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milesokeefe

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Everything posted by milesokeefe

  1. I don't care about new sprites or animation or rebalancing or new characters. I care about Accent Core and the scene starving to death before the next iteration of Guilty Gear comes out. Please, please please: AC on XBL/PSN with GGPO please
  2. I just want to be able to FDC suzuran :3 Well... that, and an air counter. Maybe four of them: One for lower than Baiken (ground bounce!), one for higher than Baiken (BBU!), one for central horizontal plane (wall bounce/stick), and universally useful FB (idk lol). Yes. To cancel suzuran into 1f tk air counter. OHGOD
  3. ...Tager's command throw seems to eat my air options. "Here comes the buster... or so he thinks! GOGO NINJA JUMP CANCEL/AIR DASH!" *watch in horror as Bang does not ninja jump or ninja air dash, but rather ninja drops to the ninja fucking ground like a god damn sack of ninja potatoes*
  4. Prolly 6K - 2HS. Might as well whore it till it gets beaten out of you, it'll be good for you and your opponents. After this, use sparingly.
  5. +1, this is a dogpile worth hopping on It might be easier said than done, though. I seem to remember hearing that Guilty Gear verifies its game state in a funny, extremely netcode hostile way.
  6. I've had some lolsome moments using it vs certain forms of Slayer oki. It's as if it has vampire seeking properties.
  7. IB 2D, backdash IBing meaties isn't that difficult. The trick I use is to wait until I see my character's wakeup animation begin to block. I suppose if you're twitchier than I am, you might have to narrow it down to a particular frame of your character's wakeup animation. EDIT: oh lol, what I suggested doesn't work except at just about the maximum range of 2D
  8. ....the combo SHOULD work on Jam, but it doesn't because someone somewhere was gay above and beyond the call of duty *grumble* IT MAKES NO SENSE
  9. Holding 9 will help keep you from accidentally negative edging additional moves: 6239(hold9)S..(release 9) -> whatever you want to do after the FRC You don't have to hold 9 long, just until an instant or so after the FRC flash. You have time enough to press 6 after the flash and still have it count as a AD, if you're going for the maruken dash. Ah, remember to get your fingers off the buttons while you're holding 9! Likewise, if you're in the air and trying to do yzn frc, it helps to hold 3.
  10. I can't possibly be the only person here who knows that TK YZN RC tat mat isn't safe, either. Is there a followup to TK YZN RC that guarantees Baiken's safety that I don't know about, which everyone here is assuming a Baiken player will use in the event that their TK YZN is blocked? EDIT: Like, cover her landing with j.S or j.D? Backdashing sounds dangerous... would they have time to air throw you should you decide to FD until you land?
  11. The best way to figure out what you need to work on is to get trounced. Judging from the rather flattering videos of yourself in action: Work a little on comboing from those CH tat mats, and hit confirming in general. This helps maximize your damage output and minimize your opponent's opportunities to recover the round. More tick throws. I'd say a few more TK YZNs as well, just for the people who think that blocking low will keep them safe until Baiken gets 50% tension. You look like you're on the right track to me, keep playing. Encourage your fellow players to keep playing, too, and if they can't figure out how to deal with your shit, tell them how to deal with it: For example, how they can backdash the mats you throw at them as they wake up, or if they're in the corner, how IB'ing the mats on wake up will help keep them from being completely at Baiken's mercy. The better the people you regularly play against get, the better you'll get.
  12. B&B? As in, bread and butter combo? If so: Basic/stock combos for that character, combos everyone who plays that character should learn
  13. Maruken is a pretty cool guy. eh loses tension and doesn't afraid of penalty. IMO YZN FRC isn't a bad thing to do after a grounded opponent blocks one of your j.HS or j.S but it's a horrible way to treat either one of those moves on hit. That Maruken dash is just too damn sweet to never ever use! It seems to me that 2D mdash j.S, etc. could be an alternative to 2D tat mat FRC -> more pressure for aggressive players. ...a somewhat hi/low mixup-free alternative. Rats.
  14. Does a TK YZN FRC AD come out faster than an IAD? It looks like you don't have to spend time getting to AD height with it.
  15. I get regularly owned by an ABA I play against frequently. I understand that this match is in Baiken's favor, so I'm obviously doing something wrong. I've started doing a few things that seemed to have helped my survivability, like learn how long it takes for ABA to get up and use jKs and jHSs against her on wakeup, and stick to her like white on rice as best I can before she goes into Moroha mode. ...but, I'm still losing most of the time. I get thrown from amazing distances. I eat Danzais and lose frightening amounts of life and then I get so nervous that my blocking suffers. Also, I can't seem to land a dust combo on ABA to save my life- I always whiff the jD. I think I might even be whiffing the second jS Help plz!
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