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Amadeous

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Everything posted by Amadeous

  1. I'm kinda hoping if neither of them make it in we'll get Robo-Sol which will be kinda an odd mix of the two
  2. Am I the only one thinking they're gonna follow a BBCP release situation? I expect the arcade version to come out just fine in Q1 2014 as advertised, albeit without the full GGXX roster. Come 6-8 months later, we get the console version, and an update to arcades, with 5-6 new characters, some coming directly on release, some coming a few weeks later as DLC. I could really see Arc re-using this release style for Xrd, since they want to get all the GGXX characters in but also recognize they have to prioritize some characters over others for now.
  3. Someone test if Slayer still has Backdash Cancels. Let's see if Slayer actually has to block meaties now :v
  4. Eh-sama while it's a great post I just want to list something you didn't mention at all and that's respect Jam coming in over the air if she's IADing and has a charged DP ready. It's 3F startup and 1-17F invul even when done in the air, and when done off of an IAD Jam falls straight down. This will clash and beat if not straight up destroy Ky doing any AAs. Fortunately IBing will give Ky enough frame advantage to punish or at least force Jam into blocking. FDing multiple hits of it will basically make it safe though. Oh, and Ky's french-ass hitbox makes 6HH 236D and 2D 236D whiff so be happy for that lol
  5. Worked around with that "Do 623D when they're high in the air and pick them up when they land" idea. I got down a basic idea: If the last hit of 623D lands, you can pick up with 6H (whiff) H. Otherwise you'll have to catch them as they land with 6H H and a normal wall loop. The main combo I figured out was: 2D 236D land 623D land 6H (whiff) H 2H(1) 6H H dash 5K 2H(1) 236K 214D. Averages around 200-230 damage. I only focused it on characters from starting position, as long as you get only one of the first hits of 623D to land then the last one, it should be universal. From starting position it works on: May, Slayer, Eddie, Venom (have to do 2D 236SK), Baiken, Bridget, Faust, I-No, Justice (it's really easy to do), Dizzy (have to do 2D 236SK), Chipp, Jam, Kliff
  6. Sorry to break up the BB-Train here, but were there ever any voice actor credits given for Guilty Gear Vastedge pachislots? I'm mostly wondering if Manami Komori reprised her role as Jam, considering a while ago she was reported as taking a hiatus from voice acting for health reasons.
  7. Does Sakura even have enough range to hit Ky out of a max range 3H?
  8. Hey so we all know that the mook had pre-patch data and it was mentioned in the patch how "Jam 22D Recovery increased" right? Well I did some digging and the mook gives this data: 50F Recovery, Jam gains 1 of each charge on Frame 5. And I recorded a vid of myself doing 22D in ACR console, which has the patch. The recording was only at 30 FPS, but I got this general idea: 50F Recovery, Jam gains 1 of each charge on Frame 18~20. I'm not sure when exactly she gains a charge, but it's clear it's not really the recovery that was changed like the patch said. It was the frame on which she actually gains 1 of each charge. So uh...whoops?
  9. Teresa visited A-Cho a while ago. Had a good set that was recorded. http://www.youtube.com/watch?v=VZjBIFqiKUM&feature=player_detailpage#t=2403 Vs. , , ,
  10. Kuni v Teresa http://www.youtube.com/watch?v=b6IuGRwrJoA
  11. Alpha Attack @ Arcade Legacy, 10/12/13 Tournament: http://www.youtube.com/watch?v=5xtAgO93GAg&feature=youtu.be Finals: http://www.youtube.com/watch?v=_UP76fUBfug&feature=youtu.be
  12. Not bad damage at all, but I'd want to test dropping off the last 2H 623K so the combo ends in 214D. I feel like getting that knockdown and forcing them to wake up in the corner is more important than the maybe 10-20 extra damage it adds. Definitely a great find though.
  13. motion to change OP to this song http://www.youtube.com/watch?v=z4s_Nltytjg
  14. Gonna bring my laptop + LGP for recording purposes to this. If you want to record these money matches/any other exhibitions, let me know on twitter or something
  15. Rooms booked for Thur-Mon. Gonna get there Thursday for maximum time on Friday to hang out.
  16. Dunno about any special tricks, but it might help to know there's a 10-frame "FRC Reject Miss" mechanic. Basically if you press 3 buttons during a move, you can't attempt to FRC for 10 more frames. So you can't mash it, of course.
  17. Had fun last night at GA Tech! Wish I could've stayed longer and gotten more matches but I had to get back and sleep so I could get on my flight back to Ohio today. Hope to see you guys at Final Round!
  18. 5.5 - 4.5, slightly in Jam's favor...Perhaps more in Jam's favor than this number shows. Will edit later.: Overall: Jam versus Justice is much like any other matchup against Justice, in that if you're not familiar with fighting the Gear, you'll probably get shut down completely by missiles. However, Jam can give Justice a very hard time through her great movement and pokes that destroy Justice when she gets in. In addition, parrying gives Jam another option against Justice's missile, letting her get through the barrage easier. However there is a certain zone where Jam does have to take risks to get in, and another range where Jam can't do much other than just deal with approaching slowly. If Justice can keep this butter zone, Jam may not get a chance to play. Opener: Justice's main openers are 2D, Michael Sword (Sword is the Special, Blade is the Super), backdash, and f.S. Jam's best thing to get in the opener situation is to parry, though Justice's 2D will tag her at starting range. However, parry will give Jam the opportunity to punish Michael Sword, and Parry -> 6P through Justice's f.S. If Justice backdashes, Jam can chase and start pressure. Jam generally has the advantage in the opener for this reason. Just be aware that Justice does have many other options to open with than listed here, and any hit will result in her pushing you to the other side of the screen. Neutral: There are generally 4 zones in this matchup that Jam has to deal with and work through: Very Far (Fullscreen essentially, where you end up if Justice tags you with a Michael Sword), Justice's "Butter Zone" (The area slightly inward, the zone where Jam has to slowly walk, dash-break, and jump to get in), The "Guessing Game" zone (A closer range where Justice has to go into a guessing game if Jam has a charged Ryujin), and Jam's effective range. Starting from the furthest away is the Very Far zone. Generally you wind up here after a Justice combo or a Michael Sword. At this range your first action to should be to charge a card before any missiles reach you. From here you can start to edge in, use your AMAZING run speed and dash braking, along with jumping in and using bomb explosions to push yourself closer, and reach the next zone. The big weakness here is that you WILL take chip damage, so if you wind up here it's much better to not charge with 22D and save your meter to block chip damage if you need to. The next zone in is Justice's favorite place to keep Jam during missile spam. Here, Jam's ONLY options are to try to move in. Luckily, Jam has a great run speed which means she can dash in quickly and get through this zone. Occasionally, you may be able to super jump and Ryujin to get in, though this is generally...very very risky, as Justice will recover from almost anything to punish this. Once Jam gets closer than this, generally just outside of Justice's f.S range, Jam can force a guessing game when she has a charged Ryujin. At this range, Justice CANNOT react to Jam doing a charged Ryujin and stuff it with a bomb detonation. Her f.S will stuff it, though Jam's 6P will punish this poke clean. Justice's best option is to launch a P or a K missile, then immediately detonate it in case Jam does a charged Ryujin to stuff it. However, if she does this and Jam does not use a card, Jam can rush in and possibly start pressure. Finally, the next range is Jam's effective range. At this range, Jam should be using her 6P and 2D a lot as pokes, as Jam's normals are fast enough to stuff most of Justice's pokes. Jam's 6P will beat Justice's f.S at any range, and her 2D will also stuff Justice's 2D at max range. Justice's main poke should be 2K, though it is slow and Justice is risking getting CH by 2S. Essentially, Justice is looking for a large enough gap to enter her counter stance, or use her S.B.T. lower body reversal. Offense: Justice has a fat hitbox and not many defensive options. Jam's 6P will beat Justice's amazing f.S, and all of Justice's other pokes are too slow to stop anything Jam does once Jam is close enough to be on offense. Defense: Saving a charged Ryujin for wakeup is not a bad idea, as it has enough invul to be used as a reversal and get out and away from a missile detonation. In addition, parrying meaty explosions is possible, though not always doable. It does depend on how early the Justice player detonates the missile. Once Justice has a meaty missile on you and is close, her general mixup is going to be 2K, 6P, or grab, all of which is hard to see through the explosion, so be aware. Also watch for Justice using her crossup, if the missile detonates behind you Justice has a very dirty left/right mixup with j.D. Other Notes: Empty.
  19. @FaultyD: no, you can't Negative Edge slashback inputs. You can't SB with this glitch.
  20. That's fine Essay, and I appreciate that. I was giving a general 30% based off of my own experiences. I've met a lot of other pad players who play competitively, as you say, so I may have been a bit high with the number, but that doesn't refute my point. There are a lot more pad players that use macros than Justice players that use macros. I feel it's a fair compromise to ban macros specifically for Justice.
  21. I shouldn't have to completely re-learn a button layout because of a dumb glitch that hardly affects my character. Imagine if you had to completely relearn your stick layout for Faust because of Burst Cancelling that Jam can do. That would be pretty stupid don't you think? It's not fair. I'm just suggesting we all reach a compromise so we affect the least number of people possible. Will it suck for them? You bet. There's no perfect solution here. I can tell you right now I can re-learn how to FRC with 3 buttons on pad no problem. Hell, Jam doesn't even really have any FRCs that are hard to hit on pad other than 236P, and that I'll just learn how to FRC with S, K, and H instead of P, K, and S like I do now. That's not a problem. But being told I'm a worse player or cheating or lazy because I've learned how to use a macro that was built into the game for players in my situation to use? Well, if that's the attitude I'm going to face at Frosty Faustings, I'm rethinking on going this year.
  22. Just to clarify; People mentioned that "Outside of the Justice glitch, it's impossible to tell if someone is using macros." Well that's only kinda true. If you're holding down the macros you HAVE to be FDing unless you have no meter (which means you can't backdash either), so if a Baiken player is FDing a bunch and 1f countering all your moves they're PROBABLY using a macro. And since FDing pushes out more this means stuff like mashing VV out of it isn't so great cause it might whiff (which can be played around of course). Of course this doesn't apply to reversals from wake up so there's no way to tell there. Not saying this isn't really fucking annoying for TOs to monitor still, but hey, more info is good.
  23. A) Friend of mine pointed out how, when done during a blockstring, you HAVE to be FDing to use the macro glitch. Just another point to think about. B) I wasn't saying don't ban them at all. That argument is for banning it for ONLY a character who it is a major problem with. Re-read my post.
  24. Right so I'm sick of being called a cheater and/or lazy because I think it's silly to re-learn my entire control scheme because of some stupid bug. So I'm not really going to get into this debate anymore. However I do want to drop off some food for thought. Concerning mainly two points: A) That "mashing" inputs while holding down the macro will always result in easy reversals, frame 1 links, etc. and that B) A character specific macro would "introduce more drama" than a full ban on macros. A) I've seen a lot of talk about how you could, theoretically, mash 214 during blockstun or 623 on wakeup and always get a frame-perfect special move as soon as you are able. But let's think about that, shall we? Let's look at a link in the game. Since I'm a Jam player, the first one I can think of is her 6H, 6P. Now, this is by no means a hard link. I'm not sure on the exact frames to do it, but it feels like maybe 3f-5f? It's tricky to time if you don't know the exact moment to 6P, but once you know it you should be able to do it pretty consistently. But that's it. It's tricky to time. Timing implies that I'm not hammering on 6P as soon as I do the 6H. Anyone who does links can tell you this is silly. That's not timing anything at all, that's mashing and hoping you get lucky. Now, how is mashing inputs on wakeup any better? You're not timing anything, you're hoping you get lucky and get close enough to a reversal input. And in a game "where frames matter", close enough sometimes isn't good enough. You'd still have to time your special input to get that reversal...in which case why use the macro in the first place? You can't tell me that pressing the button would be so much more of a handicap in this scenario that it could mess up your timing. In fact, there's ONE thing that would give you an advantage to using the macro here. Because it's negative edging, that means you're NOT pressing a button and committing to the attack. So if you do 623(Macro Hold) and miss your wakeup timing and you're too early, nothing comes out. But that still happens if you miss your wakeup timing with a button press...in addition, I'm sure many of you are aware of double tapping buttons for reversals or links. When done with a special move, this means you have 4 times the chance to hit that frame link. Once for the initial button press, once for the negative edge, then again, once for the second button press, and once again for the negative edge. At least, that's how it was explained to me. Someone explained to me how apparently, the game holds inputs for specials much longer than for normals? So this point is whatever wrong sure. Point B then. B) A full ban on macros would somehow cause less drama than banning it for one character. Bear with me here as I'm going to pull some arbitrary numbers out of my ass here, but the point is less the specifics of the numbers and more of the general idea, so try to understand. We'll say there's 1000 Guilty Gear players in the country. How accurate this number is, I don't know. That's not the point. Of these 1000 players, we'll say 300 of them play on pad. Guilty Gear is an execution heavy game and many players are pushed to learn stick, so I feel this is a fair ratio. We'll also assume for simplicity's sake that no stick player uses macros (ignoring this glitch's existence here). So, of these 300 pad players, not even all of them use macros (again, ignoring this glitch). We'll say it's pretty half and half, so 150 of these players use macros for FRCs, FDing, what have you. That's 150 players that would be affected by a full macro ban. 150 out of 1000 doesn't sound so bad, but stick with me. Now, let's look at banning macros for Justice players due to this glitch. Again, 1000 Guilty Gear players in the country. Of these 1000 players, we'll say 50 of them play Justice, stick, pad, macro, or not (As there are 25 characters in the game, 1000/25=40, so I feel 50 is a fair number, especially for a new character). So, of these 50 players, maybe 20 of them play pad, and 10 of them use macros for FRC, FDing, etc. So 10 players would be affected by the ban. "But," the argument I've heard, "banning it for only Justice players would cause a bigger fuss than banning it across the board!" Even if every Justice player was against the ban, there would still be 50 Justice players to the 150 Pad players that are only affected by the ban. Now, these numbers are arbitrary and out of my ass, but I hope you see my point. A complete macro ban would affect more players and lead to just as much, if not more drama, than a character specific ban. ...like I said. Food for thought.
  25. 5-5, Even: Overall: Sol v Jam is even in my personal opinion, but I've seen people argue it being either slightly in Jam's favor or slightly in Sol's. Sol can strongly control the neutral game and easily space Jam out, and a patient Sol is very hard to approach as Jam. However, Jam's good movement and speed can check Sol and his lack of "chasing ability"; Jam can put Sol into a situation where he has to pull dumb risks to try and catch her, where she can then take off 50% of his life bar in one combo. In ACR Sol didn't change much, but Jam's few changes alter the matchup slightly. Opener: Sol's openers are going to be 2S if he wants to be safe, 5H if he wants to be risky, dash up 5K or 2D if he wants to be rushdown, or sit back and wait to see what you do. IAD 214K can punish 5H and possibly 2S if you do it fast enough, but if the Sol waits or does 5K he can get an easy punish. Dash 2S will be beaten out by his 2S and may beat his 2D or dash 5K if you're fast enough. IADing away is dangerous if the Sol sees it too much, as he can chase with dash 5K...so doing a superjump before IADing back and covering with IABD 214K or jD as a way to mix it up may help. Neutral: Sol controls this part of the match. His 2S and 2D are, much like HOS's, very strong and shut down Jam's ground game. Unlike HOS however, Sol's 5K can also control the airspace around him. A patient Sol can be very frustrating to fight. Sol will like to use fS and 2S to try to poke his way in if he's playing rushdown, or stand back and use 2S and 5K if he wants to sit back and let you kill yourself. Your 5K is about the only poke you'll have in this matchup, though even it will be beaten by 2S and 2D if the Sol is spaced right. 6H is stronger against Sol than HOS, since Sol's 2S doesn't hit as high and his 2D does not move him forward, but it still lacks the speed to beat anything when used any time outside of doing it early. Generally Jam will be wanting to dash around the screen and keep moving, trying to get Sol into a position where he can't be patient and punish her trying to approach, but also staying out of his 5K range. Baiting the Sol into whiffing a normal (or better yet, a VV if they're really impatient) is your best chance to get in and hurt him. Sol lacks a good chaser game, but remember that his jH is very good air-to-air against Jam. Using Bakushuu recklessly in this match is also bad, as Sol has MANY options to beat Hyappo/Senri Shinshou. His 5K, 2D, VV, GV, and WT will all beat close puffballs, though with the change to FBPB's invul it's more likely for Sol to whiff his 2D or his VV clash, though this still isn't a good situation for Jam. However, Jam's Ashibarai (236S~K) is VERY aggravating for Sol, as when spaced right it will hit Sol out of his 2S, 2D, GV, WT, and 5K. Use it as a way to keep Sol guessing and force him to respect Puffball. Offense: Sol's main defensive options against Jam are 2S, 5K, and VV. Like HOS, Sol can mash 2S during bad pressure of Jam's to stop her, and can also use his 5K to catch any IAD attempts to continue pressure. If your pressure isn't unpredictable and tight, Sol will like to VV out of it as well; something you have to keep in mind. Baiting VV is a good way to keep Sol scared during your pressure, because blocking a VV spells death for Sol. Similar to the neutral game, Sol can react and punish to the Bakushuu dash, so using puffballs as blockstring enders/frame traps is ill-advised. Also be wary when you have a Sol cornered. While Sol is in the corner, he has access to Riot Stamp as an instant overhead, beating out any lows and at least going for a trade. In addition, it puts him into the air IMMEDIATELY, possibly making your hitconfirming much harder. One advantage Jam has in ACR now is that even Sol's Reversal VV will not beat a charged IAD 623D; he has to block it like anyone else. Defense: Sol can be very scary while rushing down, even if his pressure is limited. While it did become much stronger with Fafnir (41236H), Jam can easily parry it and punish Sol out of his pressure. Otherwise, Sol will be going for basic tick throws/frame traps with plenty of lows sprinkled in. A good Sol will also be spacing his rushdown and pokes so Jam can't counterpoke out of his pressure, making it much scarier. However, Sol's mixup is limited; watch his meter as his options open up once he gets 50 meter and can use FB Fafnir and VV/GV RC to put you into guessing situations. In these situations, 1F jumping and holding FD is your safest option as it will beat WT/VV mixups, though it is costly. Your best tool for poking out or getting out of Sol's mixup may actually be 6H, as it will beat 2S, 2D, WT, GV, and Fafnir when spaced and timed right. However, if used incorrectly (or the Sol player plays around it), you'll be risking a CH, which can lead into a lot of damage taken. Also respect Sol's 6P as it's an excellent frame trap and hitbox, beating out many of Jam's counterpokes and attempts to get out. A final character specific note is that at certain ranges, Sol can 2D GV (with no mashing) and ALWAYS Clean Hit on Jam. It's VERY good to save your burst for a 2D at these ranges as Sol can't jump cancel to bait the burst. In addition, if you burst over a Grand Viper at mid screen and the Sol mashes, he'll fly to the other side of the screen and be stuck in recovery as you recover from your burst and can Senri Shinshou to punish. Other Notes: Sol's hurtbox while being comboed is...odd. While this doesn't matter as much in ACR, note that while falling his legs aren't all there so adjust accordingly.
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