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Everything posted by vedasisme
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he outright abuses it here: http://www.youtube.com/watch?v=Ldz-Voe9_38 he also comes back about halfway through the vid and continues using it. EDIT: funny thing, it's the same video i posted last. I'll try to find some more examples, because he does it with some consistency nowadays.
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Why do you guys think Dogura has started using the 5k > 5p link as okizeme? Do you think that he's timing it in such a way that it's a safe meaty?
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I'm still playing GG, too. Touched BB, only momentarily. Gonna wait for some re-balancing before I take that game seriously. In other news, a-cho has been uploading GG matches with some regularity, and a batch was just uploaded today. Looks like Dogura and co. decided to be awesome today! http://www.youtube.com/watch?v=Ldz-Voe9_38 in the other vids you'll see footage of N-Otoko and Kabegiwa no DC representing.
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I can see where you coming from on the combos. A lot of the time I'm just going for the horsey combo into the 5HS frc, and I often screw it up and sometimes 6P comes out instead. Were there other places I could have combo'd? I agree my oki is good, but it's not as solid as it could be. I'm seeing a lot of places where using 5P as a spacing tool for bazooka would really come in handy, so I'll definitely start using that.
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If that's true, I should have my johnny friend start trying to beat my horsie. Don't want to get too used to doing it if it's as unsafe as you say.
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New vids! Well, not really new, they are from my groups pre-otacon warm-up, and all of us have actually improved a lot since then. Have a look-see, crit appreciated: vs OR http://www.youtube.com/watch?v=kJ6Cb-NCjpw http://www.youtube.com/watch?v=a3MDfg3N3EY vs SL http://www.youtube.com/watch?v=vw9kbZ8ABSQ http://www.youtube.com/watch?v=1PzGxdVOgs4 vs JO http://www.youtube.com/watch?v=oYKOVhP5lzc
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I think one step towards success is more charge cancel. Make your blockstrings longer by using CC, use a lot of safe pokes that are out of DP range, but mostly learn some CC combos. You already kinda figured out that you can use lvl 1 rock-it pretty safely in pressure. One random thing to note is that when you get your j.ppppp > whatever ~ 2D blockstring, it makes me REALLY want to try instant blocking on purpose. Basically, I can't do anything about that particular thing yet, so throw it at me until I pull some Japanese shit out of my ass and break it.
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firing lvl 3 missiles while directly above someone is generally bad; a good player will go under the missiles and punish you.
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If you are in a situation where frc-ing lvl dp is possible, it's either a counter-hit, in which case you can just land and do a normal air combo, or it's techable, and I wouldn't count on being able to react quickly enough to take advantage of the hit AND reliably pulling off the FRC. It's really hard to do. There are even some fun mixups you can pull on someone who's landing from a tech, so I usually prefer that.
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Which character you are trying the loop on makes a big difference; you are probably trying to combo a lighter character. I got my first loops off on Litchi because she's weighed down by her massive boobies.
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Theoretically you could try to jump-fortress defense, and try to air-dash in between hits. I've seen it work before, but I'm not sure how reliable that is. The arakune I play against doesn't do that corner lockdown...yet.
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If people are starting to react to your D, I imagine that's where cancels come in. Not that I can do that myself yet. I wonder if B-cancel gives you invulnerability in addition to passing through the enemy?
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An important thing to do is accept that Arakune players will be rewarded for their skills before you. You are going to lose many more matches against arakune. However, it's important to have the mentality of figuring out: -how to block his moves. Arakune seems like he's all about crossup, his dive can go forward or back, and I think straight down, and he's got a goddamn teleport. He's going to hover up in the air all day hoping to curse you so he can fling bees at you for the next 20 seconds. -which of his moves are punishable. Arakune's landshark comes out fast and hits low, but its super-punishable on block (kinda like May's 3k). I don't really know about his highs though...it seems like Arakune can get airborne quite easily, so I don't have any advice about that yet. -how he responds to your behavior. Arakune could warp back and forth all day, but obviously that's not safe. It has a bit of recovery. When and why do Arakune players warp? Can you trick them into trying to warp behind you, only to discover they've warped into the waiting arms of a huge combo? I guess I ended up rambling a bit, but I'm trying to keep myself from getting frustrated by listing out the way that (I think) will lead to people accepting that Arakune can fuck with you as much as Eddie, but you can still beat him if you know what you are doing.
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What's weird about these combos and is that you can't do them like you do in Guilty Gear. If you mash A 4 times, you will definitely do A 4 times. If I do 236CCC I find I do 3 of Cat Spirit 3 even when I try to jump cancel the 2nd hit!
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The crazy thing is, both of those players are still learning new things during the course of these matches I see Dogura perfect a D > j.D > jc > wait > j.HS > land > 5S relaunch >aircombo it happens in the 3rd video at around 3:19 http://www.youtube.com/watch?v=UEab9Zb2-lA
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DC looks so...benign. Like he'd be one of your best friends or something, haha. Of course, Dogura looks like every other RO player (awesome).
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what dontuel said about bazooka oki is a must; even level 2 bazooka is good pressure, and gives you time to at least lay another mat to gain some tension, which is sometimes worth losing the initiative in a match. you were losing a lot of the footsies and I think that's because your spacing and movement needs a little work. learn when you are close enough to land far slash, and when you are farther try to TK missile, or just lay a mat and block. I can't say I blame you though, may is a hard character to fight because her jumps arc so weird. the opponent was also messing with you by jumping repeatedly, if you jump and start out with j.p you can catch a lot of people out of the air if you don't think your reactions are good enough to straight up air throw.
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Wow, really solid robo! His defense is very impressive, and he's even slashbacking. He knows when he's got a combo, and when he doesn't, which is what I'm beginning to think is what's missing from my game; I need to stop trying to chase after random hits that won't combo.
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I meant how he does a TK missile to start, and then his homing jump continues so he can finish off the dizzy combo. Only way I can think of is it he super jump-installed his dust...?
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i have some Zappa vids you may not have seen: http://www.youtube.com/watch?v=4ICVbejOeTA Considering how thoroughly eki-chan knows the character now, it's not surprise he decided to move on to a new character. Dunno if he's officially made the switch to millia yet, though. http://www.youtube.com/watch?v=MezdSH2Yc20 http://www.youtube.com/watch?v=YeHEFXwoT7g
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In round 4 or the 2nd match, Dogura does a dust combo composed entirely of missiles. I still haven't figured out how it works; does anyone know?
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[#R] Official #R PC Online Play Thread
vedasisme replied to koogy's topic in Guilty Gear Online Play
you should try the wingdreams server, too. it also depends on the time of day you're connecting. another thing to note is that your port-forwarding doesn't affect who you see in the server, but rather your connection success rate. -
Wow, thanks for such thorough advice, even though I didn't give you guys much to work with. I'm definitely going to go through and work on execution and combos. I promise the next time I post vids, I'll have something better...and I'll also have a better color, haha.
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1. Horsie doesn't float in Reload; don't even bother trying to cancel it into punch super. If you're quick you can sometimes get in a HS frc > 6p. However it seems like horsie was designed for counter-hits in Reload, since a CH horsie gives you enough time to dash up and do K S 2S 2. Slayer can infinite bite loop in Reload. Gay as hell; just try not to get bitten in the first place. Most Slayer fights I have, either the player is good enough to beat me without bite-looping, or they're not good enough to even get to try it.