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About Mr.Sparkman
- Birthday 04/18/1995
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Location
Ontario, Canada
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PSN
MrSparkmanEXE
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Mr.Sparkman reacted to a post in a topic:
[CP/EX] Kagura Mutsuki - FAQ/Q&A thread
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So I played a good Slayer at my locals and now I need the anti Slayer tech lol. I'm having trouble with applying pressure especially in an oki situation. To deal with backdash cancel I'm thinking of delaying normals or doing a meaty 5H, I was also thinking of just rensen yrc and seeing how things go from there. On Axl waking up I don't really know where to dp besides seeing 6h. Getting baited by dandy step feels really bad. Is dead angle the way to go here? Another thing is sometimes I feel like I can't catch a Slayer with good movement. Mistiming an anti air because of the j.2k happened a couple times to me. But his IAD stuff isn't too bad with our 2k low profile or a hard read counter.
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[UNIEL] News & Gameplay Discussion
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Mr.Sparkman reacted to a post in a topic:
[Xrd] Axl Combo Science Thread
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[Xrd] Axl Low - Video Critique Thread, Watch the chains fly
Mr.Sparkman replied to APinkBuny's topic in Axl Low
I played against a Sol at a small GG tournament. I'm not going to make excuses but I definitely could have played better. I was pretty nervous cause it was my first time on stream. I made a lot of bad decisions overall and I want to iron those out. I'd really like some advice for this one as the Sol matchup is something I need work on, as well as defense in general. http://www.twitch.tv/torontotoptiers2/v/5354906 - My match is at 7:31:50 and it was a 3/5 set. On a minor sidenote, does anyone know how to get the video from the twitch archive? If the video gets deleted in a month I would like a copy for myself. -
Bedman Q&A/FAQ thread: People play this guy I swear!
Mr.Sparkman replied to Poultrygeist's topic in Bedman
I started learning Bedman recently and have a few questions. 1. When doing the airdash into a low, should I do j.h for a smoother landing or does it not even matter? 2. What are some good 6h setups? I know one where you do 2p then delay chain to 6h, but that's all I got. Also is that move throw invul in 1.1? 3. What are some good oki choices against characters with reversals? What are the go to oki choices without Task B/C seals? 4. I was testing dust combos and I think that certain ones don't work on Zato. Does j.d-j.d not work on certain characters? 5. On defense what should I prioritize meter on? I usually go for guard cancel. -
What are the Axl safe jumps again? In Xrd I only know the 2D into rising j.6p to falling j.k one. If I remember right there is also an iad j.S one but I forgot which knockdown uses it (tk Bomber?). Edit: I shouldn't have skimmed the thread, Watches already gave some good examples. Sorry.
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Mr.Sparkman reacted to a post in a topic:
[Xrd] Axl Gameplay Discussion
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It really depends on what you like about Axl. I personally like comboing off anti air and good corner Oki(wakeup pressure). Plus I enjoy a good neutral game so I sub Ky. See what you enjoy about Axl, or just fighting games in general and see which character fits. Another thing, Guilty Gear characters are quite complex so sticking to one character and learning the game is also good too. I learned +R with Axl and I hope you enjoy Xrd Axl.
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Mr.Sparkman reacted to a post in a topic:
[Xrd] Axl Gameplay Discussion
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Mr.Sparkman reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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EffinMadness reacted to a post in a topic:
[Xrd] Axl Gameplay Discussion
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Mr.Sparkman reacted to a post in a topic:
[Xrd] Axl Video Posting thread
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Mr.Sparkman reacted to a post in a topic:
Guilty Gear FAQ Thread - Ask your questions here!
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Wicked Swami reacted to a post in a topic:
The "Picking a Main" thread
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[P4AU] News & Gameplay Discussion
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Getting local players/friends interested in our games?
Mr.Sparkman replied to Poultrygeist's topic in Beginner Mode
I'm not sure if this will help much since my scene has a pretty strong following for the games but I think the best way to gain interest is to just make the game look fun. When Uniel came out and people saw grim reapers and Waldstein doing air assault pressure, people got really hype. I'd say get someone to play with you and showoff the games for what they are (that can be a double edge sword to people who don't like persona's combo damage lol) and hopefully the you'll get new players. Also, don't constantly tell them stuff about sub-systems, its overwhelming, but if they ask then give an answer. Good luck! -
A good number of Orie combos can be ended with 22A after 2C. While it is starter dependent I'm certain B starters and up can end the combo early to use the 2C otg to cancel in to 22A/B instead of some other ender. Something I learned while practicing it is that you have to cancel 2C late in the animation. But at that point its merely just advantage you get from the "explosion". You can start a mixup on characters without DPs or people you have conditioned to respect your stuff. Otherwise begin pressure again. Also, apparently there is plinking in this game according to UltraDavid on Twitter. Plinking 2C~A will make those setups and combos easier if its true.
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I feel like Orie has to be patient and just walk forward for most of the neutral game. Divine thrust is pretty good though and catches a lot of things, it is also reasonably safe when spaced correctly. Alternatively 214A/B as a preemptive poke works for some characters and is also safe with the ~214B followup. At 75% screen you can also use jump forward j.6D to cover a lot of ground and maybe get a j.c if your opponent gets too comfortable with fireballs. Really though, I find Orie to be a character that needs patience, waiting for the right opening then riding that momentum to victory. Don't be afraid to lose and just grind out those matchups.
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Ottawa: Why have fundamentals when you have gimmicks?
Mr.Sparkman replied to Freezerburn's topic in International
Hey guys David here, so for tomorrow I'll be bringing my ps3 for use for the tourney or whatever else. It has BB, GG, and Uni. I guess I'll arrive a bit early to help set up or something if the start time from the poster is still true. -
If you are cancelling 2C then you need to wait a brief moment for the stand to "explode". You cant rush in immediately. The A and B versions are mainly for frame advantage and pressure anyway. Also I saw in a video 22C being used fullscreen for approach (don't try that on Merkava lol) and the opponent chicken blocked it, but since DP is air unblockable Orie gets guarenteed damage. Very cool stuff And finally on the matchup database a new guide video came out. https://www.youtube.com/watch?v=Bam22sQ9UDs The combo section is important because starters are really important in this game, hence my confusion earlier.
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I was having trouble getting in on Carmine once he had blood pools so I feel your pain at full screen. It seems like we should use Orie's walkspeed and pokes to stop them before they get started. I was also having success with charged and normal 236B.
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Anyone else having troubles with the dp in to 5A/2A and j.ABC into dashing B combos? It could have been the late night fatigue, but some of these combos feel like they barely work. I will keep grinding it out regardless
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[UNIEL] Under Night In-Birth Q&A Thread
Mr.Sparkman replied to Tigre's topic in Under Night In Birth
So are the majority of us going to be playing in lobbies or are you guys going to grind out ranked mode. This is my first fg import along side Dustloop so I don't know where to go after messing around in training mode lol. -
[UNIEL] Under Night In-Birth Q&A Thread
Mr.Sparkman replied to Tigre's topic in Under Night In Birth
I watched the beginner workshop and read the wiki but I'm still confused about using shield. The beginner workshop video showed the Wald blockstring being shielded. As in dash B was shielded and then Hyde interrupts with dp before Wald's second hit. Is shield effective for 1 hit only? Also, regarding the input of shield, I know that if you are in blockstun and press D you get the green pushblock. Does that mean that using shield is primarily a read based mechanic during the holes in the opponent's offence? I've noticed in videos that people don't shield as often as I expected. Is shield just not that important besides punishing predictable blockstrings / jump ins?