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Everything posted by kaeru
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Yo ! well, all the techniques in the baiken guide are worth learning in +R. However very few of her combos will work the same way in +R because the corner stone of her combos has changed quite a bit and she's gained MANY new combo paths. In AC most of her combos revolve around getting some amount of corner carry and launching to go into j.SD, airdash, j.SD. This will not be the case in +R. Usually the launch is done with a Tatami, but in +R tatami wall bounces instead of launching in the air. She gets a ton of new tricks that allow completely different air combos even some grounded combos. I suggest focusing on the techniques that are describes in the guide though, they are very useful in +R. a couple of things i would highlight are actually what we've discussed recently in this thread: kire tatami (different from an instant air dash tatami, as described in the guide) fastest possible guard cancels (as in the guide) TK Youzansen -> RC -> negative edge tatami (some tricks in the guide as well) and some other things: airdash mixups, usually involve forcing your opponent to block a tatami either on Oki or with the help of an air tatami FRC landing after tatami or tatami FRC -> IAD, j.SPK if any of them hit, the j.K will launch. If they block all, you can mixup by adding j.D at the end for one more overhead, or landing and doing 2K or 2D or grab. You can also change the pattern if you are closer or farther to make your landing more ambiguous. using c.S or f.S -> j.D. This seems to be very important in +R (it's extremely useful in AC as well). It's a bit different for each of the cast, and there are a few characters you can't do this on. There's a detailed per character list in the guide. It may seem daunting to learn but it's got to be some of her best abare possible. Her far slash is a really good poke, but it doesnt combo into much. Being able to turn a good f.S or even a c.S>f.S into j.D FRC can mean a random poke leads to some nice damage and corner carry. This is something that will remain important in +R as far as i can tell so it's worth the effort to learn ! In short even if you ignore all that, just watch Japanese players playing Baiken in +R and analyze what they are doing. Or bring it up here and we can break it down together. There's a great video thread thanks to the users of this forum for Baiken !
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Hi qwerty, to answer your first question, the usual OS guard cancel on wakeup is Yoshijin because it's the fastest one that doesn't use meter. Since even level1 moves have 11 frames of hitstop (barring exceptional hitstop reduced moves), Yoshijin is almost guaranteed to net you a counter hit if you do it on the first frame of hitstop. However, it is NEGATIVE on HIT if you don't get a CH, and some characters have very reliable ways to low profile yoshijin, making it very unsafe. Sakura on the other hand is slower, but has invincibility and an FRC that will make it safe on hit or block and allow to combo regardless of CH or not. Beware using Sakura against jump cancellable air moves however, some opponents will meaty a jump in and jump cancel it to bait a sakura. There are some rare moves that can even low profile sakura, and characters (like May) who know their stuff will be abusing that against Baiken. Whether to use Yoshijin or Sakura depends a lot on your opponent and if you want to spend meter. Ideally a perfect fastest guard cancel (as described in the stickied Baiken guide under "fastest guard cancels") would be a yoshijin against even a level1 move, almost guaranteeing a CH. There are tips in the guide on how to option select it more safely if your opponent delays their meaty. As for your second question, i'm afraid im not experienced enough to give you a good answer other then to just block. As one of the more experienced Baiken players on this forum once said, "with Baiken, blocking is a mixup". Your opponent has to second guess their strings and will give you gaps to escape if they start baiting your option selects and guard cancels. I hope that's useful ! And to others who may not have explored fastest guard cancels yet, it's a very cool (but difficult) technique to practice. Check it out in Hellmonkey's guide.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
GuiltyGear +R 1.10, get hype for balanced Zappa and Kliff? Buffs for May and Justice! Baiken changes are strictly bug fixes. I like this work method ! -
what is the input for it?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
Whoa, this is the first real day of winter we've had in 14 years. Okaerinasai. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
lmao... Don't fall for the trolling, it's not truly my birthday. the joke is 2000 years old ! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
World is safe, I love Montreal with all my heart. Stay godlike Montreal ! -
ground throw is p1 p2 100 for the first 2 hits and with the new special cancellable before the third hit !! I hope the combo timer on grab starter will allow for some really cool stuff.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
GET HYPE MONTREAL, LET'S FITE !!!!!!!!!!!!!!!!! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
Kunaki, your buttons are ordered Blade, your spare microswitches are ordered I'll give you the prices later. -
One thing that might be hindering you is the different amounts of hitstop with moves. If you do youzansen raw and practice it, then try it after 5P or 5c.S is that the timings will all be a bit different. You can help yourself out by trying to remember you can't jump cancel until after the hitstop is complete, so don't try to TK before then. If you always TK after the hitstop of the move you're trying to do you'll have more consistency. It's certainly possible to just learn all the various timings and deal with hitstop passively, that's how FRCs work, too, when the FRC window comes after the hitstop of a move.
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well keep in mind 5D is no longer special cancellable, so it's not possible to setup a bumper in a way that it can be used in time for the forced mixup
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I'm afraid that's not the case, Skye
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
i won't be at foonzo tonight (Tuesday). We'll see for thursday, if it will be packed it might make blazbluing and guilty gearing difficult D: -
if you hit with 5D raw as first hit, even on non counter hit, you can combo with 5A or 2A afterwards. Also i think the new 5D forces standing, if you're willing to spend the meter, you can potentially convert a crouching combo with it using rapid cancel.
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at 8:41 - 8:42, i really don't know what that is. Mu clearly hits the guard point, and right where Bang wouldve teleported, he got downback barrier instead. This is some sort of kara cancel i guess. Most moves are kara cancellable into barrier during superflash if they are early in startup, but i don't know what's required to pull this off.
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yea, 5D is no longer super cancellable as of the last info we got. BUT the 5D in FRKZ is different, that one is super (and maybe special) cancellable
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
My sides ache XD -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
We'll get a chance to do some GG marathoning during the holidays for sure. I'm looking forward to it and delighted that you're so into it. Have you visited the Faust forums? Also we have info in the AC thread about how +R will get applied to our console guilty gear ! it seems like it's going to be a patch not DLC, after the patch is applied, we can select which version we want to play (AC or +R). There's other goodies and info here: http://www.dustloop.com/forums/showthread.php?13487-AC-General-Discussion/page250&p=1437394&viewfull=1#post1437394 -
I LOVE how he used crush trigger to extend the combo, this is what i've been waiting for ! I'm not sure if 2C still has same move proration or not in FRKZ, what is the new graphic indication for SMP moves? Also if air activation is possible, we won't even need to jump cancel cancel to use FRKZ without the duration penalty. It will be possible to do things like 5B blocked, jump cancel FRKZ, and keep blockstringing with j.C like zanzan did here. That's really awesome ! Edit: http://www.youtube.com/watch?feature=player_detailpage&v=YYvuWb3BnWI#t=446s This made me really sad... 2B -> 6B got mashed out of without even an IB.....
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
Hopefully we can arrange something before then? How is Friday evening? (i managed to already get myself busy for saturday D: ) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
second this @Nedel, I will be there but you don't need to pay me a thing, Brice gave me all the gas money, so just pay him everything he tells you. Also some info Brice, i still owe you 23$ Pedro i still owe you 89$ Kirbster you still owe me 61$ (previously) Airmaster you still owe me 61$ (previously) Nini Heart doesnt read this anymore but 40$ (very previously) -
the combo looks great ! But i am sure it can be optimized further. 5B in CSX was 7k damage minimum and built it's own heat. It is great that it nails all 4 seals though! Can't wait to get a crack at the game!
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Anytime someone says 'I want to fight you' in our fighting community, it's always taken as a compliment !
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after awhile, having the P below the K is becomes REALLY natural. It just takes time. I could NEVER play with them inverted anymore.