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Everything posted by Mitsurugi
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[Xrd] News & (Theoretical) Gameplay Discussion
Mitsurugi replied to Shinjin's topic in Guilty Gear General
Hello Destin, I remember you did get in touch with us back in 2010 (IIRC) but in the end we did not get to meet, unfortunately. Well, France is kinda quiet right now, whether in forum activity or in IRL play. Sadly, our 2 arcade gamecenters in Paris removed the GG cabs. I think there is a Facebook group supposed to gather all French players but some players like myself don't own a FB account. Nonetheless it could be a good start. I'll try to find it and post it (here or PM). Where are you in France and how long will you stay this time? If you are in Paris, I can hook you up with some friends. We are still a handful of active GG players here and would love to play some +R. This year, due to work I am not living there anymore and only come back some week-ends. However I am sure my friends would gladly welcome you, spar and have some mad fun. I am PMing you my mail adress so should you be interested, please answer by mail. I don't visit DL forums that much nowadays. -
During the startup of Johnny's 6H, his hurtbox moves backward a little before extending forward then hitting you. Therefore, depending on the distance and the timing, you can hit him late as you noticed or he can use it to avoid any HOS's poke/preemptive 2D (far enough) and hit you instead.
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On certain ranges and situations, you can also use the strike invincibility of the Divine Blade Transport to gain some ground. This is particularly interesting when you foresee/bait a long range poke since it often extends Axl's hurtbox therefore allowing you to perform the DBT~DB followup and successfully hit/counter hit. One thing to keep in mind is that the DBT is only strike invincible during 5~17f, not during startup and not during the descending part of the leap. Therefore you have to read your opponent and commit to it. FRCing the DB followup lessens the risks (though it does not nullify them as performing the followup removes the strike invincibility) and the auto-JI also helps get some additional aerial mobility. Blocking green chain/Rensen does not necessarily equal a free forward dash as the Axl player can opt for one of two followups. Nonetheless if you know he often uses Rensen without any of the followups (and without FRC), you can indeed dash.
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Qwerty, I think you are misunderstanding. If I read correctly, LionHeartx knows how JI works but he doesn't know why sometimes the forward momentum is kept and sometimes it is not the case. Well gentlemen, this is simply the use of "Normal Jump Canceling" (NJC), which allows to keep the forward momentum and perform the "air gatling" faster. And indeed it helps being deeper inside the opponent hitbox thus helps performing 1-hit on specific setups whereas the very same combo with a classic JC would be harder or impossible. It is a mechanic that already existed in previous installments since we could use it for the elegant DBT~DB (JI) combos, which were staple before AC came out and DBT changed. I was writing a paragraph on NJC but in the end, I remember someone talking about it a long time ago so did some grave digging and got for both of you this. Koozebanian Fazoob explains it in a detailed and nice way : http://www.dustloop.com/forums/showthread.php?372-Gameplay-FAQ-READ-BEFORE-POSTING
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[Xrd] News & (Theoretical) Gameplay Discussion
Mitsurugi replied to Shinjin's topic in Guilty Gear General
Kyosuke Kagami, actually SB is supposed to be a 2f-timing, according to the best Western source, which is the DL frame data : http://www.dustloop.com/wiki/index.php?title=Defense_%28GGACR%29 "Must perform the SB 2-3F right before an attack hits ". You can widen it a little with kara-SB, the input being different according to your character. EDIT : The window frame might be slightly longer in +R as I recall reading in some posts SB being "easier". Can't verify and can't find the source at the moment. White Man, by stating SB and SFIII-style parry mechanics are easy to "throw out", do you mean their input is too easy or that it is too easy to succeed? While I can understand you don't like them as they bring another kind of gameplay, I find it hard to believe that they are too easy and have as little risk as you claim. If I may ask without sounding too rude, do you actually successfully, consistently and often perform SB against a strong opponent? I am not asking proof, your word will suffice. Besides, SB is one thing, doing the appropriate action afterward is another. Sure by randomly mashing SB you can sometimes get lucky but not only would it be scarce but also you wouldn't have the proper punish/escape action afterwards. It is not fair pretending one thing is easy and not being able to do it. On the other hand, SFIII parries/(blue) blocks are easier than SB but the different yomi make it difficult to always know when to parry and have a 100% rate of success, thus it makes a gameplay on its own, bringing another kind of strategy. This may be what you dislike, if I understood you correctly. Which is a legit point of view. EDIT : it took me too long to write the answer, TheRealBobMan made a good post in the meanwhile. -
Well, you may have a point reaVer, highlighting that playing it all airborne was the biggest point in Sesshyru's matches. Nonetheless, I can assure you with OS that dash FD, dash 2D and throws are staple and not theory. At the very least for this specific OS-JO matchup. Maybe it was not the most blatant points in the aforementioned matches, yet having not seen them, I thought it would be good to mention it. I can't watch it again right now but IIRC I saw him run and got hit several times. For what is is worth, I have seen other OS players doing it against JO (Japanese and Western players). Even a guy playing both JO and OS does. Besides, as another Johnny player getting annoyed/blocked/counterhit by such, I dare say it works and helps OS getting respect from JO. Though as many tools, your opponent have ways around it too. IMO both our points are valid. Note that jumping is not necessarily bad when JO is pressuring you in ther corner but if you are baited, it is. Sesshyru, have we hurt your feelings or something by pointing these flaws? I find it strange you don't bother to reply and prolong the discussion yet commented on other matches. Therefore I hope that is not the case. If it is, I apologize in advance, meaning no harm and wanting everybody to discuss nicely and improve, to get more insight. If I did not point your strong points, it is not because there aren't but because other OS/knowledgeable players are more likely and more suitable to do so. Sorry Brandinoli, I can't comment that much since I couldn't watch your matches, Twitch makes my comp lag. Except for the beginning of your OS-SO match I saw by randomly clicking the time bar, where you did a good job at baiting VV (too bad you depleted your Tension thus got hit by the VV you saw coming!) and so many manly Respects haha!
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Though I am no Order-Sol player, I play the other side of the matchup you are showing us, here are some remarks, if you allow me. Not +R specific but in general : - Be fast enough to visually confirm and execute dash break (dash > FD) or dash > 2D under JO's coins. Learn the correct spacing and timing for them, when you can sneak a 2D or when you can"t and have to FD. You can break a long run into dash FD then dash FD again and react accordingly. Think of it as preemptive FD you just tap before resuming your run should nothing happenened. Should a hit come, you would be able to block or counteract depending on this move and your options at the moment. - I did not see any throw attempts when you were the one pressuring, whether midscreen or in the corner. It is even more dreadful in the corner as OS can confirm a successful throw into his loop (might have changed in +R). With no fear of being thrown, "just" blocking is easy for the opponent. I think you should add some more throws in your tools to give you more options and possibly had to the pressure your opponent will have and make him respect you. Dash (break or not) > throw, tick throw are mandatory IMO (at least when first playing an opponent, then adapt according to how it went, how he reacts) but you can also try some FRC feints into throw etc. - Dash > 2D is a good way in as its low profile can beat many things JO would try. Still, there is some distance and timing management so it is not spammable, you have to know how and when to. Can be CC into whatever even confirmed into combo (might need a counterhit though), at least that was the case in AC, don't know about +R. - Maybe not relevant but IIRC sometimes OS players use 6K (throw-invulnerable) on the opponent's wakeup to fish for a counter hit, should the opponent try a reversal throw or any other mashed buttons, except moves that beat your 6K such as a Volcanic Viper (not too sure but I think VV would win). When the JO player has strictly less than 50% Tension, he has no reversal-worthy special moves. Well, maybe the Divine Blade Transport if the gap is wide enough, using its invincibility during its 5-17f (can be hit during startup). Or, once again if you leave (intentionally or not) a big enough gap, he can try 2P/2H. 2P needs you to be close enough so the spacing should be a tell and 2H is a really risky move for JO, yet important one. Otherwise, when in a tight pressure he will have to block, backdash or FD jump. - At the end, you got hit several times in a more or less same situation, you in the corner, him 6P-ing you. Be careful not to get stuffed by the same move several times consecutively. When something does not work, do not try it again immediately or do not try attacking hoping for something. Sometimes, blocking in order to catch your breath and try to see how your opponent acts is better than hoping for the best and "mash" buttons. I know, easier said than done and in the heat of the match, it is no easy task. Sorry if it sounds condescending, that is not my intent and I mean no harm. Besides that also applies for me anyway. - As an OS player, you should be able to bait JO's 2H and punish it with its huge recovery. Usually, OS's small jumps make it easy to get a nice (CH) j.H. Nonetheless your opponent is human and can adapt too so after a while it can be a guessing game. This is a tough matchup for OS as JO's 5K, 6P, 5H, Mist Finer P among other things can easily lock and/zone you but OS does have the tools to win. There are holes in JO's neutral game and when he is on the defensive, you will be able to unleash most of OS fearsome pressure game. Well, you have to because keeping the momentum when it is in your favor is very important, if not crucial, especially since you are at a disavantage at long and midrange. When pressured and when you are right your opponent, always sticking to him, that is then that he might make more and more mistakes, might freeze and think too much thus take more time to act/react. And that is precisely when OS truly shines, IMO. Well, in fact many characters too but Order-Sol's options seem to imply this is his main field.
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Thanks for the reply. Indeed, I initially misunderstood and thought of OS as an input that has different results depending on the situation, on what the opponent does. Therefore I was wondering what magic would it be and also tried to figure it out ! Now it is safe jump/DP safe mixup, I understand and get your point.
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Hello, fellow gentlemen (^_^)b I unfortunately have no +R experience and had little in vanilla AC against Chipp. However after watching your first matches in the vids, a few pointers. Youtube acts strangely on the currently used computer so can't watch the full hour. As usual, those only reflects my point of view and may not work for you or even be legit. Or some pointers I sometimes forget to use myself : - Sometimes when against the corner, when Chipp is high above and not falling on you, you still kept the back direction pressed whereas you could have dashed forward or maybe just walked forward in order to escape or maybe try an up coin (214H). It is very noticeable as we can easily spot the JO animation of walking backward for a relatively long time. - I saw you meaty with 3H on his wakeup but way too close to him. Be careful as he could have performed a reversal Beta Blade, FB or normal, and beat you. Beta Blade is his Dragon Punch. - A good Chipp player whom I unfortunately could play only a handful of matches, once told me Johnny players should use more 2H in order to stop Chipp from pressuring too easily. Of course you have to be cautious and not randomly mash it as the huge recovery will get you killed. Nonetheless he is right as it helps you get the Chipp to respect you. - Have a more active defense, namely use FD and IB according to the situation and to what you want to do, either increase the pushback and make his pressure harder for him or recovering faster in order to counter or escape. SB when you know what will come to you and how you will punish, weighing the pros and the cons. Though I still think SB should not be your primary tool, first focus on the others then when confident enough, delve into SB. If I recall correctly, his rekkas are more or less easy to SB. FD jump, which was erroneously named 1-frame jump some times ago, should help you escape too. Also, IB (and SB though don't focus on it too much first) helps increasing your Tension pulse thus your Tension. And Johnny badly needs it whether for combo, movement, defense, reversal etc. By the way, most of the time FD should be tapped, not hold or else you'll just ask to be thrown. That sounds obvious but in the heat of the action, especially when under pressure and/or against a stronger opponent, one might forget it. - When he is teleporting at neutral, I would personnally use preemptive 2P (maybe 5P too?), in case he teleports right next to you, if not you should be able to recover fast enough and block. Or jump backward with either a j.P (safest, does not need a good reading) or an airthrow attempt if you anticipate a 22H. If he teleported above you, then you beat him. If he stayed on the ground, you should whiff but without being as exposed as a MF for instance since you would be in the air going away. At least I used that in vanilla AC, don't know how it is still useful or not in +R. That also means you can hold your own when in the air and Chipp is on the ground, protecting your area should he want to airthrow or hit you (j.P, j.K, KJ, DB combined with your second jump movement option etc). - On that matter, in general and not even Johnny specific, when empty jumping, try to input j.P or j.K while ascending. Should the Chipp still stay far away, you will "whiff" but recover fast enough. Should he suddenly rush you or teleport, you might hit him. It also helps with the timing of certain setups. - Already mentioned earlier, f.S tends to whiff a lot against him so using it less than in other matchups is recommended. - Though it is one kind of playstyle of this matchup and other players might not feel the same, I agree with Qwerty for the chasing part. Don't go after him, instead let him come to you. However you should have strong spacing, zoning etc to back you up. Know extremely well the range, hitbox of your normals and specials to use them to the fullest. If he succeeds to close the gap and get into you, good and active defense will turn the tides and you will get your turn to press or hit him. Easier said than done but it will come with practice and you are lucky enough to have a Chipp player in your area so keep it up and don't despair (^_^)b Except of course if the Chipp player has the life lead and aims for the timeout, in that case you will have to hunt him. - After a throw or a combo, if you don't know, can't do it because of the setup or don't feel confident enough to perform the 1-hit ender, there is no shame RC-ing. It will allow you to keep the momentum and the opponent against in the corner with frame advantage. Getting the knockdown and/or have the opponent against the corner is very important for Johnny, moreso in matchups where the opponent is really hard to touch hit or block, such as Chipp or Millia. Sorry if it is not that much or if you even corrected and use those in your other matches.
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Sorry to intrude and if it is not the proper place to ask. Nonetheless, since it is already mentioned here, what would be this Option Select against Johnny's reversal Overdrive?
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There are also other ways. Besides the options you mentioned to deal with Justice's missiles, Johnny can now use the invulnerability of the DBT during the ascending part, no invulnerability frames at the very beginning though. Depending on how the missiles are set up, you might be able to go through one with invulnerability then hit DB FRC, for instance at the apex of the leap, then either jump or airdash and do your thing and/or react (KJ, another DB, Unchou, block etc.). As a reminder, DBT with or without followup now has auto-JI. I have yet to experiment in a live match how Step Jack might also be an option or not. Traveling big distance and hitconfirming into good combos or setups sounds nice but actually being able to land it is another point, missiles can be everywhere and Johnny extends his hitbox during the startup, possibly making you get hit while you thought to be outside of range. To be tested. For the walk forward, it might be good to add, better be ready to IB or buffer IB while walking. For instance walk a little then crouch block "just in case" then if Justice did not try to hit resume your little walk or another option. Last but not least, a VERY important point is you can combine the walk > crouch IB with zoning with MF-K(1) (or lv2) when in range. Mist Finer K's height is between Justice's horizontal missiles, so they won't hit each other. MF-K being faster, if you are in range, you will hit Justice before she does, therefore canceling her missiles. If she does FRC, you might be able to recover fast enough depending on how the missiles are, if there are others etc. AC+R new properties also make MF-K(1) score a knockdown, making closing the gap easier after connecting. Please note that should the Justice perform an upward N.B. at the very same moment you MF-K her, the N.B. will cancel your MF-K(1) if their hitboxes connect, then will continue its travel. Since when hit all her missiles disappear, you can sometimes spend a few coins to get that effect, once again depending on the circumstances (distance, etc.)
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Greetings, fellow gentlemen (^_^)b A lot can be said about this matchup. A few pointers or thoughts : - Agreed, ZA has a low hurtbox and it can be even worse when performing normals. Remembering to use low-hitting pokes is important in this matchup, according to the range 2P, 2K, 2S, 2D. When pressuring, you can also add 5H/3H/6H. Usual staple pokes such as 5K and f.S are so likely to whiff, even on ZA wakeup that I tend to lessen my usage of them in this particular matchup. You can still and should use 6H in your poking arsenal, see later. Nonetheless, I am not sure about 2K/2S beating ZA f.S. He usually uses it as a zoning and time-wasting tool so that he can wait for a specifit digit on the clock and get the summon he wants. So he would be mid to far range, making 2K/2S far less efficient. EDIT : for those who did not know and as a quick reminder to those you already knew, according to the last digit of the timer, when ZA summons without 8 orbs, he get : 0 : Sword 1 : Dog 2 : Ghosts any other digit : random - If pressured by the sword, better than looking for patterns and opening to IAD, I suggest you create them or widen them thanks to an "active defense", proper use of IB but also SB should you be confident enough and having weighed the pros and the cons, or FD too should the situation need it. Also, when escaping a pressure, you mentioned IAD, as in Instant AirDash thus as close to the ground. I personnaly find it often a bad idea, especially if you are in the corner. Please note that you are defenseless for some time, except trying a SB during an IAD and that you extend your hitbox so become easier to hit and you can possibly be hit too even if you IAD backwards when midscreen. The opponent is likely to be able to react and airthrow or punish you or worse he already planned it and you will suffer more. Except obviously if you anticipated a move that doesn't hit high enough (in order to IAD above it without getting hit), that leaves the opponent in recovery long enough (otherwise here ZA would be able to sword DP and also FRC it to be safe if blocked) and want to to on the offensive right away. Sometimes risky stuff can change the turn of a round/match. IMO when escaping FD jump/super jump then AD is better than IAD, should you really want to air dash your way out. Those are kinda a general advice, not Zappa-specific but better remind it. Also please note than his ground sword normals are all IB-able, except the low-hitting one 2S and 6H (both the high and the low hit are to be air FD). They do not need FD to be guarded against in the air. Therefore, whereas air FD would put you back on the ground, IB them can allow you to successfully evade. His ground specials need air FD though, except the 63214H as noted in the wiki but I don't remember clearly so to be checked. - 2k/2p/coin the dog is fine but in order to cover more range, you can also try a JC normal, such as 5K (hits the dog) then JC to be safe. Be careful not to waste too much coins ! A random note is if the Zappa player likes to to rush dog 6D and himself dash while hitting, depending on what Zappa does and if you are fast enough to visually confirm whether or not your overdrive will connect during his startup/active frames, you can do stuff like 5K (hits the dog) > 632146H to catch the ZA offguard. - Despite ZA being kinda low profile, j.S and falling Ensengas (combine with jump/double jump/super jump, IAD forward but also backward) are still very useful zoning tools, given the little to none recovery and that it can still hit him out of some moves/movements. - Baiting and IBing ZA summon (reversal or not) into punish is important... and it feels good haha ! - Not previously mentioned in this thread but as I already stated for AC, I find 6H to be a life-saver in this matchup. Granted, it is a very slow normal but it has a very long range, while being powerful. Therefore you can stuff ZA's f.S puke normal with it, if properly timed and with according spacing. It is a risky move but when used properly (don't randomly spam it!), it will teach ZA to respect/fear you and your options. It can be easily hitconfirmed into Step Jack. Sure it is no magic normal that makes you automatically win, as if it exists, but it helps tremendously in this kinda difficult yet not impossible matchup IMO. ZA still has ways around it but you definitely should learn how to use it efficiently during this matchup more than many others and add it in your tools. Besides, it puts for a brief moment JO's hurtbox a little backward and a little low, that can sometimes help evading/counterhitting though it is difficult to rely on it consistently. IIRC JO 6H > ZA f.S as a round starter.
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So much misunderstanding ! As a possessed one would say, "Daisuketeeeeee !" A mook is an official book containing stuff concerning the game such as (and not always) sprites, official and legit frame data, story, character profiles, screenshots of each character movelist kinda frame by frame, interviews, etc. Nonetheless sometimes you can still have a few mistakes in the mook. That's why you can see mentioned in the DL wiki "not in the mook" or such. For AC/AC+R, we can say the mooks are : - GUILTY GEAR XX ACCENT CORE BREAK ENCYCLOPEDIA - GUILTY GEAR XX ΛCORE PLUS R A GAINFUL MATERIAL (version 1.01) - maybe some Arcadia magazines too I think the term MOOK comes from Magazine and bOOK, mix the two words and voilà, you get MOOK ! Not 100% sure about it though. Mammamamamamamammaammaaaaa (^_^)b
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The aforementioned SRK article now has full results thanks to USD ! http://shoryuken.com/2013/05/19/arc-system-works-festival-streaming-live/ Top 8 : GG P4A BLAZBLUE CHRONOPHANTASMA
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Ctrlaltwtf, I was kicked too but it is only fair since it is free ! Anyway just log again and it should be fine, at least I had no trouble at all. P4A is really beginning right now.
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Wake up everybody, finals are drawing near ! SPOILERS All results up to Top 8 for GG, only Top 8 for P4A and BB, thanks SRK (^_^)b http://shoryuken.com/2013/05/18/arc-system-works-festival-streaming-live/
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Thanks a lot ATG for the link and the results (^_^)b I got online late so only watched the end of the 25on25 but it was great. Hearing the commentator and the crowd shouting, laughing while watching such nice display of skills and nerves, you can almost feel there, feeling the pressure etc.
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Hello BioLogIn, MFA 2013 sure does look great (^_^)b
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2 more spots left! They will be awarded during some kind of Last Chance qualifiers on the 18th of May 2013 so the day before the main event. As a reminder, during that day a pre-event with team tournaments - 23on23, 5on5 and 3on3 - will also take place at Mikado.
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Haha, typing on the phone sure is a hassle, Amadeous ! Allow me to intrude. Wild Candy, there is a nice Guide to Jam written by Stickbug here : http://www.dustloop.com/forums/showthread.php?14375-GGAC-Complete-Jam-Guide Part [2.2] explains the cards/power-ups, how to get them, what they do and also details each charged special. Be sure to read the rest of the guide too, should you be interested in Jam.
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Thanks for the exhaustive list, too famous Russian Beaver always wearing awesome t-shirts (^_^)b I learned new valuable stuff not mentioned anywhere else such as the new GB- on 5H, Mist Finers being thinner and 5K hitting farther. Quick note if I may, Return Jack is now supposed to be unburstable, displaying the "red cross" on the burst icon. "The opponent can no longer burst during the super flash of the Jack Hound followup". Haven't confirmed it or not for 1.10 Back in the first loketests, they also did mention the various Jackhounds having more stagger time (respectively 0, 4 and 10 more frames for normal, Mist Stance Jack and Step Jack) but on the other hand they all had 10 more frames of recovery. Not sure if they removed the additional recovery for v1.10 or not, seeing they changed the stagger time in your list. Another noteworthy change, Johnny's dashes are supposed to be faster.
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Thank you Kurushii, you are very responsive and efficient (^_^)b
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Just noticing the award system. As stated in the AC+R Video discussion thread : Therefore, they deserve an award. Though I don't know for other categories, I can at least vouch for them for the Guilty Gear one as they do contribute to the community, one of the criterion. It seems Goldenrody already has one, good ! As for Jourdal, after some search, in fact I was remembering the time when he was uploading tons of matches of many games, GG included but it seems not to be the case anymore, my bad. He still is a massive contributor for other games though. Thanks for your hard work too, DL admins and mods !
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Sorry for not coming here too often but I think people frequently contributing to the AC/AC+R Video posting thread, steadily, one can also dare say massively, just for the sake of sharing, yet not complaining or asking stuff in return should be more thanked. Great and caring people such as Axel, Goldenrody, Jinbe, Jourdal, MikelAL93 etc., sorry if I forgot some. So guys, thank you very much, your hard work is truly appreciated (^_^)b Axel, no idea for FAB's j.S after PB on Anji and Sol but your Option Select hypothesis seems more than relevant.
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Hello, Though these are not official PC ports, GGXX AC is playable on PC as shown in the thread created and updated by Teyah : http://www.dustloop.com/forums/showthread.php?9940-AC-GGXX-Accent-Core-on-PC-now-(actually)-playable-online After some quick browsing and some luck, the following and useful link was found, showing reaVer's work, a member of the Dustloop forums, allowing to play online : https://sites.google.com/site/ggxxaconline/setup I can't help you further as I did not play it on PC. Important note : Have fun !