Yonasu
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To me it seems like this bug is banworthy. Having a frameperfekt negative edge input available at all times is very, very useful. It enables alot of strategies that I believe will break the game if someone designs stragies around it. As a slayer player one example immediatly comes to mind: 1, Using it to get perfekt reversal dandysteps when blockstun ends. If you think you can do this no matter what normal you FD/IB/normal block then kudos. I would say that all the different timings in blockstrings and difference in blockstun makes this a very difficult feat. If you give me the ability to just time the stick inputs with a continuous negative edge input it makes it way easier. Imagine attempting this without the macro. You have to repress the button in between each attempt which makes it alot more vulnerable in many ways. It takes away the decision to attempt it from the gameplay as you have way less risk involved in doing so. This applies to each character with a reversal option that doesnt use the forward input in its motion. And no matter how frustrating execution can be I do believe it is a part of the game that makes the game so satisfying when you actually manage to pull it of in a highpressure situation. Not that I think it matters but I played the game for atleast 2½ years on pad with the standard buttonlayout and it worked fine. TLDR: To me this bug warps the gameplay and the options for pretty much every character and that makes it banworthy for tournaments.
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First of, you should not assume the worst about things you don't know shit about. Wild accusations against someone when you never even met him is really just pathetic. As we have stated earlier it's not Shinjin who is working on the vids this time as he did not want to prioritize it. Thus it's put on Nehle and myself to make sure the videos are provided. We have told you this earlier and still you trashtalk Shinjin for what we are responsible for. Well done.... And to clear stuff up about the tournament and SBO qualifiers. I have no doubt in my mind that Shinjin is the player who wanted the Arcadeversion for the qualifiers the most! He had alot of pressure on his shoulders as he felt the responsility for making it happen from the french community as the qualifier was moved from France where the arcade version was guaranteed. Now we didn't manage to get the arcade version for the second time, due to the same guy messing up communication this time, but you should not assume that this is what we wanted. The dissapointment was bigger for us than for any one of you but we didn't really let it show during showdown as we could do nothing about it, and the main priority has always been for showdown to be a great time and no time for grief. If you had talked to Robobobr or Goga or any one of the russians who actually made it to the tournament you would realize that the man you just trashtalked is the man who kept the European guiltygearcommunity strong for the last three years. Without him there would be no Showdown and the swedish community would not be providing as many videos, combo videos, game discussion and new knowledge of the game that we have. Ask Llanowar Elf about Shinjins attitude toward the game and you might learn something. Without Showdown and Shinjin doing most of the work and making sure us other lazier swedes do our part, I doubt that the community would be as friendly and awesome as it is today. Sure, there are other tournaments happening around Europe, but none of them has the same focus and love for Guilty as Showdown has. I might be wrong about this as I haven't been able to travel to them, but seeing as most tournaments are the same length as showdown and always has other games to share the screentime with, I would be surprised if it was false. (please dont take this as an insult all you guys out there doing an awesome work making shit happen all around europe and all around the world). And to clear another thing up while im at it.. The man to kill title is nothing that should be taken too seriously. It started with some french player asking shinjin if he was the man to kill when arriving at showdown and then it continued as a nice jokeish lighthearted nickname, until other players started to take it as a challenge or whatever. If all that was to much for to read this here sums it up: Shinjin has done more for the guiltygear community than you(badsanta) will during your lifetime. The vids are coming but i've been slacking of since it's fucking summer and i'm enjoying myself with other stuff and don't fucking care if you have to wait for the team-videos(nehle is doing the SBO-vids). Stop being an asshole and speak about things you know nothing about. Showdown was awesome as always and EVERYONE that was there had a great time. Random people should not trashtalk the people who are putting in the work to keep the game alive. Robobobr, Goga, llanowar and all you other awesome russians that attended showdown: sorry that you have to wait for the vids. I hope you can be patient for a while longer. Looking forward to see your performance at SBO. ATG: Much love, hope we can meet up soon. Edit: after reading your post again I realize that this might be an overreaction to something that wasn't actually intended to be hostile. If so don't take what I wrote above too harsh. However, I will leave this post here for the time being.
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For 5K - DoT i use 360 when facing left. I keep my thumb on top of the ball and do a smooth cirkular motion. Can't seem to get it to work as smoothly to the right, so I'm now in the process of getting used to another stick grip as well as the 6321469 motion when facing right. Will try it out for facing left as well just to see if it feels even better. AtTheGates: Hehe, jag gillar meningen för den förklarar Slayer så fint. ^^ Jag har nyligen postat en Slayer -guide på svenska här. Har inte jobbat igenom den så mycket men hoppas den ger lite hjälp i alla fall. Roligt att höra att Tyskland börjar vakna till liv igen. Vi har saknat er!
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Don't worry. The vids will come out eventually. People haven't really had the time for it these last weeks. But when they come you guys will be the first to know.
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Got to test out the 5P as okizeme option in a good casualsession against what is probably europes best potemkin at showdown 5 this weekend. We talked about possibilities and options that potemkin has against it and we came to the conclusion that it is indeed pretty solid. Potemkins options if you do 5Px2 is a 6P in between that whiffs or at best clashes if you are outside throwrange(this is important as otherwise reversal throw will beat the 5P anyhow), IB to slidehead which you then can hit him out of on reaction with 2K or block for good punish with BBU or whatever. If he backdashes you have a good time to punish him for it. I still need to research what the best punish is but it feels really managable anyhow. Potemkin still has good options against most of the stuff you can do from here, but mixing up the amount of control you keep him in with 5P and when(if) you go for the mixup is really strong and the only situation against potemkin I feel that im really comfortable with. Strongly recommend this okizeme against potemkin.
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Note that the 3rd place match for 3on3-teams was never played because the Russian team asked for it to be postponed, and then everyone was too exhausted on Sunday to remember it needed to be played. The finnish/swedish team claimed it as they were the last to leave the tournament site. :p Awesome event, will post my shoutouts on bitterharmony as always.
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Its true that it won't work if baiken is too low and when you hit her with 2S I believe there might be some cases that j.k j.k will miss as well, but for me it comes naturally to adapt to the height of baiken with a different combo if she is too high, eg. j.k JC j.k j.D etc. and if she is too low I add another 5P at the beginning. Your combo is harder to burst though as j.p have like zero frames recovery. Iad j.k j.k is indeed not very useful on baiken. But I recommend doing pilebunker loops on her in the corner as she is very suited for that. A full loop with 2x FB and one regular pb does 365dmg on her after 2D RC. And 6K 5K 6P frc 5HS pDandy FB PB 5HS pDandy FB PB 5HS pDandy PB does 349. Of course you could do Dot frc stuff with 75% tension after a 6K but pilebunker gives you that joyful bliss of playing slayer.
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For combos on baiken i strongly recommend doing: 5p(2S) j.k j.k j.2k JC j.k j.D j.2k j.k 5P j.k j.2k j.D Or end it early with a j.D after the first j.2k. This combo works most of the time on Baiken, which is unusual for any other aircombo ive tried on her. It deals good damage as well, not sure if it is max but it is consistent and takes her a fair distance so you almost always end the combo with her in the corner. If you get her on the proper height it is possible to have a timing of this combo to get 5H relaunches, but I prefer the consistency of 5p/2s/5s relaunches on her. You can also do relaunch with c.S SJ j.S j.D j.2K j.D for a more flashy ender. :o
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I believe the decision has been made that the tournament will be Calamity Trigger.
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For me it seems apparent that the most players will be attending Showdown as it has been established as the guilty gear event of europe. It will be focused almost completely on guilty gear which makes it alot more fun for the players and all the spectators will also have alot more fun as the game is quite more enjoyable to watch if you have insight into its mechanics and finesse. If it is a requirment that the qualifier should be held on the arcade version I can understand the reasoning behind having the qualifier at stunfest. I cant understand why the qualifiers should be held on a arcade version of the game though as 99.9% of the european players play the game on console! As this is the case I dont feel that having the qualifier on a arcade version will make any difference at all, for better or for worse, for the players attending the qualifiers. And that is why I think that demanding the qualifiers should be played on a arcade version feels unneccessary. There was some complications with the qualifiers last year yes, but all the games were played with the same version of the game and all players had the same conditions for their matches. It was during the other tournaments that the version of the game could be different as all games were brought by the people who showed up. This has always been the case for our gatherings here in Sweden and it has never been an issue for our players here. Seeing as this is something that apparently some players have an issue with this is being put on a higher priority than earlier Showdowns to meet the players wishes. The plans for the qualifier was to have a arcade version for the qualifier and it was a huge letdown for the players as well as the organisers when the "arcade-expert" who was gonna help us out with this failed miserably. This will of course be a lesson learned for future events and one example of this is that we havent promised a arcade version yet as we are not yet sure that this can happen. As a sidenote, the reason why I havent travelled to other tournaments is that there have been no other event that has focused mainly on Guilty that have had a possible date for me to attend. I wanted to attend the game festival in Cannes this time around, but having the tournaments for guilty spread out over a 3day period proved too timeconsuming for me at that stage in my studies. And I was also concerned with the amount of playtime that would be dedicated to guilty gear seeing how there were tons of other games announced for that same event. But all this doesnt really concern this topic. I hope a good solution can be found for the qualifiers! With love, /Yonasu
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Since Shuuto is playing in Tokyo-area and these videos are from Acho, which is in Kyoto, my guess is that the Axl player is Nekomimi. He plays those colors as well, and yes, he is awesome.
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2P has indeed 4f startup and Slayer is at +3 on block with it. IB puts you at +1 which makes me unsure wether or not you are busterable if you do another 2P. I feel that 5P as okizeme is not that good if you consider what you get from using it. The good things people have noted here is that you can react to a backdash with appropriate punish and you are fairly safe on block. If you do a well timed 5P as oki you can actually throw out another one and potemkin cant buster you inbetween. What are you giving up for these advantages? A possibility to do whatever you want. A late 6K which can give you up to +9 frames on normal block, if he IBs youre still at +6. A late 2D which gives you +7 or +3 if IB. Granted these two options are harder to execute but they are both safe against potemkins backdash/buster and give you what 5P doesnt, a mixup. After these options you can then go into using 5P if you want, but with the added effect of a extra mixup before. Also consider what the situation looks like for potemkin if he opts to just defend on his riseup. If you do a 5P he will block it 100% of the time. When playing better players this is probably the option they will go for at first in a serious match, before they see what you do on okizeme. In short: what you get from 5P is a easy somewhat safe okizeme option, a stronger defensive option. What you lose is a free mixup opportunity to force him into a guessing situation, you lose offensive strength. Imho this is a bad trade since its the offensive side thats difficult against potemkin. Id use one or more dashes through him to mess up his execution on wakeup, even though you are punishable if you use it to late. This gives you more offensive possibilities which is what you lack against potemkin and what you want to use your okizeme for.
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I didnt think so either, but from the way he wrote down the "really easy flowchart" I got the impression that it was something he used everytime and that works. And for newer players this could give that impression as well. Its important to remember that there are pretty much no failsafe options against potemkin. I guess one reason this got me going is that I lost money to a potemkin once due to this kind of thinking. I agree that peope need to hear specific uses for stuff but I also believe that if you get to focused on the specifics you miss out on alot of the mindgames behind it all and its also easier to fall into set routines or patterns that makes you easier to read. The stuff you need to be patient about are already discussed earlier in this thread and I didnt feel like repeating it all in my post (basically slow moves, slidehead, hammerfall, 5hs etc. punish with fast moves like 5K j.K dandy etc.). Guess I could have clarified that point more. Unpredictability is easiest described as mixing up playing it safe by taking risks and iad after a jc normal, airdash back after some to bait his slow antiairs, mappa feint once in a blue moon etc. Taking risks is best done in a way that is hard for him to react to and not predictable. For me it is a good mindset though that works against good potemkinplayers. And having a set idea on what kind of gameplan you have helps in every matchup. Hope this clarified my point.
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This (interesting bit starts at 8:40) is whats wrong with thinking that its a braindead matchup, which is the feeling I get from your posts. 5P -> 5P has a gap of 3f = busterable when IB = not spammable against strong players. Usable though and kinda low risk as long as you dont get predictable. 2P - 2P I believe is bustersafe, forgot how much stun IB reduces on lvl 1 moves, so mash away! Unless you play against FAB that is. 5P or 2P is good as oki against potemkin as they recover fast if he backdashes and gives the most frameadvantage if he doesn't, also harder to react to with backdash unless say 6K. Its a tough matchup as potemkin can deal with pretty much all of your stuff as long as he can read your movement/patterns. My strategy is patiently trying to bait him into stopping a dash or jump and then use his recovery to get in and mix him up. From there I try to see if he is more prone to using buster to stop my pressure or if he is waiting for me to rush in again. Patience and unpredictability, thats basically the matchup from my point of view.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Yonasu replied to THE SERAPHIC 1's topic in Baiken
Move to Sweden. We need more baikens to hate (with love). -
Good info posted already. My most useful advice against johnny is take all the damage you can get all the time. Johnnys awesome hitbox might give you problems if you dont adapt to it, but if you do you can get free air combos from 2k 2hs 5k mappa 5k mappa etc. Also learn to do the 5hs j.S j.k 5hs loop. Really nice damage and strangely satisfying. Keep patient and hit him when he gets predictable or go high risk and pressure him into making mistakes, I prefer to mix it up a bit so they dont get too comfortable. And BBU against coin is nice but if they "throw" a coin with 5p you will get hurt.
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The distance shouldnt be a problem here, PB-loops can be done from pretty far away as long as you keep them on the right height. Tried it out in training mode and it is doable on chipp at that distance, its just a pretty tight timing.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Yonasu replied to THE SERAPHIC 1's topic in Baiken
Yeah, those are good options. If you want to throw him you need to be sure that he ends up within your range otherwise you will get bit. Dunno exactly what you can do against a c.S that catches you in your jump, just make sure that you faultless it. :p If you jump early enough I think you should be able to escape it and then you get away to safety and Slayer needs to get patient again. Also make sure to force slayer to guess alot when he has okizeme. Learn how to do a anti-meaty counter, if you buffer it correctly you can punish anything used as a meaty with baku. Mix that up with fuzzy jump and you give slayer a major pain in getting damage in, it forces him to be very flexible with his timings or baiken gets away. Mix this up with regular block and slayer is mindfucked. xD Do note that im not saying its easy playing like this but for me I feel its important to make slayer feel unsafe in his approach or things will get out of hand. -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Yonasu replied to THE SERAPHIC 1's topic in Baiken
Awww. Another thing baiken players can take note of is that a very good basic defense is a pain for slayer(probably everyone) to deal with as it forces slayer to use his moves that are easier to counter. 1f jump and good reactions to slayer dashing forward is a good point to start as it takes away alot of his mixup strength. And if he tries to anticipate jumps with 6hs its a free counter into whatever. Good spacing is also evil against slayer as he is kind of clumsy, so learn the range of his airdash and fdc-bite so you know when you are in the red zone and when you have some freedom to poke. So my perception of baikens gameplan is: frustrate slayer with annoying spacing and patient poking until he makes a mistake. Rinse and repeat. Do note that these things bring the matchup to pretty much even imho, but the fact remains that if slayer hits you when he has 75% you could(should) die. -
Its all about timing. You dont have that much time after iad to hit them with punch so just try to get the timing down to doing it as soon as possible from the air dash. It might also be that your iad is to slow. Hard to tell without seeing it.
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Depends on how it is being used. There is no really safe way for baiken to use it though it can be annoying to deal with. The key is to remember that it has a relatively long recovery so you can use that time to get a hit in if your close and close in if your far away. If you are close enough you can hit her out of the startup with a j.k but its kinda hard since her j.p usually beats out your j.k. If baiken uses iad back j.s you can time a mappa to hit her out of her when she's coming down. And yes, if baiken anticipates it she can punish 2p with counter, have had it done to me plenty of times.
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Hey Mike. Does that invite to current for a beer still stand? If so I would love to take you up on that, since I will be attending SBO this year and it would be great to meet up with you and some other american players. If you buy me a beer I can try to bring along some snus for you. Fun fact, snus is illegal to sell within the european union, Sweden is the only exception.
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My key to slayer - Get that knockdown! Going for difficult enders is ok if it rewards you with noticable more damage but knockdown is so vital with slayer that you cant afford to miss out on them against good players. Well, you can but then you actually have to work for your win! Blasphemy!
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Potemkin is in crouching state in the video, and crouching state adds a couple of frames of hitstun (not sure how many). Its the same reason why 5k -> 6p works on crouchers but not on standing.