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Everything posted by Manta
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Well, actually, there is one thing that bares mentioning: Hitting your opponent on the ground (OTG) only inflicts a quarter of normal damage, subject to all normal modifiers.
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Apart from character specific stuff, which have their own forums, all general gameplay details and effects have been listed here. Apart from some very basic stuff, like "How do I dash?" or "How do I throw?", the kinda stuff that a person even looking at this forum should know.
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Apart from character specific stuff, which have their own forums, all general gameplay details and effects have been listed here. Apart from some very basic stuff, like "How do I dash?" or "How do I throw?", the kinda stuff that a person even looking at this forum should know.
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Alternitivley you can use the long time it takes for your opponent to hit the floor after OHK to set up a dolphin hoop above where you expect him/her to land, if you're lucky you may even be able to get two dolphins out of it in time for an okizime.
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Alternitivley you can use the long time it takes for your opponent to hit the floor after OHK to set up a dolphin hoop above where you expect him/her to land, if you're lucky you may even be able to get two dolphins out of it in time for an okizime.
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Just stating what I use it for, and I use it to pressure, and perhaps saftey against the IB happy. I have a hard time on some of the Dolphin comboes being the pad monkey that I am.
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Just stating what I use it for, and I use it to pressure, and perhaps saftey against the IB happy. I have a hard time on some of the Dolphin comboes being the pad monkey that I am.
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They are invulerable while waking up, but you still get the chance to throw the first attack before they do, it's a question of getting the timing right. Otherwise known as Okizime.
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They are invulerable while waking up, but you still get the chance to throw the first attack before they do, it's a question of getting the timing right. Otherwise known as Okizime.
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Dolphin FRC is Designed to help you pressure better, not combo.
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Dolphin FRC is Designed to help you pressure better, not combo.
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A May instakill is the most humiliating to get hit by, most obvious command throw in the game. But still, from what you say, you're still not winning from what we've said, rather you've just got better. And him getting pissed off about you using faultless defense for its most rudementary use (Stopping chipping damage) is only the start of it with that technique, dash breaking, option selecting, Ground to air defending, it's all there. Oh, if you find yourself blocking his spam 20 hit OD, if you have more than half a tension bar, Press forward and two buttons (excluding dust), it's called a dead angle attack (DAA) and gets him off you without you having to burst.
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A May instakill is the most humiliating to get hit by, most obvious command throw in the game. But still, from what you say, you're still not winning from what we've said, rather you've just got better. And him getting pissed off about you using faultless defense for its most rudementary use (Stopping chipping damage) is only the start of it with that technique, dash breaking, option selecting, Ground to air defending, it's all there. Oh, if you find yourself blocking his spam 20 hit OD, if you have more than half a tension bar, Press forward and two buttons (excluding dust), it's called a dead angle attack (DAA) and gets him off you without you having to burst.
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The PC version is esentially an emulated PS2 Version, go into Key config, Scroll down to where it says P+K+S and assign it a button.
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The PC version is esentially an emulated PS2 Version, go into Key config, Scroll down to where it says P+K+S and assign it a button.
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Just use the basic gatling series, the second 2H on that combo will do very little damage since it will be hitting a floored opponent. If you must do that, try 2H 2D 236236S and you might be able to get one or two hits as they rebound off the wall. On the subject of FRCs. May only has 2 FRC points, however, in training mode I found them to be actually quite easy to pull off. To use them, press any three buttons (excluding dust) when you have at least 25% tension at these times: Just after the hit sound of a Mr. Dolphin ([4]6 H/S or [2]8 H/S) hitting your opponent (Blocked or hit, but not a whiff). You have a really nice six frame window on this one. During the dolphin Summon (41236 P/K/S/H ) when May is in the middle of raising her hand up. You only have a two frame window on this one, much harder. Look in the gameplay FAQ for more details. These particular FRCs are there to cut short recovery times on moves, making them harder to punish and also allowing an easier meaty with the dolphin summon. Also, both allow you to pressure your opponent much more easily.
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Just use the basic gatling series, the second 2H on that combo will do very little damage since it will be hitting a floored opponent. If you must do that, try 2H 2D 236236S and you might be able to get one or two hits as they rebound off the wall. On the subject of FRCs. May only has 2 FRC points, however, in training mode I found them to be actually quite easy to pull off. To use them, press any three buttons (excluding dust) when you have at least 25% tension at these times: Just after the hit sound of a Mr. Dolphin ([4]6 H/S or [2]8 H/S) hitting your opponent (Blocked or hit, but not a whiff). You have a really nice six frame window on this one. During the dolphin Summon (41236 P/K/S/H ) when May is in the middle of raising her hand up. You only have a two frame window on this one, much harder. Look in the gameplay FAQ for more details. These particular FRCs are there to cut short recovery times on moves, making them harder to punish and also allowing an easier meaty with the dolphin summon. Also, both allow you to pressure your opponent much more easily.
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Okay okay, a little newbie 101 here: Basic gatling series follows the pattern P, K, S, H, D. You need to get muscle memory of for finger just working up his series, although it is unlikley that you'll ever get all of those hits off in one combo especially D. Also, you can press down during the series to sometimes make the attack hit low (Hit depends on whcih attack button, some hit low, some don't), so we have a theoretical longest gatling of: P 2P K 2K c.S 2S f.S H 2H 2D just about every normal move gatling is made of this series, drop out any moves you like and the attacks with still chain, so long as the order of them remains, so P can be chained into anything, H only chains into 2D and 2H and you can't chain K after a S and so on. This looks complicated at first, but generally spamming the attack buttons vaguley in that series will give you something. This is even more important than learning the movelist. When you've got the hang of that, learn to hold down back during your comboes (Assuming you're still May here), then when you've just knocked your opponent out of reach press 6H and you'll gatling your last hit into a Mr. Dolphin. At the level of play you describe, I really wouldn't worry about FRCs just yet. You can easily block most overdrives that your opponent usus outside of comboes, it comes of not randomly spamming buttons trying to pull a move off at a distance such that you are able to block when your opponent uses the overdrive.
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Okay okay, a little newbie 101 here: Basic gatling series follows the pattern P, K, S, H, D. You need to get muscle memory of for finger just working up his series, although it is unlikley that you'll ever get all of those hits off in one combo especially D. Also, you can press down during the series to sometimes make the attack hit low (Hit depends on whcih attack button, some hit low, some don't), so we have a theoretical longest gatling of: P 2P K 2K c.S 2S f.S H 2H 2D just about every normal move gatling is made of this series, drop out any moves you like and the attacks with still chain, so long as the order of them remains, so P can be chained into anything, H only chains into 2D and 2H and you can't chain K after a S and so on. This looks complicated at first, but generally spamming the attack buttons vaguley in that series will give you something. This is even more important than learning the movelist. When you've got the hang of that, learn to hold down back during your comboes (Assuming you're still May here), then when you've just knocked your opponent out of reach press 6H and you'll gatling your last hit into a Mr. Dolphin. At the level of play you describe, I really wouldn't worry about FRCs just yet. You can easily block most overdrives that your opponent usus outside of comboes, it comes of not randomly spamming buttons trying to pull a move off at a distance such that you are able to block when your opponent uses the overdrive.
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That last part isn't entirely true. Dizzy and Eddie seem to favour being in the neutral state because they can turn it into a powerful offensive with their many meaty options. There's no foolproof way to counter being attacked by fishbeams, a thunderspike and a rush all at the same time (Admittedly this has been weakened a lot in /)
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That last part isn't entirely true. Dizzy and Eddie seem to favour being in the neutral state because they can turn it into a powerful offensive with their many meaty options. There's no foolproof way to counter being attacked by fishbeams, a thunderspike and a rush all at the same time (Admittedly this has been weakened a lot in /)
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Either way, it's not considered a good idea, unless your name is Potemkin or possibly Baiken. The game punishes such methods too heavily with the guard guage.
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Either way, it's not considered a good idea, unless your name is Potemkin or possibly Baiken. The game punishes such methods too heavily with the guard guage.
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Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.
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Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.