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Everything posted by AtTheGates
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don't know if i commented on that vid before, think i did somewhere. anyway, it has some stuff that is fine, and some stuff that is both character and spacing specific, which i find very bad to teach to beginners (the HS > j.D > alpha stuff for example). no idea why you would need a video though if the important stuff is in this thread here, that's why i didn't respond in the first place.
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[Xrd] News & (Theoretical) Gameplay Discussion
AtTheGates replied to Shinjin's topic in Guilty Gear General
what demos move? what happened to his wall cling btw? as always, thanks for all the reporting, much appreciated! -
[Xrd] News & (Theoretical) Gameplay Discussion
AtTheGates replied to Shinjin's topic in Guilty Gear General
they'll make sure he won't be as bare-bones as he used to be i hope. the most important thing about him are his normals, if at least some of them come from the newer iterations, we're good. not all is back to reload by the way, which is reassuring - for example, chipp can combo after 2D,236S, which he wasn't able to in reload yet. -
AC+R: The Chipp Match- and Combovideo Thread
AtTheGates replied to AtTheGates's topic in Chipp Zanuff
usually slashback cancel is performed with 1K~S+HS, that's how i do it at least. it's good for mixup off of an airdash (fake crossup). in that specific instance, i'm not entirely sure how to get the turn around effect, i guess it might be spacing specific. will have to try around a bit later, this has been on my to-do list for a while now. -
a healthy diet of this thread, the archived AC combo thread and matchvids should be enough for your needs. a lot of chipp's combos are in some way character specific if you go beyond anything that launches, there's no way around learning some variations.
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IAA, instant air alpha, aka tigerknee alpha.
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i like the 6HS followup to 2HS > FB against testa, will look at that later tonight. just tested it - not fully though. the link is somewhat hard unfortunately, but you can actually go for a slightly delayed IAA after the 6HS for a free relaunch (that launches testa pretty high). worst case: could lead to HS, j.D, alpha - which is still pretty nice. as for j.K in 6HS combos: there are actually some characters where getting even a good j.P hit after 6HS bounce is hard, so j.K might be even more unreliable in those cases. i guess we need to learn the char specific variations. as for punishing sol gunflame blockstrings with FB beta, i'd rather not, or at least only very rarely - if he catches up and just FRCs, you're fucked. trading 25% for knockdown vs. eating 200DMG and knockdown... i don't know.
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Jojo's Bizarre Adventure: All Star Battle
AtTheGates replied to SolxBaiken's topic in Misc Fighter Central
yeah the overly long animations are definitely a problem. i guess the game isn't supposed to be played "for real", or if it was, they did a very poor job of balancing the actual mechanics vs. the flashy style. -
Jojo's Bizarre Adventure: All Star Battle
AtTheGates replied to SolxBaiken's topic in Misc Fighter Central
was able to play some dio yesterday. - 30fps is really apparent and the game sometimes lags even though the framerate is reduced already. - his standing LP can be punished on block (!). total duration on whiff about a second (!!) that should already tell you that gameplay based on normals is practically nonexistent, at least for dio. i know there are some exceptions, but thats all they are. - some of his normals are so slow that they probably have a total duration of 2-3 seconds - apart from jumpins, normals are useless and serve no purpose, might as well start everything with 2A - dash can't be canceled, neither into jump or attack, which makes everything feel slow as hell - his backdash is so terribly slow (no invul) and moves him only a few inches that you might as well jump back. tl;dr: game as a fighting game sucks, only good for the fan service. -
some food for thought: the overall matchup charts that are collected from all cabs that are hooked up to the network in japan list justice as no. 1, but nobody would argue that she is top tier. second place goes to potemkin. the pattern here? ease of use. ky, sol and hos are among the most popular characters, but are close to the bottom of win %, which is obvious considering that beginners generally pick those characters up when they first play. also, this list takes all levels into account, since it incorporates data from anyone that has a profile, regardless of their skill level. so the tier list that this constitutes basically says "this is your chance to win against a random opponent in a random japanese arcade". what's our approach?
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that's the matchup information that i find the most interesting, both on its own as well as compared to that of other top players which might or might not contradict it. mixing it with random bbs stuff and people's own opinions doesn't seem like a good idea though.
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as much as i appreciate the effort, i don't think this is gonna work. the range of skill levels in gg is quite wide and i find it hard to make definite statements about matchups even in the cases where i think i know them well, simply because of the fact that on the highest level, stuff might look quite different than it does on average-high level (chipp vs pot being a good example).
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AC+R: The Chipp Match- and Combovideo Thread
AtTheGates replied to AtTheGates's topic in Chipp Zanuff
http://www.nicovideo.jp/watch/sm21613558 japanese tutorial vid with basic combos. all of those are fine except the chain into 2D > 236S > HS > j.D > air alpha combo. that one is too specific to be basic. -
AC+R: The Chipp Match- and Combovideo Thread
AtTheGates replied to AtTheGates's topic in Chipp Zanuff
I chose to open a new thread for +R vids after all. the first 3 posts above this one have been moved here. -
about 22S FRC: the best way to use it is when you have your back against the wall and your opponent has been knocked down close to you, for example after a 41236K that connected on a cornered opponent. keep in mind that this setup is gimmicky and that it costs 25% tension. you might as well go for the walldive okizeme in this situation which also quite strong, so you should probably not overabuse the setup. edit: just realized i basically already wrote that in my first post.
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it's not important if it's mirrored, i was just wondering how something like that could come about
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needs damage numbers. also, why are the vids mirrored?
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i tried impossible dust with j.623B, and it seemed to be not working very well / not working at all. there might be some cases where it works, but i only gave it a brief look and decided to focus on other things first.
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GGXXACR changes. facts. no theory fighter plz.
AtTheGates replied to MacArthur Blunts's topic in Slayer
hm.. i can get it to connect almost 100% of the time, but you're right of course, consistency is important. -
[Xrd] News & (Theoretical) Gameplay Discussion
AtTheGates replied to Shinjin's topic in Guilty Gear General
the newest vids from wx3873 show that: - chipp's j.S changes his flight trajectory, as if he makes a slight hop upwards (at least off of airdashes) - chipp's 2D combos into 236S combos into 236K, like in slash onwards (thank god). - chipp has the alternating shuriken (slow / fast) -
new videos from the first location test. same account that has the other two from yesterday. venom vs millia venom vs ky potemkin vs chipp venom vs may
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whoops. i didn't see they finally resolved the clusterfuck that this thread was. guess i'll repost there.
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venom vs millia venom vs ky potemkin vs chipp venom vs may
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updated the second and third posts with an alpha forcebreak BnB as well as some vs. justice combos.
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GGXXACR changes. facts. no theory fighter plz.
AtTheGates replied to MacArthur Blunts's topic in Slayer
little typo there, should be j.S(2) > j.K > \/... then HS also, en noted that you can 6HS after it's late CH. just whipped this up: *6HS > link HS > Undertow > link walk forward, HS, Pilebunker: 263(JA) *6HS > link HS > Undertow > link 6HS > j.K > 2K > K > dj.K > 2K > D > 2K > D:' 269(JA) edit: some more stuff: - mags in your list, DI and KL can actually comboed with j.K,2K, max delay K... and the undertow will hit without problems. only ino needs her own combo with j.S(1). Ky: 6K > 5K > 6P > 2P > 5P > j.S(1) > 2K > K > \/ HS > 632146P > j.K > 2K > D: 155 6K > 5K > 6P > 2P > 5P > j.S(1) > 2K > K > \/ HS > 632146P > vorlaufen HS > Pilebunker: 166, worse position after Knockdown than for the combo above AXL: 6K > 5K > 6P > 5K > J.K > K > K > \/ > HS > 632146P > j.K > 2K > D: 181 ABA: 6K > 5K > 6P > 5K > j.S(2) > j.K > \/ > HS > 632146P > j.K > 2K > D: 150. Just the j.2K is missing, gives you 11 more damage (150 instead of 139).