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Zaenos

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  1. All good information. Thank you. @Corner-Trap: I know theory has no substance alone, and I'm not totally experience-less either. I'm trying to combine the best of both worlds here, not promote t3h 1337neZ u\/ /\/\@d c0m80$$$. :-P
  2. All good information. Thank you. @Corner-Trap: I know theory has no substance alone, and I'm not totally experience-less either. I'm trying to combine the best of both worlds here, not promote t3h 1337neZ u\/ /\/\@d c0m80$$$. :-P
  3. I don't think I'm being hardheaded, I just have examples that prove otherwise. This is probably just a matter of differing definitions of the terms. What I mean is that If an opponent gets caught up in a Zeinest, that's a set-up, but you can follow up guaranteed so there's no guessing involved. Likewise, you can run up to an opponent and go straight into high-low mix-ups. This is a guessing game but no real set-up into it. I don't mean to be obstinate, I just don't believe they're indivisible. Definitions are the root of so many silly arguments. In regards to your points, -I am seriously reconsidering 6P's usefulness. -I don't think MoP is necessary, but I am fascinated by the combo opportunities the dolls present so that may have given a false impression. -Apparently, I do have a rather different play style. Maybe it's from being self-taught or influence from past fighting games I've played, but whatever the cause it sems to have me speaking a different language. :-/ -And I shall go check out that thread in detail when I get back from work. Thanks for the comments! Unrealistic how? and not poor air-to-air? Certainly I have missed somethings so do elaborate. Though not to fighting games, I am fairly new to Guilty Gear, yes. The biggest problem I have is lack of human opponents. I try and make up for that by ensuring that my combos do the most possible damage while remaining safe and inescapable (except by Burst, of course). I assume those combos are what you mean by "that crazy shit". ^^;; Maybe it's this working off of theory that's having trouble mixing with other's working off of experience. Two recipes for the same pie? Hmm... I do hope we can all share and benefit!
  4. Well, if you want to get technical, everything's a set-up and everything's a guessing game. But if you go that route the terms lose their meaning.
  5. Well, of course everyone uses both, it's just a matter of which you use more of. I play more hit-and-run, where I aim for something and if it fails I back up/push back to 'reset', all the while looking for opportunities to grab. This is opposed to some playing styles I know where you throw out a poke or few and play mix-up pressure string from there until something connects, then follow to combo.
  6. I see... that does make more sense. I guess I'm just more of a 'set-up' player than a 'guessing-game' player and that's why it never quite appealed. I'll be sure to include that in the revision. Thanks very much. ^__^ EDIT: Added another "combo"
  7. *shrug* It usually gets stuffed any time I try it so not much else seemed to matter. Proration doesn't help comboing either, I usually use c.S for that purpose at that range. I'll experiment more with it. Anyway, I fixed some errors in the combo section and added a new one I developed. EDIT: Two new ones.
  8. well this is news to me. :-/ How is it fast? With 27 frames of start-up the only normal slower is his dust. 26 frames of recovery and -15 SD, the only normal slower there is 2D! On second look, I see that the ducking+lots of high invulnerability can be useful. It covers the entirety of the start-up and active frames! Comboing into ZC1 can negate a lot of the recovery too... It does prorate 85%, have a horrid hitbox and I don't know why you said it's fast. Even so, I'll have to reevaluate this move, thanks!
  9. I'm glad. ^____^ Well, if you find any good ones let me know.
  10. o.o I did cover most of those, just not in great detail. And you can shit on it all you like, as long as you're nice and constructive about it. Like I said, it's a very rough draft and I'm not even content with it yet. And it's not like I'm trying to usurp that other guide. I do this to get my own thoughts out for constructive criticism and to help it all sink in to my own head. The only thing I think might be news here are some of the combos, perhaps. Speaking of which, I forgot to mention that I'm looking for other people's combos to add to the list! Any ideas?
  11. Combos: Basic tactical tidbits:
  12. Specials: Continued on next post...
  13. I'd like to share a guide I decided to write on Testament. It's written for newbies as well as advanced players and is still a very rough draft so please bear with the poor formatting, grammar, spelling, and choppy paragraphs. I'm still relatively new at this and I want to share it here for criticism before the big editing job. Special thanks to the whole of Dustloop Forums for providing me with lots of terminology, system functions, Badlands loop info, and a crapload of move data. Guilty Gear: Accent Core: Testament I'm under the belief that all moves are useful in some way, if only for mix-ups, so I'm not going to skimp out on any here. Normals: Continued on next post...
  14. I'm having trouble getting any more than 5 hits out of GV. I do the wiggle thing and the mashing thing, but no cigar. Am I just being too slow or is there something more to it?
  15. Hm, I figured out it helps to do a full circle (412369874HS). I think I was pressing HS too soon.. This method seems a tad slow, though...
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