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Everything posted by KurlyBandit
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Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
Default layout isn't necessarily bad, I use it and I find it to be fine. Just use what is comfortable, it's never too late to change your layout. I used to use a different layout for Zato but changed to default because it made playing other characters difficult. -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
You can delay the -P- after the 2K quite a lot since 2K is + even on block. Aim to release -P- during the dash. Also make sure you know the timing for when 2K recovers so you can dash as early as possible -
Hey, does anyone know if there's anything like weekly offline meetups in London for Guilty Gear and how I can get in touch with the people involved? I'd love to be a part of something like that.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
236K doesn't combo unless the low rekka was a counter hit, only use it as a very ocassional mixup, prefereably with meter to RC it if blocked, you can't really get much off of low rekka. if you delay it and it counter htis then you can 2D for a knockdown or off a normal hit you can RC > run up 6P > 5S > 6P > 5S > 2D. Depends on the move you're trying to counter but generally 2H for jump ins and 6P for air dash in. You can combo with Alpha blade if you do the instant air version, but generally it's not super common in combos outside the corner. You should not use it in neutral unless it's very occasional as a gimmick. maybe yrc it for the momentum or something and come down with j.H. I'm not an expert on Gamma blade but I know a few things, it can't cancel from anything, it's +5 so good in blockstrings but risky because of long startup. useful for OTG. If YRC'd you can H teleport and if blocked it will cross up. you can use it after a rekka if you're far enough to punish trying to poke out. If it lands midscreen you should probably do something like 5S > 5H > IAD > j.P/j.K(2) > jD for corner carry. Zato mu specific thing: Gamma blade does kill Eddie but does not dissipate, if Zato runs to where Eddie was he will get caught. Use it whenever you feel is appropriate, there's no hard rule on this one. Generally any time you can go invisible and not be at disadvantage is a good time to do so. If you end a combo with j.214214K super you should have enough time to do it and still get a mixup. FD cancel doesn't do anything to teleports afaik, and YRC just gives you opponent more time to react to which side you are on. after an air teleport your options are: j.H, j.D, do nothing land then throw, block or airdash if you super jump installed. if you're going to do j.H then hold 4 or 6 to OS a throw in case they jump. You're right about command throw, it's pretty easy to counter and doesn't lead to anything unless your opponent was in the corner or you RC. generally normal throw is preferable midscreen unless you have some gimmick set up since you can special cancel into command throw. With the opponent in the corner you can wall cling > wall dive > 5S(JI) > 2H > etc. off the wall you don't get anything unless RC'd. Slow shuriken is for controlling certain spaces in neutral or getting the opponent to block on wakeup after a j.D and fast shuriken is for stuffing certain approaches, sniping Eddie or punishing an attempted anti-air Wall cling P is mostly for combos, if you're gonna attack from the corner outside of combos then generally fall j.H is better. the command throws are basically just mixup tools. If they are just blocking every time they're in the corner you can command throw them. If they are trying to jump away or air throw you off the wall then you can pre-emptively wall H to catch them. That's pretty much your options, but don't forget about airdash, either to approach quickly or backwards to fake your opponent out and see what they try to do or keep yourself safe if you messed up a jump. If they refuse to approach you then this may be a good time to 214K. 2D is also a good poke for Chipp, decent range, fast and a low that gets you a knockdown. j.214214K is good because it grants a knockdown off of an air combo which Chipp can't get otherwise. Most of the time you'll want to use this. Samitto often gets a corner knockdown, runs up and and does TK j.214214K to get the opponent to block a lot of things and the visual effects hides the mixup. 236236K is useful if you confirm a combo and you know it will kill. It's dangerous if FD'd though because most characters can get a very damaging combo or even IK you in hellfire state. 632146H is rarely used, I'm pretty sure it can only combo from 6H which can only combo from very specific things such as counter hit 6P or a corner combo. It does have full invul starting from frame 6 so maybe you can use it to punish an unsafe approach, very risky to do though.- 260 replies
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What are some good/common ways to protect Eddie? I feel like he gets killed way too easily when I play. Also what are some good uses for break the law? I can't figure it out other than maybe a gimmick to get out of the corner with yrc to make it safe.
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it depends on when you press H after letting go of the wall, if you do it basically as soon as you let go you hit towards the wall, if you delay it even slightly you hit away from the wall.
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Suggested Tweaks and Oversights
KurlyBandit replied to Sol Badguy Z AC's topic in Guilty Gear General
This thread is literally just bait, but fuck it I'll bite. Faust isn't the only character who you have to adjust combos to suit the hurtboxes, it depends on the character you're playing. Chipp's standard JI combo has to be slightly adjusted for each character to get the moves to hit, he has combos that only work on like 6 characters because the hurtboxes line up, he can extend certain combos because of character weight making the character in a different position so moves react differently. Sol is one of the characters with the most universal combos. If Faust is really the only character your combos don't work on then it shouldn't be hard to learn Faust specific combos. -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
If your spacing is right you can dash jump and do a flight mixup then -S- for the combo or to keep the blockstring going. Otherwise I tend to run in and start sandwich pressure with -P- into command grab unblockable or -S- unsummon combo. You should practise doing blockstrings with -S- instead of -K- because it uses a lot less Eddie meter so you can do multiple mixups. I recommend using -K- for the first move to get the opponent to block and then do -S- or -P- for the rest of them. But I'm still learning so there are probably better strategies. How exactly do you do -K- > 6P to bait DPs? I eat a DP every time I try. What's my blockstring for if they don't DP? -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
I think Ogawa tends to RC the drill or nobiru and then run in, if it's the end of the match and you just need some damage you could probably let Eddie take a hit and hit them with a counter hit. if your opponent isn't pressing buttons you can move Eddie behind the opponent before doing nobiru and he should be out of most character's range. -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
Thanks guys, I don't know why I never considered nobiru unsummon. Seems like such a simple answer. -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
KurlyBandit replied to PerfectInput's topic in Zato-1
I've recently started learning Zato, can anyone suggest a blockstring that can continue pressure and/or unsummon Eddie safely if my flight mixups get blocked? midscreen I just let -K- carry them away and then I try to drill and unsummon, and in the corner I try to space myself to do the same thing Is there any reason to not use 2P > 2K > -P- in sandwich pressure aside from damage scaling? I find that much easier than 2K > -P- -
XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
In the Revelator streams I noticed that Chipp was able to recover and perform another move after slow shuriken. He did fast shuriken, j.D and alpha blade. I don't know if you keep air options after slow shuriken but I definitely saw him throw 3 shurikens in a single jump. I guess there are secret balance changes that we weren't told about. I didn't see any Chipps use the new sideways dust but I think it'll probably be really useful for Chipp, since you can get a knockdown after using it so it's basically free corner carry. Also I might be (not) seeing things but find me looked slightly different, it's hard to tell but I think the transition between invisible and visible and back again happens slower than 1.1 so you get more a tiny bit more time where you are actually invisible.- 260 replies
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I don't think this has been posted before. If anyone is finding Corner Genrouzan > Wall Cling > Wall Dive > S©(Jump Install) > 2HS > 22S > j.K,S > double jump > delay j.D > Alpha Blade > Wall Cling > Wall Alpha Blade > Land > 6HS > 2369P (Instant Air Alpha Blade) to be too difficult to do consistently (like I do) you can do corner leaf throw > wall cling > wall dive > c.S (JI) > 2HS > 22S> j.D > double alpha which leaves them knocked down in the corner tested on Pot, Venom, Slayer, I-No Sol, Milla, May (you have to delay the second alpha blade on both May and Millia)
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I have a lot of trouble in this matchup. it seems like Ram spends 90% of her time in the air and I can't find a way to get her to stop jumping, her air normals beat out whatever I try, especially her j.H with swords. Teleport yrc would probably help but I rarely have meter because I'm being forced to block. when she is on the ground I feel like she's more manageable but her blockstrings are difficult to figure out and escape from.
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How do you do the corner combos where the second alpha blade hits the opponent away from the corner and you carry on the combo with a ground normal like in Chipp's last challenge? Every time I try it they always stay in the corner. Is it a timing thing?
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
For double alpha combos you want to keep the combo number relatively low (around 7 or 8 hits) otherwise the second alpha won't combo. people usually don't do more than a few ground hits for this reason. If you start the combo with j.H you pretty much want to end the combo as soon as you can because they will tech out. you can abuse this to throw tech attempts if you know they are going to tech as soon as they can by doing a longer combo. as far as I know the difference between IAD wallcling and teleport wallcling is that IAD ends up lower so you can potentially command throw them. However you can super jump install a teleport to give you an extra airdash for mixups or getting away when you mess up. http://www.dustloop.com/forums/index.php/page/index.html/_/home/gg-option-selects-fuzzy-jump-and-fuzzy-throw-r18 a fuzzy backdash is similar but you use it on wakeup and if the opponent throws out a meaty attack you block, if not you backdash. the input is 441.- 260 replies
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https://www.youtube.com/watch?v=2Gb_tO1rI9o In these matches Susumu does 5S>2D>236S>5P>5H>IAD>j.K>j.D for corner carry and knockdown it only seems to work on Axl, Bedman, Leo and Potemkin. Every other character is too high after 5P for 5H to connect.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
I don't know about other people but when I play I plant my wrist on the side and move the stick using my fingers. I push down twice with my index and push up once with my thumb.- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
2S counter hit also combos into 632146H, more opportunities to take advantage of that damage buff. j.D counter hit leaves the opponent close enough to OTG gamma blade, even if you did rising j.D.- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
https://youtu.be/DWQ7Jv_MKHI?t=50m40s It's exactly how it's described in the first post So when exactly is gamma blade supposed to be used? I know you can use it during pressure to catch mashing or to give yourself some advantage since it's +5 but I'm unsure of when since I don't think anything cancels into it. I've mostly been doing it after the first rekka. Also when should I be using it to OTG instead of doing FDC? They seem to serve the same purpose.- 260 replies
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If you're going to be spending 50% meter then you could always do kunai super after a JI combo for the knockdown, which gives you the damage too. And I think enough time to set up invisibility. Or if after the ground bounce you do 5S>5H>IAD>j.P>j.D then it becomes nearly corner to corner. They don't get knocked down for long so I'm not sure if you can FDC safely You could even cancel j.D into slow shuriken so they have something to block or if they are close enough to the corner at the start to wallbounce then throw their tech. I haven't tried this on every character but I know it works on Sol.
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For some reason holding 2 or 3 during riot stomp makes the move completely whiff whereas holding 1 makes it hit. you can use 2P into a JI combo to punish while Sol is above Chipp. 6P is still a better punish though. At certain ranges fafnir completely passes through f.S, 2S seems to work fine against it.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
KurlyBandit replied to AtTheGates's topic in Chipp Zanuff
Hey guys, I'm new to Chipp. I'm not sure how exactly I am supposed to use fast shuriken. I think I can use it in a similar way to how Millia uses pin but I'm curious if there are other uses I don't know about.- 260 replies