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Everything posted by Silmerion
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Hey, cuties. I don't know if this combo is common knowledge or not but I saw it in a match video and thought I'd make a video about it myself. 66C 22A 2B j.[C] j.A 5B 5[C] 421B 2A 66C 22B 66C
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The thing about Guilty Gear is that it has a really, really steep learning curve. There are a lot of characters (Eddie is a prime example) who you probably won't be able to do nearly anything with until you've spent some time grinding them into muscle memory. I would advise you to pick some characters you enjoy, then watch match videos and try to figure out who looks like they'd be the most fun once you know what you're doing. Once you've got that, practice the hell out of them and take your losses in stride. You can't expect anyone to click right away because that's not really how GG works at mid-level play and above.
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I don't have anything substantive to add, but does anyone else refer to Victory Cry as Slaughter Rule? :3
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Labrys already plays a lot in the "punish your opponent really hard" space, so that would make sense.
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According to Stunedge, SB Red Axe Mojuu is 4K guaranteed damage. Let's all take a moment to let that sink in.
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I'm not totally sure I understand. So if you hold down the A button while doing nothing else, you'll get a special attack?
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Not every character needs to be popular with every demographic. In fact, it's often best to figure out who would want your character the most and design with them in mind, because you get to make something awesome and memorable for that group of people. Junpei's design and theme are clearly polarizing, but I think it's good for some people to absolutely love a character rather than for everyone to have a weakly positive opinion of the character.
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I LOVE characters like Junpei - characters who get to play mini-games. Labrys has that feel, too: "Stay in Red Axe as often as possible." But now I get to play baseball! I get to score runs and set up walks and try not to get struck out. The promised ten-run bonus is practically unimportant to me - I just love minigames.
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You'll at least admit that it's a FANTASTIC design for Japanese audiences, since their whole country loves the sport like most countries love soccer/football.
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I just want to set up Grand Slam combos all day. I am way too excited about this character.
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Exactly my point. Conplexity is fine when the complexity automatically makes sense to the player.
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How is Junpei's system "needlessly complicated"? It's baseball! It's America's Favorite Pastime! I think it'd an incredibly clever design. It's resonant, by which I mean it latches onto something players already understand and enjoy. "I get to play baseball while playing P4C! Awesome!"
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I'm hoping that the ten-run bonus is officially referred to as "Slaughter Rule." That would really complete the character for me.
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(Mobile link, sorry) http://m.youtube.com/watch?v=LAfljz8W5Fc&desktop_uri=%2Fwatch%3Fv%3DLAfljz8W5Fc If that link doesn't work, it's the third Junpei vs. Liz video in the video thread.
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YOU GUYS. IN ONE OF THE VIDEOS OF JUNPEI, HE PUTS THREE RUNNERS ON BASE AND THEN USES HIS SUPER TO HIT A GRAND SLAM. I CAN NOW HIT GRAND SLAMS IN A FIGHTING GAME. BEST DAY EVER
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So after dinking around in training mode more, I've decided I wasn't entirely wrong before. I think that if you confirm 5K-3P, you should absolutely go for a simple knockdown combo, because you're just not going to get a lot of damage out of working harder. If your chain is something shorter, though - say, c.S-5H-2D or 2K-2D - running up and doing 5H-6H into an air combo is a great way to get extra damage.
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Hard to argue with you there! Some meterless confirms off of grounded CH5H: (Basically flush against the opponent) CH5H, 66, 5H-6H, 5K-2S-sj.HD-Kokuu [219] (The "Johnny is fat" version) CH5H, 66, 5H-6H, 2S-sj.HD-Kokuu [220] (Works on everyone but Johnny) CH5H, 66, 5H-6H, 2S-6K(1)-2S-sj.HD-Kokuu [245] (Works on Sol, Ky, HOS, Axl, Zappa, Chipp [309 damage, lol], Dizzy, Anji, A.B.A, Robo-Ky, Eddie, Testament, Venom, Potemkin, I-No) (Further away) CH5H, 66, 5K-5P-2S-sj.HD-Kokuu [172] (The "Johnny is fat" version) CH5H, (66 if necessary,) 6K-2S-sj.HD-Kokuu [185] (Works on everyone but Johnny)
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[Xrd] News & (Theoretical) Gameplay Discussion
Silmerion replied to Shinjin's topic in Guilty Gear General
They mentioned that one of the problems with AC was that there was never rarely a good reason to use RCs, so they wanted to tweak the mechanic such that people would care about them again. -
Examples? I don't have the patch yet, so I can't look.
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@Watches: Cool. On Sol, corner: Raei S, 5H-6H, 2S-j.D-Bomber, 2S-j.D-Bomber, Rensen-2 [236] - I beat your score! Hah!
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Some thoughts on 5H-6H: it seems very good after a confirmed 2H starter. Some stuff I've gotten to work: (On Bridget) 2H-2D-Rensen (FRC), 66, 5H-6H, 2S-j.D-Bomber, H Benten-Bomber Followup [220] (On Sol) 2H-2D-Rensen (FRC), 66, 5H-6H, c.S-2S-sj.HD-Kokuu (207)
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This is way easier, then! I'm gonna argue that the most important mid-screen Rensen (FRC) combo you can learn is 5K-3P-2H-2D-Rensen (FRC), 66, c.S-sj.HD-Kokuu [167] (Works on everyone) The reason I like this better than 5K-6P-3P is going straight to 5K-3P connects a little further away. If you're planning to end with Kokuu, you should probably do 5K-3P-2H-2D-Rensen (FRC), 66, c.S-JI-2S-sj.KPK-j.HD-Kokuu [162] (Works on everyone) instead, as it's more burst-safe. If you want to end in a knockdown with no extra meter spent, I'd do 5K-3P-2H-2D-Rensen (FRC), 66, 6K-2S-H Benten-Bomber Followup [157] (For Bridget, Dizzy, Baiken, Jam, and Kliff, do 66...6K instead of 66, 6K.) One thing of note here is that the damage on the knockdown variant isn't much lower than the Kokuu variant. It seems worth doing more often now. Outside of anti-airs, I'm not really sure when to go into FB Bomber-etc. this game. FB Bomber-Kokuu or FB Bomber-j.D-Kokuu don't add much after a lead-up into Rensen (FRC), and it seems hard to convert into Bomber loops from it. Am I just being a scrub?
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This is obviously incomplete, but my hand is killing me. I'll get to finishing the list soon enough. I think it makes some sense to look at Axl's mid-screen Rensen BnBs in two parts: Leading into Rensen (FRC) and After Rensen (FRC). For the most part, you can mix and match from these two categories to build a functioning combo. To that end: Mid-screen Rensen combos Notes Unless otherwise noted, combos are character-universal... ...or should be, anyway. I didn't test every combo on every character; I mostly used heuristics to feel out potential weak spots. Part I: Leading into Rensen (FRC) For any of the combos listed below, you should be able to start at any point in the chain at least two normals before the Rensen (FRC) instead of the listed starting point. 5K or 2K-2D-Rensen (FRC) 5K or 2K-c.S-Rensen (FRC) 5K or 2K-c.S-f.S-Rensen (FRC) 5K or 2K-c.S-5H-Rensen (FRC) (Does not work on Kliff. He's too short for c.S-5H to combo properly.) 5K or 2K-c.S-2D-Rensen (FRC) 5K or 2K-c.S-5H-2D-Rensen (FRC) (Does not work on Kliff. He's too short for c.S-5H to combo properly.) 5K or 2K-c.S-2P-f.S-Rensen (FRC) (Can make some Part II combos tough, as it pushes the opponent pretty far away; in particular, 66-etc. combos get more difficult.) 5K-3P-f.S-Rensen (FRC) 5K-3P-2D-Rensen (FRC) 5K-3P-2H-2D-Rensen (FRC) Part II: After Rensen (FRC) Combos that end in H Benten-Bomber Followup 66, 6K-2S-H Benten-Bomber Followup (For Bridget, Dizzy, Baiken, Jam, and Kliff, do 66...6K instead of 66, 6K.) 66, c.S-2S-H Benten-Bomber Followup IAD...j.H, 2S-H Benten-Bomber Followup (Does not work on Johnny or Kliff.) Combos that end in Kokuu 66, c.S-2S-sj.HD-Kokuu 66, c.S-JI-2S-sj.KPK-j.HD-Kokuu ("The Digital Watches BnB") 66, 2S-6K(1)-2S-sj.HD-Kokuu IAD...j.H, 2S-sj.HD-Kokuu (Does not work on Johnny or A.B.A.) 66, 5H-6H, 5K-5P-2S-sj.HD-Kokuu (Needs to be tested more. Very finicky combo. Pretty sure it only connects if you've done no more than 8 hits before the 5H. I'm not actually sure the cost-benefit of learning it is that good.) Combos that end in FB Bomber-(66, j.D)-Kokuu Combos that lead into Bomber loop 25% tension [*]66, c.S-2S-sj.HD-Bomber, 66, 2S-jD-Bomber, Rensen, 2 (Your opponent must basically be in the corner after the j.D. Works on Sol, Anji, ?) 50% tension [*]IAD, j.D-FB Bomber, Bomber, 2S-j.D-Bomber, Rensen, 2 Does not work on Johnny, Robo-Ky, or A.B.A.)
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[Xrd] News & (Theoretical) Gameplay Discussion
Silmerion replied to Shinjin's topic in Guilty Gear General
There are already so many variables to track in Guilty Gear, and different wakeup timing is such hidden complexity, that I think the game really would be better without it. -
Guilty Bits video series- Official thread
Silmerion replied to tataki's topic in Guilty Gear General
Yeah, A.B.A.'s pretty different in AC+R, right? The buffs to Goku Moroha make her game plan even more aggressive than it was in AC.