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Everything posted by Skeletal Minion
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General recent findings: - I realize why 5H > 2H gatling is so slow/has a gap. With 5H being +0 on normal block, it's pretty damn great for tick throwing. If they get sassy and start trying to break the throw, the gatling into 2H is timed so that their throw break attempt will come out just as 2H is throw invincible, netting you a juicy 2H CH. Just be wary if they instant block the 2nd hit of 5H; haven't tested to see if 2H's throw invul window also lines up if they do. - A really good general BnB I've been using lately is 2H > slight delay iad > j.S > j.H > land > Rekka 1st, 2nd, delay 3rd > Rekka 1st, 2nd, Flipkick. Does 182dmg on Testament. Good mix of corner push, damage, and oki. - Combos ending in corner Flipkick Rekka set up free unblockable if you've got 25%. Finish the combo with Flipkick to get pushed into perfect spacing to throw out a meaty FB Bloodball, which of course can be followed up with dash in > Flipkick for the unblockable. Just don't get DAA'd! - Decent throw BnB midscreen is Throw > 5H(2) > Danzai > dash j.S > j.H > j.D > Orbs. - 6H's increased untech time means you can typically cancel into Butt in the corner and it will work. This is good since it lets you combo groundslides into Butt RC > Orbs(2) with out being forced to used 2K > 5S > 2S, since the 2K waters down the damage with its prorate. Try this in corner: Rekkas > dash 6H(2) > Butt RC > Orbs(2) > usual two hit orbs combo ender of your choice. Also, not sure if it's been mentioned, but I've seen Tsubu using a REALLY gross instant-fuzzy on cornered opponents lately. To set up, dash jump > meaty or blocked j.S > reverse gatling into j.K for instant fuzzy. This is neat for a few reasons: - You can mash extra j.Ks if they only want to block the first one when performing the fuzzy in Goku Moroha. - If their guard gauge is flashing, CH j.K offers AMAZING reward. It basically launches them vertically similar to 2S with huge untechable time, allowing you to essentially do whatever combo followup you like. Which is great because... - If they block the j.K, you can dj.S > j.H to continue pressure. If the j.K hit, autopiloting into the j.S > j.H will combo and probably net ridiculous damage since it positions you/them for Orbs(2). Go into Goku Moroha, get their guard gauge flashing, and do this: rj.S > j.K fuzzy (lands as CH) > j.S > j.H > [Orbs(2) FRC]x4 > Orbs(2). Just silly. (There's more damaging combos out there, just wanted to list that one for the example because it's lulz). - Don't have tension to spend on Orbs FRC? If the j.H was also CH due to high guard gauge, don't followup with Orbs, let them plummet for groundslide > whatever. If not, you can land and do Butt loops. Dash jump combos (j.S > j.H > j.D > Orbs, etc) should work too if you did j.H > Orbs. - j.K can also be substituted with j.P if you want to continue with a ground combo, but I don't recommend it since it's harder to convert from and the return from j.K is much better.
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Small update for a few additional findings: - MM 6H is REALLY useful in this matchup. At max range it's surprisingly effective at beating missiles as they're being launched, and will sometimes even beat some of her better pokes (f.S!). Note that this is far from guaranteed, but hey, in this matchup, it's something. - Goku Moroha mode, as with most (if not all) matchups in +R, shines here. Not only because it makes your normals and movement faster, making it easier to compete in the footsie game and/or capitalize on mistakes, but you can superjump > [airdash]x2 to gain a ton of ground quickly. You can pretty much go over missiles immediately and come down almost on top of her, but be wary on the way down since you still have to deal with anti-air missiles and her stellar anti-air game. If you land a hit, confirm into whatever corner carry you like > damage > setup. If she doesn't have 50% for Michael Blade or DAA once you've driven her into a corner, it's time to go Shounen Bat on her ass. - A cute little gimmick/option select Justice can do is to Michael Blade FRC, then immediately throw. If you're baiting it, don't stand in her giant Potemkin-sized throw range! Stand slightly away so you can block and punish as usual. - NM 5H is decent-ish in the footsie game now too since it knocks down on CH. Throw it out if you think you can trade with a f.S since it sets up a rare favorable situation for you, where you can cancel the 5H into Bloodpack and get on top of her. - She can IK basically for free nearly any time you go into Suka motion ;_; - 2nd Rekka can sometimes weirdly go under head-level missiles since it lowers ABA's hitbox juuuuuuust enough if timed correctly. It's tough to set up, but is worth keeping in mind.
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^Nice list, thanks! When experimenting with combos, your opponent being dizzied can skew the outcome since opponents become slightly heavier when dizzied. That's not to say it rules out the combo working entirely, just that it should be considered when testing. I haven't tested the combo you specified, but it seems like it should be possible via dash j.S. Time the Flipkick so they bounce high, but slightly lower the max height. Don't bother hitting them with it at low height unless you're not going to do it and want the oki set up.
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Super jump is okay, but I prefer double jump since the initial jump leaves you with an air option. Dash jump is kinda lacking. The angle puts you in prime range to get hit by head level missile or the lower arcs. However, "staggered" dash jump is okay, where you dash jump forward, but time your double jump so it has different momentum. You might be able to surprise her by coming in at a weird angle. Still not great, but getting in on JU is all about "least bad" options
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A.B.A vs. Justice thread up. If I missed something, point it out and I'll add it. Double Keygrab only works from command grab Keygrab, which actually became much easier due to increased KD time on command Keygrab. You can even do Rekka1 > Rekka2 > Keygrab > Keygrab. It doesn't work at all from the strike version anymore AFAIK.
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"I like girls... But now, it's about Justice!" My roommate Eshi mains Justice, so I've been getting a good bit of experience with the matchup. Figured I'd get the ball rolling on its thread. Overview The first thing you should know is that the matchup sucks. Justice is a very simple character, but her tools have anti-ABA written all over them. The matchup tends to go like this: either she keeps you out all day or she keeps you out until you get in, at which point you must go full ham and crush her. You NEED to capitalize on opportunities like this--if she's allowed to push you back out, any damage you dealt can be negated pretty easily by Justice, either by cranking up your guard gauge (which JU is surprisingly good at) and capitalizing, or by simply nickel-and-dining your tension, then health away via missiles. To make things worse, nearly any hit she connects can be confirmed into Michael Sword, which sends you flying full screen for a knockdown. If/when this happens, you're back at square one, only now you have 1/3 less gauge. Things you have to watch out for f.S - The long multi-hit stab. Beats all your pokes in both modes (except 5K, which it sometimes trades poorly with). Annihilates non-FB Danzai and can easily punish either version. Can be cancelled into Michael Sword for full screen knockdown. Fast for its range, tough to punish. You can Slide under it, but depending on the timing, she might be able to throw you before you recover. Fuck this move. 6P - Tall karate chop. Two hits, both overhead, the first of which comes out in 10 frames, but will whiff crouching A.B.A. The second hit also comes out fairly fast and has decent range, so watch out. Cancels into Michael Blade for full screen knockdown. Oh, and it's her upper body invincible move, so it's godly anti-air. j.K - Poseiden trident. Giant hitbox, fast, beats your air options clean. Cancels into air Michael Sword for full screen knockdown. Missiles - A;LSKDJFLAJEJFGL. When Justice hits 22+button, a missile comes out. There are five different ones: knee level, head level, and differing high arcs. Each has 7f startup and the button can be held upon performing the move. The missiles will explode upon direct contact OR when the Justice releases the button. This makes missiles incredibly hard for A.B.A. to get around since triggering them via button release essentially means the Justice can choose when and where to make their hitboxes huge, which gives her an AMAZING space control game. It also can lead to deceitful situations where you might appear to have enough room to maneuver past it... until the Justice makes its hitbox 5x bigger. You can Slide under the low missiles, but not their explosions, so the option is moot. All missiles are three hits and she can have up to five on screen at once. You can't slashback the first hit and block the rest--I tested this by SB'ing the first and immediately blocking. You'll still get hit by the 2nd and 3rd hits, so if you're going to slashback a hit, you should SB the third only, but even that is difficult since each hit comes in rapid succession. If you block one up close, she can have another out quickly, and if you trade with an explosion, it will likely be unfavorable. Because of this, they're a legit poke when you're close. Missiles have an untechable time of 60f. If you jump and get tagged by a missile high up, you can land on other missiles on your way down, like a game of Plinko: Fuck You edition. She can also tack on Michael Sword if there's enough time before you land. If all that's not enough, all four missiles have an FRC just as the move goes active. The one saving grace is that they all immediately disappear when Justice is hit... unless the explosion is coming out, in which case you'll still unfavorably trade. I hate these and if you play A.B.A. you probably will too. Michael Sword - Sword swipe special, can be performed in air. Big hitbox, can be used to directly control space. More likely, you'll see this confirmed into from random hits. Sends you flying full screen for huge untechable time and knockdown. Even if you're high up, if you get tagged with this, you probably won't be teching. The air version is even worse, since it's hitbox is MASSIVE (like, 2/3 of the screen) and she can perform additional air attacks even after whiffing it (probably j.K since why not?). The air S version also has an FRC point just as the swipe is coming out. The differences between S and HS versions are mostly negligible (S versions groundslide while HS versions wallbounces), since they both do the same thing: knock you out of the park. Counter - Justice hangs her tail forward for a catch-counter. The startup isn't immediate (frame 9), but it's got a fat catch window (frames 9-28). Only catches mids/highs, so if she's abusing it, 2D > Rekka loop to deter them. Lightning backflip - Foot invul on frame 1, meaning she can beat meaty 2Ks for free. Yeah, I know, what the fuck. Fortunately, the foot invul is only up close; if you need to tag her with a low, just do 2D since it's too long range for her to avoid. FB Dash - Justice does a quick offensive dash. It's mostly used to get her out of the corner once she's pinned, but if your pressure is tight, she won't have the chance. It's got a little bit of invul in the middle, but it's nothing to worry about. If you ever see a Justice do the aerial version above you while you're in Moroha, snipe her with 2S for juicy CH damage. Michael Blade - Sword swipe super. Invincible through frames 1-15, floats. This is Justice's reversal. It's good, so watch for it when she has meter on wakeup. If she doesn't have meter on wakeup, stick to her like glue--it might be your only chance to take the round. Cyclops beam super - A beam fires from just above Justice's head and sweeps the screen. If she does this while you're jumping in, you're either losing all your tension, taking mad chip damage, or both. Haven't seen this as much so I otherwise can't comment. Match Flow The typical match flow goes as follows. Opening: She has - f.S, missile, backdash, tk Michael Sword, counter You have - Slide, block, jump away Right out the gate, you're in for some shit. The simple explanation of the meta here: Justice really has no reason to open with anything other than f.S, since it beats everything you do, is fast, and can be confirmed into Mike, giving JU a chance to open with some damage and full screen KD, giving her the perfect opportunity to start setting up missile spam. The only thing you can do that can address f.S as a opener is Slide, which will go under it and put you in a position to throw > dash > Keygrab, which is beuno for ABA. The timing on the throw seems a little iffy though--sometimes it seems like ABA can throw first, other times it seems like JU throwing ABA before Slide completes is guaranteed. However, JU has options that will obviously blow up Slide as an opener; early release missile being the easiest one, as it's still useful if you didn't slide and can possibly be confirmed into f.S > Mike for advantage. As for your other options, DO NOT backdash, her f.S is so active it will clip your recovery > Mike, and even if she doesn't confirm, f.S knocks down on low air hits. Jumping away is less risky, but still bad if you were slow enough to get clipped by f.S, since you don't have barrier to chicken block at the start of the round. The opening of each round is completely out of your favor--honestly it might be best to just start off blocking and take a wait-and-see approach. Friendzoned: So let's say you draw the short stick and get hit with whatever > Mike. You're now waking up fullscreen, she has time to set out some missiles, and if you're in Moroha you just lost a third of your gauge. Now what? In either mode, BE PATIENT. Thinking you're gonna be slick and IAD j.H that bitch a thing or two is going to lead to you getting hit with one or more missiles > Michael Sword. At the same time, you can't afford to be too patient. Missiles can really wreck guard gauge surprisingly quickly and faultlessing through multiple three hit missiles will chew through your tension. The best option is to actively try to get back in, but be smart about it. Don't mindlessly jump or IAD, really try to pay attention to the patterns the Justice player is using with the missiles. In which order do they typically do them? Do they try to blow them up a little early so you'll run directly into it, or do they blow them up before you reach them as roadblocks to corral your movement? You have to take tiny, seemingly insignificant gaps or irregularities and turn them into great gains. You must learn to run across a tightrope here. Up Close and Anti-Personnel After closing the gap, you're essentially no better off than when you started, since even a single mistake is going to lead to Michael Sword and a complete reset of your progress. I think Normal mode is perhaps slightly preferable, since 1. your options are equally shitty in Moroha mode, and 2. You have access to FB Slide. Regular Slide isn't so great since you can't low-profile explosions, but FB Slide does dat work. Use it, and you're in, period. FB Slide > Throw > dash > Keygrab > you're golden, or FB Slide > command throw Keygrab if you can. You also might be able to start an offense, albeit a mediocre one, by getting close but slightly out of throw range--Justice's normals are fast for their range, but less useful against faster attacks up close. In Moroha, you can try dash > FD Brake to defend against missiles, but beware of f.S and tk.Michael Sword. ABA's f.S definitely loses a lot of its normal utility here since JU's f.S destroys it, and your new 5H is nigh useless as a footsie tool in this matchup since it's just too slow. 2D is good to keep in mind since it has enough range and speed to compete, but is far from free. Don't airdash in either mode since you'll be wide open; if you need to jump, normal/double jump is recommended, FD'ing if you get within JU's normal range. Danzai is usually a bad idea due to f.S. Also, in either mode, beware of Justice's throw range, since it's better than yours. IT'S TIME This is that happy place where you got in, you're in Moroha, and Justice is knocked down. Before you get to dig in, you need to keep in mind how you transformed. If you pack'd beforehand or were already in Moroha before scoring the KD, look at your bar and make a mental note of how much you have to play around with. If you landed a strike Keygrab, beware of its recovery increase in +R. You'll have time to mount an offense, but not much, and you probably won't have time for more elaborate setups (j.S fuzzy or FB Bloodball unblockable). On the flipside, if you managed to land the command grab Keygrab, you can do pretty much whatever you want since its knockdown time was increased. Whatever the case, once you're on top of her, ANNIHILATE. Fuck up her guard gauge and roast that bitch. Moroha gauge running low? Burn 50% and a Bloodpack on a Goku Moroha frame trap to refresh your bar and become even scarier, or go for command Keygrab > Keygrab. Just watch out for Michael Blade, throw, counter, and DAA; she doesn't have much else (well, backdash, but if she gets into a habit of this, use 5H more in your pressure. Does a great job of scooping her). Random wrap-up Odds and ends of this matchup: - Justice's hurtbox is fat and she's a middleweight. If you land a starter, she's essentially a combo dummy. - Her health is a hair below average. - Unfortunately, she's tied for highest guts in the game at 5 (with Anji and Baiken). Combined with the universal health buff, this means she soaks up damage really well starting below 50%. Taking out those last few percentages can be like pulling teeth. - Justice has a Potemkin-esque backdash: slow and mad invincible, but with slighty more recovery on the end. Plan accordingly and murder her. - Her ground and air throw ranges are quite large. If I think of anything else later, I'll post up.
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Observations: - With Goku Moroha being so good now, I'm thinking of taking a "double-down" approach in regards to refreshing bar. Double key doesn't work outside of command grab and BP FRC > Key seems too unstable/impossible in most situations. Keygrab > BP is riskier now; some chars can punish upon waking up. But for only one BP and 50%, it's essentially the same as a complete transform since it refills 100% of gauge, only costs one pack, and usually gives you great oki (cancel into from Dangoku > good times). - Easy Goku filler combo (until I figure out something better) is launcher (basically anything that puts them airborne, e.g., 2D) > [c.S > 2S > Butt > air IAD j.S > j.H > Orbs]x2. End with Keygrab in some way if needed. On ground, [5S > 5H(2)]xN works. - 5H got MUCH worse at footsies since it's molasses slow. First hit still staggers on CH, but is harder to follow up since the 2nd hit ruins it, or if max ranged, gives you more recovery/less time to run in before they shake out. Fortunately, it's badass as a pressure tool. It's even on block so you can tick throw on non-IB, is airtight when strung into Rekka, and does hella guard gauge. Try 2H FRC > 5H > 2H and smile. Note: there's a gap between 5H > 2H, but you can negate this with conditioning. - 2D, OTOH, got much better as a poking tool. Corner 2D gets you 2D > [Rekka loop]x3, meterless. Decent damage (180ish), GREAT oki positioning. - Meterless Rekka loops seem uncommon, but doable. Otherwise FRC the first Dangoku and immediately Rekka to get them. Can't get these to work on certain lights (Millia?). Meterless might always be possible on Potemkin. - Meaty FB BB > Unblockable Flipkick is LOOOOOOOOOOOL - With double key gone, I'm thinking damage will probably take priority in combo selection. Want oki? Rekka loops. Want to refresh gauge? Goku Moroha ender. - Normal mode got a lot better, even if it still mostly sucks. f.S actually has decent range now, j.H can cross up, 5H KDs on CH. Mushroom super is notably worse; harder to get all three hits and 3rd lost unblockable property. - The Justice matchup is ASS. Example: she can Michael Blade punish normal mode ground dash or slide anywhere on the screen on reaction All she has going for her in NM is FB slide and its FRC, in MM it might actually be worse (until you're already on top of her, of course). Missiles are a bitch and a half to get around, her f.S dominates you at midrange, tk Michael Sword has an ENORMOUS hitbox, j.K blows ABA up air-to-air, nearly EVERYTHING leads to KD... I'll try to elaborate later or start the thread for the matchup, but right now it feels like it's possibly ABA's worst in the game. Kliff is annoying because Kliff, but he's much more manageable IMO.
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Fresh from ArcSys's Facebook. It looks like +R patch notes! TRANSLATION URGENTLY NEEDED! http://contentssync-arcsystemworks.ambel.info/index.cgi?eid=1016 Google translation: Regarding GUILTY GEAR XX ΛCORE PLUS patch delivery [2013.08.02] Currently, with regard to GUILTY GEAR XX ΛCORE PLUS during delivery at PlayStation ® Store, we will implement the delivery of the street version of the patch-up below. The I have kept you waiting long enough, did not apologize. It should be noted, started broadcasting will be scheduled during the month of August. As soon as a decision is made, you will be notified by GUILTY GEAR XX ΛCORE PLUS official site and our official site for detailed date and time. In addition, about the update for Xbox 360 (XBLA) version, I ask to be able to wait a little more. »PDF of updates is here« No, Large category Description One Latest Games tuning additional version Currently running at arcades "GUILTY GEAR XX ΛCORE PLUS R" game tuning version of the content will be added. It will be playable by selecting the old and new versions from OPTION. See below for more information. Two Usability improvements Perform the adjustment specification to improve the usability and improve operability. Please check below for details. Three Bug fixes obtained by accumulating Perform the bug fixes that were discovered after the release. ■content with game version in the "AC + R" added After applying the patch, the following functions are enabled. Changing the screen Title screen of "AC + R" version is applied. In addition, the interface changes in the fight screen is applied. Fighting part Game balance tuning of body text. If it is set to "AC + R" version, character balance tuning the most recent addition, is applied, the interface of the screen is changed to the "AC + R" version. Help & Options Adding a version switching function Version switching menu "AC" and "AC + R" is added to the "Game Settings" within. Each mode "Adding AC + R" version If set to "AC + R" the game version, it will be playable tuning version of "AC + R" each mode. Ranked match War "Cliff" and "Justice" If set to "AC + R" the game version, character "Cliff", "Justice" will be available in the standard. Player match Use "Cliff" and "Justice" If set to "AC + R" the game version, all sessions in the (room), "Cliff", "Justice" is enabled. Ranking Adding a scoreboard of "AC + R" version Ranking of the "AC + R" only will be added to the ranking board. ※ board of previous versions will also be maintained. ■improvement of usability items After applying the patch, the following information will be automatically enabled. Character selection screen The last selected cursor memory function When you transition to the character selection screen, it will be on the cursor to character you selected last time. ※ This function is available only NETWORK MODE. Network General The search condition is specified specification improvement Conditions specified in the network play against "specified area", "line quality specification" and "rank designation" will now work more closely. Ranked match Improvement of matching It becomes the specification to continue (retry) search partner until you find the custom search at the time. ※ cancellation is also possible on the way. Of battle preparation screen UI added Icon that indicates the line quality of the opponent before the match preparation screen after the match will be added. And battle preparation screen voice Adding vibration The ability to inform to inform the matching and completion "SE" the controller in the "vibration" will be added. Continued function of session session will be maintained if the opponent has left the session. Player match Improvement of Room Search It becomes the specification to continue (retry) search partner until you find the custom search at the time. ※ cancellation is also possible on the way. And lobby screen voice Adding vibration The ability to inform the "SE" the controller in the "vibration" will be added when a new player has entered the room. Continue With Room Room will not be dissolved if the opponent has left the room. ■Other After applying the patch, the following information will be automatically enabled. Other Improvement of other issues We fix a variety of problems found after delivery. If you have any questions with regard to this matter, there are very sorry to trouble you, but, please contact us at the following customer service. We look forward to your patronage that continued to our software in the future. Contact: Arc System Works customer service When you call the center TEL 045-470-1552 (10:00 ~ 12:30 / 14:00 ~ 17:00 Saturday, Sunday and national holiday reception time, weekdays except our designated day) If the fax FAX 045-470-1551 For E-mail support@arcsy.co.jp GUILTY GEAR official site http://www, guiltygearx.com / Arc System Works official website http://www.arcsystemworks.jp/
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
Fuck yeah! Thanks for your support guys :D I let Bama and GA know as well, and their responses were similar. Honestly, I think the sentiment I expressed is one many members of the anime FGC can relate to--someone just needed to say it. THE SOUTHERN ANIME SCENE HAS SPOKEN. LET'S ROCK! But for now... LET'S PLANNING! Milln, I'll be hitting you up about this later, possibly as early as this weekend. Also: "Thanks for the support everyone! The TN and GA scenes were similarly receptive to the idea. It's official: Project "Airdash Armageddon" is underway. I'll be posting here for feedback and discussion as more details become known. If there are any suggestions you'd like to make, PLEASE post! I will be taking literally everything into consideration to make this the best anime tournament I can make it. Not to please sponsors or armchair tourneymen, but for THE PLAYERS. Thanks again!" -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
Cross post from AL & GA anime game Facebook groups. What do my Tennessee bros think?: ----------------------- Interest check: I spoke with Shin Blanka previously about featuring Guilty Gear at FRBats now that they were coming back, even if it was limited to a side tourney. I even offered to run the tournament or personally fund a pot bonus. Unfortunately, this doesn't look like it's going to happen. So, it looks like I'll be taking matters into my own hands. I said before that I intended to revive Guilty Gear in the South by whatever means necessary, and if I have to organize a tournament it to happen, then so be it. This is what I currently have in mind: - One Saturday a month - Location (not actual venue, but geograpically/regionwise) TBD. If people could post where they'd be coming from or has an idea for a rough whereabouts for the town/city/area to hold the tourney in, please post. - Guilty Gear, Persona, Darkstalkers, Blazblue, Melty, etc. Whatever. Anything anime. If you want to see your game played, post it, and it will be there. IDGAF if the turnout is you + your feet controlling a second joystick; if you want it there, I will try my damnedest to make it happen. This is a tournament FOR the anime community BY the anime community, not the typical "Oh, well I /guess/ we can fit you into the janitor's closet at 7am..." crap. - Tentatively $10 venue, $10 per game. I will try my best to strike a balance between venue rental and what people can afford. - What do you dislike about tournaments? What do you like about tournaments? Let me know here. I will strive to accommodate. The "traditional" FGC has been downplaying anime fighters for too long. P4A has 400+ entrants at Evo and amazing international turnout, yet it was still banished to the "Friday only" time slot and the EVO committee is shrugging it off like they do every year, radiating bias like EVO is "MARVEL 'N' STREET FIGHTER: THE TOURNAMENT (........and some other games we don't actually care about)." Well fuck that. If they want to treat the superior subgenre of fighting games like we're lepers, then let's have a goddamn leper colony tournament. I'm tired of seeing us huddled up in a side room while objectively bad games like Marvel get top billing because a bunch of people who don't know fuck all about fighting games get "hype" when watching it from their living, i.e., stream monsters. I'm gonna be blunt here, but that shit is manufactured imitation hype, and it sucks. We don't need whatever tablescraps their "generosity" affords us. Got a suggestion? Post it. I'm all ears. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
Guilty Gear and Blazblue. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
Sup ma bros Can't wait to see you all this weekend! -
DAMMIT ARCSYS THIS IS THE WORST BIRTHDAY PRESENT EVER
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Wow, that is fucked. Is RO affected by tension pulse? Would it be possible for to get that so high and be at just below one bar that landing the Lv1 DP would give him 1.1 bars (or however much it would be) needed to do the FRC? Even then, the fact that it exists at all is just... lol.
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The first hit still staggers on CH, but the 2nd hit will knock them out of it. I'm guessing CH 5H (1hit) > RC, special cancel, or maybe try to gatling into something that will whiff. It might be possible to only connect with the first hit at max range too, if it is I haven't seen it yet though. Thank you very much for this!
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[Xrd] News & (Theoretical) Gameplay Discussion
Skeletal Minion replied to Shinjin's topic in Guilty Gear General
Okay, so I'll start with what I dislike. - New costumes are awful. Sol's Pteryodactal collar, Ky's ponytail. No. - Sol seems to have been infected with World of Warcraft human bodybuilder syndrome Fortunately those are easily fixed. - 3D models = classic costumes DLC possible. - Touch up the proportions/models before release. SF4 did this and saved Ryu's gorilla face from turning But really who cares, those are mere aesthetics. Now for THE GOOD: - New artstyle is GORGEOUS. I honestly thought it was HD sprites until the camera revolved - Moves look 1:1 intact. The "keyframe only" thing they're doing truly emulates the feel of 2D - New song is rockin' - Daisuke is back at the wheel - New Guilty Gear. - NEW GUILTY GEAR. - NEW GUILTY GEAR!!! The club can't even handle my hype right now. My wallet is literally ejaculating money THANK YOU ARCSYS FOR KEEPING THE FLAG FLYING! -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
Neat topic The only thing I'm arguably "best" at is Streets of Rage 2. In the latest SVC Classics port of the SoR trilogy on XBL/PSN, I'm currently tied for #1 on the leader board for every difficulty (since I'm one of the few people who has managed to max out the score counter at 999999), and last I checked I was 9th on the Time Trial. SoR2 is one of my favorite games of all time. The way it plays so similarly to fighting games is just awesome to me. At high level, all of the following comes into play: - All of your normals and attacks - EXCELLENT spacing - How to "read" the enemy AI (knowing its patterns or getting it to do what you want). - Cross up jump ins - Cross up jump in GRABS (you hit them from the front, but still grapple them from behind) - Footsies - Pokes - DPs (some stronger enemies can actually do unique reversal DPs!) - Baiting reversals/whiff punishing - Safe jumps - Anti-airs - Hitboxes and "priority" (That probably makes me sound old, ha) - Meter management (specials cost health--when is it worth taking a little damage as a trade off for something more beneficial?) - Character strengths/weaknesses (Max, for example, is strong as fuck, but you must overcome his awful speed, especially against Ninjas/Bikers/other fast enemies) - If you're shooting for high scores, how to most efficiently squeeze the most points out of an enemy. E.g., you could kill that Y.Signal with a single Bear Punch... Or, you could deep jump in elbow drop, front grapple, forward knee, jump Body Slam, walk forward, meaty jump in elbow drop into cross up grapple, jump, then Atomic Drop while mashing attack to abuse the bug where you get that move's point value each time you press attack while performing it and airborne for WAAAAAAY more points. - Miscellaneous quirky stuff (Max's jab actually has a small hit box directly above him during the startup, which is impossible to hit grounded enemies with so most people don't realize it exists, but it can be used for anti-air. Another example is the "block glitch" where his Thunder Tackle offensive special can be used to deal massive chip damage to enemies who can block). Plus, I've been playing it for 20 years... My Max is legit, yo. If you have the game you can download one of my replays if you're curious. Or, if you want some co-op... Other oddball games I'm secretly high tier at: - Rock Band. I Gold Star'd every song on Expert Guitar in both 1 & 2 (didn't finish it on 3 since that's when I started getting bored). Of course, this isn't as big of a deal now that rhythm band games' 15min is over... Most hardcore players got pretty good by the time the genre started dying out. - Tetrisphere. I've made it up to and beaten CPU (literally a character that looks like a computer's microchip). He can only be fought after beating all other characters multiple "rounds" (a "round" being one complete cycle through the entire cast of opponents; beat them all once and it starts over at the first enemy who is now harder than before; after doing this for IIRC five times, they'll start putting you against CPU). He is a dirty cheating fucker, lol. YouTube him. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
You guys going to ACT 5 this Saturday in South Carolina? I will be there for Gear. -
May or Potemkin. Effective tools for most situations, easy gameplan. Simplified examples: May: Play air footsies with air normals or OHK mixup, dolphin loop, repeat. Good normals. Only have to learn one BnB. Great reversal (even if it costs meter). High stun, which sometimes wins matches unexpectedly (try landing a 6P on Dizzy). Potemkin: Slide head for knockdown > Hammerfall break > OTG combo, 6H or Gigantor > Slidehead unblockable, 6K/5K/5P/5S/Potbuster for oki that resets into itself, meaty unblockable Slidehead > OTG combo is also a solid option. During oki, even picking the "wrong" option has a high likelihood of still being favorable. Highest defense in game. Both characters don't require much effort to get a lot out of them, and they do get a lot. Neither have especially glaring faults that could be hurdles for beginners (maybe Pot's lacking mobility, but once you get down Hammerfall Break and Slidehead to get in, you'll be fine). My two cents, can't say much about the other chars people mentioned since I'm not as familiar with them.
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I understand 3C since it's been a little too good, and 2B is a fair trade for more active frames plus it's irrelevant since we can late gatling to 2A, but 6A's change is just baffling. That move went from +2 to +5 to 0 to -4 (and maybe +3 at one point, can't remember). Didn't it lose wallbounce too? Only use I see for it anymore is corner OS, but even that's looking questionable with wallbounce loss putting that back to CS2 status, where all you got was a meager 5A > jump combo and 2B might be a better meaty if you can land it on one of the later active frames. All I really want is a slightly slowed CT (stationary) 6A since we can't rely on 6D for AA anymore, or a post CT style (sliding) 6A that's +3 on block to help stay in. Really don't get their reasoning with this.
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>Frame data out :D >6A -4 on block, 3C -12 on block, 2B -4 on block D:
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[Mar 29-31, 2013] FINAL ROUND XVI - Atlanta, GA
Skeletal Minion replied to ShinBlanka's topic in Archive
Shout outs (finally)! In no order: - Bama for saving Guilty Gear. Good shit guys! Thanks LukeR for running the bracket. - My B'ham Bama bros: SolidPlay, Derrell, Raekwon, SilentShinobi, RedZo, DragonJoe, DJ, CDeezy, Anotak, Raph, ManTownMayor, etc. - Everyone who entered Guilty Gear. Thanks for Keeping the Flag Flying! - Koogy: that casual set was fun as fuck! Really nice to get a longer uninterrupted set in. Thanks for commentating on GG's stream as well. - Abegen: That money match set we had was my personal high point of the entire tournament. I feel my Potemkin matchup exp went up tenfold. I hope we get to play again someday! - GOOD SHIT SOLIDPLAY! That FB Unicycle > Airthrow had me literally jumping. Too hype. - All my Huntsville bros who attended! Zega, Trent, Farkas, LukeR, Sara, Akshaye, etc. Thanks again for saving GG! - Everyone who made it to the Irish Pub. Long Island Iced Burger = Too tasty. RomeyUrHomey for defiling Never Gonna Give You Up in karaoke. Eshi for actually being able to sing falsetto. DC for being annoyingly drunk, but DawnYoHosie for taking care of him. BGs to the guy with us who said the word "swag" in my presence non-ironically. Normally that is a KoS term for me, but luckily I was in a good mood. Also BGs to that weird ass Long Island Iced Tea that made me sick as fix after drinking less than half of it (and yes, it tasted weird before the burger dip). - Amadeus for the offline netplay matches. LG? More like LAG, AM I RIGHT? Good hangin' with ya, and thanks for being instrumental in arranging the MM with Abegen! White Doren = Godlike. - Whoever entered GG as "Whoopi Goldburst." Tournament handle of the millennium. - Eshi: for being a kickass roommate and sparring partner! - TN bros: Klein for music recommendations and Slayer matches, Milln for repping that sweet hat and being a bro, Mellis for the hugs and encouragement (I'm so glad you've seen the anime light!), Star for trying to pick at GG/BB even though I just ignored it since I didn't want to ruin the mood, Jackie for placing 7th in BB and landing multiple Astrals in tournament and even teaching a guy how to play mid-match (lulz) - ShinSyn: Good to meet you! Hopefully we can play next time! - Axis: Dude, you are funny as fuck. GGs in Blaz! - Guardian: ICE MOUNTAIN!!! Too hype. Wish we could have chilled more, come to Atlanta! - Urichinan: Good shit with that Litchi and for also wearing stylish boots! - Jyosua: Thanks for streaming GG/BB and for putting in overtime to stream the MM! - Heidern: Good to see ya bro! - Tad: Keep rockin' that Ky! Always glad to see ya man! - The General: HE'S ALIVE! Good stuff with Testament! Years later, and you're still bodying me, lol. - Reptar, ZomB, Ivysaur, and all other ATL bros: thanks for welcoming me into the community and for the GA Tech gatherings! I really hope you guys pick up +R when it drops! - LK for taking three anime tourneys! When are you gonna start aiming to make that four? GGAC+R is around the corner - Anyone I played casuals with in GG: you guys are the best! Extra shout outs to the two Israeli guys and BlueLinkBR for flying out. That is some major dedication! Mad respect. - Larry/ShinBlanka for hosting the best damn major in the states! - Anyone I left out. You know who you are! I'll probably edit this a billion times as I remember people, lol. - Lastly, shout outs to me for bodying Abegen in P4A ("Well he doesn't play the game anymore!" Joke's on you haters, I don't either) then MMing him in Guilty just for the hype, posting results + characters played in this thread before anyone else without receiving credit, dropping a bunch of Hakumen/A.B.A./Labrys knowledge over time and not getting enough recognition for it, eliminating top players at tournaments and placing top 8 at literally every major I've attended but never receiving commendation or little award.jpgs, writing up in-depth guides to have them rejected or downplayed because I'm not JP/in the club/cheerleading, keeping the Bama scene alive while I lived there by hosting casuals at my house 1-4 times a week for months until a real venue was made available, carving new players into good ones by showing tough love even though they don't realize it and take it for granted then write me off as just being an asshole when that assholishness is what helped them stopped being scrubby, hearing shit talk from random netplayers who think online matters but troll/don't play seriously while I try to play seriously and learn from online yet take it with a grain of salt, AND MOST OF ALL......BGs to myself for putting up with all that shit for so long that it has made me a bitter, actual asshole on the forums. I was honestly considering quitting FGs before Final Round to the point where I was going to give away my ticket, but I couldn't be happier with my decision to attend--that was the most fun tournament I've ever attended, and it reminded me exactly why I love FGs: my bros in the community. Now that I have properly vented, I am going to strive to post more like the chill dude I am in real life at tourneys instead of sliding further down the haterman slope. Thanks for reminding me how fun FGs can be, guys. GGs everyone and thanks for attending, see ya next year (maybe sooner?)! -
[Mar 29-31, 2013] FINAL ROUND XVI - Atlanta, GA
Skeletal Minion replied to ShinBlanka's topic in Archive
This weekend was CRAZY fun, best Final Round I've attended! I'll do shouts later. For now, here are the Final Round 16 full results for GG and BB. I tried to note characters used, but I'm completely exhausted, so my apologies for any mistakes/missing info. GGAC - 32 entrants total. This bracket was STACKED AS FUCK, as Heidern called it, "The tournament of Old Men and Blood." There were several skilled OGs in attendance, and nearly every match was amazing. If you did not watch this on stream, you fucked up. 1st: Marlin Pie (Eddie) 2nd: Abegen (Potemkin) 3rd: Mako Infused (Potemkin, Eddie) 4th: Solid Play (Robo-Ky) 5th: VR Raiden (Sol) 5th: Klein (Slayer) 7th: Koogy (Slayer, Potemkin, A.B.A., I-No, holy fuck you play a lot of characters) 7th: Skeletal Minion (A.B.A.) 9th: Hsien-Joe 9th: Azure Phoenix 9th: Yarin 9th: LukeR (Axl) 13th: Jamarvelous 13th: White Doren (Jam) 13th: Notafiend 13th: Zega (May) 17th: Qren Gaffin 17th: Ludwig Van 17th: Arrogant Swagger 17th: Tad (Ky) 17th: Zetta 17th: Shinsyn 17th: Whoopie Goldburst (Not sure who they played but this is the best goddamn tournament handle ever) 17th: Nope 25th: Bking 25th: Mojo 25th: Sard 25th: Klark Kent 25th: Wanted Levy 25th: C-Deezy 25th: Jyosua 25th: Naimat (Johnny) Blazblue CSE - 32 entrants total. LK wins, surprising absolutely no one. The person who was doing the surprising was Tectal Eastside, a long time XBL netplayer, to score some sick upsets with Mu and take 2nd at his first major! 1st: Lord Knight (Litchi) 2nd: Tectal Eastside (Mu-12) 3rd: Ivysaur (Carl) 4th: Team DAI | Urichinan (Litchi) 5th: Guardian (Relius) 5th: Axis (Tager) 7th: Jackie Chandler (Ragna) 7th: GH MastaStef 9th: Eshi (Makoto) 9th: Naimat 9th: Skeletal Minion (Hakumen) 9th: Setsuna 13th: DWB (Noel) 13th: Bulbasaur (Carl) 13th: Lan5x 13th: BlueLink 17th: LastStarSavior (Noel) 17th: Dark Rios III 17th: Timez 17th: GlitterSparkleDesu 17th: Jyosua 17th: Fakku | Reptar (Tsubaki) 17th: Raiden 17th: VR-Raiden 25th: Kaqn 25th: Rayjizzle 25th: JDash247 25th: Goryus 25th: Nobodyexe 25th: LunaKage~ 25th: Lieutenant 25th: Wanted Levy Edit: Now with actual full results for BB since I apparently goofed them last night. -
I'd like to add that I think Zantetsu seems to be landing more is possibly an effect of the general speed increase. Even if it's startup hasn't changed, the overall pacing is faster, which makes people more "nervous" under pressure and prone to making more blocking errors.
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Skeletal Minion replied to Milln's topic in Locals
One of the unspoken rules of FGs: dismiss all complaints of technical difficulties as salt unless proven otherwise. Unfortunately, that's what seems to have happened here, where one guy (MarlinPie) complained and everyone ran with it. Pretty ridiculous that they're being banned when that's not a hard-fact proven issue though. As an aside, I recall similar situations happening in FGs before, too: anyone else play CvS2 on Xbox? Remember how people claimed unplugging your mic would "half your lag?" People even tried to pull that shit on Toodles, saying Cthulus, etc lagged, before he finally posted concrete proof that his boards added zero MS of lag. Hopefully Larry will let Chris talk some sense into him.