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Veven

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Everything posted by Veven

  1. On the frontpage, on the left sidebar titled "Other Sites of Interest" the Mizuumi wiki links are both broken, now that the Mizuumi BB and GG wiki's are gone. I don't even know why I'm reporting this in these forums, I check this site once every few months. Maybe it's because I used to love dustloop, and I can't bear to see her in a state of disrepair. Love will find a way.
  2. Thanks for the Hase vids, AtTheGates. It's like watching ballet. Is it wrong to say that this is a beautiful game?
  3. http://www.nicovideo.jp/watch/sm12037354 @3:00 :8/: I'm going to randomly post links to strange moments in GG in this thread, plus a smiley face, every couple months. That is my candlelight vigil for Guilty Gear. You will not be forgotten.
  4. S+: ED, TE S: MI A: MA, PO, JA, SL B: SO, KY, CH, FA, BA, AX, AN, VE, DI, IN, ZA, RO, AB, OS C: JO, BR
  5. http://www.nicovideo.jp/watch/sm10209498 Last game between pink Faust and Slayer has some good moments. It's pretty amazing that high level GGAC still presents situations that I've never seen before. I assume everyone just watches http://www.nicovideo.jp/search/ggxx now, so I'm not going to post the links in the video posting thread. Is anyone interested in creating a list of the known resources / site where Guilty Gear videos are posted? It would be nice to have them all in a single, visible location.
  6. I used to have a similar problem, and still do but to a lesser extent. I think the core issue is that what you want to do, i.e. what you want your character to perform in a given moment, isn't properly connected to the muscle memory to perform those actions. In other words, when you decide you want to do something, you have to think how to do it, rather than it just being automatic. I made my first arcade stick about two years ago, and I've been using it off and on since then, but not with the sort of regularity that you'd see from most people on these forums. It's only been in the past 3-4 months that I've gotten good enough to not have to think about how to perform the motions. I just think "back dash 360" or whatever, and my arms do the rest. Since that's happened, I've been able to free up my consciousness for other things, like strategy, mind games, and all the things that make fighting games really enjoyable. If you're constantly having to use your conscious layer, which has a limited bandwidth, for mundane, fundamental things, you can't really explore the deeper subtleties of the game in real-time. If you can only have so many thoughts in your mind at once, your basically wasting space with thoughts about execution, moving your arms and hands. For instance, let's arbitrarily say that you can have 5 thoughts in your head at once. If one or two of those spots is taken by thoughts on physically moving your arms and hands in complex motions, you're taking a pretty big handicap. And I personally believe that, using this example, the thoughts about execution actually occupy more than 1 or 2 spots; it's more like they take up your entire consciousness for that moment. So if you can only have 5 thoughts in your head (some say 7 plus or minus 2, so 5-9, but this is a pretty nonspecific set of 'thoughts' we're talking about, so it doesn't necessarily apply here) and you fill it all up with useless execution data, you're dropping a big portion of information about the overall match. You'll forget the mind games you and your opponent were having with each other before you performed those motions, because those thoughts were dropped, truncated. The point is, you won't really get better until you can free up your mental resources by getting the connection between "I want to do *this*" and actually performing it to be automatic. For myself, that just meant using a stick over a very long time, although in all I'd say I've used it for maybe 200 hours. It can take a long time to ingrain those muscle memories. When you do, however, the actual strategy of the game starts to show itself, and you get to spend your mental cycles on the interesting part of the game. It's also worth mentioning that I think using an arcade stick takes up a lot more mental resources than using a controller with a d-pad, because of the more complicated arm motions involved, compared to just fingers. That's even more true if you're moving from a controller to a stick.
  7. 01101000 01100001 01110000 01110000 01111001 00100000 01101110 01100101 01110111 00100000 01111001 01100101 01100001 01110010 (happy new year) Page 100! Post 995! Who will 1000get?! Now back to writing Robo-Ky/Mech Hisui slashfic~
  8. It just isn't a good idea to adopt turtling as your main defensive strategy for any character in GG. The guard bar has a lot to do with this: the more you block, the more damage the next combo does. Think of your health bar as money you wager against your opponent. The exact value you're willing to lose is dictated by your opponent's ability to execute combos, among other things. By turtling you let them crank your guard gauge, which, in this analogy, increases the amount you're wagering. Also, some characters actually gain throw combos when they counterhit, which can only happen when the other person's guard gauge is flashing. Basically, if you just sit there blocking, throws become extra effective after a point.
  9. I remember having some trouble throwing Baiken as she comes out of her dash. I think she has some foot invulnerable frames in that animation, so I figured they were related at the time. Could be totally wrong, haven't touched GG in a while.
  10. http://www.nicovideo.jp/watch/sm8654195 @~ 6:00
  11. New Dogura casual videos on a-cho`s youtube channel. http://www.youtube.com/profile?user=GAMEacho&view=videos He starts playing here, if you don`t want to wade through Slayer and May vids. http://www.youtube.com/watch?v=myfO9kRCW7E&feature=channel_page Watching these makes me feel all warm and mechanical inside. He does some amazing stuff, I won`t ruin it.
  12. Opponent in air, you dash under them slightly, robo-dash back, FRC, 2H. Chances are it whiffs, but it a serious wtf gimmick. Depending on how far you dash under them before robo-dashin', you can cross up or non. Of course that depends on how you launch them and how much time you have to dash while they're in the air... basically whether or not you FRC'd the 2H that launched, or whether you jumped too late after landing a 5d, or not at all. Not the best waste of tension. Another one is the 5D RC, 5k fuzzy. After running the same dust setup several times, like right after level3 'zooka, your opponent should be primed to block the overhead. If they don't block it, you just wasted 50% to whiff a 5k/2k. Which sets you up for the above gimmick, if you started with enough tension. A CH 5D or properly timed ID into steam FRC, air combo, but that's just showy, not practical. Priming your opponent for crossup level3 horsie in the corner, then command throw. But that isn't a gimmick, it's a reasonable strategy. Bazooka, IAD over j.H. They hafta be ducking and the blockstun from the missile has to wear off so they cross up. Looking at the frame data, you could RC that, FB, fly forward, j.K, etc. If anyone did that in a match, I'd die laughing. That would take some serious robo balls to pull off. On a ducking Potemkin you can 669, rising j.S, j.H RC, j.S, j.H, 2S. Besides extending combos and blinky, telegraphed mixups, his forcebreak can be used as a crossup. Pretty sure that qualifies as a gimmick, and it works as long as you use the forcebreak for other reasons. Level1 horsie on wakeup, throw, but that's weak. Throw FRC, IK activation, against ABA. (Disclaimer: I've never done this, no idea if it works, seems like it might.) Wasting a full bar of tension flying around as Raoh pokes up the bottom of the screen. There were some things with his j.D but that's all. I'm not sure any of those are actually gimmicks. ; \
  13. The reason you overheated so much was mostly from j.H, usually after an air dash j.S. If you gatling to j.P instead you'll avoid that situation more often, and, depending on your air dash height, you can still hit j.K (or w/e) before you land to avoid being thrown. It's good for continuing pressure on the ground, but Venom should 6P you out of that once he catches on. Alternatively, you can FB after the j.H to lower your heat and continue pressuring in the air, but I'm not sure how strong that is since I don't do it. I don't remember seeing any bazooka, you used robo-dash instead. It worked for you a few times, and it's viable for a fullscreen knockdown situation where you don't have time for 236S. However, it seemed like maybe you were using it as throw bait (?) when you were in deep. Following up with 2P, 5D worked really, really well off of that though, which was pretty funny. Still, bazooka is awesome, make Venom spend 50% on his DAA. Lastly, stay down more. Oh, and L3 j.236S at fullscreen neutral is your alternative to RTSD'ing, although I can understand why you wouldn't do that against Venom. Backdash that 6H at it's max range instead of getting CH! (I assume those were fS/Steam) Sorry if I'm ranting. :shy:
  14. Veven

    Slayer AC Combos

    The game sets your air options to 1 whenever you press an upwards direction, and sets them to 0 a few frames after you land. That reset frame doesn't happen if you cancel into a ground normal after you land, so your air options are maintained. I think this was called 'from jump' jump install. The same frame turns your character around, but that isn't useful for Slayer.
  15. Does anyone have the ABA combo video "Cursed Dance" they could upload? I'd really appreciate it, since I can't find it on youtube or the original site that posted it, and I'm told it has lots of double orb combos. Edit: That's the video, rtl. Thanks for uploading and hosting it.
  16. Are there any good double-hit orb setups besides 421H RC? Or ways to use the extra untechable time on the rear orb?
  17. http://img183.imageshack.us/my.php?image=t01421za1.png Hopefully this helps visual learners. [2] means hold down, -2- means let go of down. Remember you need 30 frames of charge time, which is half a second. I didn't include jump installing, but if you're having problems with 5S, 2H coming out, you should try using it. Why are so many May's dropping loops on the first or second rep in match videos? I think it was Tanbo and Suumei, stopping after a 5S or 5H, which surprised me since Tanbo seems pretty skilled. Is there something I'm missing, or is it just lazy fingers?
  18. Veven

    Bridget Q & A

    Sorry, I should have been more specific. I'm a Robo player, and his oki game revolves around his bazooka (236S) into a running jump mixup. Can Bridget's 236D be used effectively for an oki setup, in a similar fashion to Robo's 236S? Edit: Thanks for the replies, I'm using it occasionally now as an alternative to attempting unblockable setups.
  19. Veven

    Bridget Q & A

    Is Bridget's FB Roger Rush totally useless?
  20. Is a 1 frame super jump forward possible?
  21. More mats and bazooka mixup. Bait and punish DP's, and pretend throw FRC doesn't even exist. Those are some things that helped my Robo.
  22. I don't have AC at home, but I can replicate the backwards Slidehead on #R for the PC. So I messed around a bit more, and found that the same setup into a Megafist FRC is jump installed, even off a superjump. That suggests this setup is related to From-jump Jump Install, or rather that the special frame responsible for reseting air options also sets direction... but only in some situations. The fact that a standing normal is never backwards yet specials and supers (backwards HPB = wtf) can be makes me think that it's a bug that could be fixed but they've continued to leave in. Also, based on how strict the timing is, I think the special needs to be executed during the active frames of the j.H (or whatever) and not the recovery frames. Even though landing cuts off the rest of the move, the mechanics of the combo system require a true air normal |> special cancel to cut off the special frame. This also explains why the j.H needs to be sooooo deep. Something like that anyways.
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