Kjorteo
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Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
Without having actually played it, I'm going to guess that GGXX story mode guides are useless because this is an entirely new storyline. (I'd be highly interested in what any alleged GGXX story mode guide has to say about A.B.A.'s story mode...and even the original characters still get all-new stories, too.) Whether a specific GGXXAC+ story mode guide is out is a different question, and one about which I have absolutely no idea. I haven't exactly gone looking, because I'm not quite fanatic enough to import and wade through a Japanese story (I'm waiting for the US version on Wii, which is almost-but-not-quite out yet) and therefore haven't played it yet and therefore haven't felt the need to search for a guide. -
Running in tends to lead to eating his ground-based long range moves like 2H and...whatever the other ones are (hard to keep them straight since I don't play Axl.) I guess I could try running in and immediately stopping and FD blocking low if I see him winding up for basically anything, but I don't know what, if anything, could be punished if I block it, and that still keeps me from actually getting close enough to do anything.
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Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
Because that's not a standard Guilty Gear song. It's just Isuka. -
I realize this is more or less the entire point of his character, but oh my God I can never get close enough to Axl to do anything except eat long-range-poke after long-range-poke in my futile attempts to approach, and eating a trip costs about a third of my health thanks to the damned Axl bomber combo.
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Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
I once saw a YouTube video where someone was having way too much fun with that particular glitch (or whatever it is.) It was a combo video, but they stopped with the normal combos to have a strange section in the middle where things like that would happen...and if I'm remembering correctly, the end result is that the animation plays and everything, the character is blown off the screen if appropriate, and then the attacker just randomly falls over dead once it's done. It's...quite interesting to see. I wish I remembered where that video was. -
Hey, I was told to move this here, so.... I saw a link from somewhere on these boards to a series of combo vids on YouTube, but for the life of me I can't find them now. Help plz? Of course most YouTube combo vids are impressive, but these ones were absolutely ridiculously impressive, and I remember there was something in the name of the series that even hinted at that. (I could have sworn it was "excessive," like, "Excessive Potemkin combo", "Excessive Slayer combo", etc., but those aren't turning up anything.) The Potemkin one had about three or four Potemkin Busters in the same combo on several occasions (using PB, FB PB, and HPB at various points.) The most noteworthy thing I remember is that the Slayer one opened up with a 100% damage combo vs. Millia, flat-out killing her in like five or six seconds. The first thing in the video was she jumped toward him, he intercepted with Direct-Hit Dandy (2 hits) --> Direct-Hit Dandy (2 hits) (Millia is dizzy now) --> Pilebunker for the kill before she could ever touch the ground again. Oh, and the Zappa one (and I think the Robo-Ky one but I could be wrong) had some infinites, and the video handled them by just speeding up the feed until they were zipping around at hyperspeed, then slowing it down again just before hit 300 or or so when they finally finished (with the kill or whatever.) Please, someone tell me what I'm talking about and where they are again, because I need to show the Potemkin one to a friend of mine who plays him.
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Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
All right, I need help with something. I saw a link from somewhere on these boards to a series of combo vids on YouTube, but for the life of me I can't find them now. Help plz? Of course most YouTube combo vids are impressive, but these ones were absolutely ridiculously impressive, and I remember there was something in the name of the series that even hinted at that. (I could have sworn it was "excessive," like, "Excessive Potemkin combo", "Excessive Slayer combo", etc., but those aren't turning up anything.) The Potemkin one had about three or four Potemkin Busters in the same combo on several occasions (using PB, FB PB, and HPB at various points.) The most noteworthy thing I remember is that the Slayer one opened up with a 100% damage combo vs. Millia, flat-out killing her in like five or six seconds. The first thing in the video was she jumped toward him, he intercepted with Direct-Hit Dandy (2 hits) --> Direct-Hit Dandy (2 hits) (Millia is dizzy now) --> Pilebunker for the kill before she could ever touch the ground again. Oh, and the Zappa one (and I think the Robo-Ky one but I could be wrong) had some infinites, and the video handled them by just speeding up the feed until they were zipping around at hyperspeed, then slowing it down again just before hit 300 or or so when they finally finished (with the kill or whatever.) Please, someone tell me what I'm talking about and where they are again, because I need to show the Potemkin one to a friend of mine who plays him. -
Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
Primarily the Fireseal, though it has sort of grown beyond that into a general Ahab-like rival obsession by now. -
Millia vs. Sol: This match is S.O.L. Well, not really...
Kjorteo replied to X-Sapphire's topic in Millia Matchups
If you have health to spare and at least a little distance, sometimes you can avoid getting into that mess with a ground Pretty Maze--if it gets out just before he attacks, then you'll eat a hit or two, but then his being too busy hitting you to block means he'll start eating it once it goes active, and from there you have plenty of time to 2H --> whatever. Or, if he knows that trick and is ready to block, then at least he's blocking and not pressuring you, and having to block all three Pretty Maze hits gives you time either try to get him with your block pressure or at least roll or whatever and escape. Well, unless he Bursts, of course. Granted, all of this doesn't really help escape a pressure string you're already in, and I've eaten way too many Potemkin Busters to conclude that it works against throws. But it's a good anticipatory move for "they happen to be over there at this instant, but oh crap, they're running right toward me at full speed with murder in their eyes." -
Man, fuck my friend's so hard for that. I usually don't get gamer rage, except when my attempts to play a decent match with mixup and oki and tactics and all that good stuff fall flat because he got lucky with that damn 6HS twice. Twice. Even Potemkin will let me get hit more than that and still have the whole match lost yet.
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Absolutely not trying to answer the question legitimately because neither I nor anyone I play with are even close to tournament level, but just between me and my friends, my Millia's worst matchups are my friend's Potemkin (his Pot just stomps everyone, it's kind of sad) and Faust (which is weird--it doesn't seem like that should be a problem matchup, or at least I don't feel like he has any special advantages, but I can just never seem to win against him for some reason) and my other friend's Dizzy (who I can never get in on--she just catches me on the approach, takes about 40% of my health, and sends me back to the other side of the screen to try again.)
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Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
I'm telling you, the new AC voice set in its entirety is worth it for Robo-Ky alone. -
Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
All the new voices (including the announcer) are in the range between "at least used to it enough that I'm not going to complain" and "holy crap awesome." I actually like the new Anji. I love the new Robo-Ky. The only voices I can't really comment on are those of A.B.A. and Order-Sol, because I went straight from #R to AC, so I have no idea what they used to sound like. In particular, I'm not a huge fan of AC Paracelcus' voice just in general, but I wouldn't know if it used to be better. (On a side note, going straight from #R to AC seems to have given me a wildly different perspective on the character gameplay changes. All I hear on the forums is how Ky and Anji got nerfed, but to me, they have super cool new moves I've never seen before, and Anji doesn't have to connect with Fuujin to do his followups anymore, and force breaks, and..! Basically, it's like everyone in the cast got an across-the-board power raise, except maybe I-No, who is now my weakest character since I play her pretty similarly to #R while everyone else has gotten dramatically better.) -
Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
I-No isn't a masochist; she's a sadist. A literal sadist, as in, she gets off on tormenting others. Especially Dizzy. -
I know that Millia's air approach is something to be feared, but unfortunately, you may notice Dizzy included in the list of my roommate's characters. Dizzy's AA keepaway seems to beat me every time--5S (5 hits) --> Ice spike alone sends me right back where I started with significantly less health for having tried, and that's assuming she was generous enough to not already have a fish and one of those floating ice sickle things in the air waiting to go before I start. Which is usually not the case. I've complained about this before in #R, and the situation hasn't really improved in AC (the ability to hold and delay the air ice sickle thing really isn't helping) but that could just be me sucking. Anyway, back to the main subject at hand, Could you please define or give examples for what's good mixup after successfully jumping over a poke? And shall I assume this is on the way up from your jump? From my experience, waiting until the maximum height to notice I can attack gives them plenty of time to recover and block whatever I try on the way back down. I'm not positive this is the best idea to try against Jam, no matter who I'm playing. Maybe Anji could be a smartass and throw something with low autoguard, but I've historically been very bad at timing that. Actually, this is kind of embarrassing, but he's mostly exploiting a problem I have blocking low in general. I seem to have this weird instinct to move the stick toward 4 when I'm in the middle of a long enough block string, so if he just pokes me enough times and then trips he usually gets it. And in the heat of the moment, when I have less than a second to say "Oh, crap, incoming attack, need to block now," I'm absolutely terrible at finding 1 instead of accidentally moving the stick more toward 4 or 2. So that's definitely just me sucking, and yes, I am trying to work on that. Damn. I was really hoping that if I found an option to make him pay dearly for having tried to trip me, he'd get wise and try it less.
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Well, I'm not trying to preemptively punish the 2D. I learned my lesson about that a long time ago, especially against freaking Jam. I'm asking if there's time to throw some sort of punish in after blocking it, before he can do anything again. He just trips so damn often that I would really like to be able to make him pay for it. Block a trip --> 2K-2S-2H --> Air combo would make me so happy, you have no idea.
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Okay, I have just about had it with my roommate. He is an unmitigated TRIP WHORE. And the thing that frustrates me the most is that he abuses his 2D on everyone he plays so much that it's extremely predictable, yet I even when I see it coming from miles away, I just don't know what the answer happens to be. I feel so stupid when he trips me, trips me again on my wake up, trips me like that about five times in a row, and then hits me with a standing dust when I start blocking low. A standing dust. That's just shameful. But anyway, my retarded lack of reflexes aside, I do end up blocking his 2Ds a lot just because there are so damn many of them, and I figure there must be a good punishing option in there somewhere. In fact, according to the frame data, there's time for Millia's 2K just after blocking the 2D of pretty much everyone he plays, and it should hit everyone except Bridget, and 2K gatlings nicely into things (2K-2H, right? I know what to do after landing a 2H....) I'd like some confirmation on that from you guys, though. You block a 2D from one of these characters. Since my reflexes suck, let's just go ahead and say normal block, not IB or SB or anything. Anyway, you block a 2D. Now what? His characters:
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Millia vs. Slayer: Get hit and die in one combo! Wheeeee!
Kjorteo replied to X-Sapphire's topic in Millia Matchups
Oh, is that all. Man, I wish my sense of timing was cool enough to handle things like that. I still can't even FRC. -
Millia vs. Potemkin: I PB you and take 80% of your life! KEKEKEKE!
Kjorteo replied to TGS's topic in Millia Matchups
I seem to be running into a new problem against my friend's Potemkin: his freaking Megafist. I can block it, but that's where my troubles begin: he seems to have gotten good at buffering either Potemkin Buster or Heat Knuckle for the moment he lands from Megafist. I've experimented in practice mode with the dummy doing Megafist --> Potemkin Buster, but unless I'm blatantly missing something (someone please tell me I'm missing something ,) the only thing I have time to do after the Megafist blockstun without eating the Buster is to jump backwards. Which worked just fine, until he figured out Megafist --> Heat Knuckle.... Now, unless I can think of a better followup-independent answer to "What can I do after blocking Megafist," I'm basically forced into a jump-or-don't-jump guessing game where the penalty for guessing wrong is astronomically high. Dead Angle if I have the tension and am desperate, maybe, but is there something a little more economical? Even my usual defensive Pretty Maze trick (throw a ground Pretty Maze in anticipation of being owned by something, eat the first hit, then laugh as the opponent was too busy hitting me to block and eats the Pretty Maze) fails me, since either followup in this situation is one of the few instances I've seen in which something is fast enough to interrupt Pretty Maze, and even if I do get it off, Potemkin Buster and Heat Knuckle appear to have that same complete invincibility to residual projectiles during the throw animation as anyone's regular throw. (This is my karmic retribution for throwing Venom just after he throws a Dark Angel, isn't it....) -
Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
Hmm...that actually reminds me of another question I had. How does one get screencaps and record match videos, anyway? I'm assuming some sort of TV signal capture hardware, but what, exactly? If it makes a difference, I have Accent Core for both PS2 and Wii, but I much much much much prefer it on Wii. -
Guilty Gear FAQ Thread - Ask your questions here!
Kjorteo replied to Kairi's topic in Guilty Gear General
Good luck actually getting Boss I-No to hold still long enough to not interrupt the DizzyKill. Anyway, http://web.archive.org/web/20041211191743/www.gamecombos.com/games/ggxx/etc/super-c.html Has anyone ever made something like this for Accent Core? It sure would be awesome. -
Millia vs. Sol: This match is S.O.L. Well, not really...
Kjorteo replied to X-Sapphire's topic in Millia Matchups
Re: Sol, how are you on ground Pretty Mazes (FB discs?) In my experience, they're good stuff when used defensively as rushdown anticipation, as they activate fast and don't go away when hit. (And they own dry Riot Stomps, ha.) In fact, if they're intending to hit you, they'll probably hit you once (so don't try this if you have 1 health left or anything,) then get caught in the Pretty Maze because they were too busy hitting you to block. And unless that one hit you ate was a Potemkin 6H or something, being caught in the Pretty Maze usually holds them still long enough to combo/Winger/etc. And regarding this: The answer is a definite yes if we're talking Pretty Maze, though I actually don't know if a wakeup DP will pass through it even if it is out, and if so, if he has time to block it on the way back down. If the answers are yes and yes, that might not be such a good idea after all. -
How good is his AA? Sometimes, when I'm really really desperate to get in range (and my opponent isn't any better at this game than I am,) I dry turbofall from a fair distance just to quickly turn "a fair distance" into "right on top of you." I can sj.turbofall --> throw if my opponent isn't expecting it and I catch them off-guard. Of course, I eat it like you would not believe if it's anticipated. Against Johnny, I've been J-slashed out of Turbofall a couple times, and it's quite sad. (Though the Johnny player I go against usually waits for me to throw a Bad Moon for that particular trick...but anyway.) Maybe you could use the pin on your way down to make your approach at least a little safer? I know that's pretty much the only way my friend's Dizzy will ever let me into melee range, but I must confess that I don't have as much experience against Johnny.
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Also, not to derail the conversation (I'd also be interested in hearing Johnny tips from people who know what they're talking about more than I do) but to go back a bit.... Could you please elaborate on that? My personal experience is that the FB disc doesn't offer quite as good mix-up potential as the regular disc for things like oki OTG trap setup, because it goes active a little quicker (less time to change sides or something) and the hits are rapid enough that blocking one will auto-block the other two. (You guys were familiar with that, right? How if you're hit again while in blockstun or if it's quickly enough or something, you automatically block despite controller input, crossup, etc. for pretty much everything except high/low mix-up? Here's a vid where I'm pretty sure A.B.A. accidentally takes advantage of that to block Mist Finer despite having mist on her at about 1:05.) If they're in the middle of blocking the FB disc, you have to employ high/low mixup to catch them (crossup doesn't work due to auto-block and throw doesn't due to not being able to throw someone actively being hit or blocking,) and if they block low by default, pretty much the only overhead you can do that's fast enough to not be blocked high on reaction is TK Bad Moon. At least, unless I'm wrong about that?
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Millia vs. Faust: The doctor is in! Now he's out!
Kjorteo replied to Kjorteo's topic in Millia Matchups
Yes.