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Everything posted by PhaethonH
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Told me what? About learn May = only May? He goes by "Yumi Saotome", but he hasn't played GG since shortly after #R was released (real life and stuff getting in the way).
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As I've now had it with May mirror matches, I shall now take to re-learning the Tension Machine Power Extreme. Anyone else use DetMode { 5K 5K 5K 5H FRC 66 } x 3 string?
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Well, I did decide on specializing May some years ago (like... when I started GG... :grin:), and then when I do play as other chars, I still find myself JIing and JCing (VD) "randomly" 6H: 15 frames startup, 16F hitstun = 31 F window for charging. VD requires 30 F charge. Furthermore, you have ~5 frames after the hitstun to cancel, giving something like a 6F window to cancel after full-charge. So, if you have the beginning correct ( -- brutally short if you don't know how to do it) you should be hitting 8 S/H within like 5 frames of May moving again after the hitstun (swing, pause, move again for a split second, dolphin). I personally cannot react this fast, so I've actually learned to time the move from the start of hitstun (i.e. I try to predict when the hitstun will end). pulsr had a neat trick for getting down the cancel timing in training mode: 6H->RR. Do the RR as late as possible after the hitstun expires. This exercise helps give you the feel for how long after the hit spark you can cancel into dolphin (heck, I still do it). EDIT: more advice: the [2] (or 1 or 3) needs to be charged for 30F -- the has to be the one being delayed. The S/H can be spazzed during up if it helps, but only after a "down" was held for 30F.
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The person who taught me Guilty Gear had one thing to say about May that still rings true today: if you learn to play May, you won't be able to play anyone else. No one else is as dependent on charging and jump-installing. This isn't meant to scare you off, just a bit of an old fogey's experience to consider. The closest thing I have to a second is Robo-Ky and I utterly suck with him (PS2 version, Maniac difficulty, Survival Mode, can't get past Lv 50; Lv 528 with May). Do realize that the learning curve for May is considerably steeper than most of the cast -- expect much frustration and many lopsided losses early on. TBH, the only reason I stayed with May is because she's the one with dolphins. Oh, and also, for some reason, the May forumers are much more amicable than the other characters'. That said, DOLPHINS!!! PS: Is it just me, or does the pointer in the smiley look like the guy has a bong? It's been bugging me for a while now.
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sure, go ahead.
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I have a small set of other dumb cancels: 5P, 5S, S.VD (this is in vid at end) [D], Dolphin Hoop / S.HD / Whale 5H, S.VD 2P, 5H, S.VD (as both 2P, 5H~8S.VD and 2P, 5H[2], S.VD) 2P(JI), 5P, 6H, S.VD, FRC, AD, ... (this was actually useful in GGXXS, but now the knockdown is all funny and so only really good for "wtf?!" reactions) 5P(JI), 5P, 6[H], H.VD, FRC, AD, ... 5K, 5S(JI), j.H.RR, land ... 5S.f, S.VD, OHK (from pulsr back in #R days) (block string) 5K, 5S.c, 5S.f, S.VD, OHK (corner) 6P, 5S, S.VD (land 5P, FB HD, 6P, 5S, S.VD, ...) [3]K, RC~VD... j.P, j.D whiff, j.P, j.D whiff. (eternal hover) Trying to uncover more.
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... Counterpoint! (it doesn't combo on ground, but it does cancel.) This point I'll concede -- any Baiken player simply taking the block from a 5H is either asleep or very very drunk. But I can dream :razz:
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75% tension combo vs Baiken (practice distance = pushback from 2s, 2k): S.VD, FRC~j.H, land, 6H, S.VD, FRC, land, H.VD (cross-under), land, S.VD, land, 6P, 5S8 (JI), 6H[2], H.VD, FRC, AD, delayed j.H, land, j.K, j.D, dj j.H, j.D 15-hit 318 dmg (75.7% life) for 3 FRC. Notable Guard Balance points: GB+0, 318 dmg (75.7%).GB+14 (blocked 5K, 5S, minus a tad), 368 dmg (87.6%).GB+20 (blocked 5K, 5S, max theoretical), 383 dmg (91.2%).GB+54 (blocked 5K, 5H, 66 2P, 5H, 66 5K, 5S© = +69? +60?), death combo 420 dmg (100%). I plan on mastering this off of 5K, 5S[2], S.VD (GB+14-ish).
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I'm gonna borrow this thread to post FFA Ranbat results, as well.
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Jackhound loop: Jackhound, S V.Dolphin. x 3. x4 if you got a Counter in there somewhere. Lead-ins: OHK, Jackhound ... smack, smack, 2D, Jackhound ... smack, [1]D, H.Dolphin FB, (dash) 5S, 5H [2], 8S V.Dolphin, Jackhound ... Dust, j.H, dj, j.H, S.Dolphin, Jackhound ... Extra style points if you can do OHK -> early Jackhound so that May goes towards the bounce wall and the opponent falls away from it ("underneath crossup"), then hitting with JH again back towards the victim (i.e. you should end up doing the joystick motion in opposite directions).
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H/V Dolphin FRC window is 6 frames, among the largest in the game. All of the above. Some characters fall faster than others (*cough*Johnny). You can dash at any point after the FRC as long as the JI registered properly on the 5S. If you really screw up heights with the FRC-dash, you can do a double-jump late j.H instead of airdash to pick up height, at any point after the FRC (you'll eventually pick up the right feel for timing this after some practice). It's not as flashy, but it can help keep the Beat counter going -- the tech time after a Vertical Dolphin is insanely long.
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JI, Horiz dolphin, FRC airdash j.2H is surprisingly effective, but severely limiting on followup opportunity, which is why I no longer do it. With the right combination of FRC timing, height, airdash timing, and 2H timing, you can get a "waterfall" effect where you're on the near side as the move starts and end up on the other side by the time you hit. A tad lower and you can pass through their head for a disturbing crossup mind game (you'd think she'd clip and stay on one side, but no, she passes through their sprite). Even lower, and you will clip, staying on the near side when it looks like you could've made it to the other side.
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A little behind, eh? This accent thingy ("Accent Core"... or "Ascent Core"?) is the currently known name of the release sequel to Guilty Gear XX Slash. Big talking points are introductions of throw breaks and 25%-tension attacks (nicknamed "EX attacks", a la Dalkstalkers and Street Fighter III). But I still think May should get Mist Finer.
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And this time, I shall have my own stick! Muahaha!
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The SRK SoCal GG Slash thread (http://www.shoryuken.com/forums/showthread.php?t=112148) is far more active in terms of arranging get-togethers than this forum. For some reason, the GG people tend to forget about this particular thread; I don't know why. There may be GG casuals this Thursday in Inglewood (right next to LAX), and maybe on Saturday (same place or elsewhere). I can relay information here if you can't get to the other thread.
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Is Camelot still stuck in the pre-#R era?
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I can post more in-depth stuff later, but once you get the hang of 6P and the hang of Johnny, you can 6P through a ridiculous number of Johnny's moves, including but not limited to: JO 5S.f, 6P, 5K, 6K, instant Ensenga, high MF (maybe mid?), coin, his OD (but only beyond point-blank range!). I find most Johnny players get shaken up a bit after the third May 6P hit. Against JO corner pressure, IB and/or FD, then slip in a 3K. You can even do 3K as Reversal (wonderfully shruken hitbox!). The hard part is getting the IB. Against Sol, I typically wait for Sol to make a mistake. Usual tactics include: * set up P hoop and wait for Sol to rush into it * if Sol comes running in from full screen, 2D way early. Her foot lingers, and Sol runs right into the active frames. It looks retarded, but tends to work. * as oki, run up, and at about OHK range, jump straight up (668). The physics causes May to still move forward a little bit with the momentum from running, for crossup opportunity (and throwing off VV input). Added bonus, this kind of jump doesn't cause your character to change direction on crossup, denying the other player visual cue. * pretend oki with early 5K (whiffs), backdash away from VV. * (pulr's) Magic Oki Jump-in: The theory behind this is something like this: (1) players getting up from knockdown get one frame of invulnerability (Reversal opportunity); Sol's VV gets 8 (more) frames of invulnerability before hitting; therefore, Sol's VV has at least 9 frames of delay before hitting. (2) The instant you land from a normal jump, you can block. (3) Time your jump-in j.H (and hold back during the attack so you block the instant you land) such that the active frames nail Sol during frames 2-7, and also such that you land on the ground (you are holding back, right?) on or before the 8th frame of Sol's recovery. If Sol does nothing, you get j.H oki and ground pressure. if Sol does VV... well, you're already on the ground (frame 8, holding back and guarding) just as VV is about to hit (frame 9), so you block, as Sol flies off into outer space. Gutsier tactics against Sol include: * 6P through the Gunflame, exchanging hits (but he's 66% dizzy!) * 6P through Bandit Bringer (requires IB'ing the pre-Gatlings) * Try to bait a Riot Stomp == 6P, 5S(JI), 5H[2], 8H == 95% +/- 10% dizzy. How do you bait it, though? I dunno. * Sol corner pressure can sometimes be stuffed with a mere 5P. Your mileage may vary. * random Restive Roller; it tends to have magical random crossup properties. She also moves like a frickin' bullet on the first hit; I've managed to hit a rushing Sol (no knockdown) from half a screen away pulling off a RR by accident.
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Co-sign. My best round against a Jam at the Walnut tourney was when I went uncharacteristically defensive and fished for neutral/back jump j.H and anti-air 5H.
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In general, face-down wakeup is slightly longer (2 to 6 frames) than face-up wakeup. Also, Chipp has a really funky wakeup animation, so most okizemes need to be modified against him. Maybe he starts fidgeting later and stands up speedier than others (delayed visual cue), maybe he gets to move during the tail end of wakeup invulnerability ("wakeup cancel"?), maybe he's just really really "short" during his wakeup (quirky hitbox), I don't know. But clearly Chipp's wakeup is just weird.
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In general, face-down wakeup is slightly longer (2 to 6 frames) than face-up wakeup. Also, Chipp has a really funky wakeup animation, so most okizemes need to be modified against him. Maybe he starts fidgeting later and stands up speedier than others (delayed visual cue), maybe he gets to move during the tail end of wakeup invulnerability ("wakeup cancel"?), maybe he's just really really "short" during his wakeup (quirky hitbox), I don't know. But clearly Chipp's wakeup is just weird.
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6P, IK, :razz:
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6P, IK, :razz:
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The thing about Potemkin is to keep out of the PotBuster range. This limit tends to rule out wakeup pressures, as Pot can backdash and potbuster before you can recover. It also means be prodigious with the FD, as that pushes you farther away, and possibly throws off PotBuster timing (FD prolongs blockstun; you can't be thrown while in blockstun). Potemkin has a few distance-closing options -- your goal is to close off those options and deny him any PotBuster opportunity. Pokes, runaway, late IAD (dash overhead and away), run underneath, backdashes, backward JC, dolphins, magical 6Ps. If you start getting too jump-happy, know that an early j.S or spamming j.P can stuff Heavenly (air super) and/or Heat Knuckle (high grab). Futhermore, know that 5H range is within PotBuster range :pissed:
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The thing about Potemkin is to keep out of the PotBuster range. This limit tends to rule out wakeup pressures, as Pot can backdash and potbuster before you can recover. It also means be prodigious with the FD, as that pushes you farther away, and possibly throws off PotBuster timing (FD prolongs blockstun; you can't be thrown while in blockstun). Potemkin has a few distance-closing options -- your goal is to close off those options and deny him any PotBuster opportunity. Pokes, runaway, late IAD (dash overhead and away), run underneath, backdashes, backward JC, dolphins, magical 6Ps. If you start getting too jump-happy, know that an early j.S or spamming j.P can stuff Heavenly (air super) and/or Heat Knuckle (high grab). Futhermore, know that 5H range is within PotBuster range :pissed:
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(Need Help) I need tips on mad rushdown. The only two in my rushdown arsenal are: 1. K, (S©,) S(f), IAD, j.S, j.H 2. 5H, 66 (2P) 5H. Both are holeish beyond grief. (About Slayer) I have only played moderate-level Slayer players -- I don't know how the big boys play -- but these are some observations I've picked up: 1. Slayer can suffer horribly if he spends time in the air. 6P and 5H (6H if he's acting dumb) tend to beat his air attacks, save overdrive. 2. 2H does good things against Slayer if he tries the dash-and-grab okizeme crap (2H hits both ways). Loses to his dash-and-6K (hopping mid) okizeme. 3. If you're brave, you can run up and OHK him out of Dandy Step; even though he briefly teleports, he can't pass through you on the forward slide, so he runs into the OHK. However, good Slayers do not throw out random/unsafe Dandy Steps, or will stop doing so very quickly. 4. I was able to remove some of the safer Dandy Step options by spamming 5H at just beyond 5H max range (i.e. whiff range). 5H sets up a scary-fast CH-happy shield and if it trades with any of Slayer's pokes, May pulls ahead. The recovery is also fast enough to block a retaliatory Pilebunker (watch for his Dandy Step). AFAICT, defensive 5H loses to Slayer's 2D, (fast) Mappa Punch, and near forward teleport/dash (teleport behind May). 5. If you're really really brave, you can 6P his Dandy Step moves, but 6P looks like it loses to the fastest BDC Pilebunker. And if you eat a CH Pilebunker... well... hope you got that BURST meter full... 6. Slayer has very few gatling options (many links and combos, but not gatlings), so a really annoying tactic against Slayer is to leverage May's gatling ability by running up and going 2P 2P 2P 2P/2K and: (a) 2D or 2H or 5H, then run away. (b) 2D or 2H, into Dolphin © run up 2P 2P 2P, run up 2P 2P 2P, ... (d) 5H, run up, 2P 2P 2P... (e) (5H, run up) OHK (f) 5H, 5H, (5H), run away or run up 2P ... I've used 2P to stuff just about everything Slayer threw out, from pokes to Mappa Punch to Dandy Step crap. Loses to BDC Bite, so the goal is to pressure before a BDC opportunity opens. Mind you, I've only played mid-to-low level Slayers, so I think most of my strategies will fall flat on its face at tourney-level play, but I figured I may as well share what I [don't] know.