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Everything posted by Moroha
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http://www.youtube.com/watch?v=orpV7d3su1w vs VR (RO) http://www.youtube.com/watch?v=Yu7QxpisaDU vs Nas (RO)
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Fucking dragon punch. GS Flash.
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Blocked 3K at the beginning of a match gives ABA 2H -> Keygrab guaranteed, so it's VERY risky. Mays need to be careful with their Anti-Airs, j.H has a ton of 'priority'. "Their game plan A.BA.'s want to do 2 things when getting in Moroha mode. 1) J.HS 2) 5F.S" On top of getting you in blockstrings and punishing your whiffs / unsafe moves. ABA's got some of the best punishment in the entire game. "When in normal mode she will do everything she can to use a blood pack. throw you, knock you away, (combo into keygrab)etc." FB, to be a notation asshole Her throw range is also good, not amazing. Be careful when jumping her throws, too, since her 5HS has a hitbox that crosses basically vertically above her for about a frame at the end. CH that, and it's your life. Her tensionless anti-airs are fantastic. Her 6P is about average, but her standing P (read that again, 5P) has frames of upper body invincibility, she has her danzais, and her 2S absolutely smothers air. CH that, and it's your life. As far as May goes, uhm, there isn't too much I really HATE about May. I hate her big damage, and I really hate OHK. That's about it. Oh, and Mays be warned; Danzai will beat your OHK. Good shit Kyle, I should compile something similar for these forums. What advice could you give to us humble ABA players vs May from your perspective?
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The exact same thing happened to me when I first started learning ABA. The solution is, don't play pad ABA. The real solution is, keep doing it. For me, the reason it was happening was because of my own imprecise inputs. I would try to rush the end portion, and 'mash' it out to some extent. You just have to know the timing and precise inputs, to be honest. Like, Masshou and Fukumetsu you input pretty much as close to one motion (if your intent is doing all three portions of the rekka), and you input Dangoku a little bit later on. Just make sure you're not doing any extraneous motions for Fukumetsu -> Dangoku.
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Damage is hot on her ID, and depending on what you do, can also lead to a good knockdown instead of just a keygrab knockdown.
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I've got some of my matchvids from SBII up. My matches against SH_ and Zinac were recorded from far away from the TV, and you can't really see the screen :|. I'll upload the other two Chickenfat matches when I get a chance. http://www.youtube.com/watch?v=Gtb8iUa0a7s Moroha vs. Yo-Yo Holla http://www.youtube.com/watch?v=v3q9bX1MCX0 Moroha vs. Chickenfat http://www.youtube.com/watch?v=_f2yB7RWM7g Moroha vs. Floe Pt.1 http://www.youtube.com/watch?v=M3JTsC0hJus Moroha vs. Floe Pt.2
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Apparently ABA's bar is actually more like 3.1 knockdowns.. who knew. I've been playing ABA for about two years now, so I have a pretty good idea when a knockdown will probably leave me with like five seconds to get the fuck out or else, and on countless occassions have had opponents hop into IK mode hoping for the best, and wind up losing the round. This is one of those cases, I guess the ABA should've just SJ'd or something in the opposite direction. He could've avoided that one. And while your remarks on j.D are true, I absolutely cannot ignore the size of j.D's hitbox and the knockdown potential when fighting Millias, it's too dangerous to not respect.
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Scorewise, I was pretty happy with how I did against SH_, I lost 2-1 2-1 so neither match was really out of my reach. By the same token, he's a real tough Baiken to deal with and I need more experience in that matchup. Also, I don't think I'll be making that CO tournament. It's during my Winter Break, and I'm thinking about vacationing someplace other than Colorado.
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4th place. Read my blog update, it's in my sig. And I updated the 101 FAQ with more general information on ABA's Moroha mode throw.
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So guys, Combofiend has made the switch from ABA to Slayer. I spent some time talking to him about it, just sounded like he likes Slayer's style more than ABA's. Whatever. Nobody's perfect, and apparently Combofiend is no exception! Just kidding. ;p For reals, nice guy. His Slayer's gameplay seemed solid, but he was dropping combos (lol, Combofiend). I think he'd only been playing him for about two weeks anyway. Despite having a real fucking solid outing at Seasons Beatings this weekend, I can't help but feel like ABA vs. Jam isn't in ABA's favor like the tier lists (And Flash himself, for that matter) suggest. Maybe I just need more vs Jam experience, but Flash is averaging like an IK on me a match. Maybe Flash is just crazy and I need to shut the fuck up and be a better player. How many of you guys are out there traveling with ABA for GG? Furix/TageProto/Metsuke/ABAcando/FaultyDefense/anyone else? Wondering if I'll be meeting up with any of you guys on the Evo2k8 trail. I'll be at NEC and Final Round for sure, I might be trying to hit Texas Showdown if I'm feeling particularly crazy. And Recna, I'll have to give that a try tonight or tomorrow, that sounds pretty funny.
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You approach by forcing them into your f.S / 5HS range, then getting them into your blockstrings. You can IAD S HS, or jump in with HS. Playing defensively (waiting for them to come) or offensively (comboing into keygrab, or w/e) is all up to you and dependant on where you are in the match, obviously. Getting into Moroha vs Dizzy can be tough, especially if she gets a knockdown. If Dizzy is on the opposite side of the screen, you can go for a bloodpack. Otherwise, block, wait for her shit to go away, and either Rekka her for trying to get away with a projectile plant up close or get her in a blockstring xx Pack.
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Well for one, you can't really use it for oki. I never really use the delayed one, since I rarely do a third hit anyway. I don't know, I usually get hit when I delay Dangoku, but that might just be because I haven't really bothered to experiment with the delay on my own time. I don't really like it, but I can play around with it the next time I get in a good casuals session. And when ABA is out of life, you really don't want to danzai. You can, just.. don't use it to trade with stuff.
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rofl, he shouldn't have gotten IKed in round three. Round two he got rocked by the godly j.D.
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Grats on the Gamechariot appearance, great job vs that Sol and ABEGEN
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6:24, could've killed him after the RC'd Butt/2hit orbs with an sjK combo, but who cares, you won the match at that point anyway. After watching it over again whiffing the throw combo didn't kill you, the dead angle did. For some reason I'm only consistent with that throw combo on one side, I'm real iffy on the other, so unless I'm really trying to be funny I'll just combo throw into one of a million other things. ABA's got a ton of great options out of throw, besides like 5S 2S into sj combo/keygrab, you can dash delay 5S 2S Butt for some funny dash jump oki which is pretty scary, you can 2H 1hit Danzai etc to eat burst attempts, and of course you've got even more when they're in the corner and/or have a cranked guard gauge. But to be fair, dash j.p throw combo does look tight. Not much to complain about though, looking solid. The two unblockables you hit didn't do much for you, try to set them up so you're closer to him if you don't have any tension. You'll probably at least get a mixup if he's good enough to shake out. I guess try to be a little more aware of your opponent, especially for your 2S. I used to never use it at all, but that move absolutely dominates air, so try to work that into your game if you can, it's really a great move. Other than that, probably need to practice those FRCs (don't we all though). And lol @ 40 seconds in, 2x shadow galleries. Good shit.
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http://kayin.pyoko.org/GuiltyGear/actiers.html
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I'll update this later, but the main thought in my head after watching that fight against Testament was DONT EVER FUCKING GO FOR THE DASH JUMP PUNCH FANCY PANTS COMBO OFF THE THROW :O! I saw that P whiff and I cried But seriously, that honestly cost you that round from what I remember. Unless you can swing it 100% guaranteed, it's not worth the negligible damage. Anyway it's real early in the morning and Im hungover I'll watch it again later.
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6H, probably. I'm pretty sure I've caught it before, but I'll have to test it (as well as the 2H vs Pot backdash specifics). Obviously if it gets jumped you get murdered.
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Interesting reads man, thanks for the blog. How are the ABA players there, if there are any? (Like that one you mentioned that teamed with the Zappa for instance) I haven't heard Dio mentioned at all recently.
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No EDIT: Are you coming to Seasons Beatings? :O
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Not really. Sides, any character can 6P/AA ABA. Pot players just get it more. But you're right, jumping in when the match is neutral and not for oki is really a big risk for you to take. Backdash/Reversal Dash will always work if you time it right. You can also jump, or IAD towards him and punish it. And for some strange reason 2K (???) also works.
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My basic non-corner throw combo is throw, dash in close, 5K, 6P (1hit), 2S, sj K, sj S, Keygrab. I haven't found a member of the cast that it doesn't work on. The launch part works fine on everyone, and while you can sometimes follow up the sj S portion with sj H, sj D etc, sometimes depending on your character and the jump they might float away and you'll miss the keygrab. The lone S pretty much guarantees the grab. We get together when we can. We sometimes do casuals Thursday afternoons/evenings. The next few weekends for me are going to be pretty busy, with Seasons Beatings II next weekend, C3 the weekend after that, and then VTyme the weekend after that. But we'll figure it out.
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How's it going Ddrcata, welcome to ABA. I still need to update that thread with intermediate/advanced combos. Since we had to get ready for SE-R2, and with school and other things, I've been really busy (And I'll probably be at Seasons Beatings II next week, too!) Anyway, that combo is a basic combo designed to get you used to FRCing the Rekkas and also net you a keygrab. If you find 2K 5S 2S sj K is not connecting, 2K, 6P (1hit), 2S, sj K generally works without fail, at least off a throw (throw, dash in 5K, 6P (1hit), 2S etc) and I don't see why the same wouldn't apply here. (Untested atm) But anyway. You beat stupid dorm Kys by blocking low, and then blocking high on reaction to greed saber or dust (Though they're probably not dusting and probably are greed sabering). You punish greed saber and murder stun dipper. You can win with ABA by cranking dat guard gauge and cracking it with a single hit (2k/throw/overhead/unblock/outhit), which, if you're pressuring well, you can really set yourself up for at least one of these to succeed. Sometimes people don't like blocking, which ABA likes even more, since she's got some of the most serious normals in the entire game. In summary (obviously) figure out what you think will be the best way to get those dmgs against your opponent and take a stab at it. We had two State vs. State tournaments at SE-R2, Maryland vs Alabama and Maryland vs Kentucky. We lost to Alabama 6-7, BEST JAM ALIVE!!! aka "jam so hype she has two vaginas" Doren2K ended up being their hero, and we beat Kentucky 7-5. There are no arcades in the area. However, as 4r5 mentioned, we do have a Guilty Gear community at UMBC. Every wednesday we run free tournaments to get people experience against a wide variety of characters in an outside-casual setting. It's good times - you should show up this wednesday! And get out of my forums 4r5, stop telling ABA players how to ... beat ABA. ;p
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Made it even better. :D Shit was too good.