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Everything posted by Circuitous
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Well yes but that's true for all RCs. It's not a special case for throws.
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You're right that throws are a special case, but you get the throw's proration (50%), not the RC's. (Note: command grabs still apply their proration in addition to the RC proration.)
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As a general rule when discussing the merits of a mechanic, we try not to factor in the lowest levels of play. If people can't block raw Zansei Rouga that's on them, not Hellfire.
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Any particular error message or just nothing happening? Also, I'm trying a mailing list for keeping people up-to-date on BADC and other anime happenings in the Cincinnati region. You can sign up here: http://circ.uito.us/badc and I'll send out emails when stuff's scheduled.
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Then I would advise working on that. No one can do it at first, everyone had to practice it. Also for the record, re: something wirestyle22 said above: 2P Hammerfall Break is actually negative. You're using it for the momentum, not the frames.
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[1/17/15] Alpha Attack 2 - Arcade Legacy Monthly - Cincinnati, OH
Circuitous replied to Circuitous's topic in Archive
Notice: Injustice has been replaced with Persona 4 Ultimax! More anime! -
I will absolutely end a combo early if I can get them right to 51% and then reset into Buster. That is a thing I think about.
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I mean I netplay with locals. Having meetups every day isn't really viable.
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The hits you land at the barriers of each level of guts can make a significant difference in the "effective health" of a character. Anyway, hellfire's whatever. It has one benefit and one drawback. It's a thing.
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Keep shit on-topic regarding the articles.
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Learn the placed sword swipe timing and flick them if she's not approaching behind them. If she is, learn to block. Her strings are all negative except the overheads, so guess what she's gonna go for. When she doesn't, blow her up.
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6K > Hammerfall > Break. Input 6K, immediately start charging back, then hit 6H late in hitstop and P immediately after. There's no real trick, just timing. 2S > 6K is easier because you can input 6K early and start charging at that point, giving you more time.
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Unless your bandwidth is crazy low it won't have much bearing on netplay. More about the routing, and any potential packet loss. Your up/downstream probably isn't relevant.
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You'd rather get rid of a great combo tool with massive stun for a 720? Didn't you see Henaki's post?
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Find or get a better connection.
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Okay so I fiddled more with that thing Red Star mentioned about Heat Extend being techable sometimes. If Extend is the 6th or 10th hit, it's techable before the opponent hits the ground. Any other hit and it's untechable. I tried fiddling with positioning, RISC gauge values, throwing in RCs or Mortal Counters... every time it was the 6th or 10th hit it was techable. Every time. I even accounted for it being a training mode glitch by recording mashing to tech and it still worked out. I have no idea. Oh, also, Potemkin's IK is totally a strike when the opponent is in hitstun. You can combo into it normally, it just has very short range. CtrlAltWTF was doing Heat Knucke (1) > RC > IK, for example. Corner CH 6H > HFB > IK can work too. Corner air hit 6K > Giganter > IK. Etc. I had more combos but I forget them now.
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It's a 1f window, so...
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
Circuitous replied to HGhaleon's topic in Guilty Gear General
They're rendered at a lower internal resolution, yes. Good eye. -
Hello. First off: P, K, S, H, D. Your use of A and B is confusing and inconsistent. Next: throws beat strikes on the same frame. Even meaty 5K can be thrown if you're not spacing it correctly (and sometimes even then). Not getting thrown so far doesn't mean it's not possible. While it's possible for some characters' backdashes to get tagged by 5K, it's unlikely. The few whose invuln period is short enough usually move far enough away. If your safejump j.S connects on their wakeup, confirm into (2P >) c.S > combo, or go straight into Buster if it counter-hit. On block, 2P/c.S into pressure is a good idea.
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6K loops are things you should probably work on relatively late in the learning process. If you're missing basic special moves then you absolutely need to work on that first and foremost.
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41236 41236 P. You need to hit P a frame or two after the camera returns to normal. The window's a little tight, feels tighter than AC(?), but it's manageable.
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Meteor formation feels more consistent in Xrd but idk? The reflect window is long enough that it doesn't really matter, I think.
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Actually the screen is about the same size horizontally. At the "close" zoom level, when the players are near each other, characters are much taller than AC. (Faust's Baldhead taunt goes up over the lifebars, another reaches up off the top of the screen.) Even the distant zoom feels about the same in terms of what it takes to close the gap.
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You can flick the thrown grenade and its explosion, but she should be on your ass if a grenade's near you, so it's not necessarily the best call. As for getting out of the unblockable setups, Hammerfall works, though whether you should let it rock, break, or YRC depends on the situation. Heavenly, being a fully invuln reversal, will get you out just fine, but you probably don't need to spend that meter, and she could react to superflash and aim up to tag you once you're vulnerable. Reversal flick is only an option if the grenade isn't thrown to explode meaty. Flick doesn't reflect until the 4th frame. But if it works, you're strike invuln for the recovery, so the shot will miss, at least.
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
Circuitous replied to HGhaleon's topic in Guilty Gear General
Until someone actually tests it, I don't really care. PS3 doesn't feel noticeably slow compared to AC+R, which is also 4 frames.