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The combo does 200 on RA if you end with dj.PKD or dj.PD, and 201 if you end with dj.KD (but this is harder). It's j.PD on the way down by the way, not j.PK. Also, I know that it doesn't work with 5+ hits, but I was under the impression that more than 4 hits before the RRC should be avoided when possible anyway, as the combo ends up doing less damage overall. Three normals give enough time to hit-confirm a mappa or take advantage of a stray CH. It has been a while since I tested this so I may be wrong on the damage point, though.
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You guys don't use the 5H, j.SHD2K, j.PD, dj.PKD variation on lights? It works easily on RA, MI, MA, CH, FA, and some others like SI and IN with the right timing. You can leave the last K out for the same damage IIRC, and sometimes you can omit the last P (easy on FA), but it's largely preference at that point. All of these forms do more damage than a j.PK, dj.KD variation.
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and this is why im glad that dustloop has no influence on guilty gear
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Not sure why people agreed with this but it's totally false. The reason it seems to work is because a high proportion of the time, you accidentally get 47H when doing 7H. In fighting games in general, it's more difficult to get clean diagonals from neutral than anybody is willing to admit.
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Antaiseito reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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FinalDoomGuy reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Yeah. It's 5D [6], 2147KP. There were some combos in 1.0 that used the same concept for style points (eg. 5D [6], 2147PS, c.S > 6H > 214PS, c.S...), but it's no longer optional. All Slayers need to get used to the timing of letting go of [6] at the right moment to do the K Pilebunker as early as possible.
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Yannick reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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http://www.dustloop.com/forums/index.php/topic/18-guilty-gear-faq-thread-ask-your-questions-here/page-71#entry892609 http://www.dustloop.com/forums/index.php/topic/8258-xrd-slayer-gameplay-discussion/page-21#entry886721 Biggest tips: enable input display and listen for dash noise
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Core Skills That Every Great Player Has Mastered
GaijinMo replied to thekiyote's topic in Guilty Gear General
Yeah, thanks to thousands of years of evolution, it's just in their genetics to be better at making cartoon people do punches and kicks on a TV. ... -
Thanks. There is an "auto" setting for the stages. By "same," I meant choosing auto for both. I'll edit the phrasing in that post for clarity. I'm just wondering if ASW made a mistake by having "auto" for music default to your own character's theme instead of the other person's character, thereby making it impossible to mimic the arcade. Trivial, but annoying.
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GGXrd Canadian Online Play Issues
GaijinMo replied to DeterminedHermit's topic in Guilty Gear Online Play
Meh, most Americans aren't even connecting to the district closest to themselves, either. Many are picking the first one on the list or piling into whichever one has the most people. That's why there are usually two districts in NA1 that have players in them while the others are empty despite being near major cities. At least the districts are pretty close to each other for that region, though. Also, nobody is acknowledging the beginner icon. And don't even get me started on the people who make a room in the 32nd lobby of a district. Ugh. There didn't really need to be a Canadian region or district because of the way the population is distributed. If you should feel bad for anyone, it's South Americans, who aren't even on there. I guess they all play in the Texas or Florida districts, but I don't know how anyone would distinguish those players. If you live up north, try adding some people who live around there. Maybe some will see this thread. -
Not about the actual OST but is there a way to get the stage AND song to match the opposing character on console? Choosing the "auto" option for the stage gives the other character's stage, but choosing it for the music gives your own character's theme. I just want it to automatically match like they do in the arcade and couldn't figure out how to do this. Hoping there's something really damn obvious that I'm missing.
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*shrug* I don't agree with these sentiments. Hase is one of the most technical players. Of course he's going to suffer horribly online. That's not his stomping ground. Fino is practically a god of Venom and the others played their sets very well too, because they're top players. IMO it's in bad taste to say that our struggles can be compared to what Hase is going through in those videos. High-level play doesn't just boil down to "do my buttons beat the other character's buttons in neutral?" The metagame evolves to be a lot more advanced than that, which is why the tiers are completely different depending on the level of play. I'm not saying we're idiots, I'm just saying that if you've played a fighting game at a high level, you'd know that low and mid-level players shouldn't needlessly draw parallels like that to justify losses. Obviously, I hope they make Slayer a little better (in the solid way, not the "everything sucks but if you land a bullshit abare CH PB, you win" way), but that's not what I was addressing above.
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BRD21 reacted to a post in a topic:
Guilty Gear FAQ Thread - Ask your questions here!
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RWA Announcer reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Instant overhead. Since you're comboing into it from a ground combo, the overhead designation probably isn't necessary (especially since they have to be standing, lol) but it drives the point home that it needs to be done quickly. Midscreen CH 2H > dash > c.S-f.S has already been brought up, but a funny thing is that you can do the long dash against May (maybe other lightweights but couldn't get it on Chipp). The timing is tight, but it lets you be further away when the 2H hits. It works when 6H wouldn't reach. I wish the combos with K Mappa > c.S weren't as finicky as they are though. There's a lot of potential there but it's tough to get the Mappa to hit late consistently.
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Both CPS2 and CPS3 (and by extension, any good fighting game Capcom ever made) have a 4F delay too. And that's from a cab running a CRT, not emulation. What delay did older GG games have? I'm not aware of measurements from other series but I've always been under the impression that 4F is fairly typical.
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Disbanding while somebody else's match is in the process of booting up can freeze the game for them. Disbanding while they're already in a match is fine. IIRC, the lobby continues to exist, but in the search results it'll still show the original owner's name. I think I saw your lobby yesterday and you had it set to "loser stays." You must've been attracting the wrong crowd.
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Both the bar estimate and the delay number are rarely accurate. I get a 4-bar estimate to people in Japan and South America in player/ranked even though I know that's nonsense. After the latest patch, the match will often show 1F delay at the versus screen and then shoot up to 12-19F once gameplay starts. And even when it's steady, sometimes 5F feels better than 2F, etc. In my opinion, people should take better advantage of the region/district system and make more lobbies since it doesn't rely on the connection indicator. Lobbies take most of the guesswork away because you can't argue with geography. It's not like the districts are running out of space, either. Maybe the better players are already using lobbies, but they sure as hell looked like ghost towns anytime I've been on.