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Everything posted by Hollysmoke
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Use this thread to discuss the Bedman matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:... Defense:... Punishes:... Combo Notes:...
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Use this thread to discuss the Axl Low matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:... Defense:... Punishes:... Combo Notes:...
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It's been a team effort. I'm sure I speak for One and Bob as well when I say thank you. It means a lot when people are using the resources we try to put out for them, makes the effort worth it.
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http://www.twitch.tv/waitandparry/c/5731379?t=59m23s http://www.twitch.tv/waitandparry/c/5731379?t=4h18m35s You can do it in both total minutes (so like ?t=1000m50s) or calender hour (?t=3h5m30s)
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Hello Slayer players! I'm going from character to character updating their wikis if they are incomplete and I'm working on Slayer's currently. Could one of the veteran players take a moment of their time to help give me a brief synopsis of his normals and specials? Feel free to post it here or send me a whisper, thanks! EDIT: Don't worry about things like frame data and whatnot, I have that covered.
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You're right, my apologies. I mixed up the names and posts.
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Your analogy diametrically opposes the point you are trying to make; you're asking, by design, to make one side of the square longer than the other. It doesn't work like that, because as you adjust the length of the side of the square, the shape of the square changes. It is no longer a square, it is a different shape. What other people are trying to explain to you is that, in essence, changing one element of GG would, in effect, also change other elements of GG. Guilty Gear has always been about heavy aggression. The confines of the rule-set within the game promotes aggression. There are, in fact, defensive tools to play against this so that YOU may have your turn at aggression. Reversals are only one side of the square. You have Dead Angle, Blitz Shield and Backstep as the other 3 sides. As Circuitous said quite eloquently, the game doesn't conform to you, you conform to the game and its rules. Summarily in reference to your analogy, yes anyone can play a piano. You can play pre-recorded notes on an electronic yamaha or you can master a grand piano. One can even lead into the other, and that's okay because you're learning a VARIETY of playing piano. You've learned and mastered the defensive/offensive that is SF 4, now it's time to learn the aggression kill machine that is Guilty Gear.
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InformationHave a question regarding I-No in Xrd? Feel free to ask in this thread for an answer! Check the Dustloop Wiki I-No Page please to see if it covers your question before asking!Stuck on how to do a combo? Need help completing a challenge or learning a particular tech? Ask here and we'll try our best to lend a hand. Please be respectful to one another and follow the forum rules.Please keep combo-related and gameplay discussions in their respective threads. Collapsed: F.A.Q: What are some changes to I-no in Xrd? How does she play now? Xrd Notes' video guide should cover this question.
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The recovery is fast enough that you can theoretically get away with it if you're close enough to the ground. May have to RC it though.
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Fixed my post. Sorry about that.
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Follow-up. I-No's Chemical Love has a follow-up attack now when you press a button. In this particular case, that means D. EDIT: Which is Derivative. Sorry, neglected that. Basically you input 214K > 214S
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[P4AU] Rise Combo Thread Updated 8/1/15
Hollysmoke replied to Tecta1Eastside's topic in Rise Kujikawa
I've been doing Air Thrown > OMC > 2B (2) > 5C (1) > 22A > j5C > j5D (land) > j5B> jc > j5B > j5B > j236C - 3074 Maybe you can replace the j236C with j5C into Risette Field but I haven't been able to do it because I'm bad. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
Hollysmoke replied to RurouniLoneWolf's topic in Rise Kujikawa
The whole point of the mix is up is if they're standing and they block, you can try and mix up a 2A in for a low, or go for a throw. Now we have one less option to mess with people's minds. -
[P4AU] Rise Combo Thread Updated 8/1/15
Hollysmoke replied to Tecta1Eastside's topic in Rise Kujikawa
Are there any non-OMC/OMB mid screen throw combos? I don't know how to follow up, I usually just throw a microphone stand at their face in the hopes of stealing some meter. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
Hollysmoke replied to RurouniLoneWolf's topic in Rise Kujikawa
Can SB barrier also kind of pseudo-DP invul against specials and whatnot? And jA starter is kind of meh because the hit box is horizontal compared to Teddies' vertical hit box. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
Hollysmoke replied to RurouniLoneWolf's topic in Rise Kujikawa
If Rise's midrange game is improved, I wouldn't mind the j5B nerf. Everything is so slow and punishing for a character that's supposed to be "nimble" and squishy in order to make up for strong pressure. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
Hollysmoke replied to RurouniLoneWolf's topic in Rise Kujikawa
She needs at least 25 meter to accomplish what most of the cast does meterless. -
Also what are the unblockable set-ups that people talk about? Like if you get them stuck in aerial arrow rain and use 2B follow up?
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Got it, thanks!
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How do I get 214 B > 2B to connect? It seems to miss everytime. Challenge #24 expects me to do this but idk what I'm doing wrong.
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THAAAAAAAANK YOU! I finally figured it out!
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I have a question regarding executing one of Bullet's chain routes: xx ~ 6C ~ jump cancel ~ JC ~ 5B ~ 6B. It's in Challenge 24, and in this video here: https://www.youtube.com/watch?feature=player_detailpage&v=zWfipnVNs1I#t=578 as a reference. After the jump cancel ~ JC, I always miss the 5B / 6B. They always tech out. Could anyone give me any advice on landing this please?
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So if I'm full screen and it connects, just keep mashing D while dashing towards them?
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Sometimes when I'm trying to apply pressure with 5D or j5D against zoners, I'm not sure what my follow-up should be when they're blocking and when they get hit. What should I be going for if they're shocked?
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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
Hollysmoke replied to A.X.I.S.'s topic in Kanji Tatsumi
"j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335" <-- I can't get the 236B to connect after 5C, the opponent always seems to be too far. How can I get it to connect? Is it just really precise timing on 5C?