geist
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Everything posted by geist
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first a question. what's the frame time on forward exe FRC, seems like it's like from frame 5-10, it's so ridiculously quick and lenient. second is just something I'd figure I'd bring up. Because of how quick the FRC comes out, the game still has your 41236 motion stored, so if you negative edge any button directly after, testament will immediately do another move. i.e. 41236 HS, FRC, release S = instant double EXE. I found the easiest way of doing this is kinda a reverse piano motion 41236 HS, [HS] + S + K, , [K] (releasing HS counts towards FRC, so releasing it and pressing the other two buttons, then releasing S immediately after gets the desired effect)
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Shounen is also the only person I can remember off hand regularly adding 2-3 j.P's into an air combo to bait bursts (other than potemkin players).
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also, I'm disappointed with the lack of lobbies
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Lets do something about the GGXXAC Netplay!
geist replied to ProblemSkater's topic in Guilty Gear General
I'm always so confused when people complain about lag being COMPLETELY UNPLAYABLE, I've only had maybe 4 out of 25 matches so far be close to that bad, most had little lag and the same amount that were unplayable were near flawless...must be my area? -
Help me get my FG scene into GG please? (Have an idea)
geist replied to Rasec's topic in Guilty Gear General
shounen is the best testament I would consider him in the top 3 guilty gear players N-Otoko-Venom Ogawa- Eddie Shounen- Testament -
oh wow...I didn't realize it was that bad lol. I just saw you normal
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I can't even find it..wtf? Edit: found it, you can't search for it, but it's in new arcade games
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I'd love to do something if I have any time
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75%, that was in goku moroha >.> danzai->bloodpack wouldn't cancel in normal there's a possibility of finding something in regular, but it obviously won't give THAT much health back edit: of course, just noticed that the combo done gave more than 50% tension I'm starting to realize just how absolutely dumb goku moroha is
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Goran wasn't slaughtered, it was a close fight >.>
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anyone see the awesome loop at 30:30? lay a tree, BL, lay a tree, IAD badlands...maybe possible to do more also, has anyone played trap gunner? sometimes I feel like I'm watching video from that game rather than guilty gear when I see people get hit by 2 exebeasts, blown back into a tree and knocked up into a web.
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just another thought, I wonder if luft warrant pushes them any, making knockdown, hitomi, cross-up work?
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glad he finally has a confirm off max distance f.s since 6K and 3HS should now hit random hits are better, but he has a harder time getting them. exe beast should pretty much always =combo. I think 2S got a vert hit-box buff, so that might be something to look out for
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yeah, it's been unblockable since first loc test...though I think it used to poison on block too and it's not really unblockable, it just curses on block just from watching test, he seems pretty strong still I'll miss forward exe beast, but I'll be the first to admit it was one of the most bullshit moves in a fighting game ever
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I believe I saw a hitomi OTG full relaunch on chip around 18 minutes in and a hilarious 6K glitch at 1:24ish
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still fucking it up, but made a little better for proration 6D->66->5A->5C->6BB->5C->6BB->IAD j.C->slight delay j.236[A]-> ]A[ land 662C->5BB->236[A+B] ]A[ 5C; and fucked up there for 4500 damage meter positive. also notice that proration is better (better damage, can do grounded SB Agi instead of TK'd) again, works pretty far out there if you're quick decided on 6BB for the first reps since they hit faster and thus keep the opponent higher. maybe try 6B, it will allow you to IAD faster since the fans hit sooner
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optimized this a little more kinda. This will work anywhere on the screen except MAYBE the complete outer edge (take a step forward and it should work) 6D, 66, 5A, 5C, 5BB, 5C, 5BB, IAD, j.A, j.236[A], ]A[, 2C, 5BB, 2369[A+B], ]A[ [sP net 0, dmg:4kish I keep fucking up at this point, but you should be able to at least 5C 236D ]B[ 5C 236B or something great thing about this combo is that it builds 25% SP before the SB agi so it's completely self sustained there are a few things that you can do to help hit everything if you're super far away, the second BB should be 6BB any part of the 5BB 5C can be delayed a little if they're too high 2C has to be done low as possible, or close to it, same with first ]A[ (but that's nothing new) edit: might not be viable, they seem to tech really early off the 5C at the end, the ]B[ might not have enough untech time for maragi to hit...might need some help testing this
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2A > 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2977/24%] is this CH only? can't seem to get that to work
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from a hit-confirmed 2A I've been toying with this as an option. 2A 5A 5B 5C 2C IAD will put you at perfect distance for followup combo with either j.B, j.C or glide 2A. I haven't completely tried messing with distance yet and trying for cross-overs, fake cross-overs and tentarafoo. I'll also have to check opponent options as maybe jump will render all of this moot tested 2A, 5B, 5C, 2C, IAD side switch C will cross up, beaten by jump (will whiff completely, won't cross up) side switch B will cross up, and whiff on jump doing B immediately will stay on same side, stuffing jump attempts glide j.A will catch jump, 5A will combo from ground or air hit might be counter safe due to distance? glide 2A is jumpable unless I'm fucking up IAD B delay 2B did IAD B, 2C is pretty cool, B is same side, 2C is VERY hard to see cross up low...obviously jumps ruin this as they get nipped out of air by B and 2C goes under IAD B , delay D was pretty cool over all seems most usefull were IAD glide A IAD B, A IAD B 2C for a wtf moment IAD side switch C if they're really pinned down
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don't forget that this game is HEAVILY based on frame traps rather than full on high/low, left/right mix-ups. 90% of the time watching a video people get hit because of a frame trap instead of side mix-up...so I'd say work on that as well if you haven't already.
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not too high..I've just been hitting it immediately after the jump one problem is you can't use the 4D immediately since shes still in the animation of 236A (found it weird that you can cancel the end animation with another 236A, but not D)
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been experimenting with a combo the may reset unblockable mid-screen 2A->5A->5B->j.C->236[A]->airdash D ]A[ doesn't work at the very edge of 2A, DOES work on crouching
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fun little combo that probably has no use 5A > 4B > 4B > j.236A > ]A[ >falling 236A > ]A[ > A and in the corner 5A > 4B > 4B > j.5C > j.236A > ]A[ >falling 236A > ]A[ tried to get j.236A > ]A[ > j.C to work but it seems a fraction of a second off
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I would still think it's better than trying to land a naked super in the corner, yeah? >.>