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Everything posted by EasyModeNub
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Incest is best? We need a "Crisis on Infinite Guilty Gears" thread where we just point out all the blatant problems with the continuity of the series.
- 1,727 replies
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- down with naruto
- mod brown-nosing
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I still prefer to say that the X series is noncanon, although gaiden may sound like a prettier term for it. The attempt to justify the horrible inconsistencies and complete lack of true canon in the GG world remind me of "The Crisis of Infinite Earths" that DC created. They realized that unlike Marvel they didn't manage the multiverse very well, and had never designated which reality in the multiverse was official canon... so in an attempt to save themselves from their terrible foresight, and poor writing, they destoryed the multiverse during a comic event. This left only 1 reality and set the stage for the inane lack of creativity from the mainstream DC studio, leaving the only creative minds in DC to become part of Vertigo (which is owned by DC ).
- 1,727 replies
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- down with naruto
- mod brown-nosing
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Last I remember it was said that they were noncanon. They might have retconned, but that would be really lame. I like the original canon of Dizzy erecting a gear army and going to war, ending with her and Sol going 1v1.
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- down with naruto
- mod brown-nosing
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Actually, there are so many things wrong with this and Overture that it's crazy. Ky can't have had sex with Dizzy and produced a child in Overture considering it's canon that he died during the Holy Wars. Now I know you're saying "But Ky is in AC!", but AC is noncanon, along with the entire X series; which is based on the theory of "what if" I-no saved Ky from dying. (Remember, I-no's a time traveler) This is pretty sad since it's the only thing that could be called a GG storyline. So in essence the X series works the same way the multiverse does for Marvel, lots of cool things happen but only the event in one particular universe are canon. This leads to some problems in Overture. Overture was suppossed to be the canonical sequel to the original Guilty Gear... but Ky died in the Holy Wars so what the fuck is he doing in Overture? That can only mean that Overture, like the X series, is noncanon... so everything in it is noncanon as well. It really sucks since the X series has a better story than any other fighting game, but I'll trade it all to keep Ky away from Dizzy's vagina. /end rant
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- down with naruto
- mod brown-nosing
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This is what AC felt like for me. AC did for Potemkin what Slash did for Ky, now he's fucking EVERYWHERE!
- 2,057 replies
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- humor wasteland
- not even funny
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lol I started ending combos with that just because it'll make any combo look hot.
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... I had no idea that jump installs worked that way... I always thought that you had to do it right before the appropriate jc. I've made it so much harder on myself, in my defense though nobody ever explained any of this to me. tyvm zaido
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This combo is killing me right now. Pot, corner: Crosswise Heel>5H>jc>jH>jK>land>5H>ji>sjc>sjH>sjD>sj2K>sjK>jc>sdjH>sdj2K>sdjD I think it will also work with ch 2H, but I haven't messed with that too much, but the ji and sjc off of 5H is killing me, I usually don't even try this combo right now since I do it so inconsistently. Also, I know there's a way to fit >land>5H>FBPB in there, but it'll probably take some editing. Any tips on the ji+sjc cancel from 5H?
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I concur. +1 vote for forward EXE beast, best move in the game.
- 1,795 replies
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- crazy larry
- dirty mary
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Hase, that name sounds familiar for some reason. I can't really check the name because I'm at work, but is this him in >these< vids? Just wondering.
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It's no problem, if you have any questions feel free to ask.
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Slayer is always a character to be feared, no matter who you are. The thing that video helps to illustrate is why, even with the match in your favor, you can not afford to be careless at all when you fight Slayer. Not saying that Kichi was being careless, it just seems like he got completely outclassed in that fight. Nothing he could do about that. :8/:
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I'll PM you everything I know about combo notation.
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Don't let -->this<-- happen to you.
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Wait.... do you mean that you can't read combo notation? I already know that your Eddie is self taught... which is fuckin scary... but what don't you understand?
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I always thought the answer was to block it.
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I slap my opponents hand.
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jHS is the god of Air to Ground moves, so I don't think that 5P will do anything but get you killed. jHS has alot of start up so Slayer has so start the moves early, to make sure that it's active as he comes down on you. This means that if you are pretty good you can chicken block it (crimson did it to me several times). If you don't know what chicken blocking is, that's where you jump and block the move right above the ground so that you land at the advantage. It's hard to do, but it's been done to me:8/:
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you make a very valid point. For testament players, I would recommend that you IAD back at the beginning of the round. You might be able to beat out his openers, but I just don't think it's worth eating a hit into knockdown and then having to deal with Slayer's mix-up so early on. HS exe beast is a good opener imo too. I'm not a testament player though, so you should probably advise them on openers. I think this match up can be played alot like the Dizzy vs Slayer match imo. Keep him away and fish for a knockdown, then capitalize. If he gets away from you, set that fortress back up. Always watch how much tension slayer has, at 25% start throwing out more 2S, and at 50% stop ending string with net, skull, or tree. You can still do HS exe, but make sure to get the frc. If you miss it, I'm pretty sure he can DOT you. If you find yourself in slayer pressure, do like Caer says and learn to IB that shit. I would recommend crouch blocking while slayer has you pressured. 2K is alot faster that 6K, you can block the latter on reaction if you pay attention to what he does. Pay attention to the 6K and learn to recognize if it's a feint. If he feints you might be able to throw him depending on the spacing, so go with the option select that Caer recommended in his guide. Also don't try to carelessly jump out. It's quite possible to jump out of Slayer pressure, but if you're careless and don't look for the opportunities... you might just eat 5P, 2S, or 6HS into 50%+ life and knockdown. Be aware that slayer will throw you.... alot usually. The K skull (the one in the air is K right?) is pretty nice in the match, with it out slayer can't approach you from the air very easily and HS exe will be threatening his ground game at the same time. So use that shit, just remember the 50% tension rule. Air to air- only use jS or jP... Caer is quite right about that. Those are great air moves, especially jS... the rest will lose to jK and you'll get comboed. Anti air-You can 6K IAD you predict... but besides that, just don't. Is it really worth eating a counter hit jH and losing 60% or more life? Air to Ground- Why are you jumping in on slayer in the first place? Seeing 2S in action should tell you that it's a bad idea. That's about all I can think of. Anything you feel that I'm wrong about, feel free to change it. Edit: I forgot to mention that once slayer hits 50% 5K become 10x more threatening since it can be hit confirmed into DOT with relative ease.
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It's funny to see another person outside of my friends that says redonkulous. lol An example of one of the 50% combos available would be. DOT, 5HS, sJC, sjHS, sjD, sj2K, sjK, land, 5HS, Pilebunker. You can actually do another SJ rep depending on postioning (I watched crimson do it:8/: ) and that will pretty much rape you. However, when your best strat is getting 50% tension and then waiting for an opportunity to use it that has to be given to you... that's when you know you're not gonna have any fun with this match. One of the problems with fishing for DOT combos is that depending on how far you are from the corner, your combo possibilities change drastically. Slayer does have some good options when he gets testy in the corner, but life is alot easier for testy when a random HS EXE beast will beat all but 1 ground poke. Being slayer in the corner and having to deal with 2k,6P mixup is horrible. Once Testy puts Slayer in the corner, it usually ggpo time. A well timed BDC 1F jump will get slayer out of so many things that it's insane... but then the best he can hope for is 90% of the time putting some distance between him and testy, which puts testy at the advantage. The guide made it sound like slayer doesn't have to try as hard as testy in this match up, which is far from true. This match is absolutely mind numbing. I realize testy has to play safe against slayer, but so does everybody else. This match up just means that you can't get away with bsing a fight. I will admit though that if you aren't smart, slayer will run a train all over your ass. Play it smart, watch slayer tension, don't be predictable, and don't miss your frc's.
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I saw you do that the last time I saw you play. I lol'd
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slap their hand in the middle of a pressure string? no? But seriously, I think jump FD is probably your safest bet for escaping.
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The only problem I see with buffering DOT is that a good testicle is gonna be aware of the fact that you have the super rocket bitch slap ready and waiting. Every testy I see will never end a block string with tree or net if Slayer has 50% tension. The EXE beast thing I was unaware of though. Do you know if it's the S or HS barney? The HS version is +9 on block and the S is -2.
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This thread hasn't been made yet, and I'm super bored at work. So I though I might as well do it. Here goes on my first match up psuedo guide. Critisicm is welcome, just don't flame... this isn't SRK or Smashboards. Anything you see that is wrong, just bring it to my attention, and I'll change it. Let's begin. First things first, FUCK VV! That said, I can die in peace. -Openers- IAD Back or BD 2P 6P 5K j.H (?) -Neutral- A big thing to take advantage of in this match is Sol's inability to safely approach an opponent without Gunflame FRC. Obviously he can't always do this, so I feel that it puts you at the advantage in almost any neutral situation. If you see Sol do Gunflame and he can't FRC that shit, IAD j.H for the hawtness. So remember, when Sol has bar be on the look out for him to make his move... but when he doesn't, he's just a "big ol puddy tat", so don't be afraid to get in there. Poke for poke, you've pretty much got him outmatched. While your aproaching him though... watch for random VV's... every Sol player does it, so just remember that it's there. 5K, 2S, 2H, and j.H are great right now, so abuse that shit and score a knockdown. -Oki- The only thing you need to watch out for here is that goddamn VV. It can be baited pretty easily, but that's doesn't mean you shouldn't hate it as much as me. A meaty 6K can wreck alot of his wake up options, especially timed well. A well timed 6K means that if he does VV, you wiff, land, and block. However, if he didn't and was gonna block then the moves will act like the meaty it was meant to be. If you're feeling ballsy you can always stand outside of throw range and just dash in and throw a second after he wakes up. You can get away with that many more times that you should, especially after you train him not to VV. 2S is also pretty good since it can be canceled into either 6K or 2H, but make it meaty. Just straight up 2H from outside VV range is easily usable and he can't really say anything about it. Finally, any time you bait a VV, 2S him after you block it. It doesn't matter whether or not he does the K follow-up, you'll score a CH into 50%+ life. -Sol has you cornered- Remember what I said about Gunflame FRC, well it pretty much applies here as well. Be patient and look for your chance to GTFO. Don't try anything fancy when you are trying to get out, most of the time just FD him off of you then jump and air dashing out of there is the best option. However, there are couple things that you can punish him for doing. If you see him try to use Bandit Bringer to regain ground while he has you pressured, air throw that shit. It's an easy way to turn the table and make him deal with your corner game. If you've observed your opponents patterns and you know a Bandit Revolver is coming, 6P his ass. As with any character, BBU can completely turn the tide, but it he blocks it.. get ready for that Sidewinder loop, so use it with discretion. Also a well timed 2P will completely break his momentum. It comes out in just 4 frames so it can beat alot of his moves in some pretty hilarious ways. As always with Sol, watch for the tick throws. If he just runs in a 2P, get ready to jump because wild throw is probably coming... just watch for it. -You have Sol cornered- Although Slayer's pressure is easier to escape for him than it was vice versa, the fact that you got him in the corner probably means that if he make 1-2 wrong guesses it's game over. Just remember to bait that VV and you should be fine. A move not to abuse, although it is amazing, is 6H. If you get predictable, especially with that move, get ready for VV. With the exception of VV j.H will beat all of his anti-air options, so use it. 5K, 6K, 2K, 2H, 6P, 2P, and 2S is all you really need here. The only thing that's different about putting sol under pressure is just watching for VV. So keep an eye out, don't get predictable, and bait that shit. There are some great tech traps you can use here, but I am ignorrant of these and you would need to consult a better player for that shit. lol -Overall- The match is obviously in your favor, you just need to watch out for that VV and punish his unsafe gunflames during neutral situations. He can match you normal dmg output, but he needs tension and a cranked gaurd bar to do this, so don't let him do it. Your oki is solid enough to wreck him after a knockdown, so try to score one early on to really put things in your favor. As always use your ungodly dmg to your advantage. End this in 2 combos if possible. Edit: I'm going to remake this later in the week. This first attempt was just a terrible one. here are some combos I was thinking and sol sucks for combos. You can't IAD KK H him. You can't j.S->j.K him. So combos are usually super boring on him. My main combo off a CH that launches or BBU ... CH 2S->IAD.H->5H->sj.H->j.D->j.2K->j.K->5H->sj.H->j.D->j.2K->j.D CH j.H->5H->sj.H->j.D->j.2K->j.K->5H->sj.H->j.D->j.2K->j.D CH 2H->5H->sj.H->j.D->j.2K->j.K->5H->sj.H->j.D->j.2K->j.D Off BBU I'll do 5H->SJAD.D->j.2K->j.K->5H->sj.H->j.D->j.2K->j.D I need to test a few combos vs. him today... I'll put more in here later tonight.
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Getting used to zappa is really important for this fight, unfortunately for me the only good zappa I've gotten a chance to play since AC came out was Fubarduck... so he beasted my ass up and down the screen. Something I noticed while playing with him though is that in naked state, the only moves he used were 5S, 6P, 5K. I don't remember him using anything but those 3 for his pokes, and a well spaced 6P seemed uncontestable by everything I had. Fuck, I think he even hit me out of 2H with 6P. lol But seriously, like crimson said, 5K beats all of your lows and it'll eat 2H cleanly for counterhit combos. Also, beware that fucking dog. It really seems like the only summon that was intimidating in this match. Ghosts are annoying, but you can get around that. Sword is sword, nice range, okay dmg, but nothing you can't stop... and raou really limits his options, so don't be afraid to rush raou down.