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Everything posted by Nakkiel
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j.p is not used for damage oppurtunities, and considering the parameters of the move it would be stupid if you could get big damage off of it. In a very specific situation you could dustloop off of it but yeah.. HOS mainly gets his damage from building the guard gauge a little and then spending his level to form the combo in to a dustloop or his super jump combo. A single blocked 5HS adds a LOT of damage to most of his big combos.
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Combo into Tyrant Rave, dustloop off the wallbounce. Combo in to Fafnir, combo in to dustloop. FRC VV, combo in to dustloop. Hit with FB Gunflame, combo in to dustloop. i think you get the picture
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You play him by not picking him. If you have level 3 then a great punish combo is 5HS CC 5S 5HS lvl3 BRP/RI -> combo A good tip is what it seems like for me is just finishing the input a little after the 3rd hit strikes. Make sure you perfectly TK it though, anything other than 2149 (that exact input) doesn't seem to work.
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If you don't even understand the general terminology, then how are you saying the combos are easy? Chances are you don't know any real ones. :8/:
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Also dashing 5S -> dustloop is an obvious one.
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Reading is for reaver
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You must have some pretty crazy reaction times to consistently block a 12 frame overhead consistently, especially when there's hardly any telegraphing. I don't know if you realize that Haku-men's crouching hitbox is big enough for this tactic to actually work. The j.C hits on the way up, not on the way down. It's like Jin's instant overhead j.B against Tager, except not as bad since he can't combo off it without meter. I don't remember Jin doing that much damage without spending 50% unless he hits with 623D in the corner without comboing into it, or landing a 6D.
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Why is instant in quotes? If you don't anticipate it or expect it it's impossible to physically react to. Because you know, even though it takes 50%, eating a combo that kills you because of an instant over-head isn't fun. Oh and uh, as far as I know almost none of Jin's combos get more than 4K unless they spend 50% meter or actually get an optimal hit and then spend possibly 25%, so I don't really know what you're talking about.
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He can't combo from it without 50% to RC and do falling j.C lol It's still annoying.
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3C
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Watch out for instant overhead j.C.
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I probably didn't word the rounds very well. When I said best 3 out of 5 I meant 3 out of 5 matches
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Guilty Gear is almost always set up like this: Double Elim 99 Seconds Rounds set to a total of 3 (player needs to win twice) Grand Finals are rounds set to 3, best 3 out of 5 (or 4 out of 7 sometimes) Instant Kills allowed Winner keeps same character, loser can switch
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That's extremely vague. In what situation? Air-to-ground, counter-hit, air-to-air? corner?
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Late reply but they're saying "GET DOWN!".
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Just neutral tech and DP if you have your staff. If not, you're screwed.
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I'm pretty sure he was just posting that because it's pretty amusing, rather than a definitive showing of how balanced AC is. Although it does, to a certain extent show balance in the game.
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What an asshole post.
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If you're using Chun (236C) in the air you won't get a combo after it unless you RC. You need to use Chun on the ground (unless you hit them with the top of the hitbox) in order to recover fast enough and combo. Counter-hit j.B gives more hitstun. All the followups I listed were for CH hits while both players are airbourne.
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Thanks. I knew it was one of those but I couldn't remember which.
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I'll go out on a limb and say yes, she's easily one of the more complex characters to use and requires a good deal of skill to be proficient with.
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Do the j.D as low as possible, it will make the combo easier. Also for the dash 5B just do 664B. Take 5C out of the combo, it pushes them too far away for 3C I believe.
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Unfortunately, your leg will be chopped to bits if you try this.