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Everything posted by CrimsonDisaster
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I'm not a Chipp player but I say if you enjoy playing a character, make it happen! Don't switch just for easier results. Now if you aren't even having fun with your character anymore, screw it.
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Guilty Gear FAQ Thread - Ask your questions here!
CrimsonDisaster replied to Kairi's topic in Guilty Gear General
Just tap the FD for a short flicker with the IB to reduce how much tension you're using up? Last I looked, IBing increases tension gain and FD causes a period of reduced tension gain, so I guess you just bypass the reduced tension gain? shrug I forget exactly what Zand told the Austin crew but he had some deal with FD+IBing Dark Angel to avoid having all of your tension and life chipped away. -
You never confirmed D:
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
It's not cancelling, it's just timing. You want to hit on the last possible moment before you land- that way if they don't wake up with an invincible move, they have to block or take the hit; but if they do reverse with an invincible move, your move whiffs through their invincible startup and then you land, recover, and can block before their move's startup is over. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
From EChang's changelist- Sol: 236K, 214K Chipp: 623S Faust: 214S Jam: 6H, 623K (as a followup and charged followup) and I believe 236P as well but I forgot the conditions for that. Anji: 236S/H > P Venom: 623K I-No: dash Robot Ky: 623H Next time just search yourself kthx -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
...shrug just go to Japan and play them. You'll see why good defense is to prevent offense, not wait it out. You'll see why the best defense is a safe offense. Again- you can sit there and block all you want and they'll just keep going. A lot of the Tokyo players I faced didn't ever go for a throw, didn't ever even pretend they were going to throw. They just kept mixing up safe pressure strings until someone would try to escape, at which point they would kill them. Now if you holding down-back for 40 seconds before you die the moment your stick leaves that position is a good gameplan, by all means continue doing so. I'm going to keep finding ways to avoid that situation, thank you very much. Again, you simply haven't played against them. Vids aren't going to teach you jack if you never experience things for yourself. And I'm telling you that Japanese vids are very deceiving because honestly what we are not at the level of the people in most of the vids we see. So really until you play against people at that level, you're not going to get what I'm saying. So yeah. Blocking is very important, but it's far more important to avoid situations that require blocking. You don't get it because nobody you play is going to win 70% of the matches where they get you into pressure first, but that's because your competition has weak pressure compared to the Japanese. -
mm New Zealand... shipping is going to be a killer from any US or European custom builder. Your best bet is probably to get a HRAP/HRAP2 in that case. Or you could get a bunch of parts and build your own stick, haha.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
My point is that you probably aren't playing people who have good enough of an offense for what I'm saying to really make sense. The Japanese players I played had really solid defense but it was BECAUSE everybody's offense was so good. They are so good at leaving really small gaps that are just big enough for you to give them a huge counter-hit combo, and really good about using those gaps to reset pressure... and they vary their strings a lot to keep you on your toes. They just approach offense differently than anybody else I've ever played or seen, and their defense is obviously catered to that style- matches were all about momentum, execution, setting up your offense and rolling with it, baiting, proper poking and zoning, etc. Even HOS players were playing at mid-range a lot. Nobody could afford to commit to too much to try to force an attack because if they moved at the wrong time, they could have just given up the entire match. I think they take a very technical approach to the game. They just seem to get how to apply frame data and ranges and such to create some sick frame traps and lockdowns and such. They almost NEVER did a mixup that didn't give them another mixup or pressure opportunity on block, and they certainly never cut their pressure short on block if they could keep it going safely. Ex. a lot of Ky players like to do S Stun Edge in blockstrings outside the corner, but the Ky players I played would generally do Stun Dipper FRC to get back in and continue pressure to push their opponent into the corner, and then it's ggpo 'cuz they will frame trap you all day long until you flinch and then you die. No mixup out of the Stun Dipper FRC, no silly tricks, they would just reset their frame trap and if you didn't take the bait then you'd hit the corner with flashing bar eventually. -
Yeah I'm just saying is all. I'll figure out my art stuff soon, dunno what to do with it haha. Also do we need to remove anything or open up the stick at all, or can we literally just paste it on top of the stick as is?
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mm that's a bit more modding than I'm comfortable with at the moment =P I don't particularly like the turbo switches or extra buttons but eh maybe I can come up with some simple, clean artwork for it... empty space might look kinda awkward, but I dunno if having a bunch of buttons taking up half the pic looks any better lol.
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Does it look good?
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To all the custom builders and modders- How would I put artwork on my HRAP2 and/or MAS? I'd like to get some artwork done for my HRAP2 before I go back to school at the very least.
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I have a MAS and a HRAP2 and I need to fix the MAS (actuators acting up or so I've been told) and I'm thinking of modding the HRAP2... Either way I want artwork on 'em haha. SiLeNcE: American stick- Best to go custom but that'll set you back a bundle. MAS is good for a stock stick if you have no intent to mod, I have a p360 with hard spring and convex buttons and I like it a lot. If you are gonna mod, might as well get something cheap (SFAC stick, Pelican) or build your own lol. Japanese sticks... for non-modding, HRAP or HRAP2 and you're pretty much set. If you are going to mod... the Agetec DC stick and the T5 Hori are good 'cuz they go for cheap. Of course you could mod a HRAP or HRAP2 as well. And of course customs. What area are you in? There might be a custom stick builder in your region and that could save on shipping.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
I did worse =( Alcyon One: He dresses pretty normally most of the time, or so I've gathered... though I guess he is all business when it comes to tournaments. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
Don't sell yourself short, I didn't think I could take a round off Ogawa before I played him... of course I didn't know it was Ogawa till after my first match, maybe that contributed to it. Teyah: That's interesting. Though I guess it doesn't quite make up for her hitbox inflating immediately when she's hit lol. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
Yeah don't get too excited I won like 2 rounds out of like 15 3/5 games lol. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
Shrug most people here haven't played good Japanese players. You do NOT want to be the one blocking when you play against them. Fact is that most of us will not play against people with offense that solid. What you see in vids is tame. reaVer, maybe sitting there blocking while looking for a gap works against the people you play, and maybe the people you play are good... but they're not the Japanese. In like 5-10 games or so that I played against Ogawa's Ky and Eddie, I spent most of those matches in one of two states- blockstun or hitstun. There were no safe gaps to escape. He is really good at taking away escape points as quickly as they come. And me being in blockstun meant he got to drain all my tension and then start chipping me and making me have to take risks to try to escape which he would counter-hit into a full guardbar combo a lot of times (Ky) or go for strike/grab mixups that are really really hard to spot (Eddie). Hell I blocked a ton of fly mixups and stuff but it didn't matter. And the any round I won was a round where I kept him from putting me in blockstun, knocked him over, and then ran with the knockdown into a bunch of setups until he died. The problem in the US (Europe too, most likely) is that for most of us, our offense isn't as good as we think it is and so we think our defense is better than it really is. -
I agree, Testament really doesn't have many ways to keep Johnny off him once Johnny forces a block. In a neutral situation, Johnny has the advantage. His pokes are generally better, for one thing.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
shrug I think Dizzy's crouching hitbox is fatter still but I forget. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
I'd rather be one step away from comboing my opponent or actually comboing my opponent than one step away from being combo'd by my opponent. See I like winning and stuff. What GB said is pretty much the point I was trying to make. Blocking and stuff is important, but the longer you sit there and block, the more likely you are to finally get mixed up and lose when they do a flashing guardbar combo on you. So instead of being passive about it, you should work to actively avoid situations where blocking is the best/only option. Sometimes you have to block. That's unavoidable in the long run. But sometimes you don't have to, and sometimes you shouldn't, and really the trick is to create situations where your opponent has to block, not the other way around. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
In Guilty Gear, offense is conservative play that creates openings to punish. At least proper offense is. If you just sit there waiting for a laggy move, you're going to die when they do a mixup and do a full guardbar combo on you. GG is a game where defense is very important, but passive defense gets you nowhere. You're going to need to learn how to use FD, IB, DAAs, FD jumps, and specific moves (uppercuts, throws, backdashes) to create escape points rather than just sitting around waiting for them to come. The whole deal in Guilty Gear is to keep your opponent from creating a situation where you need to block, because blocking on defense tends to mean you are one step away from being combo'd. So safe offense, good poking/zoning, and proper spacing are very important. All of Zappa's summons lag behind him a bit when he's running or superjumping. Just learn to deal by using his non-summon specific moves or well... not running/superjumping when you don't need to be. -
Yeah... plus Pot has a much easier time avoiding those situations in the first place in Slash.
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Chipp can't JC his jH but he can cancel to a special move. I don't think you have to IB Banzai for a Buster, what with most characters getting a big combo starter on him if they block it. GB: If Dizzy plants a meaty bite fish on you and goes into TK bubble to airdash string, I don't think you can P/6P XX PB your way out. Though that could work on some of her really basic post-knockdown lazer fish frame trap tricks I guess... actually probably not unless she starts it off like 2H XX lazer fish in the corner. But yeah I've never had a problem with just dropping something on Pot before he can get up and keeping him in blockstun till I land a hit or till I'm at a safe distance to throw out something safe and then run away or something. But yeah Pot has an easy time stuffing summons in neutral situations, which is huge because it means Dizzy can't set up her offense from the other side of the screen for free any more, and it means Pot can set his up if she tries. But as I see it, Dizzy runaway against Pot tends to mostly involve placing bubbles between Dizzy and Pot and then leaving them on the screen for use as needed... and usually it's just a battle of patience in neutral situations. Neither of them needs to put themselves at risk but neither of them is going to get much payoff from sitting there until the other person commits to something. That said, with Dizzy flying about and dropping bubbles and such, if she gets 50% tension she could just drop a fire super and then call out some junk to start rushdown so watch out for that.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
PsiPhi, meet my friend FDC. Kara-cancelling is generally used to mean cancelling the startup frames of a move into something else. Fenrir: That's not the same deal as kara-cancelling as it's generally understood, and even if it was you'd be wrong- there are several moves with extensions/followups that can be done regardless of whether the starter hit or not- ABA 236S > 46S > 63214S, Chipp 236S > 236S > 236K and 236S > 236K, Sol 623S/H > 214K, Potemkin 632146H > 4123641236P, Axl [4]6S > 2/8 and 623H > 623H > 63214S, etc. etc. Like Anji's Fuujin > followup, those aren't really kara-cancels though, so much as move chains that work independantly of whether they connect or not. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
Only at lvl2