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Everything posted by MLSTRM
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The one I've mainly been grinding out is: Throw, fS, jK, jS, 6 , jS, cS, Task C, 2P, cS, jP, air Task B (On Sol) Which I found earlier in the thread. Maybe it's just super hard on Sol? I admittedly haven't tried it on any of the other characters it works on.
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Hey guys, I've been trying out some of the 2 seal throw combos, and I'm having difficulties connecting the 2P>5S>j.p>236S, particularly my j.P never seems to connect at all. I have similar issues with combos that involve ...>2P>5S>236H so I'm assuming it's an issue with my 2P/5S timing, but I'm not exactly sure how its wrong.
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Bedman Q&A/FAQ thread: People play this guy I swear!
MLSTRM replied to Poultrygeist's topic in Bedman
Hmm how does this all fit together? I'm still pretty new to using frame data information. So 5H is a level 3 move, so if someone normal blocks it then they recover in 16f after active frames end. The only things you can cancel off 5H are 2H, 5D, 2D, Special and jump. Bedman has a 3 frame jump startup, and j.D starts up in 11 frames, so instant j.D comes out in 14 frames, 2 frames before blockstun ends and so they have to switch to standing block 2D starts up in 12F, and Task C in 11F so those would also be gapless, and 2D forces them to block low so the string is a true 50/50. Task B also starts up in 14F, and 1/2H in 15F so would those also be true blockstrings? Obviously 1H/2H are range dependent, and 1H/Task B seem like pretty unsafe options in neutral. IB lessens blockstun so this doesn't work under IB, but FD has more so you can possibly get some different options from that? (This is more me just trying to understand how it all works, apologies if its the wrong place for it) -
How do you efficeintly punish a failed or predictable burst?
MLSTRM replied to ViolaSorel's topic in Guilty Gear General
One thing you can do to help your reaction is instead of watching the character you're comboing, look at their burst gague. As soon as they input burst the meter will go black as it empties and the burst starts there, so you get a little bit more reaction time for your jc/RRC. Also if you're going to RRC and then block and continue, go for an IB on the burst since it really helps your meter gain. -
Central Fiction Arcade Plot Discussion (spoilers)
MLSTRM replied to Chaoschao222's topic in Zepp Museum
All of this is still taking place within the embryo right? If so, exactly what happened to Noel at the end of CP/CPEX? It's entirely possible that she was intercepted on her way into the Embryo's world and strung up to Amaterasu for some reason or another that is yet to be revealed. There's then still the issue of a Noel copy/clone/whatever inside the Embryo itself, but then we really don't know how the world of the embryo works, could be her own mental projection or something crazy (which let's be honest, isn't outside the realms of possibility for this series) -
Same thing applies, if an attack would hit Bedman and 2 seals on the same frame, the seals would be destroyed on consecutive frames and then Bedman would be hit on the third active frame of the move.
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Since you can't grab a seal I would imagine not, it seems to work since an attack can't strike the seal and bedman on the same frame. you could probably use it to throw people though if you time it like a god, since you'd have that frame eaten by the seal to grab them
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Seems pretty handy for baiting people that are very DP/Reversal heavy on wakeup while also giving you at least some oki in the form of Task A/A' and possibly a counter hit depending on the recovery
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[CF] Celica A. Mercury Gameplay Discussion Thread
MLSTRM replied to Dawn of Musou's topic in Celica A. Mercury
iirc it's a new property on that move, it super armours, and any damage blocked like that is absorbed as blue health. -
[CF] Nine the Phantom General Discussion Thread
MLSTRM replied to Monarch's topic in Nine the Phantom
well RGB also has B as an input, but does it even matter? Surely the context would make it clear? -
Wow the new 2D and 6D are looking pretty sweet, combo routes are looking pretty nice as well, even though they're pretty different to CPEX so I guess there's some serious relearning to do. Also wow that EA animation is amazing.
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GunFrame - available for Android and iOS (Updated: 1/22)
MLSTRM replied to AnBi2199's topic in Guilty Gear General
Is there any possibility of a windows phone app coming, or do you not have any plans to do that?- 90 replies
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
MLSTRM replied to ludwig van's topic in Naoto Shirogane
Thanks for the info. I didn't realise it was on the wiki, since the restructure of character pages I always find myself forgetting to check the other sub-pages (yeah it's dumb I know). -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
MLSTRM replied to ludwig van's topic in Naoto Shirogane
Hey guys, so I've been playing this game for a while now, been trying out a lot of characters but I keep coming back to Naoto as the character I want to use. However, I have no idea how to handle Neutral as playing Naoto, and just in general not sure how to get pressure going or keeping people out/respectful. Any tips or general kind of gameplans I can follow? -
Hey guys, quick question about this combo from the original post: [100%] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > RC > 214A > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Fenrir I'm having issues connecting the last d.6B on some of the cast, it seems to whiff on Jin and Nu, but not on Bang. Is there a good alternate combo route for these characters? I feel like dropping the 6B and going straight into Fenrir works pretty well, but not sure if there's a possible alternative route that gives you more damage than just dropping the 2 moves?
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The most common use that I've seen IK's used for is in both +R and XRD by May. Getting a stagger on an opponent using a counter-hit 6H usually gives you enough time to IK them, and it happens even in tournament situations. Apart from that, in Guilty Gear you will rarely see them used, and usually most characters don't have good ways to setup into them, so landing it is something that will rarely happen. As for FRC's, go into training mode and turn on the input display (Since you said FRC I'm going to assume this is for +R since the RC system is different in XRD), When the bar flashes blue, that's the move FRC point. It might take you a while to get the timing down but apart from that there's nothing else to it other than practice.
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RIP j.4D, you will be missed.
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In CPEX hat noel is there by default, just press left/right on the colour selection to get to it.
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Same thing here, happens if I try to use any emoticons in either posts or my signature.
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[CPEX] Celica A. Mercury Gameplay Discussion Thread
MLSTRM replied to Grimsley-San's topic in Celica A. Mercury
The wiki seems to be open to public editing, I added Celica's Astral name/input earlier without even having to create an account. -
[CPEX] Celica A. Mercury Gameplay Discussion Thread
MLSTRM replied to Grimsley-San's topic in Celica A. Mercury
While I'm new to the site and the game (Picked up CPEX a few days ago, been playing ACPR for a couple of months), I'm pretty experienced in wiki editing. If you compile the information I'll be happy to put it all onto the wiki pages. It even benefits me since I want to use Celica, but the lack of information is making it a lot harder than it is for other characters.