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Everything posted by Tiamat
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k no problem, i edited the post above saying I'll try uploading it privately to youtube tomorrow cause they are doing maintinence now
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I did not delete it. I just do not want to put it up cause I played so shitty lol. (and I didn't even play that well in the other vids either so that tells you something). I'll let you see it though as random fyi, besides me not putting up that money match, I also did not put up 2 matches that were requested not to be put up (I deleted those prettymuch immediately) I'll re-moneymatch both you and gwyrgyn at angry april. edit: damn you for never being on aim shazay! maybe I will try to upload to youtube as a private video, I've never done that before hmmm youtube is doing maintainence, I will put it up tomorrow or something
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2S is not an effective tick throw but it can work. any tick you need to dash for is not as good as if it's one where you're already in range and can just do it or walk very slightly into it. wild throw has less range vs crouching opponents (not sure on character specifics) but in good tick throw setups this won't matter unless they FD. take into account that if they are standing blocking they may walk back slightly which you do not want. don't mixup overheads with command grab, it's a shitty mixup, though I dunno about this jS thing is you're talking about. I assume you mean that jump in oki jS or whiffed jS into grab, in which case yea that's a good mixup but I don't see why a DP wouldn't beat it unless they are in GF frc blockstun or something. the most solid mixup you can do is to mixup low gatlings with tick grab because options used to escape tick grabs generally cause them to get hit if you did a low attack. people holding low block mashing on 2P beats that kinda mixup sometimes because it's a dumb option select so to deal with that you should gatling to 6P or do a non-gatling 2D to get a 70% life counterhit combo.
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sad news for the guilty gear community =[ send an email like Nehle said and maybe they will cut you some slack, cause this is pretty retarded
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hmmm thanks! was hoping someone would comment haha... I went the the tournament on short notice and was very underpracticed. southern VA sucks so hard for guilty gear, even smp left.
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this playlist contains 13 videos, 10 from singles and 3 from teams http://www.youtube.com/view_play_list?p=866AC6464C13937F two videos were over 10 mins so I put on googlevideo MarlinPie (ve,mi) vs Kenji (an,za) Singles Grand Finals http://video.google.com/videoplay?docid=5826469864620246234 Tiamat(an)_vs_GwyrgynBlood(po) money match http://video.google.com/videoplay?docid=1873957247947776407 ironically atm I cannot see the googlevideo ones -_- I only had it set to record videos on one TV (and not even all of those) so of course ppl who didn't play on that TV weren't recorded. Expect videos of the next tournament, Angry April after that goes down in about a month.
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he can get several otg hits after combos a lot of times for a tiny bit more dmg and then go to GF FRC pressure anyway, people do it all the time
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I am practicing atm so I tested it and training mode says yes when knocked down aba loses 1/3 of her moroha meter, however, I'm noticing the meter doesn't go down by that big 1/3 chunk until she starts to stand up, not instantly when she hits the floor. so if you do otg hits it will not take anything off her moroha meter because she has not yet started to rise in short: don't do otg hits on aba with sol
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recent tournament highlighted something big I noticed You MUST take advantage of the fact that she starts the match in normal mode by making aggressive actions at round start most of, if not all the time. If you move back and defend you are letting her go into Moroha for free which is a huge advantage for her. Rush that shit down. Be wary of her crouch dash move (236P) at round start into throw, beat it with low attacks or command grab her if you're cool like that. Also you get a free Grand Viper after blocking the first hit of Danzai. Danzai (both normal and FB versions) will beat any move you can think up with sol since it's throw invincible and super armor (especially on the FB one of course). So the only thing you can do against it is block it really, so you better take that potentially game winning GV. also, otg hits after knockdowns will negate your knockdown which you do not want so don't do them in this matchup. sol is of course a very otg friendly character so this may be a tough habit to break if you haven't had to for some other reason already
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methinks Dan posted this cause he was studying evil potemkin vs anji strats so he could beat my ass in a money match but I will have my revenge! eventually
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this isn't that complicated. you just have to know your throw invincible moves, which for sol is only his ground VV I'm pretty sure so you can backdash, jump, or VV to escape/beat pot buster for sure. you can try fast moves like 2P and 5K BUT there's always that chance you'll get grabbed cause they don't have throw invulnerably Safest option is probably to backdash when you think he'll pot buster. he can hurt you for backdash but not too horrible, you'll eat a 2D or something if you guess wrong. jumping is more hazardous because he might heat knuckle or some other good anti-air. VV is obviously very hazardous (unless you can RC) but also most rewarding
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Arc systems made it so that it is literally impossible to slashback for about 10 frames on wakeup to prevent the gayness known as 3S wakeup parry. you should be grateful that it cannot be done. there's a reason you can't find it happen in any video
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forgot about guard points, I'm guessing the summon is getting autoguarded by his 6S. I didn't know that happened with 5K vs his 2D. In that case I agree go for 2K if you can react to his K stomp and summon (or air throw) that would be best, but IB into throw is easier. also if he crosses you up you're more liable to mess up a summon than a throw, not to mention if it crosses up and you block it, it's probably an IB anyway, so take your free throw as long as not too far (which you probably wont be)
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"Naked/Unsummon: -Don't summon randomly. Anji will hit through it like nothing else and punish. -Watch for his pressure and mixup. It's quite popular for anji players to do taunt to mix up with 6P; Don't fall for this stuff. Get your reaction time on and you can beat it, as soon as you see the taunt do 2K into summon combo (I suppose 6P will work too, but 2K is faster, which is necessary to beat the inevitable 2D mixup that he's going to try to do). -When you see him do the stomp, don't get hasty. I got messed up by the K Stomp when I was expecting the P Stomp. Get the summon in deep, the closer to you can get to pulling it out before he hits, the better." errors with this section: - what moves of anji go through the summon? cause I honestly don't know lol, he can't punish it on block reliably either - you mean anji's 3P not 6P, his 3P is his overhead. also for interrupt 6P isn't the best idea, if he's going to go low 5K would be the best option. you got it reversed heh -for the stomps, the easiest thing to do is IB the K stomp and take a free throw usually. the P one will put you neutral when IBed so you just need to know you close range options for that
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don't get knocked down so much? sorry if that's kinda dick advice but it's not like almost all the characters don't have some similarly good okizeme pressure projectile thingy or something. I don't see why that's anything special about this matchup
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yeah people seem to think FD jump magically escapes blockstun when it doesn't lol i know this is crazy but i bet you could fujin H through it if you want. just dont get hit by his dust I forgot I hadn't said that already cause I did in the old topic but let me re-emphasize that you MUST NOT GET HIT BY HIS DUST lol. his ability to combo off his lows is kinda bleh too. his command grab is nasty though
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why would that help? you mean the one he does as okizeme? or do you mean his 2H anti air? id rather you not call it 1 frame jump cause it makes it sound hard when it's not, just call it FD jump. it's no harder than dash braking, just don't be lazy and do it
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^ first strategy related post in about a month I think. lol
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B.L. Pancho: no 2K in the game is throw invincible it's just a spacing thing, if you use a 2K outside their throw range you'll beat their throw attempt, that's all there is to it. zappa's overdrive is throw invincible as is good old backdash and jump, and his DP moves with sword and raoh anji can't do any good mixups after blocked fujin without ah RC or something. other than his low move, which can be delayed, zappa's 2K would beat anything he does but if you want to be greedy go for a counterhit 6P for way better combo potential actually if he throws the fans 2K won't work cause he jumps, but to deal with that you can try to run at him and airthrow, or just backdash away or something. if he does the fans his pressure is done
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i used the recording feature a few days ago and I could punish grant's 236B with his own 2A on normal block. in videos though I don't see it punished a whole lot. the 236D one is safe on normal block though, seems almost neutral when he goes through them.
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yeah pretty sure but I'll have to double check, I thought it was a range thing but I did it a few times and it seemed not to be. I'll have to look into it more soon
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I was wondering what was up with Grant's dash moves cause I saw them blocked a lot in vids and couldn't tell if it was advantage or not but it seems like neither is and the B one actually seems punishable on normal guard. 0_o not to say just cause something is punishable makes it useless or anything so I guess you dunno how to do the B Jenet thing either? my roomate been playing her and it would probably help him since I know that if she does both hits of the 236B break she's disadvantage. 236D break is hella advantage tho
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I would but I'm busy with schoolwork and making a combo vid for another game (and practicing yet another one) so I haven't played GG in weeks. I'll get to it in a few days maybe. If you can find it in a video that would save me time though, cause I never seen it happen.
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how do you use freeman's 236A/C though? it has upper body incinvible? is it to get in on opponents or something? or what? also what is Jae's flame splits move for if anything? kim always had that move and i never knew what the point was lol. Also I somehow did Jenet's 236B break move and broke it and she stopped after the first hit. how do you do that?
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I'll have to try this with the drill as far in front as possible like you said cause I've certainly gone through FB drills on wakeup numerous times and seen it in videos as well.