Flick
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No it's not in the ICPM's change category. It's the 5D's homing dash
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Potemkin Changes 5P hit level from 0->1(best buff) HammerFall's priority increased Trisula Now projectile comes out even if YRCed right after startup.(buff) Trisula on hit cause opponent float lower(buff) Trisula's normal hitstun decreased(shitttt) Trisula's CH hitstun increased(nice buff) Homing Dash added(what???, will I have running Potemkin =))) Ninja'd
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Can you guys please use the right words/notations. Potemkin Buster(PB) is not SPD, and i think there's a big notation thread mention we should use number to refer to the state of move: like 5K,2S,... etc
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"top tier international players" refers to Japanese top players, imo
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EVO is definitely not the highest level of GG's gameplay, just watch Mikado
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I think f.S is the most reliable to punish backdash, but this ain't AC anymore so you don't get anything big from it. In some case, you can OS 2K>f.S and confirm into Heat, but that's character, spacing specific. Not to mention the confirm is not easy
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Flick replied to Ventus Tatshima's topic in Sin Kiske
I don't think it's a 50/50, of course it can't be better than 50/50 technically. Proper fuzzy guard can deal with it. The delay airdash j.S/2K is technically a 50/50, but they're quite reactable -
A novice player hitting that "brickwall" in GGXrd
Flick replied to Sir_Bumble_Bee's topic in Beginner Mode
There's a very common mistake(or misunderstand) inside of new players' head that: playing is just to win remember: outside of tournament or serious matches( like money match, ranking match ...) your play is TO LEARN, not TO WIN. So when playing, don't focus on use whatever to win, focus on what to improve yourself. How can you learn how to apply something you've trained in training mode if you go in a match and just want to beat the shit out of that guy, because logically, something that you just find out/grind in training mode is something that you haven't completely good, and there's big chance that you'll fuck it up and lose - so better just don't use it. And you end up not progress anything. Of course the ultimate goal when playing fighting game is to win. But you have to choose whenever and whatever to win- 24 replies
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Yeah but imo, he's a very solid and fundamental player, and he plays Sol(along with some other char) doesn't make him the best Sol specific player
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A novice player hitting that "brickwall" in GGXrd
Flick replied to Sir_Bumble_Bee's topic in Beginner Mode
That's just the matter of getting familiar with the game. If you are relatively new to the game, even if you know everything about the game but never do it in real matches, you'll always meet problems as you listed above. Don't worry about that, everybody hits "wall" sometime in their fighting game life, me too. But after each time i hit a "wall" and successfully pass it, i leveled up a little bit :D. I'm a big fan of FAB-the Guilty Gear Potemkin God, and even him sometimes get stressed(or hit "wall") of playing due to some different reason, but when he got over them, he become even stronger. As for how to getting better at game, i suggest when you play, don't mashing or do things that you don't understand or don't know what it was for, focus on something that you want to improve, and try to to them as good as you can. For Example, when i play Sol and i want to improve my anti air, i focus heavier on stuffing IAD with 6P and AA with 5K. You can try focus on 3 things at a time to improve, in 3 phase of the game: offense,defense,neutral. For eg: as a Potemkin player fighting Sol, I can focus on IB, fuzzy guard and reaction to overhead, wild throw(that's for defense), focus on doing safe jump precisely(that's for offense), and focus on flicking unsafe gun flame(for neutral). That way works great for me.- 24 replies
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You can try judging the timing on Potemkin's forward step. Like this: PB>hold 6 until you see Potemkin walk enough step>sj.jS. For eg: with Sol, you can sj right after you see Po walk his tiny little first step. That's the way i do the safe jump and it works good But beware of some character like Chipp, he wakes up quite slow
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Err, I've stated that i've never been to Mikado. I'm just a long time watcher :D
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Of Course he is extremely impressive, he's one of the top player, definitely top5 or even top3 Sol in Japan(which means in the world) now. And these "He's very laid back and doesn't hit ANY buttons he doesn't need besides plinking certain moves. He was completely comfortable with the pace of the match and what was going on" is the thing i expect from every high level player. I've never been to Mikado or even Japan, but after watching many vids of them players(like the KaoTV series), i can see that's very true. About Uki, u don't see him often, or haven't seen him at all because he plays at Acho, and as i remember, he's never gone to Mikado to play. But you can try watching the 21on21 on Rody channel, or his matches at Arc Revo, and you'll understand what i'm trying to say
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I don't think Roi can stand out as best Sol, maybe you think that because you've seen too many of his vids(he's a regular at Mikado, and maybe the best Sol here). Imo, Uki is the best Sol now, in both the terms of rank and playstyle. Just watch his match at Arc Revo and you'll see that. The only thing i think Roi do the best is the IAD combo confirm from 5H/2H, he's definitely a beast with that thing
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It's the normal way though And IMO, the loop is not complicated, it's just the matter of charge and timing. Hard and complicated are 2 different term Edited: Aw sorry :-p, just saw the difference :D
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Faust's FDC instant jK is one of the fastest overhead in the game
- 312 replies
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Don't fall on his frame trap while you're in pressure, especially corner pressure, learn to IB some important move( IBing a max range stun dipper and you can 2D punish, IB the 6K in his blockstring and PB, you can catch anything he do outside of jumping or DP,etc...). Flick the CSE,SE when u can and it's safe. On offensive, you can safe jump Ky after 2D knockdown with super jump jS(OS with 2K to catch backdash)
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In fact, hitstun and untechable time are 2 different things, you shouldn't use them as one thing
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I think you should start at learning the timing/input method to do the 6K>HFB, that's the key for the combo And i don't think there will be a tutorial though, it's just the matter of practice And according to frame data and what i've seen, 6K>HFB in Xrd is easier than 6K>HF on crouching in AC, so it's def doable
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FLJ(Footloose Journey right?) didn't gave a hard knockdown in #R
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You can check the Wiki, but basically, enemy can't recover while they're still in untechable time cause by a hit, and the untechable time of a hit usually refers to it's move level, there's exception though
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It works once in a while. But good players usually use fuzzy jump to deal with this kind of trick.
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[Xrd] News & (Theoretical) Gameplay Discussion
Flick replied to Shinjin's topic in Guilty Gear General
He's started doing it months ago. Seems like he's improving his execution with the loop - perfecten it and find out more situation that can use it. But in the recent vid i've seen him drop a little more than like 2 or 3 months ago, maybe he's been choosing the harder-longer -
I can sure in +R 6H has init prorate, not force prorate
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[Xrd] News & (Theoretical) Gameplay Discussion
Flick replied to Shinjin's topic in Guilty Gear General
In #R only the first hit is low