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Amadeus46Art

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Everything posted by Amadeus46Art

  1. Execution-wise it's really nothing at all...just jump and IMMEDIATELY do 2K. The harder part is spacing it, to hit low enough and from far enough away that you won't just be IB'd and punished by a grab. I like to do it if I end a blockstring in a 2D and I'm still pretty close to the opponent, as the pushback from the 2D sets up that space perfectly. The big advantage from instant j2K isn't really that it beats out a lot of moves, it's that 1) it's hard to block and can be RC'd to knockdown/damage, 2) it sets up a rock/paper/scissors situation when used properly. The opponent can TRY and grab you after being hit by the move, but then they run the risk of Jam doing another j2K or 6H. If they continue blocking, they have to guess between Jam doing another j2K or a 5K. It doesn't work on some characters because their 5H/6Hs are faster and cover a lot of Jam's options there (fuckin' Robo-Ky), but it's good for mindgames and keeping your opponent scared. The other advantage is like I said earlier, a blockstring ender. Used right you'll be + on block and safe from them mashing grab anyway. Ending a blockstring in a well-done j2K leaves you +2 overall (the move is +8, but has 6 frames of landing recovery, so done perfectly and without RCing it would be +2), allowing you to frame trap immediately afterward with 5K/2K depending on distance.
  2. Got my flight sorted out. I'll be flying in Friday morning and leaving Wednesday morning. Gonna take a bit of a vacation in Montreal while I'm there :D
  3. I play Jam. Everyone has longer range pokes than I do. Allow me to clarify: Once again, Netplay is not a substitution for offline play. It never has been in any fighting game, and never will be in any fighting game. However, to say it is "beyond worthless" is hyperbole. I'm not only talking about PSN/XBL as well; a majority of my own netplay experience was with the NullDC plug-in, and fighting from Central Ohio to East Coast with a delay of 2 on good days, 3 on average days. It is entirely possible to learn a character's moves, fundamentals, spacing, combos, and gimmicks online. It's entirely possible to learn a match-up online and learn what an opponent can do at any given situation. Some people may be more sensitive to delay than others and might not be able to use online as well, but it is still an option. I admit, online does have problems. As argued above, you do have to think farther ahead to make up for the delay; something that's really hard to do in certain situations. Some things that were normally just tight to get out of (Giganter unblockables when you have less than 50 meter) become nearly impossible to do anything about. Even being on defense against a rushdown character becomes much harder, as it becomes harder to utilize your IBs/FDing and punish accordingly, to say nothing of reacting to overheads. I'm just going to sum up my point here: Sometimes the only way you're going to play anyone in GG is through netplay, due to no scene or no ability to travel. And in that case, some Guilty Gear, even with delay, is better than no Guilty Gear at all. --- Also, honest question to the guys that are saying netplay is shit; just curious how much you guys have actually tried netplaying. I'm asking just to get a better idea here, cause I live in Central Ohio with a pretty good internet connection, and I can get pretty good connections with about anyone in-state (except Circuitous but that's because Comcast is literally retarded), and I get good connections to people as far away as Montreal and Atlanta. But it does seem to me the connections are either 100% playable and delay is minimal, or completely laggy and impossible to do anything in. So I'm not sure if you guys just got more of the latter than the former and gave up on netplay really soon (I've also noticed even good connections sometimes go sour, likely a result of PSN being terrible, so that's another reason why your matches may not have been so hot).
  4. Ehhhh if you say so? I mean nothing's going to replace offline for GG anytime soon, but I get good matches against plenty of people. Some characters do suffer more than others, yes, and certain tactics become more abusable online (so basically everything Potemkin does, pot buster startup is basically doubled online but giganter unblockables are completely impossible to get out of even if you know how), but if you can get a solid consistent connection with someone, usually in your state or region, it's plenty playable and usable to learn matchups.
  5. I like the idea for FemZama Jyaoko, especially because well we already have a FemZama move like the original...
  6. A note for Moderators: Always double check which thread you're in before pasting from a notepad document. A note for users: ALL THAT SHIT STILL COUNTS OKAY DON'T BE STUPID
  7. Hey guys, Moderator Intervention time! Now you've all been pretty good, enough so I've not needed to infract and monitor this thread nearly as much. Sadly though, that time has come to an end. I've noticed other moderators and super moderators looking after this thread themselves, which is good, it makes my job easier. But I'm gonna list a set of rules here that have always been around for this thread, but apparently need clarification, and I'm asking the other moderators to look them over, and users as well. This thread is the PSN Matchmaking and GGs thread and should be used as its primary purpose. However, since this is also under the BB Gameplay forums, I encourage you to discuss things like matchups, characters, etc as a sort of general thread. But these things should be kept on-topic. Off-topic behavior such as general socializing and memes will not be tolerated. This is not a general thread, and posts should be made thoughtfully and with the intent to either find games with other players over PSN, or to aid other players and help them improve, notably through things observed during matches with them. I want this thread to still be community driven and focused, but not filled with discussion that is frankly, stupid, random, and serves no purpose to Dustloop. So what can you expect if you don't abide by these rules? To start, you'll be infracted on the spot. It's really just a slap on the wrist, admittedly, but it's more than a warning and this thread is large enough with enough users that a warning just isn't enough. Continued off-topic and unintelligent posts will be reprimanded with a week-long ban. Again, harsh, but necessary. If you're more interested in socializing and being part of a community past just the game, please go to either the Match Finder forums, or look to one of Dustloop's groups. If you have a Skype account, ask to be added to the Dustloop Skype Group. There are alternatives to this thread for your off-topic discussion. Thanks!
  8. Hey guys, Moderator Intervention time! Now you've all been pretty good, enough so I've not needed to infract and monitor this thread nearly as much. Sadly though, that time has come to an end. I've noticed other moderators and super moderators looking after this thread themselves, which is good, it makes my job easier. But I'm gonna list a set of rules here that have always been around for this thread, but apparently need clarification, and I'm asking the other moderators to look them over, and users as well. This thread is the XBL Matchmaking and GGs thread and should be used as its primary purpose. However, since this is also under the BB Gameplay forums, I encourage you to discuss things like matchups, characters, etc as a sort of general thread. But these things should be kept on-topic. Off-topic behavior such as general socializing and memes will not be tolerated. This is not a general thread, and posts should be made thoughtfully and with the intent to either find games with other players over XBL, or to aid other players and help them improve, notably through things observed during matches with them. I want this thread to still be community driven and focused, but not filled with discussion that is frankly, stupid, random, and serves no purpose to Dustloop. So what can you expect if you don't abide by these rules? To start, you'll be infracted on the spot. It's really just a slap on the wrist, admittedly, but it's more than a warning and this thread is large enough with enough users that a warning just isn't enough. Continued off-topic and unintelligent posts will be reprimanded with a week-long ban. Again, harsh, but necessary. If you're more interested in socializing and being part of a community past just the game, please go to either the Match Finder forums, or look to one of Dustloop's groups. If you have a Skype account, ask to be added to the Dustloop Skype Group. There are alternatives to this thread for your off-topic discussion. Thanks!
  9. I've got the PSVita version of ACR thanks to my JP PSN account. I'll test it out tonight and let you guys know when I get back. Welp, as far as I can tell it's not possible, on standing or crouching opponents. CH it works as always, but against standing no BEAT counter comes up. Against crouching, it doesn't come up either, but it's hard to do against even Potemkin's crouching hitbox. Most other characters you land before the tatami mat even comes out. Maybe I wasn't doing it fast enough, but as far as I can tell no big change.
  10. Also I forgot to mention: since I'll be driving up, that means I'll be bringing the ingredients for Force Break Puffballs. Those of you who were at Final Round should like this, those of you who weren't...you can thank me later.
  11. Tested both of those. 5P is Jam's fastest normal but it still won't always beat Eddie's 5K. At that range you'd be better using 6H anyway and going for the grab. 2P is the same startup as 5K...so yeah. Actually talked to MarlinPie about this some over Final Round to get a better idea of this. Boiled down to a few points: 1) Any GOOD Eddie will throw in something in between the two hits of Mawaru just to make sure you can't IB -> backdash or Parry out. This should be obvious and I mentioned it in the OP, but this just reinforces it. 2) The only time when Eddie can't do the above is after an overhead, like 6K. He'll still be able to, but he has to do Mawaru much later. So the best chances to look to parry out are after a 6K, but you have to react to him delaying Mawaru (not a big deal, as you have to block the first hit anyway). 3) While it is risky and situational, especially versus a good Eddie player, it's still something they have to keep in mind, or else they're giving Jam THAT ONE CHANCE to run a train over him.
  12. Goldenrody went ahead and compiled a bunch of Ka2's matches from the latest Mikado stream, THE GOD is back: https://www.youtube.com/watch?v=-n3gRlG02QI KA2 vs Tanabata , Nage , Nakamura , Taka , Roi , FAB
  13. Talked to my boss, should have the weekend off no problem! Will hopefully be coming with Circuitous and Brandinoli.
  14. This guy knows. (Also glad to meet you there, I don't think we talked much though)
  15. Okay I wanted a super long Shoutouts post but I'm doing this from my phone so we'll see how far my patience gets me. Also note doing this sober unlike that last post (don't drink and post kids). So, Shoutouts to; Everyone I met for various reasons, including: ShinSyn for being a total bro all weekend, sharing ShinStories, bodying people with unblockables, and generally being a cool guy. Hope to make it to UFGT! Shinobi for letting me room with him, and getting bodied in PSO2 so he ends up missing entering GG. Stay free you fraud. Jyosua for being a cool guy and bringing his stream equipment and using it for GG/BB. Some really amazing matches happened on stream and if it weren't for him, you wouldn't have seen them. LKG for being funny as shit and helping me out with making FBPBs. I'm gonna perfect the recipie soon so look forward to that! Lord Knight for being a great guy and a great player. Hope to hang out some when you're in Columbus this weekend! SprtJuice for being an old man and calling people out on being FUCKING NERDS. Shame you were busy with BT stuff but it was still great to hang out. Koogy for being great at GG and for sponsoring Final Round, along with kicking my ass off the mic during commentary. Axis for being my little bitch, and holding up BB brackets for an hour even though you didn't want to play. Trolling complete. MarlinPie for being nice as hell, shame we didn't get to play but I'm glad you stuck around the persona room to play some matches. Abegen for not only flying out here, but being a great guy and amazing at GG. Hope you come out next year! Reptar for being my waifu-bro even if his waifu love isn't as strong. One day you might be. Maybe. DC and Dawn for driving 2 hours and getting here at 3 am. Good to see you DC and good to meet you Dawn. Skeletal_Minion for being chill and great at GG! 2 matches against Abegen is no mean feat, hope to play against you more! VR-Raiden for having a sick Sol main. We need to play on PSN sometime! Everyone else I met but forgot to list, everyone I met here was godlike for one reason or another! Other Shoutouts: That Pizza Hut with straws from Wendy's, what the fuck!? Jam for being strong as fuck, 6H da bess Everyone who tuned into the streams, I saw that hype during GG! Hotel staff and staff of FR, the event was amazing and you should be proud. Doren2k DA GAWD for getting everyone hype when some scrub entered as White Doren Whoever it is that entered as Whoopi Goldbursr. That name is brilliant and I owe you a drink. Severin for helping me invent the Force Break Puffball drink, EVERYONE loved it. ArcSys for making amazing games Jam for being my waifu <3
  16. FUCK YOU GUYS I'M WHITE DOREN JAM DA BESS
  17. Can I reserve one here since I won't be able to actually request one for a bit? Thanks.
  18. On Topic: Messing around in training mode with varying characters, I've noticed one thing about Testament, hopefully someone can come and clarify this for me, I might've overlooked something. Namely his EXE Beast doesn't seem to...work. To my understanding, the initial command summons the EXE Beast, and when you release the button it will attack (with a minimum delay between the input and the release). In-game, this delay is shown as 236(HOLD)S or H...but holding the button doesn't seem to do anything. Either the delay is very minute, JUST enough to use for frame traps and to throw off IBing/SBing, or it just doesn't register it being held down. Also, a minor glitch also related to EXE Beast, but there are graphical corruption lines that appear in the sprite. No big deal, it's a VERY minor thing that you would never notice in a real match, just something that caught my eye in training mode.
  19. At the risk of being banned by st1ckbug because he's jealous he can't play it yet (love ya baby <3), here's some of the stuff I've found and my opinions on it: Jam is fucking nuts now, it's great. Her normals really don't feel like they've changed at all, so pressure and offense is still as strong as ever. Cards are amazing though, any random hit can lead into an average of 200 damage. Actually, let me go into that a bit more: A simple combo I found early on is fS 236D land SJ jS jH j214D land 5S 2H(1) 6H H 623D 22D. This combo deals about 200 damage on Testament, builds over 25 meter on its own (assuming you're not in any meter-gaining penalty states) so you will ALWAYS get the 22D at the end, AND the charge is fast enough along with the launch from 623D that you have enough time to completely whiff a j2K while they're knocked down, then meaty with 5K or so. This was a day one combo too, so I'm SURE there's way better things out there. It really does seem though that once Jam gets a 22D in there's no stopping her. ANY combo with the three kicks in them is going to gain her 25 meter back so she can charge again, and should give knockdown so she can get some oki out of it. I haven't tested stuff like the gacho special or choujin mixup yet for oki (doing IADs on the vita's d-pad is kinda awkward for my big hands), but I'm sure it could work. For more specific things: 2D 236D doesn't work on Ky or Robo-Ky. Since 236SK knocks down now too, it doesn't work either. On the plus side though, 6H H 236D does work on some characters, along with 5H 236D. 6H H doesn't launch them as high, so you're not gonna get wall stick all day from it, instead they just hit the ground and OTG far from you. Between that and 6H groundbouncing on air hit it's REALLY hard to do the old wall loop. You pretty much need to use a card, doesn't really matter which type, to do it. The advantage is now though it's not really height/weight specific, at least not from what I've found. Also ends in knockdown pretty much 100% of the time now. FBPB is still strong in the corner. You can use it in combos and link into a 5S to do a wall loop and it seems like it hurts more now? Not sure though. You can do the same on CH in the corner too. Frame data also says it has more invul on it too, but I haven't fought anyone to see how different it comes out to be. Charged Ryujin is different now too. It seems it launches them up higher than the older version, and it definitely doesn't have as much untechable time. The few frames of untech time they shaved from 2H hurts too, they can tech out of 2H 6H if you try to do too many reps with the wall loop. 3H is hugely threatening with a charged kick by the way, but there's no FRC point on it that I can tell, or at least the input bar doesn't flash in training mode. I recall them saying there was one so it might be a glitch, but that might've been pre-patch. Anyway, with a card you can cancel out of it into a charged kick on hit or block, so if you really KNOW they're going to do something you can punish it with, gg their life bar. 6H is fully special cancellable now, 6HH is only cancellable into 22X/Charged kicks. 236SK might be the same as 6HH, will need to double check. Frame data says 236SK still staggers, but it just knocks down, unless it staggers on CH? I'll test that. President, I haven't tested doing 236D as a defensive tool yet since I don't really have anyone to fight against. I know I've seen JP players use it like that and it seems to still be a high risk/high reward situation. I know it's something I look forward to using defensively, but I can't say if it's really a smart idea yet. Oh, last thing: 2D 236K and fS TK 236K still work on their character specific hitboxes that they did in AC, and while I haven't gone into combos with them too much right now, it still seems like it's favorable to do that. More damage and such. I've been testing combos and such, and it seems like most of Jam's combos with 3 kicks lead to around 200 damage, 250 if you can get a FBPB in there.
  20. Going to try to get AC+R for my vita sometime this week. Glad I'm a pad player so I can actually test things. You guys lemme know if there's anything you want me to test that you haven't seen in vids or aren't 100% sure on and I'll get back to you. Should hopefully have the game by Wednesday.
  21. Probably gonna jump online tonight, send me a friend request if you're MW/EC/SE area and want to play. PSN: Amadeous4446
  22. Okay so I've done some testing of this and while by no means is this the definitive be-all end-all word on this option, hopefully it'll help sort out some ideas for newbies and get discussion from veteran players going. So here goes; my findings on parrying the second hit of Eddie's Mawaru during his pressure and what you can do to counterattack. This is assuming you know the basic idea behind Eddie's pressure/blockstring/mixup/whatever you want to call it. Essentially Eddie wants to make you block, usually with a move with a lot of blockstun like 6H, then he's gonna summon little Eddie and use Mawaru and 5K/6K/Command Throw to mix you up and just repeat the process till you get hit or he burns meter going for an unblockable. The catch is that Mawaru isn't completely airtight. Most characters can just IB the first hit and backdash out; actually Jam can do this too, but since Mawaru isn't a low she can also block the first hit and parry the second. IBing the first hit isn't even necessary, but it really does help make it easier. Basically your inputs should be 4 5 4 6 during Mawaru. And because parry works the way it does, you can counterattack him. The hard part is determining WHAT to counterattack with. Because little Eddie's hitstop doesn't affect the actual character Eddie, you're still not really gonna be able to do whatever you want. But it does reduce the hitstop you'll be in and negate blockstun, so you can hit him back. The problem is now you're gonna have to guess if he's going high/low/throw instead of just reacting to his actual pressure like if you had just blocked. Low is the biggest problem here, Eddie's 5K hits low and probably has about the same range as Jam's 5K, if not more. The big thing you have going for you is that his 5K takes twice as long to start up as yours. If you do parry -> 5K you can 80% of the time trade with him, hitting Eddie and getting an unsummon, resetting the match back to neutral. 10% of the time you'll get a CH on him, and if you're really good you can hitconfirm that into a combo, and the other 10% of the time he'll CH you and now you're just taking damage. If you're far enough away though when he does Mawaru you can do Parry -> 6H and use your lower body invul to ALWAYS get a really strong CH on him and hitconfirm into a f.S TK Ryujin, completely reversing the match. It's also probably best to do this if you're really close, because parry -> 6H when you're in grab range will beat anything he decides to do. The problem is neither of these options are very good if he does 6K, the overhead. 5K's hitbox isn't good against his 6K, and Jam's 6H is just way too slow to hit him before it comes out. The best thing I've found you can do is Parry -> 2S. Even if you trade you'll still have enough time to sweep and at least get knockdown if not a combo. The disadvantage being of course, 2S will lose to his 5K no matter what. Finally if Eddie goes for his command grab, well you should be doing Parry -> 6H anyway because you'll be really close to him, but really any of Jam's pokes will beat him out since he has to guess that you're not gonna parry and wait for you to come out of blockstun. He can guess that you're going to parry and do it early but that's why you 6H, right? Really if you catch him a few times with the parry Eddie should be too scared to go for the command grab unless he's feeling really ballsy. There is ONE universal option you can do that will beat out anything he does, and that's Parry -> Gold Burst and then you get 100 meter and knock him down and you get to laugh at the Eddie player. The caveat to all of this is if the Eddie player is actually good and puts in a 2P in between the Mawaru hits you'll just get bodied and feel stupid for trying to be cool.
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