Kryian
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Everything posted by Kryian
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That just looks like someone complaining about her hurtboxes.
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If you're on wireless that is probably the culprit.
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[Xrd] News & (Theoretical) Gameplay Discussion
Kryian replied to Shinjin's topic in Guilty Gear General
Sorry for such a basic question but...when does Elphelt actually come out for JP PSN? Google research tells me free with first-print copies of the game, so I assume that will be like Adachi and not include digital copies. Is there an official JP release for the paid DLC? Thanks -
<--- May/Potemkin when I'm "trying to win" but I plan to play mostly Zappa.
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It's a double edged sword in ranked - if you do quick matches you get battles fairly fast, but they could be people from Japan or anywhere. Custom matches you can set same area on, but most reasonable rooms are gone by the time I try to enter.
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From Google Translate of http://www.guiltygearx.com/info/: Xbox LIVE Arcade version (World Wide) October 24, 2012 Version PlayStation ® Network (Japan) November 01, 2012 ※ North American version of PlayStation ® Network, the European version is expected to order delivery from November PSN specifies Japan only and GTranslate isn't very clear on the * but....US PSN won't be until possibly after Nov. 1st?
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I don't even understand the discussion...whether it is or isn't 1 frame it's been in the game for years and it's something everyone has, if you've actually played, been dealing with for years....hasn't been a problem thus far, unlikely to ever be one.
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Watching Kedako get whomped by Dogura is so depressing ( ). This character might just be turrible now . It appears as if spinny super and random EX dolphins are pretty much the only things to fear now.
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I can't be the only one that's run in to this but I'll mention it anyway just in case - after you hit with an AoA you can delay the followup long enough that it doesn't combo. Strangely enough though all they can do is block or burst - no mashing, FA, or any of that business. If you catch them holding on forward or upback though you'll hit for insane damage. The fatal will do 3k, an easy combo will do 6. Shouldn't really work on anyone, but kinda neat I guess.
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Wow you dudes sound like babies. He was banned from an unofficial, private chat room for all of 5 minutes. It was not and is not a big deal. Seriously...it is the Internet...it does not matter, get over it, etc. Wizard is not trying to bring down your game.
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When you're across the screen, parry randomly and cancel with jump back barrier. DON'T option select parry. If you ever successfully parry, wait until you see the second D sword go past you and take your free level 3 counter punish (RC in to combo of choice for insane damage). Works on 5D and 6D, don't do the counter against j.2D swords or she'll land, block, and punish. I think this is a near 100% safe option. From here you just have to know your opponent. If they start doing one sword, start countering immediately. If they cancel to 236x they'll likely get staggered by the parry. Sickle and sword wave you can counter on reaction to the startup. The only real punish I've found for waiting after the parry activates is 5D xx 236236D. Also 5DD is punishable by BBS on instant block. If she cancels in to 236B/C you may trade, though, so only do it in an advantageous situation. I feel like this is a borderline awful match for Lambda, like Bang. Makoto is extremely quick, evades swords really well, and once she gets in can be impossible to get off. Throw in a free full screen punish for many of her moves and...things do not look well for sword lady.
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XBL Vabryn I've played pretty frequently since release and my Makoto is painful. If you're in the Southeast-ish area or just have some really good Internets, let's play
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Never listened to Dream Theater (that I know of) and that song is pretty badass. Gotta check out the rest now. Thanks!
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Guilty Gear FAQ Thread - Ask your questions here!
Kryian replied to Kairi's topic in Guilty Gear General
A meaty is used to describe a move you throw out while someone is waking up from being knocked down where they get up in to the active hit frames, so that they can not do anything other than block or do a reversal shoryu, backdash, etc. Pretty much any move can be a meaty, but a great example would be Pot's 6HS. It has a ton of active hit frames, so it's not hard to throw it out while someone is getting up off the ground so that they MUST block it (or do something with invincibility frames). -
You know what would be useful? All the character names and perhaps the more well known player names in Kanji so I (we) could just copy/paste it into Nico and find stuff. It would in fact be an amazing thing.
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I drop them pretty frequently because I just suck, but there are legit reasons to drop them on purpose. For example, if you expect a burst stopping at 5s will let you block it (probably the primary reason to not finish the combo). Additionally stopping after the 5S or 5H can lead to an easy tech trap where you can get a quick throw or even start up a new loop.
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He meant you do that starting from a full charge, and you don't have to hit 6 3 times, just 66...hold it for a little bit to run, then S. Honestly I wish that buffer didn't exist, it screws me up so often.
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So do you understand/can you do it now?
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FR was a blast, it was fun seeing all the May trickery and face-bashery. Went 0-2 in the tournament (to AKA and Simon Yoo, I think), but did much better in casuals and learned a good bit just from watching. FR being only my 2nd tournament in 2 years, hopefully it won't be so long before I get to another one.... Dogysamich - Have you read through all the stuff at http://www.dustloop.com/ggac/ ??? It teaches pretty much everything non-character specific you need to know about GG, including a detailed writeup on Jump Install.
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Your Brawl videos do not contain enough Bowser. Good stuff regardless, though. Seems like May players like their Smash Bros. too... ...can't wait for FRXI. A Brawl tournament where everyone will suck 'cause it's so new, and GG madness. Gonna be amazing!
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At first I couldn't pull myself away from Reload HS, but now I've found myself sticking with Zombie May because that blood red anchor is just too good. Really most of May's colors are just too good.
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Guard gauge affects EVERY match and EVERY character. Sure in most cases it's not as profound as Chipp and Millia dying in one combo, but just a small portion of built guard meter can have a pretty decent impact on combos. Blocking small block strings before getting mixed up can lead to as much as 60 additional damage in many character's basic loops and combos. Just go in to training mode and set the dummy's guard bar at...let's say 20 (that's just one un-faultlessed May hard slash, one Slayer Mappa, one Jam 6HS). In any character's dust combo or similarly long combo/loop that's going to be 60+ points of extra damage, and if you think people don't let 20 points of guard meter be built on them.....yeah
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A - Kryian B - Ron C - Tallahassee, FL D - Zappa E - Guardian (Slayer, Eddie, Johnny), and two guys that don't post (who play Faust, Robo Ky, Baiken, Bridget, and ABA) F - Of course. We hold mass casual gatherings occasionally. G - No farther than Atlanta. Going to FRX, and possibly Evo next year. Refer to Sig.
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Kyle- Does JI actually affect the loops and combos when you don't FRC for followups?
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Throw another vote for Eddie in thar.