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Everything posted by qwerty
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I was about to say that Arcsys supporting 4:3 is a given, but then I remembered AH3. Cross those fingers.
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There's only one thing I'd like to see drastically revamped and that's Zappa's dog. Fuck that dog.
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This is something that I've known about for awhile, but didn't really try to get down until last night when Hellmonkey talked about it on a stream chat. His explanation: Of course, kara throws aren't exactly common in Guilty Gear (this is the only one I know of, actually), so you may find this hard to believe without trying it. The input for this is 6 K+H4. That last part has to be done with 1-2f timing, and you need to hit both the buttons as well as the 4 on the same frame. The way I do it is I hold 6, then when I press K+H I hold them down, and then while I'm doing that I already have the stick going through neutral so I can hit 4 at the same time. You'll know if you got it by seeing Johnny move forward more than he normally does + an FD flash. It isn't easy, and arguably not practical since I've yet to see any Johnny player use it in a match. But, it's cool to know. Tutorial vid might come once I can do it consistently.
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Honnou LIVE GGAC Lab Stream: Anything from advanced combos to basics!
qwerty replied to Honnou's topic in Guilty Gear General
Honnou's laptop randomly died during last night's stream, so don't be surprised if he's MIA for awhile. -
02/08/2017: Finally added videos to this post Japanese Johnny Players (Listed by skill, highest to lowest): 1. Satou/Satu~ (usually さとぅー, likely comes from "Satou" 佐藤) (“Wet dog shit” Brown-Green) 2. Suzume/Chin (雀)/(ちん) (“Thriller” White) 3. Kabegiwa no DC (壁際のDC) (“McDonalds” Yellow, “Drop Dead Sexy” Default) 4. Yuua ("Ferrari" Red) 5. Jonio (じょにお) 6. MK ("Bandito"White) 7. Omito (おみと) (“Thriller” White) 8. BLEED (“Drop Dead Sexy” Default) 9. FC (“Drop Dead Sexy” Default) 10. Kid (“Gundam Epyon” Maroon) Videos of Satou: Videos of Kabegiwa no DC: Videos of me: (Watch the Johnny player after me in this one, he's awesome)
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If you think it's bad now, wait until you're on the receiving end of it.
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Oh man, bringing out the ghosts. We all sucked ass back then, though. :P Keep your head above that fanboy talk water though, man. People might get the wrong idea.
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One day, when I have actual video capture equipment, I'll make a nicer video. For today, this will do:
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Yo, this sounds like some hardcore bridge burning if you ask me. Calm down, dude. Relax. Take a deep breath. What I'm about to tell you might surprise you: most half-decent GG players don't give a shit what other games you play as long as you're putting in a sincere effort to learn GG. The guy you're responding to? He probably sucks ass and likes GG for whatever reasons. Me? Most people who are going to be putting in effort to bring the game back to prominence in the US? We've been playing the game for awhile now, have no problem teaching it to anyone, but don't want to have our time wasted. I've seen your posts in the Baiken forum and I can tell you want to learn the game. To those of us who can help new players with that, that's all we want to see. GG vs BB is whatever at this point, the two communities have been split for a long time now and are essentially independent of each other.
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GG players hate on Capcom games? I see that more from BB players... And the problem with it being on PS2 is that PS2 sticks are hen's teeth. I bought my HRAP 2 SA brand new in Summer 09 and haven't seen one on the English speaking internet since. I've gone over this before, but the frustration that GG players have towards BB and its community is mostly justified, if not a little annoying at times. It's not like the GG community hasn't had its fair share of problems over the years, either. The main reason I'm looking forward to the port is because we'll be able to separate the fanboys from the players easier than ever. It's on current gen platforms, you can use your TE to play it now, the netcode will hopefully be decent so there'll be no excuses. Put up, shut up, or play another game.
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Well, they were right about one thing. :P I can adjust pretty easily between console and arcade, and I'd imagine most people do it without even realizing it. It is a bit annoying to know that we're playing Turbo 2.5 when we should be playing Turbo 2, though. Of course, even if the PS3/360 port runs at the right speed, we still have that 4 frames of input lag thing to deal with. Advance input in GG? Who knows!
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Every cab I've played on has had slowdown in the same places (most notably the third hit of ABA's rekka and Johnny's Jackhound), so I doubt it was something with his hardware. The issue is that nobody really knows what causes the game to run at the speeds it does on either platform. Nobody knows how the game is coded aside from ASW themselves, so there isn't much to speculate on there. Though, one thing I've noticed is that the audio sample rates are significantly lower on the PS2 version than on the arcade or Wii versions. Come to think of it, has anyone tested the speed of the Wii port yet?
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I'd actually be optimistic about the speed thing. The screenshots practically give it away that they're emulating the NAOMI and not directly porting it. The "borders" are actually how the NAOMI outputs 16:9; it doesn't scale, it just draws the parts of the screen that aren't normally visible in 4:3. So, assuming that the speed of the arcade version isn't due to clogging the NAOMI's tubes, there's a good chance this port will run at the same speed. I also think it's odd how there's only one region of the country that even knows about this. It's not like there aren't AC cabs elsewhere....
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Most of them. 2D obviously doesn't work because it forces an airborne state, and 2P/2K/2S are pretty hard to confirm into naked. That's why you do it from a gatling for the latter pokes; one of Satou's favorites is meaty 2K c.S 5HS MSDJ -> JI KJ combo. Another thing I'll add in there at a later time is that if you hit the opponent while he was in a crouching state, he remains in a crouching state for as long as he's on the ground. This means that if you want, you can punish moves like Greed Sever or combo off of a jump in with f.S 6HS MSDJ xN.
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This thread will refer to the System Guide and assumes a decent level of familiarity with both Johnny and GGXX. If you don’t know what Mist Canceling is, you shouldn’t be reading this yet. Table of Contents: 1.1: Intro 1.2: Practicing MSDJ 1.3: Improving Consistency 1.4: Combo Potential 1.5: MSDJ vs MSJ 1.1: Intro What is a Mist Stance Dash Jackhound? It is just as it sounds; a Mist Stance Dash (66 after 236P/K/S) canceled mid-way into a Jackhound (214D). But hold on, I thought Jackhound was nerfed in AC? Well, sort of. It’s true that a naked Jackhound is pretty bad in AC, and even Mist Stance Jackhound is only situationally useful. However, if you look at the frame data, you’ll find that the maximum stagger for a Mist Stance Dash Jackhound is a whopping 65 frames! Not only that, but it has the least proration of any version of Jackhound, only reducing your follow up combo to 80% of its normal damage. So how exactly does this work? Simply put, you confirm into this off of just about anything you want, and the other guy is put in a stagger that’s nearly impossible to get out of. It lets you do pretty much whatever you want after Jackhound, which sends Johnny’s random hit damage potential (or abare) through the roof. Is this necessary for me to learn? It seems pretty hard... At lower levels of play, you can feasibly play Johnny without knowing how to do this. It’s absolutely crucial, however, for high level Johnny play, since it allows him to score damage at ranges where Low Mist Finer and JI Killer Joker won’t connect. It also allows him to score damage off of pokes that aren’t jump cancelable and thus can’t be jump installed, namely 2S and f.S. Can this be performed on pad? I’ve tried it on both a PS2 pad and on a PSP, and while it’s definitely possible, it’s much harder than it should be. I can’t do it with any consistency on pad, myself. Not to discourage you from trying if you’re set on it, but I highly suggest you get a stick if you feel that you’re at the level where learning techniques like this is your next step. How do I go about practicing this? Glad you asked; that’s what this thread is for, after all! 1.2: Practicing MSDJ First of all, you have to be aware of the fact that the timing does change depending on which Mist Finer level you’re currently at. Level 1 being the strictest, Level 2 being a bit more lenient, and Level 3 being even more lenient. I suggest learning on Level 2, since it’s what you’re going to be doing most in actual matches. Level 1 is important as well, but that’s just gonna make you wanna tear your hair out if you learn it first. The reason the timing changes between Mist Finer levels is simply because the higher the level, the faster you can enter the Mist Stance. The hitstop on the normal you Mist Canceled stays the same, but you can cancel the move’s recovery faster at higher Mist Finer levels. Now let’s take a look at the actual input: 236K/S 66 214D (Author's note: I seriously advise against using P for MSDJ, lol) Simple enough, right? The thing is that the input needs to be done quickly and smoothly. Before we go any further, let’s set up training mode. Set your Mist Finer level to 2, set the CPU Slip Recovery to Level 2 (since realistically, you can’t get out of this stagger unless you start mashing before the move even hits), and turn on the input display. Hold on to your hats, because shit’s about to get frustrating. One of the aforementioned benefits of MSDJ is that it lets you score damage off of pokes that can’t be jump installed. Of those pokes, f.S benefits the most from being able to MSDJ, since it’s Johnny’s farthest reaching ground normal. In many matchups, Johnny uses this move to control space at long range, since many characters can’t out-poke him there nor safely approach him from the air. The problem with f.S, as I’m sure most people reading this know, is that it’s very risky; it hits inconveniently high and it’s a death warrant on whiff. However, it’s a risk that Johnny has to take, and one that pays off if you can MSDJ. So, if you want to learn MSDJ the hard and practical way, the best way to do it is off of a normal hit f.S. If you can perform it from that, you can perform it from anything. If you’re struggling with that, you can try CH f.S first. Just know that you’re given way more time to buffer your inputs due to the added hitstop. After that, you should try performing it from a gatling. 5K 5HS, 5K c.S 5HS, 2K c.S 5HS, etc. You don’t have to confirm directly into the Jackhound, which makes life easier, but you do have to be able to buffer the input during normal hit hitstop. 1.3: Improving Consistency Now for what most of you have been waiting for this entire time; advice on how to improve your consistency! If you ask me, the easiest way to perform MSDJ is to hold the second 6 input of the dash and then input 214D as soon as you confirm that you’ve dashed. It works because this game gives you a very lenient buffer window, and because you can visually confirm the dash; you just have to be quick about it. Another way I like to perform it, particularly at Level 1, is to input the first 6 immediately after entering the Mist Stance, and then immediately input the second 6, in one fluid motion. The timing is pretty strict, but at Level 1 you’re usually going to be doing it from a gatling, anyways; if you do it fast enough and right as you enter the Mist Stance (which, remember, starts a bit later than it does at Level 2), it should come out with no problem. If needed, I can make a video tutorial since I know how useful those can be for stuff like this. Just know that if you’re getting the inputs but not getting the results, you have to either start later (at Level 1), perform it faster, or both. 1.4: Combo Potential Of course, this thread wouldn’t be complete without talking about the combos you can do after a MSDJ. Gravity screws with things a bit here, but if you only did 1-3 hits before the Jackhound, you’re probably fine with doing whatever. At Level 2: - f.S -> Low Mist Finer -> Air combo - f.S -> Mid Mist finer -> Corner combo (spacing permitting) - 2D -> MSJ -> Bacchus Sigh (spacing permitting) - 5K 5HS -> JI KJ FRC -> Air combo (spacing permitting) - f.S -> MSDJ xN -> 2D -> Bacchus Sigh In other words, WHATEVER YOU WANT (spacing permitting). At Level 1, I just like to link a 2D and land a coin. 1.5: MSDJ vs MSJ The problem with MSDJ is that sometimes, you end up too far away to follow up with anything. That, and not being confident in my ability to confirm it will lead me to sometimes do a Mist Stance Jackhound instead. The upside to a MSJ is that it doesn’t have the momentum of the dash, so you’re always put close to your opponent. At the max range of f.S, for example, you’re put right next to the opponent, which means you can throw (using an option select such as 6P+HS, of course) if, say, you’re at Level 1 and really want to land a coin. Or, perhaps you’re at Level 1, but you have 50% tension and the other guy’s a combo away from death. You can confirm from a max range f.S, and then do 2P 5K 5HS JI KJ FRC -> Air combo. Or whatever. Just keep in mind that with MSJ, you have less time to hit the other guy after Jackhound, so you should be looking to either land a throw or a very fast (6 frame or less) move. That concludes the Mist Stance Dash Jackhound tutorial, for now. Below is a video demonstrating common misinputs, as well as a correctly performed MSDJ.
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believe
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Oh, one more thing; where can I find the attack animation gifs? Or do you have them just ready to go when the page is otherwise complete?
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Oh, so it's ok to break up the tables like that. Alright then.
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Well, I really like the idea of having a paragraph or so of analysis for each normal, and I think most people prefer guides to be written that way. There really aren't any provisions for that in the current layout, though.
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You're posting on the wrong site, lol. Try 2ch.
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I noticed you exported the frame data to the GG character pages. I figured the frame data was fine where it was, and the wiki should be more about strategy. If there's a specific direction you wanna take the character pages, you should let the authors know so we don't end up copy-pasting our old shit back on there. :P
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Honnou LIVE GGAC Lab Stream: Anything from advanced combos to basics!
qwerty replied to Honnou's topic in Guilty Gear General
I'll talk with you about this later, but I'm totally interested in helping you with this. -
What other "new game that people play" could you have played when #R was out? No, really, you tell me. Today, there's other new games that blow the doors off of BB. That's all I've been saying and it's pretty hard to deny. It's just unfortunate because BB seems to finally be shaping up into a decent game.