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Everything posted by Nakkiel
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Yep. Very tip of the sword.
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I consistently clash with VV when using a far-spaced 2HS. And in the case of 5H not working, you can just use 5S into a ground combo.
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The safest options for oki imo would be GB, running jump over -> backdash, and a max range or close to max range 2HS. 6P is good too if you can time it consistently, but you can't really get much off it unless you're deep in the corner, and you can't really get much off of SV so the first 3 are obviously better options. Either that or bait it and 5HS
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Liam constantly VAs like that, if you've played Valkyrie Profile 2 (he plays Lezard Valeth), or seen english dub of Code: Geass, he's actually not that bad. But still, I'm tired of hearing fucking Liam O'Brien lol
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Liam as Ky? Goddamnit D:
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You should only practice (by yourself) for 30 minutes a time. That's really all you need, anything more is pretty overkill imo.
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I would imagine the insane priority you have over him. You also have much better pokes. Not to mention you can 5H him out of his command throw for beautiful pain.
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j.2k doesn't multi-hit until it actually connects, it's just a dive-kick until then. It's priority isn't very good so I would imagine c.s could easily trade with it.
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Practicing will take time, especially with Guilty Gear. Just stick with it and don't get discouraged, if you keep at it your skills will develop faster and faster. Alot of us have been playing GG for years, we were all at your point in the past.
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That would really depend on the situation. If the web is right next to Test, it's probably better to poke it since you can't block after SBing whether it works or not. If you're in a decent range then I'd say it's better to SB it since you get a small increment of tension, not to mention your tension pulse gets raised a good amount.
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If you're going to use TK Ensenga, practice RCing it -> airdash -> continue pressure/combo depending on whether it connects or not.
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VT loops give you 25%+, Greed Sever loops on heavy characters like RK and PO will net you 25%+, and then all the other ways people have ways to gain tension. Obviously, the way you spend your tension is going to vary on your style, but DAAs and FBs are what I use mine on the most. DAAs are important imo because Ky's DP isn't anything spectacular. Combos including CSE FB are strong, and Mystic Cross is a hilariously useful tool, for restricting movement, and for Okizeme.
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His hitbox is just whacky during the move.
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You can't use a macro for KJ FRC because the move is activated by pressing S. So after you do transport, pressing P+S+HS, the game registers the S before the FRC, which makes Johnny do KJ. If you want to do the FRC, you have to use P+K+HS with your fingers/thumb.
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It wasn't me, I've done it a few times through Sol's Wild Throw without any blockstun.
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HOS' 5HS can dodge throws
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This isn't really a Chipp specific thing. But if your opponent is just mashing, then just sit back and punish them when you see the opening. It also might be because you too are also new to the game and don't really have any real match experiences. Advanced techniques that most people come up with are meant for high-level play, BOTH players being good. Sometimes stupid crap will beat these advanced techniques out because good players assume they'll be playing people just as good or better than them.
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I go for knockdown, but if I have level 3 at the same time i'll do 2HSRC -> 5S JI -> 5HS -> lvl3RI -> sj.HS -> j.D -> dj.HS -> dj.D -> lvl?BRP If you have 25% and you get the lvl2BRP to come out at the end, you can ACFRC and tech trap, even though it's pretty hard to grab
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Doesn't mean he used you as an example in the first place.
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Or you could be a dick with 50% and 2-hit DHD him:eng101:
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Yeah, that's why I said it only works on people who aren't watching. So basically, if Ky whiffs VT he's pretty much fucked. Even if he does get the FRC off, it's not hard to air throw him.
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It's actually not that hard, I can nail it reliably. Problem is I miss it all the time in matches because the times I miss I'm like "oh shit" so I rush the FRC.
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The FRC is useful for getting out of whiffing a VT, but it's not hard to counter, so it'll work maybe once if the opponent isn't expecting it. Most (good) Ky players won't VT on wakeup unless you constantly get in their face with unsafe oki moves. Personally the only time I really use VT is for AA (when 6P or 2HS won't hit/come out fast enough), on CH it's completely untechable, leading to a free combo for Ky (assuming you're high enough for him to land quick enough or if he used SVT)
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OS's supers (excluding Sakkai) are killer. Lvl3 Tyrant Rave does as much damage as some of his best combos, and lvl3 Savage Fang in the corner leads to dustloop, outside of the corner it leads to a JI combo. Really good to finish off someone under 50% or so if you hit confirm.
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S and HS SE are identical in damage, you'll be very close after using 6K. If you want to decide which one to use, pick the SE with the FRC you can get more reliably. And the combo shouldn't push you out too far, especially since 6K covers quite a bit of distance. I'd test the combo, but I have no means of doing so at the moment.