-
Posts
1,600 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Dreiko
-
That entire round was just 2 hits. Ogawa got counterhit by a (the same) heavy counterhit twice in a row. It's called a lucky guess. It will happen once every 10000 games so it's not gonna change anything lol. Oh and it was just one round. He lost the match. We don't judge tiers based on a single round of a match for good reason lol.
-
On the one hand, tier lists. On the other hand, FAB gets Dan 19 and is top ranked with Potemkin who is basically the worst char in the game. Conclusion; the game is balanced enough that while there's definitely some chars who do better than others, everyone is "viable enough" for it to not be impossible for people to main who they feel like maining without being unable to remain competitive, which is all that really matters.
-
Regarding IKs, I'm convinced Ramlethal has the easiest time landing them since her IK animation is like dauro (a big forward dashing swipe) and everything she does wallsticks. She can just 5KKK>rc>IKmode>ik in the corner. But yeah if you're in >20% life and your foe has full meter, you're likely gonna lose either way and you likely did a lot of things wrong to get into the situation (unless they gold bursted or something to get this meter, which doesn't happen that often and it's still your fault for being hit by a gold burst) since they should have had to use meter to cause 80+% of your lifebar to go away. That they can IK you doesn't actually affect all that much when we examine the entirety of the round and not just what happens after you've basically (most likely) already lost. Complaining about the IK in this situation is like saying the guy who got shot on top a staircase and then tripped and fell from the top to the bottom of the staircase died because of the fall and not due to being shot. Yeah he did snap his neck but it's the shot that's at fault here, not the fall. If you have the meter, just antiairing into an RC combo would be better there. Only point to do a super there is if your foe can burst the combo. You can do it with less than 75 meter too. Also most supers are pretty meh antiairs and the ones that aren't meh you wouldn't need to YRC before them to get them to AA. All in all, 75-meter-options are prohibitively expensive so they're too uncommon to be worth considering. I mean, it'd be cool and whatnot, and 100 meter options are even cooler, but it's still not particularly...good.
-
Core Skills That Every Great Player Has Mastered
Dreiko replied to thekiyote's topic in Guilty Gear General
I don't know if "focus" or "the ability to focus" is really a FG-specific skill but yes, that's probably the most important. You need to have the ability to focus. Focus on your practice, focus on your match and tune out all the noise and comments, focus on your performance so that you can decipher what you need to adjust and in which way, so you can notice the real reasons for why something is happening and not the ones your emotions may tell you are real in a heated moment. Lots of players have this thing they refer to as "the zone" where they play really well for a while. Great players are able to summon or enter the zone at will through their capacity to focus. "The zone" is being super duper focused in a match and noticing everything as though it's happening in slow motion and adapting perfectly. Think of it as going super saiyan. You need to be able to do it at-will, not only when someone is killing Krillin. -
Beyond 6P being amazing in this MU (learn those max 6P damage confirms!) you can also use 236H to stuff a note from far away so you won't have to block it. Also, 236K goes under chemical love and stuffs her 41236H move too. Finally, if you are in the mixup hell, just DP into 236K. It's + so even if you don't hit her with it you're still out of the situation.
-
We had 29 peeps this Friday for our local SD tourney. Got third place: http://www.twitch.tv/sandiegofgc/b/612140511 Sin matches at: 1:21:00 1:49:00-2:02:00 2:14:00 2:29:00
-
Long range poking character with uber situational (but high damage) confirms.
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Yep, build that guard bar up. You get meterless corner grab combos if they get counterhit from a grab and 236K gives you tons of meter since it moves you forward so it's not like Sin is starved for meter. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Once people start blocking high by default, you just don't do the mixup off of jH any more until they stop blocking high again. Going for a low in this fashion is bad. Generally speaking if you wanna go for a meaty low 3K is your friend though. Sin is not a mixup character. You don't get hits through mixup, you get hits through frametraps and poking. Just be cautious and patient and don't try to go crazy risky with mixups. Let people open themselves up. Alternatively, meaty an airborn voltic dein at people and do stuff behind is as they block it. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
The thing with 6P is that you have to know your ranges and adjust how you confirm it. It has this issue where in some ranges it'll give you a cS when a fS would have comboed and in those you can't do much beyond confirm 6P with 236H or hope it counters and go for 214S (not recommended). I'd say just keep using cS and try to AA from the good ranges. -
Honestly, that's a very bad route to go for so it's not an issue if it doesn't work. Sin can't get knockdown without using RTL from dust midscreen and if you're in the corner and your D will lead to wallstick, well, you can go to it by simply comboing it after a 236[H] which when delayed sufficiently will allow for a dust to combo after it in the corner. 214S>RC>6H into BnB for like 240 damage is the way to go, no need for meh dust stuff.
-
While those routes are not bad, the optimized thing to do from that is: grab>RC>236[H]>214P-4>J6H>623S>214S>236[H]>214P>J6H>5S>5H>6H>236H also, if you delay the second 236H the maximum amount you can also do this after it: same as above > 236[H]>214K-6> jK(as late as possible)> 2H(2)>5H>6H>236H Basically, j6H is your heaviest normal so pile in as many of them as you can. Also, during the parts of the combo where you have special moves, you wanna include as few normals as possible. Basically, Sin combo theory is something like "maximize j6H inclusion, minimize the amount of normals used during the segments of a combo where you are still trying to land 236[H]s in". As for the damage thing, what changes has nothing to do with 236H being held longer, it's the RC forced proration. If you hold 236H longer the slowdown ceases and you hit your foe after it has ended so the usual forced proration which would apply had you hit them during the slowdown period does not apply here. It is indeed recommended to delay the 236h as long as possible but it won't actually lead to more damage in situations where RC is not being used right before it (you can test this by trying various delays with the second 236H in the above combo and seeing if it does different damage or not :P).
-
Being in low life also gives you a higher tension pulse and a higher burst regain rate too. Do you consider those systems also comeback mechanics? Cause they've been in GG for pretty much ever.
-
I don't see hellfire as a comeback system, if you do you might as well add bursts and tension pulse in there since they also give you more benefits for being in a low life range (faster meter gain and faster burst return). I see hellfire as a buff to supers. Considering supers are pretty weak in GG and often not worth using, I think hellfire adds something where the same situation in which you'd just go for an RC combo, now you may go for a super combo instead. That's literally all it does. It adds variety and variation. I like variety, I like variation, I think they're good things. If you get hit by some random raw super you may feel hellfire is unfair but how often does that really even happen in high level matches. Most of the time hellfire is negligible.
-
Guilty Gear Tips for new comers wanting to play GG XRD competitively?
Dreiko replied to Yuno's topic in Guilty Gear General
Devote tons of consecutive hours on a daily basis to practicing and playing. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
236H stuffs all of her approaches really. Just beware of the 3K and you're fine. She has no DP so you don't even need to be all that respectful with her before she gains meter. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
You mainly go through their stuff with your stuff through outplaying them (for example, 236King under a stunedge) or outspacing them. 6P antiair confirms and random max range 5S pokes into rc confirms are your main source of initial-knockdown. Then you get to do jH fuzzies and runup jD stuff. -
New Sin tech, this time meter-build routes: https://www.youtube.com/watch?v=4LOq_8VLi7Y
-
I saw it when watching Ramlethal Japanese pros a few weeks ago but despite not being new, it's definitely not commonplace enough.
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
These things are all posted in the specific Video thread (this thread here is the discussion thread). End pressure in 236K as that move is +2 on block. -
You can ban the glitch without banning Sin.
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
The cancel cost is a multiplier. It's why you don't use calories when you cancel into non-calorie specials. It doubles the cost but since the cost is 0 you don't use any calories. If just the act of canceling itself used up 1k calories then canceling into 214p/k and supers should also cost 1k. -
I don't think there has been a dlc char that was banned in tourneys just because of their very nature as a dlc char, like, ever.
-
Her only really good normal is equipped-farS and equipped-H, you still outrange her by a bit. You also most definitely can react and AA her, you may need to study her jump cancel options and possibly spacing. She has no really good jumpins without the H sword equipped and has to kinda mash jP a lot of the time, pretty easy AA target.
-
236H to blow through gunflame and him in one go, know your ranges and don't press buttons within his fS range, bait DPs and learn to punish them with 6H for 287-damage meterless combos (found in combo thread, I have a piccy of it too), beware of 2D as he can low profile your 2P with it, generally don't mash out of pressure. Learn to antiair all his stuff, your 6P is godlike and you can antiair anything with it. Backdash out of the holes in his stuff and create space. With Sin you generally wanna be in a range where only you can hit them and they can't hit you.