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Everything posted by rtl42
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i approve!
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Boss: nice burst grab at the end :D however, on your part, i think you need to re-think your strategy on when to burst. a few times, you bursted when you were almost dead, the opponent had more than half life, and it wasn't the last round of the match. in those situations, unless you're SUPER confident you can pull out a win, you're pretty much throwing away your burst. DandyStepper: in the first vid, there's something wrong with the encoding process, the vid seems to jump frames at several times and makes watching it mildly jarring. i think you need to pay a bit more attention to your tension meter. there were times when Johnny was close to being dead (well, under 25% of his life), and you would land something like normal hit mappa... but didn't RC it into some sort of (knockdown) combo. nice SB against the overdrive, looked pretty slick. but you know... i haven't seen anyone SB anything that required SBing. maybe we should work on that, instead
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Guilty Gear FAQ Thread - Ask your questions here!
rtl42 replied to Kairi's topic in Guilty Gear General
i know this is kind of a silly answer, but make sure the controller port (even the controller!) was working. check button/key configs to make sure stuff is set up okay. (i can't imagine this being wrong, but anyways.) um, make sure you set the mode to "controller" for both characters. (but i assume that's what you already did??) -
dj, not jc.
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are all combos from AC+?
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just a minor addition to your youshijin remarks: if you get hit in the air, even on normal hit, it's possible for Baiken to get a sj.S-D for a knockdown. (depends on how high Testament is when he gets hit.)
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there's an explanation in the player's guide. (we have a new guide button on the top menu bar on the forum, so check it out~~) although, from just the guide, i don't think it quite explains the SJI combos where you double superjump after a 5H relaunch. that one occurs because apparently you are still considered in a jump state after landing, for a few frames, but if you attack and continue the combo before recovering from jump state (e.g. 5H jump cancel air combo...), you keep the jump state -- jump install. and why has no one mentioned FDC MAPPA (for wallscreen combo relaunches). it's a mach PUNCH, baby.
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oh, thx for the error message. google gave me these: http://forums.streamsolutions.co.uk/showthread.php?t=3612 http://www.skibumsplace.com/IPB/index.php?showtopic=1017&st=20 sorta helps, it's a bit more specific http://www.tech-archive.net/Archive/Media/microsoft.public.windowsmedia.encoder/2005-12/msg00065.html sorry but you may be out of luck before giving up, try updating your drivers and see if it works.
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the site where we used to see him at (anngora232 or something) hasn't updated in a long time, except once on bigooooooooohh's youtube account there were some matches from this anngora place (somehow). maybe he retired; maybe the arcade he played at a lot closed down/got rid of their GG machine and he's had to play somewhere else where they don't record. lotta arcades don't record in general, anyways, so who knows.
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- you're sure the sound on the VCR is okay? - are there any sound settings on the TV tuner that you can fiddle with? (sorry, i've never used the TV Wonder before) - what about your sound card, maybe a compatibility issue with the tuner? (i think that happened to a friend of mine, once) - double-check the sound settings on WME? (i'm just trying to isolate where you're losing the sound) hope someone else knows a bit more to help out, i'm just going by the seat of my pants here.
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Microsoft Windows Media Encoder (9?), just do a search for it on MS's home page. VirtualDub works, too, just google it.
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um hm, well in general i don't think it's a good idea.... but could you find the original post? maybe there was more context given.
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omigod, battleship hellmonkey.
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wouldn't 2S be unsafe against a cross-up on wake-up?
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you managed to land it on someone else, didn't you? i was a bit surprised at how quickly mynus got out of dizzy state.
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you need to use the filebank download manager. usually, if it detects that you don't have the manager (or the latest version), something will pop up and prompt you to download/reject. did you get any prompts about downloading something? (if you're using Windows in English, you might just get a prompt with a bunch of question marks, cuz of the japanese) the other problem with filebank is that there are two download options. you want to use the second one, iirc.
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for anti-airing, 5P's hitbox is like a little dagger that you can stick into people when they're coming at you diagonally (think, 45 degree angle from the ground). because of 6P's above-the-knees invul, it's a dodge -> counter anti-air, but because the hitbox is in front of slayer, it's a "low" anti-air. the hitbox is pretty much his shoulder, after the initial crouch in the animation. so, it's more likely to beat out moves coming at a lower angle to the ground, like below 30 degrees. (actually, it'll beat out some ground moves, too, so it's not just an anti-air.) 2S is probably his "best" anti-air, because he lowers his hitbox a bit and sticks out a fairly wide and safe hitbox above himself. however, it doesn't have the kind of invul that 6P does, so you can't rely on 2S as a "last second"/reactionary anti-air, generally. you have to stick it out a bit pre-emptively (or, be attentive to your opponent's patterns), and essentially shield yourself with your leg. out of the 3, 2S has a more, ah... "surprising" hitbox than the others, because it's wider than it looks. (well, that's my opinion, but if you've seen some combo vids, you'll see 2S hit way farther out than the sprite would suggest.) if you have any specific situations you're wondering about (e.g. "my buddy plays XX character, and he always does YY move from the air, and i can't anti-air it, what do i do?"), please ask. as for your second question, it's match-up specific. against some characters, you generally can't win in the air; against others, you generally have a harder time getting in on them, from the air; etc. post up in the match-up forum if you're wondering about a particular opponent.
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i think reaVer's second post was just replying to burningvigor. link: http://www.youtube.com/watch?v=iIOn27k3OpA at 5:52, Bridget gets Counter Hit by Sol. after Sol knocks Buri down, the "beat" doesn't reset.
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ah i see, thanks. good matches to watch, thanks for uploading, mammaries and tiamat!
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just wondering, during the team matches, who's making commentary in the background?
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http://www38.atwiki.jp/hakoranbato/ => http://www38.atwiki.jp/hakoranbato/pages/14.html Dogura (RO) / N.O (VE) / Efute (MA) vs Bonanza (DI) / Dorahe~ta (VE) / Chicken (FA) Efute (MA) / Dogura (RO) / N.O (VE) vs Numenume (MA) / Take (たけ) (BR) / Donko (SL) Hoshi (JA) / Daiji (DI) / matto (MI) vs Bonanza (DI) / Dorahe~ta (VE) / Chicken (FA) http://amstep.sakura.ne.jp/ currently 503ing D: Shinjou (TE) / Remi. (AN) / Nekomimi (AX) vs eki-chan (ZA) / Shachou (ED) / RF (FA) Yukue (AX) / Hoan (VE) / Crazy Tomato (PO) vs L (RO) / Doubt (SL) / Kiabui (AX) L (RO) / Doubt (SL) / Kiabui (AX) vs eki-chan (ZA) / Shachou (ED) / RF (FA) 新城 = Shinjou http://shakujii.jp/ => http://shakujii.jp/movie.htm Tatsumi (MI) vs KA2 (JA) Masaki [Machabo~] (KY) vs KA2 (JA) Masaki (KY) vs Ha~ken (PO) Natsume (DI) vs Ha~ken (PO) http://pita-mq.com/ Hikaru (ED) vs Hakushi (CH) Yu~ki (ED) vs Hakushi <== the website says "Hikaru" instead of Yu~ki Yu~ki (ED) vs N84 (SL) Hishou (DI) vs arc (OR) Hishou (DI) vs Tora (PO) Tamanegi (MA) vs Hikaru (ED) Tamanegi (MA) vs Yu~ki (ED) Hishou (DI) vs Yu~ki (ED) Hikaru (ED) vs Yu~ki (ED) 白紙 = Hakushi 緋翔 = Hishou 玉葱 = Tamanegi http://blog.livedoor.jp/trf_ggxx/ => http://www.filebank.co.jp/guest/trfggxx/fp/ggxx => pass: nakanotrf Lots of new vids, I haven't had a chance to look at them all or translate.
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actually if you watch the combo closely, you can see him double jump after the j.D. (watch for the blue "flames"/ spinning effects in his jump animation) just keep trying. perhaps you should emphasize setting your directional input back to neutral before DJCing the j.D, so that you don't get a JC. also, because Kakeru was able to avoid activating the homing jump background, there's probably a speed factor, in that you have to do 5D -> j.D DJC j.H, ASAP, or something, but unfortunately i can't test this out myself, now. oh, maybe i can try to answer your second question ("why this combo?"). my best bet would be that the Millia player's burst gauge was almost full, and so Kakeru probably figured that Millia's burst would be refilled within a few hits. factor that in with whatever mindgame he was trying to play against the Millia to land combos (i.e. "this time, dash across and 5D"), and perhaps that's a good enough explanation for why he went for that impossible dust combo*. however, since the burst gauge didn't fill up by the time he hit Millia with j.H, that may have been a mistake on his part in estimating when the gauge would refill. maybe he didn't react in time to change the rest of his combo to something burst-safe -- i'm not sure. but that's my opinion :china: * well, i guess you could say "but why not go for <dust combo that's burst-safe>?" (say, a combo you saw in a combo vid, or something you found elsewhere, or came up with yourself), but i'm sure kakeru only has so much memory allocated to memorizing burst-safe dust combos lol.
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sorry, but this is an ED player.
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thx for the upload!