shinquickman
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Everything posted by shinquickman
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*insert thongtemkin motivational poster here*
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- humor wasteland
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Too soon to judge May I say. I see some potential in j.RR for a new B&B combo (lauch j.H>h.RR FRC to a crazy combo?). Might be fun.
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Not exactly. You could combo off of any frames. Specific combos are exact on which FRC to use in what situation. Intuition is best there, but for the most part any FRC will work. Edit: I broke the 666 curse!
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You have 4 frames to FRC the dolphins after hit/block I think. If you FRC from frame 1-2 May will hop up a little after hitting (and carry running momentum). If you do it from frame 3-4, she will fall straight down. I like to think of it as 2 FRCs(one that causes a hop, one that doesn't), but mechanically speaking, it's wrong to say that.
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Guilty Gear FAQ Thread - Ask your questions here!
shinquickman replied to Kairi's topic in Guilty Gear General
Check me out for all of the above. :blue: -
Guilty Gear FAQ Thread - Ask your questions here!
shinquickman replied to Kairi's topic in Guilty Gear General
You already asked that and no. -
I thought the j.D that stays out for 4 seconds is an FB move called Stun Raise or w/e motioned like j.214D. Supposedly looks like j.D but slightly bigger.
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Just wanna add some things. So is your j.2H crossover. Don't forget that is a really, really important part of May's game. On wake up with good timing it's +11, actually. Hitting w/ the last active frame, 2D can also be as useful as 5H (-1, 10 active frames, hit in the last active frame= +9 adv.), esp. on Anji and Jam. -Don't end blocked strings with dolphins. It's best not to end blockstrings at all. Finish it w/ just a 2P or 5H, nothing else.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
shinquickman replied to Kairi's topic in Archive
This is like the 100th time I ask about waking opponents, but... Do opponents that are crossed over have more inv. time on wake-up? I've had way too many instances where I'd go for a crossover as oki, I see the opponent in their blocking animation, and then my attack whiffs. I've had this kinda crap happen to me a bunch of times, but now it's just getting annoying. I must also note that everytime that has happened to me, it's beein on Axl. -
^Well see, the dolphin combos aren't as restrictive as RR combos, and do more damage. RR FRC combos are to keep opponents in the corner, but even then that doesn't help much. Personally I don't think it's good to sacrifice 50+ damage for a guaranteed knockdown.
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^2D>RR FRC land xx c.S>5H vert dolphin Yeah I had a feeling that combo would have a use eventually. It's like the xx\ programmers were like "Here's your new combo. Get used to it , 'cause when AC comes out, no more dolphin combos!"
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^Yes the dolphin ends where it would normally end. Though it doesn't bounce back when it hits, meaning I dunno. No one knows this for sure actually. Force break dolphins could (and most likely will) mean the end of her B&B combo.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
shinquickman replied to Kairi's topic in Archive
It also has grab inv. I've seen people use it to bait grabs lots of times with it. -
I wonder if the FB charge dolphin is considered a projectile. What's more, I wonder if it's a piercing projectile, like I-no CL. That thing kept on going even after block.
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Read the Frame Data People 5P, 2P(the only JCable 2P IIRC), 5K, c.S, f.S, j.P, j.K, j.S, j.D
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
shinquickman replied to Kairi's topic in Archive
Correct me if I'm wrong anybody, but to my knowledge landing recovery after jump is cancellable, meaning there isn't a real recovery. I also remember reading somewhere that the recovery only prevents you from jumping or dashing/backdashing, though it seems to not apply to some chars. -
Guilty Gear FAQ Thread - Ask your questions here!
shinquickman replied to Kairi's topic in Guilty Gear General
^Frame data 19 frames inv. (the startup frames) and 2 frames more of grab inv.(I think). Pretty decent amount of time. -
Force-Break dolphin charge possibility: {[4]c.S(JI)>5H>hor. dolph FB XX iad (dolphin hits) j.S>j.H land}repeat untill tension runs out. Naw that sounds too easy. On second thought, it was possible for May to do a combo similar to that in the previous games, except you replace j.S>j.H to j.P>j.K>j.H (and FB to FRC obviously), though it was extremely distance-dependent and limited to standing chars. Maybe the combo listed above is the new B&B while the old B&B is dead? Plus, it's less damaging I think. I'm overspeculating things.
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^Anji's 214K :P
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@Purrin I dunno. I think Anji has as good of a chance throwing you from his hop as you do. It's always been a 50/50 chance for me, so instead I've gotten the habit of charging down after blocking fuujin, and reaction vert. dolph. land c.S>5H>vert. dolph etc. when I see the hop. Edit: I hate Sol too.
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Guilty Gear FAQ Thread - Ask your questions here!
shinquickman replied to Kairi's topic in Guilty Gear General
I hate it when people set macros. I used to accidentally hit the short frc button and get into IK mode in the middle of the match. -
I dunno. I don't have that much trouble on Baikens. So I guess it's more like May's bad matches = S tier + A Tier - Baiken + Bridget
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
shinquickman replied to Kairi's topic in Archive
That depends on the move. Many supers don't have grab inv. during the freeze frames, so that's probably why Slayer got grabbed off. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
shinquickman replied to Kairi's topic in Archive
That's totally character dependent. The big guy gets even bigger when he's attemting a block while Dizzy get's really tiny when she blocks low. -
Where did you get that from Harem?