Stone Drum
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Guilty Gear FAQ Thread - Ask your questions here!
Stone Drum replied to Kairi's topic in Guilty Gear General
thanks so much I finally have full grasp of all of GG's basic mechanics. It's pretty smart how they all work together. Now time to read about jump installs and the complex stuff. Oh wait, I think the 3rd kind of cancel I was referring to is the slash-back? or it's called something like that. It's not really a cancel, but more like a parry that is used for counter hits, since it reduces blockstun entirely and you don't get knocked back at all, or very little. -
Guilty Gear FAQ Thread - Ask your questions here!
Stone Drum replied to Kairi's topic in Guilty Gear General
on this video, http://www.youtube.com/watch?v=BQoj8M8M7Lg&list=PL151E0C4B6DF9C8B6&index=5&feature=plpp_video someone made a comment that the game rewards you for successfully blocking. How is this so when the more you block, the more the guard meter or whatever its called builds, meaning you will take more damage if you eventually get hit. How does the burst meter fill again? I notice sometimes the guard meter resets back to 50/50 when shifted back to a neutral state, but sometimes it stays built up and slowly drains during neutral state. Why? There are only two types of cancels, right? Roman cancels and force roman cancels? I take it roman cancels are the equivalent of rapid cancels in BB, but I forgot what frc's are and how to execute both cancels. Iirc, there is actually 3 cancels in GG, and the 3rd is the one equal to rapid cancels, but I can't remember what its called if there is a 3rd type of cancel. Nor do I remember the differences between these cancels. -
Guilty Gear FAQ Thread - Ask your questions here!
Stone Drum replied to Kairi's topic in Guilty Gear General
thanks Amadeous and reaVer -
uh-oh I have sinned
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Guilty Gear FAQ Thread - Ask your questions here!
Stone Drum replied to Kairi's topic in Guilty Gear General
why is slayer considered broken? can't figure that one out from watching videos of him (i've yet to play GG) what are johnny's coins for? are H and HS the same button input, or is HS heavy + another button? -
I know... I figured there might be, but... couldn't find it x_x
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http://shoryuken.com/2012/01/09/hit-confirms-complete-guilty-gear-xx-accent-core-video-tutorial/ Only video guide I've found explaining the game mechanics for Guilty Gear. If you've never played Guilty Gear, but know you'll pick it up when it hits current consoles, watch it. :8/:
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it was love at first sound track : D I already think it's the best fighting game ever made and I haven't played it
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I totally would learn to use a stick if i thought I could, but honestly, I don't really feel like I need it for the characters I seem to choose. In fact, I think I have an advantage over thumb-dpad users in that I can input the motions a lot quicker and never get tired, since I can use all of the muscle in my left arm, instead of just the thumb muscle. I can TK and IAD without error just like a stick user. I guess you're right that no character strictly requires a stick, despite what many people say. Can't wait to master Venom. I've never even played Guilty Gear. I think I'm in for a real treat :D
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Alright thanks. I was just concerned on whether Venom was like Carl or Arakune in that you pretty much need a fightstick to use them effectively, which I pick up that you don't from your answer
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I have a question. I was born missing my left hand, so from my experience with fighters, it seems I am forced to play with a d-pad. For Guilty Gear, I was hoping to pick up Venom, but I was wondering if that would be a futile attempt on a d-pad. Also, if somehow it's possible for a one-handed player to use a fightstick?
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I know more hits doesn't equal more damage, though it does often yield higher magatama regain. That just surprised me because I figured, now that you see everyone adding in the 6a into corner combos, I assumed you'd be getting more damage! :p
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wait, so you actually lose damage by adding the 6A after the 6c and shouldn't be used if it can be avoided?
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I just thought it was weird to not have renka1-6c-6a. I've never seen someone do a renka1-loop1-6a-6c-loop before
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honestly I think the guide I've been doing is a good stepping stone to getting comfortable with Hakumen, as well as learning need to know combos. Once you are aware of the combos in my guide, self optimization in the most specific of circumstances will come naturally over time. http://www.blazblue.com/forum/viewtopic.php?f=31&t=9388 Honestly, I am not posting now to assert my wip guide in any way, I am just trying to help people improve and or begin to learn Hakumen. Also, does anyone have any info on this combo I saw Blacky do? renka1-kishuu-2c-sj2a-j2c-6a-6c-2c-j2a-j2c-2c-sj2a-AD-j2a-jc-5c-3c like, is it a maximized damage combo in certain scenarios? or was it just an interesting improv kinda thing?
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in many cases it is to edge you closer to the opponent, which is required for successive hits in extra long midscreen combos. When it's done near the corner, it can push the opponent that extra little space so that you and the opponent is close enough for Haku's corner loop
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weird question.. why does Chin do a lot of j.a's off of a forward air dash? j.b has better reach and just seems to be an all around better air attack, especially on the offensive. I guess I am asking when should you use j.a over a j.b, and what explains Chin's usage of j.a?
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Not sure how helpful this is to you guys, and it's a work in progress, but here is a guide I've been working on for Extend combos. http://www.blazblue.com/forum/viewtopic.php?f=31&t=9388&p=451138#p451138
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I guess it is the best way to spend 2 mt off a throw in the corner. I figured it involve a hotaru-j2c-5c-2c thing but I just tested that and that gets you around 3.65k as oppossed to the 3.8k of the renka whiff thing. Then again, in extend I could've probably added an extra 6a or jb in there..but Plus the renka whiff combo gives you more mt
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wow, those combos are incredibly creative, though most aren't a good way to use magatama. That middle section of like 8 minutes was dumb though. Seriously, what is the point of using throw-6a-2c-renka2?
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Hmm I seem to be able to perform all of that stuff with pretty decent accuracy, but I can only get the weird enma j2a reversal like 40-50% of the time. I guess I just need practice. That last thing you said seems really weird 0.o but I think I've seen chin do similar things myself. Thanks for all of this help guys, I'm learning a lot!
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What what?? I only have to input 956. I thought it was explained in the tutorial that you only need two inputs to air dash if you start with a 9 or 7. I got confused cuz I air dash as fast as seemingly possible straight off the ground, but in the dust loop general forum it said 29566 is IAD. SO CONFUSED. EDIT: ok, finally got it. http://www.youtube.com/watch?v=20PH6BtufKs The timing is really strict, maybe the most strict combo hakumen has?
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Is IAd 96 or is it 29566?
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thank you! Also, I can't seem to input the j2a any faster.. And I think you meant gurren instead of enma, but thanks. Big help
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Oh my b, I meant no bursts as well. Just your standard 8 mt corner bnb. I know an 8k 8mt combo, but I ask because I don't know the specifics on the 6c-6a and number of loops you can do in extend. I know in cs2 this combo is probably the most damaging 8mt combo: Starter-renka1-kishuu-tsubaki-6c-2c-hotaru-fj2c-5c-2c-sj2a-j2c-2c-sj2a-j2a-AD-j2a-jc-5c-3c In extend, I'm not sure if you can add the 3rd loop to this combo, or when to do 6a's etc, or if this string is even the most damaging 8mt string in extend. I guess I'll just wait until I can experiment with extend to find out I have one last question for now. Sorry if I'm asking too many things. Can anyone give tips on the reverse position combo starter-enma-IAD-j2a-jc? I've only been able to land this combo once, the first time I ever tried to do it. Whenever I IAD into j2a, I pass through the opponent and the j2a whiffs on the other side of the opponent. And what are other efficient combos for position reversals?