F.T.B.
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Calgary, Alberta
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I think it's been mentioned before in another thread but Shin and Sin (シン) are one in the same in Japanese. This occurs because of how japanese phonetics are identified in english (a consonant followed by a vowel). シ therefore is identified as "Si" but pronounced "Shi". If anyone is genuinely curious, you can fire up the ol' Japanese IMEI in windows and type out SI and SHI to see what they yield. Or for even more random fun, try TI and CHI:eng101: Highlight for assumptions: I'm sort of confused as to what the "cube" really is, but I'll venture a guess and assume that it is some means for producing slave/soldier-type gears. Therefore it can be justified that the key to accessing the core of the cube is a commander-type gear, the kokage no kimi aka. Dizzy
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Apparently it's her mixup that's average and tension dependent...I'm toot tired at the moment to make any sense out of it lol
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Fun times over at the tier list thread over the newly released tier list from the japanese. I'll try to do a bit of elementary translations for what is said about may :D メイ 平均火力 S:OHKあるいはHS系カウンター、6Pダスト山田各種からの事故発生。牽制からはダメージ取れない 最大火力 A:平均火力≒最大火力。 牽制 C:リーチの短い強判定技を振るか、そこそこリーチの単発牽制を振るか。 固め D:固め続けることはない。すぐ仕切り直しや攻防交代になりがち 崩し C:人並み。ゲージ依存。 起き攻め C:ゲージを使っての空中からの起き攻めは見切りにくい。 対空 D:上方向に強い技がない。先出し縦(相手による)と空中投げが生命線。 対地 A:めくり、タイミングずらしなど優秀。 切り替えし D:さすがに下から数えた方が早い。 装甲 C-:数値的には平均よりやや低い程度。但し拾われ易さは屈指。 立ち回り C:ハイリスクハイリターンの特攻と、ローリスクローリターンの待ちを持つ ランク A-:強キャラ~準強キャラ。ウザさ全快のザ・厨キャラだと思う 得意 闇慈、イノ:過去スレを見て、メイを苦手とするキャラを探してみた 苦手 アバ、ザッパ:過去スレを見t(ry May Average Damage/Power (S): Basically, OHK is god, HS on reaction as a counter is also god and 6P gets you out of practically any sticky situations. Maximum Damage/Power (A): Average Power = Maximum Power. I guess it means no real burst damage but steady damage that nets a crap ton in the end (eg: lame loop) Poking ©: Short reach... Defense against pressure(D): What looks to be a remark about how May cannot get out of constant pressure (missing SRK) Mix up ©: is average and tension dependent... Okizeme/Wake up game ©: Not much else in terms of oki game after hoop set FRC and "in the air oki game" which I assume to be a reference to 2HS Anti-Air (D): Apparently weak anti-air other than what I assume to be the invul frames of 6P. Must rely on getting her move out first or air throwing for AA otherwise. Ground to Ground (A): Excellent ability to cross and delay (I assume it is in reference to the delay in pressure strings and the like) "etc." . . . Good Matchup: I-no (May has searched and found a poor risk character [literal translation]) Bad Matchup: ABA (self explanatory), Zappa (incomplete) ... more to come Also, I'm still learning the language so my Kanji is pretty crap as it is, so I appreciate any help I can get Edit: temp fixed some headings according to POscrub's post
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Zappa could be a nice continuation since you do have quite a bit on him in the matchups thread. Otherwise a well played eddie could potentially be a huge problem despite May's omgwtf damage. I'll have to disagree with you there. After watching tons of matches where May gets whooped mercilessly, it's really interesting to see May completely melt some faces, especially those of kaqn and the like. For a less effective Moriyama-style player, Tama is great (heck giving Koichi a run for his money is pretty damned good in my books). Otherwise I check out Kedako for his inventive passive-aggressive style. Efute's May annoys me for some reason.
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sweet! Do you have any of his latter matches at tougeki '07? On a similar note, do you have any of the two vids of Koinuma?
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I'd actually use it more than a once in a blue moon. I do a large share of SRK baiting (especially against ABA =.=) and this will help out tons in terms of getting the upper hand out of those awkward moments where they don't SRK and we end up staring at each other.
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Ah thanks for the clarification. On a whole , OHK is pretty easy to land as it is especially when mixing up multiple ways to get into lame loop. I will try to throw some option selects into my game tomorrow to see if I can't land a pressure string more reliably (c.S f.S 1S FBHHSD)
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According to this if I'm reading this correctly, it's possible to 6321S+HS 4K to place an option select within OHK. If so, then OHK is almost completely safe provided that you can spam S+HS if you miss it. Man I hope this works...
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Sure Kyounuma (Koinuma??) hasn't been recorded in match videos, but I'll be damned if someone doesn't find this useful http://youtube.com/watch?v=jTRSHWXcFMQ (combo video)
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Speaking of option select, I wonder if something like 63214K+S would work... It's surprising that there are so many may players around nowadays
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Funny you should mention that, I've been having odd bursts lately in which I end up ground throwing instead of bursting. Because of the japanese layout, I just palm HS and D and sometimes with a direction if they are in the process of crossing over. So for example, an I-no player attempts to cross with ground dash to throw from the other side, I would 4HS+D and would end up throwing instead of bursting. I don't know what the practical implications of this would be on a larger scale but it had ended up saving me a burst a couple of times and prevented cross up pressure on other occasions.
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Just because Kyle was bugging me about it: A - F.T.B (or 双葉...I haven't decided which I'll use for tourneys) B - Dom C - Calgary, AB, Canada D - I started out four years ago with Dizzy but haven't really been playing very seriously until I switched to May 6 months ago. With that out of the way, those that are fired are those characters that I knew how to play but grew tired of or simply did not want to play in AC. So without further ado: Dizzy (fired), Testament (fired), Robo Ky (kinda), Faust (theoretically...) E - Otherwise known as the all-encompassing "Cove Crew" with the likes of Yaozzer, Recna, RaptorIIC (all of the preceding names belong to jankenpon), Niazu, Kobesama, Psion, Pastel, Koloris and probably around 5-10 other "regulars" and 10-15 others that show up from time to time. We've got no main eddies but otherwise have a pretty wide variety of characters. We're also trying to start up our first tournament in february to see how much interest there is in GG. As it stands beyond the competitive players, there seems to be quite a bit of people who have played GG before but are a little intimidated to put their dollar up. F - Not at the moment but there are hotels near where we play, don't know if they're cheap though. G - We'll see. At the moment, the more skilled players are conditioning for the possibility of Evo, so maybe when the time comes, travel will be an option in the future.
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Not to my knowledge. I just use Youtube mainly because I miss out on weekly gamechariot uploads. So for now, I use the search string "Guilty Gear Accent Core Tama" for anything Tama related.
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I suggest some of Kedako's somewhat earlier videos (maybe after his victories over Ruu and Shounen but before...oh say 2 months ago) as he's pretty imaginative with pressure strings. I also recommend Tama if you camp out game chariot videos or do not mind youtube quality. Tama is purely balls to walls pressure which can get him into a lot of problems once the opponent figures out how to get around it. I've only watched the '07 Tougeki tournament DVDs once so I forgot if Kyounuma had some good pressure options or not but I'll suggest it nonetheless.