reaVer
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[AC] GGXX: Accent Core on PC - now (actually) playable online
reaVer replied to Teyah's topic in Guilty Gear Online Play
You'll have to give me a better description. -
Destination: Showdown [Late april, early may]
reaVer replied to Neophos's topic in International Events
I'm willing to come, the sooner you have a final date the sooner I can make arrangements. I will also need 3 strong swedes to drag the remaining GG players in the Netherlands out there! -
[AC] GGXX: Accent Core on PC - now (actually) playable online
reaVer replied to Teyah's topic in Guilty Gear Online Play
set your main controller to player 2 in cfg, then play=) -
[AC] GGXX: Accent Core on PC - now (actually) playable online
reaVer replied to Teyah's topic in Guilty Gear Online Play
Analog buttons should be axes, whenever the threshold is reached, that axis is considered to be active. Unfortunately, I recall Microsoft binding 2 buttons to Z+ and Z- giving 2 readable values under the same axis. The library I use however(SDL) doesn't seem to support this. I also doubt that any multiplatform library available is able to deal with this issue. Soon I might port nullDC itself to multiplatform as a whole(Linux, Windows, MAYBE Mac; but I don't own a Mac) and then I will have access to GUI building tools that allows people to just press buttons for whatever they are binding. -
[AC] GGXX: Accent Core on PC - now (actually) playable online
reaVer replied to Teyah's topic in Guilty Gear Online Play
iirc, the first post adjusted already, most players use nullDC + qkoJAMMAplugin. Plays a lot better(at low pings FRC timing is easy) and desyncs a lot less. </shameless advertising> -
P1 for the first hit and P2 for mid combo.
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5B has range advantage, prorates less and on counter it can get about the same followups that 6A can get. 5B is also a tad harder to hit for the opponent because it stops them so early. And I also think Hakumen moving back a bit helps with the defensive part of that move. You'd use 6A when your opponent is already on top of you, but before that 5B has its uses.
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It's really not that bad compared to what I had to deal with when playing OS back in /. You just need to be patient enough to look for openings, use your invincibility, use your jumps. If she's using D she'll be in recovery for some time which you can capitalize on if you evaded the swords. If you didn't, you're stuck in waiting game. This is the same against Arakune and Rachel. Though once you see a pattern on whether they go high or low you can figure out a gap and get close. From 623A you got plenty of other options to keep your opponent guessing. If he's option selecting your throw you can get a high low mixup if you're luck. Or you can give him jabs and then grab his ass. There's also some holes to play with, 2A-A sets up a CH 5C for example. Some other less important stuff, 5B can work as a great AA!
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If the Nu would beat me he/she would simply be a better player than me. It has nothing to do with what I just said.
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Actually, Hakumen doesn't really have a whole lot of problems circumventing V-13's play. It's a lot easier than it's made out to be really. Apart from that the fact that Hakumen can come back from anything makes any mistakes on Hakumen side a lot more bareable.
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I just follow up with 5C Enma -> combo. You can also use 5C zantetsu -> combo.
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What's the cancel window between 214A and it's followup?(shortest possible timing)
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Yeah ok:P I was wondering how I would supposed to be able to jump without getting my ass handed to me while being stuck on the ground:P
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j.D won't catch 6A unless you do it really close to the ground at which any random timing in response gets the Hakumen on the ground a free throw. My experience: the guy that races over to the other loses. Instead, zoning with 6C is possible and can lure out an IAD attack from the opponent which you can 6A. Once either gets in close range he'll pretty much have and keep the advantage till either works his way outside again.
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You should save at least 2 stars so you keep your throw vs normal mixup after performing the combo.
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Jump autoguard? How do you do that?
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The first hit. The one I can't determine the hitbox, speed and what not of.
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He said 2A, which is correct, another candidate is 5B. I prefer to IG both hits and punish with 2A combo when he only does 1 hit and 5B combo when he does 2 hits. Anyways, anyone know how to deal with his 623D? I cannot seem to avoid/guard the first hit at all.