yet another stupid Hase inovation that I havn't seen in vids and thought you guys might be interested in. After a 5h relaunch/launch, instead of doing iad jd 2k, he was doing jump *wait* jd 2k k js(h where it works) k land relaunch. I messed around with it and after you see the height where you can get the first part to work its a pretty easy way to milk a little extra damage. Sorry if this was already posted/is common knowledge, I'd just never seen it before or heard ROss talk of it so I figure it might be little known. Enjoy
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I envy him too. I had to keep my girlfriend company in order to stop her from going berserk on a room of near topless women.
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Fuzzy guards are where you take advantage of the fact that it takes you a certain ammount of frames for your standing blokcing hitbox to turn into your crouching blocking hitbox, and thus using an overhead that would usually whiff on a coruching opponent to break their guard. Example: running meaty j.s djh with ordersol. Good way to practice these are by going into training and turning the cpu on block first hit mode.
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Approaching axl is fairly difficult with HOS. RI(236s) can be a good option in cetain situations, but all in all can be over telegraphed at times and loses to a good number of Axl's stuff. The best advice I can give you really is learn how axl's different moves function in regards to controling space. Knowing that you can run under 5p, and fafnir through the green chain and 2p helps. Knowing where Axl will allow you to be in the air, and when you are close enough to him that you can attack instead of air fd. Ect, ect. His rushdown is only scarey because if he has 25% tension one mistep can lead to way too much damage, but all things considered its not hard to block. Probably the trickiest part is knowing when and where to jump, and that depends entirely on your opponent. You need to go into the air at times, if only to remind axl that he should be zoning with moves other than 2p/green chain some times. When he feels a running jump coming he'll throw out a 5p, and that is your ticket to happy town. you want to be closing the distance slowly and building charge in the neutral game, but when he whiffs a green chain or 5p that is your sign to bring the offense. Always fd in the air, and don't jump over and over again like a moron.
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If only that were true. #1 is pretty true, but the rest of it is subject to gross over generalizations. 2.Millia happens to be one of the few characters who can straight up beat out, or at least go even with Order Sol in terms of speed and coverage of her air normals. Her jk is brutal, and getting ched by a pin as you flail around with jp always makes you feel dumb. 3. Millia 2d and 5s control space on the ground just as well if not better than OS normals. If you think shes going to throw something out and you are relatively close, unless you are straight up in your opponents head RI will give you cleaner and safer results. Add in to that Millia 6p and 2s(clean and brutal chs on jh) and you have a decently hard to approach opponent on the ground as well as air. 4. I was wrong, this point is spot on too. If you hit her with anything, at least make sure it nets you some charge, idealy you want every gay little hit you can squeeze out of a jp or w/e. 5. I feel this match is pretty even. Millia has many advantages, but OS has a good lifebar and some decent tools to keep millia at bay. Of course once you get trapped if you cant dead angle you better be really good at blocking. Also, that combo inoue did to En was black beatm but it prob works just fine, though I wouldn't try it on characters lighter than slayer. That freaking DoT frc Burst block was so tight. En is the king of slayers, and here we have mediocre Inoue taking him out(perfecting him lat round). I wish I didn't suck at neutral situations vs slayer.
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Not dennying that that might be a possible combo, but seriously, you did that?If I ever did something like that in training mode I would probably just quit there. No point in playing any more because it would just be down from there. The worst part probably is I doubt that combo did much over 300 dmg lolz
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Do you guys ever do anything like 5d jd dj jh land 5h sjh sjd 2k k land 5s(h could probably go here if you were hase) knock down air combo of choice?
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I don't know why but I was limiting my combo ideas to 25% tension. I had totally forgotten lv3 savage fang. Very good combos can be built around that. That said, OS =/= JA, and fafnir xN into combo isn't really a solid plan outside of killing your opponent and not wanting to let them burst.
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OS's biggest combo is either jh land fafnir run 5s dloop, jh ch combo, iadloop into jh to fafnir, or of course the perenial favorite fafnir ch. Any one have any tips on fomboing 2h to 5k as a meaty?
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I have a new pet gimick this week. On people that aren't going to dp in every 1f window you give them(there are better ways to punish preidicted and baited dps), doing an earlyish js or jh and after your opponent blocks land and 6k. Pretty basic and on block it doesn't really get you any where, but I was really surprised how many people got staggered by it, especially as an oki setup.
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I still don't think Jonnio is that good, but maybe I was blinded when I was watching his first vids. Not that I beat him consistantly or anything, but its not like fighting the green Johnny, or even say KA2's Johnny. That said, I hate losing to his slayer:arg:
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Man, that sucks about the skiiing. I was looking through all the pics, and man it's been some good times. I guess having my third birthday in Japan, things are starting to get nostalgic or something, and I just thought I'd take this time to say it was such amazing luck the owner of that Shakuji arcade told me I should go to that tourney and we met. I probably would have significantly less of a beer belly though, haha.
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Good shit this weekend, and thanks for all the good times on Saturday! One minor thing is, after the older lady I was sitting next bought me another shot, I did in fact throw up. Kept on drinking through it though. How are plans for the weekend shaping up? Getting out to the Inaka sounds like it would be refreshing, and getting some good sessions with you and Rod could be a good place to try out some new stuff free of arcade fees.
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Oh, I forgot to mention. This week I saw 0 some how go from a hji combo down into a lv2 tyrant rave. Any one ever heard of that before??!?!
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To parry you don't have to have Jam loiter in a neutral state, you just can't be blocking/attacking and your stick input has to traverse through 5. Very basic and very easy. Don't let the wording in the mook confuse you. And yes, the input for dash parry is 66 > fd > 6.
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Yeah, I know what you mean. I knew all that but when it actually comes time to do a combo and I've hit him it always feels like I'm winging it, and always on the side of caution(dropped combos usually are worse than gimp combos). For daing the fafnir follow up on him, you have two options. Do 5ssh sjiadp(if close enough) or what I tend to do, which is 2s 5h iad jp. He's one of the characters that the normal combo puts you outside of his hit box when the jp goes active so you have to mix it up. Wither by regular iading to be lower, or juggling him higher with more hits.
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Alright gents, I've asked before, and I'm asking again. I think I've been perplexed as to the best approach to comboing Johnny for like a year now. or late I;ve taken to doing stuff like running jh d land 5s(made could do a 5h too) into another jh d djh d into various enders. Usually off something like a gb or fafnir ch. Clueless on the throw combo as well, so I kind of make something up new every time. Lets make a list of johnny combos!(I know how to iadloop him so we can leave that out).
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There is a reason there is only one video of KZO sving a top tier player into oblivion. A very good reason.
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I accidentally discovered you can do GB after ch2d. I doubt you can univerally get a full dloop off it, but on long leg/easy to dloop chars you can. Sorry if this has been pointed out before(don't think it has). Gonna play with it some more.
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Do a youtube search for Inoue OS
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That last statement was made in ignorance, I know, but it still kind of irks me how people who only see the random off color vid of these players can say stuff like "I don't think Inoue is a top player". Inoue is an epic guilty gear player. He could come to America and play in any tournament as random selecet and go home with the money bags. You can ask elvenshadow, or who ever you want that has actually watched him play, and you will hear that he has some of the most solid basic gg play in the whole community. The guy beats people like FAB and Taku with his alts, and he's not a top player? He got his testament up to SBO standards in just short months. Even from watching his HOS videos, past and present you can see his tooth and nail fighting spirit. While he might not do flashy 0-esque combos or agression, he has this magical ability not to let you beat him. He does not fall for shit, and he doesn't let chances slip by. I'm not going to say he's as good at playing hos as 0 is, I would say there of equal calibur on the GG pro stage, and it is undeniable that Inoue is a much more accomplished player than any of the other order sols baring kaqn. /soapbox off Sorry bout that, but sometimes it just gets to me how polarized/opinionated some people get about Japanese players on these boards. I don't think the average american player can really fathom the ammount of GG that gets played in Japan. There are hundereds of gamecenters, and thousands of players, and millions of matches. The very, very, very, small % of those that turn into match vids do not represent the state of the Japanese scene as a whole. So make what ever conclusions you want, but instead of ragging on legit players, go learn to dustloop or something.
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If you DAA at the last possible second you are opening your self up to more risk, if by last second you mean the end of their move/towards the end of the blockstun. The ideal time to DA is when your opponent is doing a move they can't cancel out of, like if you see eddie winding up his 6k, or something similar where once its out they are commited.
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Ino or eddie come to mind. Not to mention characters like johnny/ky/sol/zappa. Stuff like full screen stun edges, sure IB them. But jumping out of the way of a gf or ghost is going to always be to your advantage, especially in the zappa situation because his ghosts come back faster if they are blocked vs whiffing.
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I find DA's rediculously hard to predict, unless of course you set your opponent up to get mixed up at the end of their last health bar or something obvious like that. It could also be that they'refaster than bursts(never looked it up but feels that way), but I just run into them all day, or at least I rarely intentionally dodge them. Of course I know how to play against baiken, but you can't play every matchup like baiken when you're opponent is guarding and sitting on tension(which will very likely go towards fding more than DAing like 90% of the time). DA bait champions, what is your advice?
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Damn, watching that match lead me to watch the 0 stuff from SBO. The man is a fucking god. No order sol gets close to that level of depth and perfection imo. As for the FAB vs Sanma match, it was basically sanma trying to be in the air and beat out pot stuff with fast normals(preferably unthrowable ones, ie jp). It was working until FAB adjusted to the strategy and then well, we got to witness that last round. Speaking from personal experience, even running away from FAB is scary to do, let alone rush him down. He has next to prefect defense(0 also has very very good defense) and he *will* use what ever you give him. I also like how the 0 clips really capture what I was trying to say when I was talking about how 0 showed me the true path of the l3 savage fang. Makes order sol soooo dangerous.