feri
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Everything posted by feri
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You sir should now have full access to the broke mixup that is ino. Just make sure that you use 2s > hs (sometimes) into unprorated goodness <3 on everyone that it works on (especially them tall bitches).
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I see your mindset is changing. That in itself is a really great improvement. Don't stop with the air throw attempts though... I say add in resets into air throws where you think your gonna drop a combo so you can retain momentum. For awhile I remember having peeps just refusing to tech properly cause I wanted my air throw into corner combo all the time. No throw FRCs from either of you. I may have shocking input but I go for them every single time I have tension. I guess in your defense you can say your 'saving' tension for the following mixup to be more rewarding but I prefer to have my opponent wary of every option, no breathing time. 1:28 - Throw attempt? Airdashing away? Even if you didn't know what to do use that opening to dash in a mixup for freeee~~ I wish my throw attempts did stuff like that for me too, I'd lap it up. more j.k > land > 2k > redash > j.k and less j.k > j.d
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Yeah, I use a dpad (raised one btw). Both BMS and Vegta also use dpads I hear. For starters I have FRC macro set on r1. After a hs 360 CL i'd press the first 6 a fraction of a second (not right on but as close to it as possible... if that makes sense) after she says the teh or ai sound, not on reaction to it, just a reminder for where I have to time it. If its not coming out do the whole thing faster. Practice just pressing 6frc6 really fast, it helps. If your playing #R delay the 6frc6 after the cue a tad more compared to ac. If it doesn't work try visual cues. If that doesn't work then your stuck with practicing muscle memory (good for playing on laggy HD tvs). I hope you don't play loads of different chars cause just getting consistency on it can take weeks/months but you'll get there if you want it enough, trust me
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The problem is that your inputting the 6 after the frc too slow, otherwise your input is fine.
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I think what digital watches means is beating out a stand alone STBT with 2hs. But what he doesn't know is on reaction it'll not hit before the first frc point but for the i-no player reacting to an 11 frame move to frc to save your ass isn't gonna happen. But Axel's 6hs owns the hell STBT fyi BMS and for juicy large damage if I may add, be afraid. STBT isn't necessary when your mixing him up, just be more unpredictable.
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I'm surprised that Mynus would even begin to consider I-no vs slayer matchup was fair, what planet are you living on? You just must be that much better than the all the slayers you've ever played against...
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Chain leaves baiken at minor frame advantage fyi... she cant choose not to attack so it isnt a punish. On a more personal note I remember hating baikens 2d Combo wise I remember 2s > 5h > HCL whiffs unless you delay it for a certain amount of time... that annoyed me cause I would always screw up good unprorated damage against baiken. In this matchup Baiken can make more mistakes than ino.
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Sol has quite a large advantage over ino and dizzy plain sucks vs ino (whats the deal BMS?). I-no j.p > dizzies double airdashing around with large hitbox. Tell her to gtfo of your airspace. And slashbacking i-no mixup WHOA O_O there is something wrong with your mixup if its becoming a regular thing (or does this particular dizzy player have some good input skills). And you don't need the corner to own dizzy, a random hcl on reaction to her summoning midscreen can greatly turn the tides. But these I guess are personal opinions in the end and not something concrete.
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beware TK ryuujin (regular ryuujin does just fine too) crushing 2hs for a nice juicy CH you can 6p/2s them for large damage so I guess its okay.
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Guilty Gear FAQ Thread - Ask your questions here!
feri replied to Kairi's topic in Guilty Gear General
I cant 6frc6 on a stick but I can on a pad. Whatever you can do 360s faster and more consistently on is best for your ino. -
Okay, I'll admit my I-no isn't that bad but nobody wants to watch mediocre I-nos That Sol player is the bomb. I need one of the locals who never play gg to play something like that. It would be so hyped up during team tourneys where all the lower seeded players (all the gaiz that play gg for the lulz until 3s/ssbm tournies are on) go first.
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yay for being the worst ino up there.
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Yeah. It needs some other kind of notation for it, don't you agree?
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Was gonna sug that as well but I dunno what his definition of easier was. Maybe go j.d j.d j.k to give you 1 more frame of leniency (edit - I was reffering to the j.hs land 5hs/BBU ID) and IMO I dont feel that j.d lag when I choose to relaunch. About the PB loops... Does it work on just the floaties? Totally worth going for it if its on them. I'll see if it works on the avg weight char though.
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If you don't find j.k > j.d hard then this should be really easy. j.d > j.d > j.hs > j.2k > j.k > jc > j.k > j.d > (j.2k > j.d) x2 In or near the corner... Impossible dust > 5hs > FB pile loop? Sounds like it should work and if it does I'm totally going to be implementing it.
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Yeah, its awesome. I've been using BBU in dust combos because it just looks damn hot.... even though you get enough damage tensionless. But I value my oki which forces me to end things a tad differently. ...falling j.hs > BBU > 6hs > 5k > ender
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You need to end as many of your combos in K dive and do dp safe meaties into repeated hover dashes/fakes into lows/frame traps/throws.... or do the even easier meaty notes into the same thing lol. Easily S tier okizeme! It scares me.
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Does Slayer really get that many chances in high level play? And whats the point of having ridiculous damage if "combos don't seem necessary" to you :8/: That being said he's a great char... an exploder! A completely random out of nowhere crush you sort of man.
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Jais swapping sides when kyle's setting hoops is too cool, way to go~! I still don't get how you can avoid getting randomly VD. You know the match-up a little too well.
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I've seen the local sol player wakeup command grab for VV baiters... lol.
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Ice spike is -23 SD And you can be thrown out of the FB ball.
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Your right about the j.s (1 hit). The rest pointless argument. Edit: (no need for dbl post) Against jam/anji (ky also perhaps) its pretty easy to get Any gattling > 2d > rc >*5hs > IAD > j.p > j.k > land > 5hs > **SJIAD > j.d > j.2k > j.k > 5p/c.s > ender * If you delay the 5hs after the 2d rc you can get this to hit against most of the cast which is really worth it on the females. ** Don't really know if its necessary. Its to stop myself from inputting j.d too early and at a low height.
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You actually think I was talking about the hs > j.2k part? Start means start dude.... 2hs > hs is just not on without the CH (he didn't mention it in his combo either). I tried to keep the combo similar to what he had so he could be able to pull it off easily. And please actually read my post before you decide whats right/wrong about it. I could have posted something like this but its completely different to what he's doing. 2h (CH) > 5hs > j.2k > j.k > land > 5hs > IAD > j.k > j.k > land > 5hs > j.s (3) > j.k > jc > j.d
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Firstly, change the start of the combo, you'll never see that in a real match. Just add in a BBU after the 2hs and your set. I see the problem is that your just doing the wrong combo, thats all... Too much moves and not enough height no matter how good you time them. Change what your doing now to this if you want to keep your combo similar to what you had. Launcher > hs > jc > j.k > j.2k > j.k > jc > j.k > j.d > j.2k > j.k > land and relaunch with 5hs/c.s/5p (it wont work on everyone) Also, one more thing. Who suggested the combo to you? If I were you I'd stick to the combo list Zaido has posted. Its most likely all you will need and all the char specific work has been done for you.
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IAD > j.p > j.k > land > hs could be less strict than the x2 j.k version. Another thing is that starter is a hard hit-confirm. So if the hs hit when they were grounded or if they blocked you'd be better off coming in with j.p j.k.