Phaiyte
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A while ago when I started working more on this game and maining Axl, I've noticed that sometimes landing the first 2S is just impossible to hit with if Bomber is your corner combo starter that just happened to hit. Sometimes if Bomber hits the opponent too high up in the hurtbox, it becomes almost impossible to follow up directly with 2S because the opponent will be too low to the ground for 2S to hit. Even worse is when 2S only hits 1 time and suddenly the opponent recovers and counterhits you back. While dabbling in training mode earlier though, I noticed that you can just apply a 6P to pop them up a bit before the 2S, and the entire combo will land every time and still deal just as much damage. I didn't see this idea in the combo thread, so I thought I'd post this just in case this might help someone else out. 6P is a guaranteed hit every time. All you have to do is confirm that the bomber hit wasn't a counter and you're good. You also never have to hit 6P again during the loop, just that one time on the first bomber hit, as it will just push you away and make the combo unnecessarily harder to land.
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A human opponent would be awesome, thanks Username = PSN
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I get that, but like, I could be mashing the crap out of the button and the opponent will often be slightly below the hitbox of the 2C. Currently in order to ensure 100% success I just frc the first bomber and the rest of the loops automatically works like a charm. But by all means, if I don't have to frc then I don't want to. Much rather use it on 623S or something like that.
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One more question about Axl real fast; Performing the TK Bomber loop in the corner, what is it that might make the first 2C whiff about 60% of the time?
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ooohhhhh, ok I see what that problem is. The frc window is waaay earlier than I expected to be. Thanks a lot for letting me know about the blue flash in the input window. That seriously helps out soooo much.
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Like that one actually. I don't think you can frc the initial [4]6s hit or the high arc on the 8 hit, and tapping 2 leaves the opponent too close to the ground for 66 > S to hit. Edit: I can land it if I'm in their face in the corner without dashing in. But I'm assuming I'm supposed to be able to do this midscreen as well?
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Are the actual optimal combo strings really that small compared to Blazblue? Maybe I'm just looking at these wrong, but a lot of the stuff on those threads don't even work, and I recall a couple comments posted saying something about a bunch of stuff being mixed up between different versions of the game?
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Hey guys. I'm pretty new to the Guilty Gear scene but I do have a lot of experience in Blazblue; been playing it ever since CT maining the Murakumo units the whole time. After finally getting Accent Core+R on PSN I finally have a way of getting into Guilty Gear and I can't tell you how excited I am to learn more and more about this game. I've been playing for about a month and my progress seems to be going pretty smooth. So far maining Axl and Ky, possibly picking up Anji and Slayer soon. My biggest question to you guys though, is where can I get a text based list of optimal combos for these characters? I'm learning the spacing and frame data on my own, but I just can't seem to find really good information about these characters. The individual character threads have been pretty good to me so far but I think there's a lot more potential than what's in those threads. I already know how to read combo strings and even wrote a lot of my own for Lambda in BBCS:Ex, so there's no need to explain any of that unless there's something weird that I'll ask about myself if need be. But either way, there's a tournament coming up in my area and I want to take this opportunity to learn as much as possible about the game before then and continue afterwards. I'm surely already skilled enough to win the tournament considering the entrants aren't composed of any kind of competitive players, but a little polish never hurts. Thanks a lot in advance! Hope to see some of you on PSN~
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I'm going to be at UFO Saturday probably around opening time. I play a pretty sweet Lambda but I'm really bad with a joystick and haven't gotten to play EX yet. Can't hurt to get some experience I guess.
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I really wish 6C wall slamming on counter hits would make a come back. I would no sooner die of too much happy.
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xbox controllers have to be the most uncomfortable set up I've ever experienced, imo
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I myself am pretty specific about what I do against certain characters. Player tendencies are definitely a factor, but character does matter. Here's a small list of things that I believe sincerely help to go by in most cases. - NEVER throw a random 5D against Tao, Arakune, or Bang. Chances are they'll be in the air before it reaches them. However if you're pressuring them in the corner then it's probably ok. - Deeply consider 2D when against Tsubaki and she's in the air. A lot of the time she'll probably try to dive in at you and will usually get hit by the 2D, which can spell a lot of hurt if she's close enough to land a 214A afterwards. If not, then a Rapid Cancel'd 2148D can work pretty well too. - Do everything you can to make sure you don't whiff a 6D against Ragna, Valkenhayn, Tao, Bang, Noel, or Arakune. Those characters specifically are way more than capable of punishing it badly. - 2D is fantastic for sniping Arakune out of the air. - A lot of Tagers like to jump and green shield while they move towards you. A great thing to keep him away is to chain 2DD > 6DD > 236D. This will push him back and force him into a bad position when he's back on the ground. If he's using Sledgehammer, just back airdash or try to land a 236C (requires decent timing). Other than that though you can zone him all day as long as you're not in range of a sledge. - Zoning is absolute key vs Litchi. Her normals are too good for Lambda to handle. This matchup is really a big game of keepaway, and probably the best matchup to learn great zoning skills. - Avoid using too many 5C spacing techniques against Tao or Makoto. They'll just go right under it and punish you. - Hazama is a real pain. He can outzone you any time of the day with his chains. Key here is predicting whether the player is going to jump or not and how high if he does, and make sure you toss a sword before he throws his chain. His chain is faster, and can hit opponents at more angles than Lambda. It's also a pretty good idea to try to learn the spacing of 236C specifically for this matchup. Catching him with it when he jumps for a chain is always great and usually pretty safe. That's not everything but it's good advice in general imo.