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Everything posted by Wild Candy
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[Xrd] News & (Theoretical) Gameplay Discussion
Wild Candy replied to Shinjin's topic in Guilty Gear General
God... It's looking even less likely that Dizzy will be a playable character given how far they into the game's development. Hopefully it'll be like Nu and Mu in Cp, and she'll be added a little later on after the Arcade Date. But in all honesty, if they choose to Omit Dizzy as a playable character, they've lost my Guilty Gear support. (And I doubt I'd be the only who'd jump ship) It would also shows a clear lack of judgement on Arc Sys's part, because Dizzy was ranked the 3rd most popular character in the last official popularity poll. If you omit a character that popular, your practically begging to kill the hype. But hopefully my gut feeling is wrong, and Dizzy will be a playable character. -
Wow, most of Naoto's changes seem pretty stellar compared to the original P4A. Some of the Trap Oki nerfs are going to hurt, but a lot of, if not all of the cast have had the Oki nerfed if not completely removed. J.C is already an important tool to break in with, so if it hit's overhead now, it's only going to make it much more deadly. While some of the combo paths from P4A are longer viable, I still feel like this isn't a true nerf because I'm sure new one's will easily be found. I'm hyped at the idea of an actual Anti Air with Venom Zapper, and the reduced charge time for 2[C] sounds great! Also, imagine all of the combo potential we can get from the SB Pistol Super. We could potentially create high damaging unburstable combos with the combination of Fear and Silence. I'm pretty hyped for the the Final Product of Naoto.
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Anyone wanna play?
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What are some good Block Strings in for Noel. I'm still having some trouble breaking in, and that's starting to bite my butt!
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[Xrd] News & (Theoretical) Gameplay Discussion
Wild Candy replied to Shinjin's topic in Guilty Gear General
I'm sad that Dizzy still hasn't been confirmed to be a playable character! I'll die of sadness if this doesn't happen! -
Kind've a stupid question, but what are some good combo routes for Bullet to combo into her Astral, Hard Kill Bringer?
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So, I've finally managed to get the hang of some of Rachel's simpler combos. 5B>5C>3D>3C>8D>6A>4B>dash>5CC 5B>6D>6C>J.C>5B>5CC/3C and in the corner 5B>5C>5D>5CC>5B>6A>236A>6A>4B>3C>Frog/Pumpkin Oki set up. My neutral and mix up games need some work. I know how to perform Rachel's instant overhead, but it''s more of a matter of being able to do it 100% of the time. I'm also struggling with Zoning Game. I need to build up some good habits, like always having Pumpkin Support during summoning, and not using all of my wind all at once.
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This match up should be played similarly to Nu. Jin has a lot of ways to pressure you from a distance, so the best strategy is to wait for an opening in his pressure, then punish his mistakes. Since most of his ice projectiles are a single hit only, I think Afterburner might be a viable option to heat up, but I'm guessing he can easily bait that. Also, try your best to avoid being frozen, this only assists in Jin's ability to keep the momentum going. Like usual, once you get in, never let him go. Stay on him, stick to him like Jin would to Ragna!
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Wild Candy replied to HiagoX's topic in Makoto Nanaya
I tried two 5D's in a row, and well it said same move combo, it didn't seem to affect the untechable time, and It was still enough to set up Comet Cannon Oki. I think it only have effect if you were to try and combo afterwards. With that one combo I was complaining about, I finally managed to get the 214A~A > 6A down. But now I'm struggling with the J.B > J.D. I can't seem to get the J.D to hit at LV. 3 Oh, and on a side note. Is anyone going to get on posting Match Up Threads for Makoto in CP? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Wild Candy replied to HiagoX's topic in Makoto Nanaya
I need to find some simpler Corner Combos, I can't pull off the one I i've been practicing. It goes along the lines of Starter > 5CC > 5D > 214A~C > 236D > 6A > 2D > 3C > 214A~A > 6A > J.B > J.D > 5D > Oki Set Up. It always goes haywire after the Astroid Vision Break into 6A. -
Starting to get more accustomed to Bullet. I can finally pull off her combos 90% of the time online, and I'm slowly understanding when to use Afterburner and when to simply try and break in with Lock On Lv0. Still having a hard time against some of Bullet's harder match ups, particularly against Nu. (Then again, I can't think of any character who doesn't have a bad match up against Nu...)
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It's a little hard to get Lock On Levels in this match. Amane's to mobile to close on and use Lock On Manually, but his long range attacks aren't projectiles, so it's a little harder to simply just use Afterburner to heat yourself up.
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I only played against a Kagura once, but his pokes were freakishly long, and had crazy priority. But, they seemed kinda slow, so it's possible that his blockstrings have gaps in them like Hakumen.
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GG's as usual Susano. Your Nu and Mu are pretty hard to beat. Hopefully my Bullet is starting to improve.
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Anyone wanna play? I wanna practice my Bullet.
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I'll be there then.
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It isn't too ground breaking, since Bullet doesn start getting her devastating combos until she gets a lock on level up under her belt.
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So basically, it's easy pull off a meaty attack after a knockdown caused by a drive attack.
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Okay, sounds about right. So try dashing in some more after 4B and try delaying 6A a little bit.
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Wow... I thought Rachel's Combos in CSE were hard.... I'm still struggling with the one mid screen BnB that goes along the lines of 5B > 3C > 8D > Dash > 6A > 4B > Dash > 5CC I always end up dropping when it's time to dash into 5CC. Anyone got some tips for timing it correctly?
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Just some friendly tips. Bullet's defense is Ass, and even with a reversal, we have to block a lot and find the best moment to use it. It also doesn't help that Bullet's HP is below average. (I think she has slightly more then Ragna.) Also, Bullet's Afterburner has a guard point against projectiles, but it's recovery frames don't have any guard points, so that's probably a good time to throw a pumpkin to punish. Also, we rely more on Bullet's Lock On Lv's then actual meter. We can pretty much stockpile heat and never use it because Bullet's special follow ups do some damage and go into combos where she gain 1 Lock On lv back. However, this means you should watch out for the Command Grab super, and Crush Triggers as well. (But the super is predictable because it needs to be buffered either with over drive or a non jump cancelable move like 5C.) Anyway, Just going to go ahead and say I have a great deal of respect for Rachel Players, and I'm trying to learn her myself. But I'm still struggling greatly with her newer combos in CP. All well, hope these tips help.
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For starters, Rachel is mostly a Zoning character. However, unlike Nu, her focus is more on Traps, along with baiting her foe to make a mistake. Rachel is capable of pulling off a strong rush down game, and her mix ups are very confusing and fast thanks to her quick low, and her instant over head. Rachel's most annoying tool to deal with is Impish Gyposiyphlia (The Pumpkin) Her Pumpkin acts like a projectile that moves in any direction thanks to her drive. Meaning, when Zoning, she can blow the pumpkin in your face if you try approaching her. And during rushdown, she can proceed to mix you up or combo you depending on if the Pumpkin hit's or not. Be sure to keep an eye on the gauge above her meter. Her drive allows her to create a gust of wind to alter her and her opponents movements for a second, and she's helpless without it. The gauge holds up to 4 stocks max, and uses one stock when ever she uses her drive. If it's low, or empty, that's your chance to out her. Approaching Rachel can also be difficult mainly because of two pokes she has at her disposal. 6A (The Anti Air where her Cat turns into a macho pirate and performs an uppercut) and 6B (The one where she stabs you with a fork and knife) These can stuff rush ins and air approaches, so be careful. Rachel likes to control the pace of the match, thriving off of momentum thanks to her strong mix ups and Oki options. However, if the momentum of the match starts going against her, she struggles greatly. Luckily for us, Bullet thrives off of momentum, especially when going against characters with no DP's so once we get Rachel in Lock On range, the match becomes surprisingly easy, and has been known to enrage Rachel Players in the Rachel Forums. Quick Summary: Avoid traps, then give Rachel hell. Avoid her mix ups and Okizeme at all costs.
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I ran into a tiny problem with Mid Screen Combos in Heat Up State. Most of them have you go from 5B or 5C into Miquolet Capture, but the problem is, a lot of the time I combo on someone who was crouching, meaning that the above command grab whiffs. Anyone got any suggestions?