DJ Xero
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Good game at Ohayocon there Sly. Anji on Anji was fun.
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Messing around with Ky, and I know it probably isn't really that useful, but if you use a low j.D and follow it up with a 2H, you get good unprorated damage. On Sol and Axl, I was getting about 220 damage. On Faust and Anji, I could get about 230, and on Millia and Chipp, about 310.
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I'm just gonna throw this out there, but that looks like spam.
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If Eddie's Air 22S is FRCable it means Easy unblockables. The best EXes have always been Eddie, Ky, Potemkin and Sol. Sol's 236D is great, since if you space it right, you have easy infinite's.
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FDC > Land > 2P/5D IB/SB Go for the 2P the first three times, and if they have a habit of trying to hit you, use the 5D, most time they'll whiff, and you get a free Dust combo. Edit: Don't go for the FDC K, 2j.k combos unless you are in the middle of the screen, and they are between you and the bomb. ___F___O_________B______ That situation is good. ___F___B_________O______ or _________F_____O_______B usually means you'll start up a combo and get hit by the bomb, or you won't actually use the bomb in your standard combo.
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This tells me you have never played as/against Jam. Almost everything leads into at least 25% health. The ones you're talking about lead into 60+% damage, and on top of that, 6H is a great tool, if only for the gatling for H > 6H. I mean, the character is in the top 5 easy, just because of Damage potential, ability to combo, and ability to get in on opponents.
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This match is one of the most even matchups that doesn't feel even, depending on how it starts. If you beat him out at the beginning, you can pretty much space him pretty easy, and if he beats you out in the beginning, good luck getting rid of him.
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Actually, it gets a lot harder, directly after that fight. One thing I think is hillarious, is that the campaign is really easy if you rush to the masterghost with Sol, and whenever you get enough mana, you just summon as many of the Drill that you can. E-ZAY
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In the corner, you should always finish the 6H>236S>S>H More damage, plus, puts you back in the same situation. Don't use the j.2k so much. if you throw it out that early, they can rip you to shreds.
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It's really hard on a pad. I'd say near impossible for the kick. On a stick, it's muscle memory.
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I know they aren't on youtube anymore, but is there any way to Download them from like a Rapidshare or Megaupload thing?
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Does anyone have that combo video that teaches you a ton of his different combos on every character?
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Once you've learned his guardstrings, you can IB them and use a 5D to dodge the next move. It's flashy and it works really well if they try to throw out stuff like the 6K to mix you up. I know it's risky, but it's good damage, and he'll eventually get you in the triple unblockable, so it's worth it. I really don't count Eddie, because he beats everyone Chipp and Millia are really hard fights.They're fast, and they can stay in your face forever. May does so much damage, and your hitbox is hueg, so it's going to be pretty tough. I don't play against Anji that much, but how exactly is he one of your toughest fights?
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Faust's Hardest match is easily Millia. You can't zone, and she beats you up close.
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GGX was something like Millia Dizzy Johnny Sol Everyone else Potemkin Testament
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IB his strings, and interrupt with 5P > Knockdown combo. It's not going to do good damage, but it's really easy to Oki on him (early 2k to bait out Strum Viper). Superjump bag is ok in this match too. Don't get too cocky, since you are huge, and he can do big combos on you he can't do on anyone else. Slayer is pretty hard to fight against, but one thing to always remember is NEVER USE THE SCALPEL PULL, UNLESS YOU COMBO INTO IT WITH A CH 2H or 6H, OR IF THEY ARE CROUCHING WHEN YOU HIT WITH EITHER ONE. Seriously, 6P, BBU, sometimes DOT will beat you, and that usually means upwards of 50% life. Your DC'd j.H is a lifesaver, but he can, and will punish every slow move you pull out. Pretty much, no random 2H or 6H, unless you REALLY think it's worth the risk. Play this one really cautious, and you might find it's tough, but still a plausable match.
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Yes, but that doesn't mean it's useless. The problem is that the blanket is easy to read, and 2/3 times it's going to come from the front, with no way to combo without 25/50 percent tension to waste, and that's saying that you even hit. Way better things you could be doing. Yes, up until the first j.K. That works, but using Mettagiri is a better use for it. More damage, and they land closer for oki game. Not that bad of a ground combo, but if they're in the corner, and they're not a lightweight (aka, most girls) you can actually 6H>Pogo>RC>6H>Pogo>Pogo S> Pogo GMW and it does a good 240~250 damage. Otherwise, 2H works good, but it does less damage. Also, No need to run in unless you're in the center of the screen, but even then, you normally can't hit with the Pogo S out of the pogo hit. Sorta. If you hit with 5P, 5K, 5S, or 2K, there's usually a way to combo into it. I personally don't use 6P that much, because the other moves cover AA way better IMO, and give you more options to combo.
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Really, the FB Puffball is Faust's biggest concern, so if they're being too agressive, scare him off with the ball. In most situations, he can try to poke you, but one mistake usually means the end of the match for him. The Drill Cancelled j.H is pretty effective in this match for him, but well timed 236K's can swat him out of the air. This is easily in Jam's favor, but a single combo can really turn around the match.
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Are you talking about 6k? His 5k loses to the 2k 90% of the time, and the j.S should win every time. The 6k would still lose to the 2k, and the j.S, I could see it losing. Not sure though, it's mostly based off of matches with SH_.
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On most DP chars, you can try to bait it with an early 2K and punish. It's easy to set up, and block, and it's really easy to combo them when you fake them out.
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That really doesn't come off as that powerful a tool, especially since you have to have used your burst before it, and the Drill Canceled j.k strings into j.2k > Groundstring. I don't know, but It really just sounds like a really gimmicky tactic.
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I have to ask, how do you Backdash Cancel, and what's the purpose of it? I would guess Invincibility from the backdash, but not moving, but how is it done exactly.
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Guilty Gear FAQ Thread - Ask your questions here!
DJ Xero replied to Kairi's topic in Guilty Gear General
Here's a question for you. If the arcade setup is K S H P D How are you supposed to taunt in a match on the arcade machine?