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Everything posted by president
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Some Myousai combos: http://www.youtube.com/watch?v=PZ9E7DNVjmg
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Fearless Night, New Indie Fighting Game
president replied to Hecatom's topic in Misc Fighter Central
Ooh, interesting. If you're still looking for combo grinders I would very much like to do so. I've butchered the combo engines of various doujin games before, haha. -
[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
http://www.youtube.com/watch?v=NyfLhyAmPzs#t=6m13s I guess the downside of the new groundbounce 6H is that people can now safely otg-burst out of that and escape punishment. This kind of sucks. -
This is a Cletia combo route I found when 1.0 was just released. Can anyone with more knowledge on the engine tell me if this is actually legit or not? I didn't bother with recording and trying to block it myself, but judging from the moves it's an unblockable, so as long as there's no UB-protection in the game this should actually work and I also couldn't find any way to recover from the sweep differently. Still, it would be pretty awkward to have a meterless kill loop that works absolutely everywhere, starting off absolutely everything.
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The problem persists with both half circle directions. Eddie's just like "nah" and wants to stay underground. Sometimes I need 3 to 4 attempts to turn a BTL into SG even though every attempt shows the identical input in input display. It's also completely unrelated if I have the shadow out or not. I can't think of any possibility I haven't tried, because I have this problem for a while now. Even if I mess up the input on purpose and do like a 4123698 I can get a SG out, but still only about 50% of the time. Actually, I thought of something I haven't tested before just now. And it seems to solve the issue! If I perform the SG with both S and H, I seem to get it out everytime. This is random as hell, and I'm wondering if having to add the H button to the thing will cause problems or be impossible in some situations. But for now, I'm happy with a solution.
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Guilty Bits video series- Official thread
president replied to tataki's topic in Guilty Gear General
I like the use of actual match footage for those videos. Opening a tutorial and seeing the character you're interested in performing fluent sequences can have a very motivational effect for beginners. -
I cannot consistently SG off a BTL, and I have no idea why. My SG randomly won't come out. I'm looking at input display and every half circle is perfectly clean, but Eddie just wants to stay underground. Just before starting this post I gave it another 20 tries, and 4 SG didn't come out despite having a perfect input display. Variable timings and all that don't seem to affect it, it's not like you have to hurry with an SG when you're in BTL anyway. At first I thought it's a problem with the PS2 PAL version, that's what I'm mostly practicing on and otherwise it didn't make sense to me when I first realized that issue half a year ago. But the same thing still persists on PS3, and now I'm at a loss. This is not the case for the regular air SG, this comes out every time if the input is correct. I noticed some patterns over time, but there's still a lot of randomness involved. Usually when it works it will work for a while longer, and if it decides not to work it will be problematic for another 4-5 attempts. I can theoretically do all the SG loop and SG related setups, and I really want to work them into my gameplay already, but this issue prevents me from doing so. When I had a session today it didn't come out three times in a row, and all three tries were glorious gamethrowers because of it. Here's a video: http://www.youtube.com/watch?v=Wx_AvjqDwSA Somebody help me with this, I'm tired of keeping things short and always directly sweeping into puddle just because of some error I can't figure out. Edit: Yes, I have this issue is on different sticks as well.
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[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
1. She has more and better ways to get cards. In AC getting a card means back to neutral or only very little advantage. 2. Her other cards (214/623) aren't absolutely worthless anymore. All those cards lead into 6H~H combos. No more meter for forcepuff or throw FRCs required to go into loops. The new 623 and 214 cards can turn even aircombos high up into a loop. This is really good, and makes wall loops even more common. -
[Xrd] News & (Theoretical) Gameplay Discussion
president replied to Shinjin's topic in Guilty Gear General
From the POV of a player that wants his community to grow I don't see how anyone could profit from difficulty changes or the game becoming 'more accessible'. If there are people that seriously only touch the game if it had loosened up FRC timings they aren't actual GG or fighting game fans anyway. -
Here are the Arc Revo finals, or what I could capture from it. Tsubu(ABA) vs Kiisha(FA) FAB(POT) vs BLEED(JO) Fiino(VE) vs Haaken(POT) FAB(POT) vs Kiisha(FA) Haaken(POT) vs Kiisha(FA)
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[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
Maybe you could check out if there's any way to go into the gacho mixup. Haven't seen that since +R. Also reliability on the new 236D as a defensive/wakeup tool would be pretty interesting. -
Goldbursting might be guaranteed, but not having a burst in stock against Eddie is also a massive risk to take.
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necromancy derp. How does Eddie deal with Testament's poison super? This thing kicks my ass and switches momentum relatively free at the moment. It goes like this: 1. It kills my shadow, although I might be able to punish him for it a little (lol shadowless combos) he gets what he wants. 2. He actually hits me instead of the shadow, which is really annoying because it appears to be random who gets hit. Either now I'm poisoned or forced to block incoming exe beast frc strings, great. 3. I make it whiff, since this thing is huge this implies I'm superjumping out of it and won't be able to do anything to Testa anyway, rather I need to gtfo so I don't get airthrown or 5P'd. I tried to come up with random stuff myself like BTL or air SG setups but none of those worked out, lol. I either get hit anyway or he recovers in time, it's really awkward so maybe I'm just doing something wrong there? I can handle the matchup pretty well overall until he gets the momentum switch with this thing anyway. Any protips?
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My Millia impression. I'm struggling, and some advice would be appreciated. Shout at me if I got any information wrong. Overall impression: slight favour for Jam? She keeps up in terms of mobility. Millia BS is hard/impossible to shut down in general but Jam might still be better off than other characters. Jam ends up with a massive damage advantage off every situation, imo the most important factor of this matchup. Millia overview: get knockdown into faceflooring, NOT GETTING HIT (this is important). getting away from Jam in case of emergency is not all that easy as in other matchups. Jam goal: let damage carry you to victory? Millia is actually better in a lot of ways; tiny hitboxes, amazing normals, just as abare conversion off every random hit. by far more powerful okizeme and defense tools (backdash, bluedisk, high/low evasion normals), but what it comes down to is the fact that she needs to hit you three times to even out the damage of a single wallstick loop. air game: needle, j.K, j.H and j.D are the devil. Don't try playing the air game on her because she'll win this flat. When she's below you jumping up at you and pressing j.K will beat every of your buttons flat. j.H and j.D are practically impossible to beat air to air. At the same time her 6P and her close 5S will beat all your attempts except a very high spaced air gekirin. Being the one that goes into the air first should be avoided from what I believe. Parry, close/far 5S and j.S are all great tools to deal with her air approach. 6P 'beats' a lot of her jumpins as well, but this will from experience often end up becoming a very awkward 'whiff trade' with Millia just falling through your 6P hitbox and actually landing on the ground, either blocking or throwing you (lol) Being below her and jumping at her with j.S is also notable for shutting down her fastfall option, which she could normally use to get out of the air safely. God bless this angle. The Needle is the biggest issue to tackle, and there's really not all that much to do about it but to avoid it by being directly below her or, if you can't avoid it, to parry it (this is difficult and needs reaction not only to the throw but to the actual version Millia is using) and decide what to do from there. She will be following after, and either throwing out a 5S right away or doing a second parry into 5P were the only things I've ever had success with. On the ground she's going to harass you with hair cars, dashing f.5S and 2D. All of those potentially end in a knockdown ending in the start of the Millia guessing game. Going over those options with max distance gekirins help with this, as she won't be able to stuff it with j.K/airthrows/6P, but won't be able to confirm into combos if no ryuujin card is available. Either way, Jam's getting in. 6P, 5D, 2D and disks will all shut puffball game down. Avoiding hazards with ~P and ~236P can save lives, and throwing out the ~K threat to prevent her from just stuffing puffballs with 6P/5D. regarding combos, Millias has some goods and bads. The wallstick loop is difficult on her and needs special adjustment for her crappy hitbox (similar to Dizzy). The 5H 6H ground loop will barely work on her, if not point blank the first 5H won't even get all three hits in. She's relatively easy to hit with 2D 236S~K and even any gatling -> 2D -> grounded ryuujin will actually connect on her, though. Ryuujin cards are even more of a blessing in this matchup. regarding okizeme, Gacho un-crossup gekirin seems more difficult to connect than on other character due to her weird moving stance. The regular 6H oki to build up guardbar or forcing the opponent to waste a lot of tension also doesn't quite work as her backdash is too good. I'm just getting cards all day every day.
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I've had most of the clips for such a 'basic' tutorial around, I just thought they were kinda unnecessary with ACR coming up and all. I put them together now anyway, here.
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This is my worst matchup so far. I'd rather Slayer or Faust over this guy. His normals are hell. 2S/2H/f.5S/5D/j.D are amazing, exe beast and the occasional random BL keeps me scared. Maybe it's me being bad, but parrying or slashbacking normals as well as exe beasts never did me any good. Blockstrings are too damn tight, as well as the spacing generally being in Testaments favour when he's throwing out everything he's got at me while his own hitbox is just chilling in the back somewhere my short arms can't reach anyway. 2K, 6P, 5D etc, basically his blockstring favourites, even low profile under my shoryu so I don't ever see him giving a damn when running me over with his mixup options. The whole card threat is gone. He's also even, if not better, with Jam on terms of damage. Every random front exe trade ends up hurting like hell and dear god this guy deals damage off throws. I feel like every button I'm pressing is just not worth taking the risk. 2H, front exe, poison super, poison counter and an apparently amazing backdash make this dude also irritatingly difficult to pressure. Basically, he has massive advantage in neutral, and if he gets to go in on Jam he has way better offensive options than we do the other way around. On the other hand, he also has way better and more defensive options. To me, this looks ass overall. My question: why is this matchup considered pretty much even?
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j.H is the obvious choice because it does the most damage, j.S has more active frames and is easier to time if you're not familiar with wakeup speeds.
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No, that would give you a P release and nothing else. You hold all 4 buttons down and let go of K at the end. The shadow doesn't care about what move you're currently in yourself, it will perform independent of you. Once the shadow is performing the K release is usually the point where the player lets go of the other buttons to 'clear' it up, since the shadow is busy with the K release and won't take any other button releases as command.
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[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
I'm a Jam newfag. Is her new old 3H actually good for anything? I haven't seen it used at all so far. -
Do the K release as late as possible after your initial hit. Do it too early and your link becomes tighter as you recover 'later'. 5[K] 5S, short pause, ]K[, r.5P
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For your viewing convenience, this youtube playlist is getting updated with ACR stuff. Continueing the GGAC compilations, this time around gathering general decent Jam play and not just Teresa exclusive. Just as it happens so far there's been almost only Teresa around! [GGACR] Jam Compilation #1 [GGACR] Jam Compilation #2
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[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
I've been seeing that a lot. 2D into 236D I mean. It doesn't seem character specific, since 236D is about fast enough to hit everyone at their peak of 2D launch height. -
If your puffballs get stuffed you have to run DEM SLIDE MIXUPS. Unless it's Slayer. Then you're forbidden from pushing any button at any point in the match ever.
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[GGACR] Jam ACR Changes and Discussion Thread
president replied to Amadeus46Art's topic in Jam Kuradoberi
5H 6H 214K 5P 2H 6H~H dash 5K 2H 6HH. That's a normal Gekirin. My body can't hold all this special cancelable 6H. I also like how Jam turns throws into combos and knockdowns without the need for FRC anymore. There seems to be a change or two with her carded 623 now. It either launches higher or recovers faster. Fast enough to land, dash up and combo after it. -
I've got a question regarding the 22S, backdash, 22H FRC, IAD j.S setup. I've been trying to find a followup for when the drill hits before the j.S but I haven't found anything that wouldn't allow the opponent to tech out right away. Am I supposed to always hit the j.S before the drill? Since the drill does another knockdown and all, which is cool. But doesn't that make the entire thing somewhat blockable if the order (first high, then low) can be expected? BTW, massive necro.