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Everything posted by freelander
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I started playing I-no a few days ago. I'm now familiar with all the basics, but one aspect I am not comfortable with is meter combos. Which combos do max damage for 50 meter in the corner and mid-screen from a a one hit -> 6P ->5H launcher?
- 73 replies
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- XRD
- Guilty Gear
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he mist cancels it, I guess?
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triple jump, V is landing, d.S in this context means dashing (or running) Slash
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you have to do the TP with 228HS command. It's not that hard to do. And after the wallcling you have to input the directions like lightning. 236P46 4 66 is a pretty ridiculous motion to do in that short time.
- 260 replies
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I found something strange (at least for me) in training mode: when I do a combo like this midscreen gamma hit -> run up 5S 5H j.P j.P j.K(2) j.D 236P(whiff) wallcling why is there a huge recovery on empty dive from wallcling? It makes it impossible to do the dive -> 2D on oki. There is never this much recovery on it when you do standard oki from standard corner combos.
- 260 replies
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I don't think much advice can be given. If a ground alpha comes out instead of air alpha, you did the TK input too fast. If air alpha didn't combo, you did it too slow. You have to build muscle memory with the right timing, pretty hard.
- 260 replies
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I don't get it. Isn't fuzzy jump blocking low the possible meaty while you can't be thrown, then FD jumping out? Then how does 2D meaty beat it? I suggest taking this into the discussion thread, to not dilute the video posts.
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Thank you! I never really used option selects before, I try to incorporate them into my game.
- 260 replies
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Hi guys! I could just get my hand on Xrd's training mode for a limited time (I could only play offline matches before at a friend's place). I played a lot of #Reload before, so I am not a newbie at GG and in the training mode I learnt the midscreen and corner BnBs. I have a few questions, because I can't test these for myself till I get to play again: 1) in the corner, most people go for the double alpha combo. After the 623HS, how many hits one should do? Sometimes they do j.D, or j.K dj.D or even j.KS dj.S tj.D before the alpha blade in match vids. If I am closer to the corner at the moment of launching, should I just do less hits? 2) in the corner double alpha combos, should you never do more than 1 or 2 hits before the sweep? I usually only see people go for a close S. Would a longer ground ground string make you drop the air combo? 3) after the double alpha combo, is the choice between 22HS or IAD wallcling simply preference? 4) What is fuzzy jump (and fuzzy backdash?) I saw it in BZB's post above. Thanks in advance
- 260 replies
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well, that makes sense I guess. Bite actually heals a ridiculous amount of effective HP thanks to the new guts system (at least when you are at low health).
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why is Slayer that much worse than #R Slayer besides the missing bite loop? He's got better air combos, a worse pilebunker, and a bit more options.
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[Xrd] Axl Low - Video Critique Thread, Watch the chains fly
freelander replied to APinkBuny's topic in Axl Low
Sorry, man. I probably mixed it up with something. 3P I guess? -
Just count on the fact that they can tech if you otg them. Which is actually pretty hard to do, because you have to do it in a very little timeframe, and most novice players don't even know that it's possible. If they don't tech, you get some pretty good meaty options, that's true. Also this is best in the corner. Try it out in training mode, set the dummy to different tech directions, and practice against those options.
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[Xrd] Axl Low - Video Critique Thread, Watch the chains fly
freelander replied to APinkBuny's topic in Axl Low
Sking you have a have pretty good idea what to do most of the time. You seemed a little a lost against May at first, then improved in the later matches, and well, you beat that Faust pretty handily. Work a little on your combos. I think you got used to anti-airing people from half a screen away with 2S/6K but you don't really anti-air when they are on top of you, in the deadzone of 2S. Don't let them just keep jumping on you for free, use 6P or even close S into some aircombo. Also, I think you should use 5K a bit more to start ground strings, especially when punishing things. For example, when you blocked May's wake-up super, you tried to punish with far S. That only works when you do it almost frame perfect, (May -13 after that, far S start-up is 11). You could have done 5K, which has only 6 frame of startup, into a combo. -
[Xrd] Axl Low - Video Critique Thread, Watch the chains fly
freelander replied to APinkBuny's topic in Axl Low
To be honest I feel your problems aren't really Axl specific. Most of the time you don't go on offense when you could, and when you get a hit, most often you don't capitalize. You should watch good Axl players' matches on youtube (I recommend Japanese players), and analyze those second by second. Not just the combos, but everything. Especially, when they get on the offensive and how. How they get their hits.. That's how I got better. -
Isn't it better to watch matches on youtube?
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You can shoryu it.
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you need to jump install to be able to jump after an air teleport. you can find its description like in 1000 places on this forum
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he was like mid tier in AC and maybe the weakest in +R.
- 380 replies
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- Guilty Gear
- XRD
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you said that grapplers always have a disadvantage in these type of games, and we said that it was not true. <.<
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he was worse than the very best and beat everybody else. how would that make him bad
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this sentence doesn't make much sense. How do you get the combos if you don't know how they work? Anyways, if you can do a combo in training, you should be able to do that in a real match. Actually that's how in every game combos work.. Why is that a not good enough reason for you? Even in Skullgirls you can't combo everything just because it chains in the correct order, a lot of time the next move will whiff in air combos (HITBOXES) and same with KOF, things won't combo just because you do them in a chain, for example Shen's cr.A fwd+B won't combo (FRAMES), not to mention slower specials, which won't combo at the end of that series. In Guilty Gear, the normal chains are character specific, but still have the loose order of lighter normals toward the heavier ones, where some lighter normals can cancel into themselves. Typical combos are: ground chain into knockdown. ground chain, some launcher, jump into aircombo anti-air normal, jump into aircombo special launcher, (ground chain), aircombo Millia's air combos are quite atypical.
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Hori X360 sticks - Any chance they're compatible with PS3?
freelander replied to Mugen Tux's topic in Hardware
I have that stick and bought a xbox->ps3 controller. It works without input delay. http://www.amazon.com/Playstation-Xbox360-Controller-Adapter-Xbox-360/dp/B0055TH6E4/ref=sr_1_7?s=videogames&ie=UTF8&qid=1420230562&sr=1-7&keywords=converter+xbox+ps3 -
3P -> 5HS is a great frametrap.
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By the commands, please. I think that's for the best.