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About Mr.Minionman
- Birthday 05/26/1993
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Fighting Games, Art, Music, Movies
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Tennessee
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MrMinionman
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Mr.Minionman replied to Milln's topic in Locals
Count my head. Just do it. Will bring setup if needed. -
^I think this would be a good video to add to the wiki. what ya'll think?
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Mr.Minionman replied to Milln's topic in Locals
Are you buying into Uri's "game every Friday" thing? I wouldn't mind doing Uniel this evening if so :P not sure what everyone is interested in doing, if they are interested in doing edit: or next, I forgot you were out of town this week -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Mr.Minionman replied to Milln's topic in Locals
All that sounds right down my alley. I've been playing a bit of Blazblue with Chandler, but I'm still interested in playing Uniel and Xrd. Considering people haven't been doing anything in BB besides I'll probably stop idk. Also I think it's great ya'll have been playing 3S, I've always wanted to learn 3S Makoto. As for Sid, he hasn't touched FGs in months. He's been avoiding the weekly fight nights >_> If I could get him to play something with me, I would. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Mr.Minionman replied to Milln's topic in Locals
Soooooo what have ya'll been playing? -
Honestly, 5D is pretty horrid as an overhead. That spin is a dead giveaway, so I'd only use it for the invuln frames. 6H is better for the range and animation, and besides, you get better pressure options if it's blocked. It's a lot harder, but I agree with the others, FDC j.K is the best choice if you are close enough to it, and you can be clever with it once they start respecting it with empty FDC low/mettakiri, full jump bag to beat anti-airs, etc
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5D 623B RC 5D 623B :P
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I honestly never found why people love complaining about it. Its ease-of-punish is extremely painful against millia/slayer/chipp, and it's way slower startup than it was in +R. I'll give you, the recovery and range are much better though. Also, I should probably update the wiki again for the newer version. What do you like/dislike about where it is currently?
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mr.minionman I might not talk much, idk. but i need to talk more faust with people so people talk faust with me :P
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I gave her moves barebone descriptions on the wiki. Don't really know much about the combos in this version, so someone else will need to flesh it out where I left it vague. I didn't touch strategy or the pros/cons. I'll be getting the new version of BB sometime this week, and Bullet will probably still be my main. Feel free to proofread/edit.
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Thanks man! Those corrections definitely help, and I'll get them in as soon as I can. Truth be told I wrote Oil's descrip a bit vague because I wasn't sure what all set it off. And I agree with the combos you want to add, I don't know how I forgot to do dust combos. :P
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It'd definitely be a great idea to detail offense on the wiki, though that may be a little too specific to describe as in a nutshell. regardless, the listed tricks should be in the wiki and I'm thinking of a good way to put them in. Hey I just wrote that piece, sorry that I wasn't clear enough haha. This is from +R, but it's the same in this version: http://youtu.be/Z9XS40ZAkhU?t=1m48s You hold down back so that K+S will input faultless defense, but you press K slightly earlier so that you'll start j.2k for a split second, this kara-cancels the drill normal and thus gives the desired effect. Hope this was a bit clearer, and if there was anything else in there you didn't understand feel free to divulge!
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Ky is a bit like a second Faust. They try to play similar games: projectiles > pressure game, but Faust has some great ways to handle it. To start with, Faust can crouch both versions of ground stunedge. Ky relies on getting you to block one and getting in, so deny him the satisfaction. Ky can be played many ways, and one of the things Ky often tries to do is to stand outside of your normal range and throw fast projectiles from farthest range. to handle this play a careful approach avoiding projectiles on the ground, and then try to tag him with a normal or an anti-air when his back is on the wall. Ky's anti-airs are amazing, so don't try to compete with them with jump-ins. A second way you see Ky playing is with a careful rushdown game. it's still generally projectile based, but his jump-ins have insane priority and he has some decent frame traps and mid-range pokes. His high-low is easy to block once you are familiar with it, but be VERY careful how you get out of his blockstrings, because he'll crank your guard bar quickly and it'll HURT. On oki he also has pretty safe crossups. Safejumps and j.D are common if Ky jumps. Faust has a knack for low profiling the j.D but you still need to be careful. Finally I suggest an exercise (new to Xrd <3) for getting comfortable punishing his specials. Record 3 things in training mode for Ky, and set it to play randomly: 1. dash forward f.S > 2D > Stun Dipper *block* 2. dash forward f.S > 2D > Greed Sever *block* 3. dash forward f.S > 2D jc forward 6+HS *block* Basic Ky players often try to scrub you out with strings like this, and it's important to be able to punish them reliably. Use Just defend on greed sever and punish with c.S. You can just block the Stun Dipper and punish with 2S, or you can 5D before the second hit. This is helpful because it's not uncommon for Ky to RC the last hit of the slide (or the first, really). As for the jump cancel you have a variety of anti-air options, but mistiming them could get you hit by the jump-in or an airthrow (hence the 6). This set doesn't handle all the many others things Ky could do and will do if he's competent (like cancel or jump into a stun edge, frame trap, or 5D), but newer kys tend not to go for them anyway.
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The matchup is pretty free for Faust, honestly. You are basically screwed if he starts his oki game, but Faust spacing has just about every advantage you'd want in the neutral. Drill cancel j.H is extremely useful and Pot really can't stop you from tossing out item after item. Senkei had a nice pretty nice writeup on the older Faust board, and it basically all still applies here: http://www.dustloop.com/forums/index.php?/topic/852-faust-v-po/
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Finished giving every move of Faust's a description on the wiki page. As before, suggestions and comment appreciated. Will also need some ideas on what ya'll would like to see in the tips/tricks and combo sections.
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