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Everything posted by BANGER
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So in other words, my timing in accordance to her position is off?
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Seconded for video. As I visualize it, you go into quick rise and attack with 4A then cancel into barrier then do whatever it was you needed to do i.e. jump etc.? I've been needing something quicker than neutral tech these days.
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You mean "bro," right? Like "Cool teching system, bro"
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Is it me, or can you not tech-roll (towards you) punish Nu with 2B? I never hit them with it. Does this have to do with her hitbox or does her tech roll have more invincibility frames or something? Any other characters that I can't 2B tech roll punish? I think Litchi was another one I was having problems with, but can't remember. I was able to do it earlier on a Carl though. EDIT: It seems to me that Nu is able to tech roll really fast from knockdown, to the point that she's already way past behind me on rolling by the time I hit 2B. Am I slow or is she just exclusively fast at rolling?
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A way I use to break out of curse is to just try to j.A while he's floating around. Sometimes if his cloud is low, it's not safe to DP since it'll flow your direction and you won't recover in time and get a counter hit (good Aras hide behind and manipulate their curse clouds), or get hit by one of his worms (or whatever thing that comes out from the ground), all resulting in counter-hit curse. If you jab him while his curse cloud is floating around, he'll have to recast the cloud again, and if done when cursed, it's broken. Also, being too DP reliant just makes them barrier block all the time in the air as long as you're on the ground. If you jump, they try to take you on, and in my experience, most Aras don't bother with his j.A, so you can counter hit them with your j.A, and hit confirm into a combo if you're higher. When pressuring a downed Arakune, be careful of grab -> beam super attempts. Keep an eye on his tension. Once it's >=50, he'll try grab -> super or his aerial super. And ya, Ice Wave super has been useful to me as of late against the zoning characters. They're usually too busy (and comfortable) setting up shit. Just wait for one and Ice Wave. After hit, it's a great opportunity to close the gap.
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Another one I think I remember doing was delaying air-tech till I'm almost on the ground on a Tager that is trying to punish an air tech with Atomic Collider after punching and magnetizing an opponent across the screen. You'll get magnetized in the air but below and too low for his Atomic Collider, and you can just do j.B j.C for counter hit as you get magnetized, then 5C j.B j.C j.D shenanigans afterwards. It's pretty high risk if you don't get the timing right though, but that goes for all the magnet-countering situations. I'm still experimenting with what magnet-counter situations I can use. So far, the most successful one/least risk is a high jump during being magnetized and doing a 623D for crossup counter hit, as you mentioned. Works wonders, and only costs 25 heat, which is cheap when you're playing against a Tager.
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What to do against a Bang that is dashing against your Jin right before wakeup? They either do a command grab, normal grab, or hit low. Try to tech a normal grab, but they might hit low, and vice versa. Is roll teching towards them/to their other side safe? Sorry if this is an obvious, "dude does that even need to be posted here?" question. Bangs online are scarce, and I want to be ready to fight them anytime instead of having to go through a lot of them, which would take awhile since they're so little of them.
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Hoho, you post here too eh. Just who do you main anyway? lol Anyway, IAD happy Jins (what I used to be) can easily be countered by a backdash + buffered 360 (or 720), or a plain grab. You can try to gamble with an Atomic Collider but at some instances, I've countered Tagers who Atomic Collider with a 5C at a-bit-less-than IAD distances. I'm guessing at this point this is just a mind game ceiling.
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Hmm, I've been playing some Tagers lately and it seems they've been throwing out random Atomic Colliders at IAD distances. Maybe they've been encountering a lot of IAD happy Jins lately. I've gotten hit once or twice by it (complete with loop), trying to bait a backdash from them. So I'd be careful with crossups, unless it's on wakeup.
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Here's what I do: Use 2A, 5B, during the end of a dash or 5C/5D. Use 5D on 'safe' opponents to use it on, i.e. not Tager (unless you can manage to trick his sledges out at the wrong times). Jin has *some* (but not great) range. j.B is also god like, and good for IAD attacks, but don't be too happy with it because good players will eventually AA punish it everytime. Also watch out for chars that can sneak through your ranged attacks like Noel's 3C. His EX aerial ice swords are also good for establishing momentum and applying pressure since the startup is fast. Any experts care to chime in on ground approach too? I'm still working on it, but so far what I've been doing has been alright.
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Won't it whiff through the invincibility frames? I think I remember trying that. I've had best success countering drive spamming Noels with C Gale and 5D from afar. It's a great opportunity for a counter hit, really.
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I got my ass handed to me earlier by a Litchi real good (or bad?). Anyone else have any good JI vs LI videos out there? There's only two in the whole thread, and it's all by Manakan's Litchi. If not, guess I'll just have to refer to the matchup forum by itself.
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Huh, I wouldn't think it's a good choice since you're just begging to be punished on block. That move takes some recovery, and Tao's fast startup will connect a hit at the earliest moment (and just like all instances of being punished by a Tao, you get to eat one long combo). That's just me. Maybe 6C has properties I don't know of that he's trying to utilize. I gotta check out those vids.
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Ye, my uni's mini arcade even has one. And signed. DLC like MvC2 would be awesome. All it needs is netcode. No packaging or retail bs, just advertise/hype it like hell on PSN/XBL and gaming sites. All the BB newcomers would also at least give it a look, since it's also made by ArcSys themselves. That means more fans and more competition (and more potential profit in future GG releases, heh). DO EET.
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YEAH I HIT EM WIT MA FROZEN CADI AND FREEZE THAT NIGGA UP Speaking of Tager, my friend was recently at Arcade Infinity at Fullerton, CA. Went a whole night with Tager, 37-0.
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Here's what I think they're latest BB vids page is: http://gamechariot.com/08movie_BB.html And what I think is their vid index: http://gamechariot.com/08movie.html
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Ye, the Tagers I've played seem to be very defensive (and thus always on block) and capitalize offense from magnetism (which doesn't require them moving forward much) or punishes into 360/720. Also, as I read and noticed here too, they use backdash invincibility a lot. It was really helpful knowing that from this thread. I've since integrated double jumping from falling j.Bs ever since.
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What's all this hubbub about this patch anyway? Is there an official statement someone can link me to?
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Played an irritatingly good Tao earlier. Was experimenting so many ways to get back on the offense but only got punished. Resorted to varying DPs to some relative success, but I know as said, ye, this will eventually just get baited. Still haven't thought of a solid plan, but as I see here, the best way is to be defensive and decisive with 5A/2A and start combos from there? And 5A can actually counter hit her drives? Gotta try that out. How about teching from the ground? What's best, neutral, roll backwards, or forwards? What tech will a good Tao try to punish or continue pressure from? And there's barely any moves that are punishable eh? I capitalize on punishes, maybe that's why I was initially having a dumb hard time.
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lol, oh yeah. He's far from it. People often get seduced by his high damage output, and nothing else. I have not played a Hakumen that has pulled the j.C loop on me. What I say, of course, doesn't apply to all Hakumen mains, especially the ones here (I hope).
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Excellent info. Really appreciated, Killey. Hard to get any info cause there's barely any Tager's to practice with, and when they do come out, they're either really shitty or damn good. I've a short question though: so IAD j.B is my friend... it worked for awhile on some weaker Tagers but the good ones always 360/720 me the moment I land. This is usually after a IAD j.B j.C. This seems unsafe on block (to grab), and I don't do a IAD j.B j.C on block anymore, but sometimes a normal blocked IAD j.B eats 360's on landing. I know I'm doing something wrong. What I have in mind is IAD j.B j.C then 5B 5C j.B etc. bnb if j.B connects, but on block of IAD j.B j.C, either bait/punish a backdash or punish 360 with a 214D or if no heat, just use 214A 214B or 214C to back up and try again. tl;dr how do I avoid/get safe from a 360/720 after doing a blocked IAD j.B? I read the whole thread. It seems the one-all solution to avoid 360/720s is to back dash or jump out. I've tried these, but if so, I guess I'm shitty at it. And damn it, I'm not one to be technical (I just plug and play) and I just read here that Atomic Collider isn't an anti air. I got into a phase of not using j.B ever, afraid of being punished by an Atomic Collider but I guess there's nothing to fear. Man I ate a lot of losses from losing faith in j.B
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Just throwing out my first lite mod. SE stick with Jin theme. Sanwa joystick and buttons. The background was supposed to be blue with a bigger image of Jin's face on it, but the damn print shop at my uni printed it too dark (it printed well at the library laser printer though, but only 8.5x11. Supposed to come out like this: http://img.photobucket.com/albums/1003/Saki_AFA/Net%20pics/jin2.jpg). Despite how simple it looks, I learned a lot from this one (Krylon vs vinyl dye ) I'm really looking into modding, and hope to eventually make my own full custom in the distant future. My next poor subject is probably going to be a TE once I muster up the cash for one.
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When I was in GG, I main'd easy to learn characters, i.e. Sol and Ky. So I tried Ragna and Jin. I ended up liking Jin more, but that's probably because I main'd Ky towards the end of GG.
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Eh, I think the ranking system is just there for kicks, judging by how imperfect it is.
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[#R] GGXX#R: Known Online gameplay Issues
BANGER replied to AyaImmortal's topic in Guilty Gear Online Play
Ho hum. Way back at V9 something, mines actually worked; getting online that is. But I was quite busy back then so I didn't have much chance to play online. Now I have the time to but when I go to NetPlay, I don't see anyone, it's totally blank. And I'm sure port 10000 is forwarded. Ah hell. Life sucks. EDIT: Nvm it's working now, lol. I don't know, I patched it back to 1.09-3 where I know it worked on, tested it, saw people, then patched it up again to 1.112-3 and still saw people. Yay, I guess.