Caer-caveral
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Everything posted by Caer-caveral
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I've never gotten anything to work reliably on her either. I usually just let her fall and go for okiseme. If you really need the damage, you can always go in with a HS EXE FRC to combo.
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Hey, Champion, great to see some more of you. Sweet vids, late night gaming and you work well together And good to hear that acd is back to playing more, even if it is HOS =p (Though I'm playing more Johnny than anything else right now myself)
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Actually, doing the most amounts of BL is not the best way if you're only going for knockdown. In my experience versus Baiken, 5 BLs will almost always get you a knockdown in any case. Do more and it's more likely not to get it, since untechable time is lessened the longer you continue. I usually prefer to stop on a BL that gets them into the corner. Oh, and you don't actually need to dash 6K on Baiken (or Jam). Just delay the 6K a bit, until she is almost horisontal to you. That should make it easier to continue comboing as well.
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Basically, you should always try for a TK BL that is as low as possible. For me, it's basically either succeeding with that (where sj or not really doesn't matter) or getting a regular superjump version, so it's not really something I choose. I think that a sj BL goes a little further, making it have a use when it's doubtful if you'll reach otherwise (notable situation: on lights, you are in the corner, HS > BL > tk BL > tk BL. Last one can be really tight, range-wise) So yeah, don't worry about it. Just try to get them out as fast as possible so you can do more loops.
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GD saves combos and gets you better okizeme, by helping with a difficult sideswitch perhaps, or just by getting you into the corner. Mostly though, it's for the damage. If you get a good chance for an unprorated starter decently close to the corner, you can do: HS > GD > wallbounce & sideswitch > HS > BL > 2HS > GD > HS > net tk BL > 236P Which does about 250 damage on standard defence, without sacrificing anything in terms of okizeme. Indeed, it gives you the best one possible. And yeah, the Potemkin-combo is in the list in the first post, but thanks for sharing anyway. It is really fun to do that to him =)
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Caer-caveral replied to Kairi's topic in Archive
How can you not tell that blue bursts are faster? Those things come out with the speed of light now, dammit =/ Anyway, I posted up the info way back. Here it is again: -
While we're on the subject, this isn't exactly true. It doesn't lead to anything aerial ordinarily, since there are very few moves you'll actually catch in the air with it (17F startup, dammit). There are only exceptions like Sol's riot stomp and whatever. Most air attacks will have landed before the hit, and then your only chance for a combo is that the opponent is so confused by their attack whiffing that you'll get a hit in anyway. Doesn't help that the range is terrible so you can only even try if the opponent is right on top of you, meaning you risk that their attack hits anyway if it's directed downwards. To sum up, it is still not much of an antiair. For some special cases it's nice, but still just no. It only beats Jams DP safely, and with her a 6P oki means huuuge risk of parry into death. With Ky there is precise timing for 6P to beat his DP (which can be learned pretty well for rise ups though). All the other DPs eat 6P for lunch. It only wins over very few dead angles. I can only think of Eddie's and Potemkin's at the moment, but I think there was one more. Almost all DAA win cleanly. So yeah, still a great move what with the mixups and all, but it didn't suddenly become MOVE OF THE CENTURY because of the invuln.
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
I still won the third one, dammit. Get your facts straight I'll pick up my second one tomorrow. -
Maybe, but I can't be sure. My tests were a bit unscientific, but I didn't really find any noticeble difference at all between my test subjects, Chipp and Sol. If it's true though, that would mean about 8.5 damage per tick for base damage.
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Settle down now people. No need to get upset over definitions. I'm not sure I'd like to call a mixup a guessing game anyway, but whatever. Regardless of all, 6P is indeed an important move. Prorate isn't horrendous, you can still do decent damage from it. It starts in 17, not 27, frames, and the invuln isn't really important. The fact that it hits high and is fast and subtle enough as to not be easy (albeit fully possible) to block on reaction makes it your primary move for getting thos hits in. Recovery means nothing unless you whiff, because you will always chain it into 5S anyway. Regarding the actual guide, it's pretty nice, though I don't agree with everything. Also, I'm not sure if it's a good idea to lay such a big importance on Master of Puppets. It's good, but also quite hard to use effectively. I must admit I like it when people evolve different playstyles, but I'm just not sure beginners should feel MoP to be a neccessity. Regarding combos, almost everything I use regularly is in the first post of the combo thread. You can find most combo related things there.
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Okay, let's bring this discussion down a notch please. I can't speak other peoples minds, but I don't think anyone means that the matchup is/was really easy for HOS, but perhaps just not as hopeless as many people want to paint it as. I don't know much about the matchup really (which makes linking my vid a bit silly. I don't know how to play against HOS and the guy I'm playing doesn't know much about playing HOS.), but my general experience teaches me that if both players are good, you pretty much never get easy wins. And yes, warrant doesn't work against rock it. It's facts, make sure you know them. Also, I must agree that the notion of nets killing everything is something of an urban legend. Players have to work hard to get past them (along with other traps), but Testa also has to work very hard to make use of it. It's hard to see from the other persons point of view. When I meet someone whom I feel I have huge difficulties in keeping away, more often than not he finds it incredibly difficult to get in on me. Moral of the story: there are no free wins, and why the hell are we discussing Slash in this thread? It's confusing, since most of the time I don't know if we're talking Slash or AC. Please keep the games separate, there is an old thread for Slash still.
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
Not anymore, it's not. I mean, come on. Tetzusansen looks way more like what a razorcrane should look like! Your concept has been hijacked. -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
New ranbat, only 6 combatants this time. Pools ended with 1: Yonasu 2: Caer 3: Shinjin 4: Nehle 5: Godfrog 6: Paddy Vids: Semi 1: Yonasu vs Nehle http://www.youtube.com/watch?v=YOC-_xHp-Mw semi 2: Caer vs Shinjin http://www.youtube.com/watch?v=SfBFSY41CeU Third: Caer vs Nehle http://www.youtube.com/watch?v=XogbuFmvlnE final: Yonasu vs Shinjin http://www.youtube.com/watch?v=FFBscL3sfxY Shinjin did well after his 1-ranbat-recess, picking up his game after the pool play, so congrats to him! I have insufficient X And I pity you fools who do not understand the hillarity of our comments -
EXE Beast = 41236S or HS GD: Gravedigger = 214 D MoP: Master of Puppets = 236236HS I suggest reading up on the frame data for more info on each of them. http://www.dustloop.com/data/ac/testament.html
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No. Read the quote in my post. I tested it out, and damage varies with amount of health left.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Caer-caveral replied to Kairi's topic in Archive
If I'm not mistaken, buttons help for getting out of dizzy, but not stagger. -
A state that the opponent enters when hit by Nightmare circular, MoP trees, warrant or Fausts poison bottles, designated by them glowing purple. To quote myself:
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I'd say make sure you get a knockdown. That's priority one. Apart from that, just try to do as many as possible. Sometimes doing 4 on a medium weight will make them able to tech, while doing only 3 on a light might mean that they get a tech because you haven't done enough of them. Also, I usually try to end the loop with a BL that knocks them into the corner. It might be worth dropping one iteration for that as well.
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
Two ranbats have gone by with no updates, because... ehm, I guess we're just kinda lazy that way =p The second round of ranbats had Nehle missing and, due to unforseen circumstances, capping was all whack. In any case, it ended with the following results: 1: Yonasu (sl) +10,5p 2: Caer (te) +7p 3: Shinjin (ba) +5p 4: Godfrog (ve) +2,5p 5: Zae +0,5p For the most recent ranbat, Nehle returned from his excursion to China, but instead Shinjin finally succumbed to the pressure of his studies and had to withdraw from this round. He will hopefully have time to join us for the next one. Only 7 players for this one, resulting in one massive pool and single elim finals. Vids: Pool play: Caer vs Yonasu http://www.youtube.com/watch?v=DmVcMDE8zzQ Semi1: Yonasu vs Godfrog http://www.youtube.com/watch?v=dwd9uHLMLcA Semi2: Caer vs Nehle http://www.youtube.com/watch?v=VKKNqea-mgo Third: Nehle vs Godfrog http://www.youtube.com/watch?v=fJjqNlksPeQ Final: Caer vs Yonasu http://www.youtube.com/watch?v=O-4nC-VQa8k Next ranbat this weekend, which will be the last one before Showdown in Lund II. Gotta get my quartercircles down by then And in case anyone's wondering, guiltygear.se is kinda in limbo for the moment, mainly due to the driving force (Shinjin) being so busy, as mentioned. -
Wee, three metric tons of Shounen matches. It's like christmas and birthday combined.
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
New big tourney in Japan coming up: Dream Fighter's Festival 2 http://www.guiltygear.se -
Heh, yeah Dizzy, this is kind of my forte After getting used to her in Slash, it's really hard to adjust to her in AC. You used to be able to rush her down madly, but not so much anymore. Anyway, first off, fishes are of course the main problem in this match as they mess up so much of your game. However, as long as no fish is out I'd like to say that you have the advantage. Make full use of this. It's possible to stop her from summoning most of the time as long as you're not knocked down, but as you yourself said, this demands anticipation from your side. If she's far away, be ready with an EXE, otherwise far S. If she does get one out, and she will, it's mainly about patience. If the Dizzy player allows it, you can often punch the fish when it gets close, but this may be an invitation to pain so be careful. Try to leave out traps likely to kill off the fish. A P skull is very good for this. Nets actually quite rarely work since it's too big a chance that either the fish or Dizzy will eat them. Trees take out fishes well if Dizzy rushes with it, but then you'll still have a rampaging Dizzy who did not get hit by the tree. If you can't destroy the fish, try to get past it quickly and pressure on Dizzy. You can start off with getting under it with 2HS or something like that. The fishes turn around now which is really annoying, so be sure you keep moving once you're past. Quite often though, you will be forced to simply block the assault if it's fish-covered. In these cases, just be patient, especially when you're in the corner. Unlike many other characters, Dizzy has no really good way of resetting a pressure string. This means if you can block an assault for the entirety of the time the fish is out, you will most often get out and you're back to neutral. Blocking Dizzy is not insanely hard, but harder than it used to be. the main problem is that you have to always be on your guard for throws while you block. Have full concentration, and you have a good chance of getting out alive. Remember, one hit and Dizzy will get a clean pressure reset on you. Oh right, there is actually one chance to get out of her pressure. If she throws out a fish and does an IAD, you will often have time to get out under her with a GD (that will hit the fish). The important part is that she must be high enough, or you're dead. Try it out but use with caution. Anyway, at neutral, the things you need to look out for are mainly j2S and jS, the last only because it will pretty much always reach you. Dizzy's ground game isn't very strong, especially with the nerfed 2D, but she is far more dangerous in the air. With correct spacing it is possible to take out a j2S with a 5P, but don't count on it. That move owns most everything. I prefer to battle Dizzy air to air. jD is very good for this, an can be thrown out either as a shield or as a (very) long distance IAD attack. jS beats her pretty good for most air battles. For anticipated jumps/air dashes, I prefer to dash and do jump and jK. If you guessed wrong you often have time to recover and dash back. A note for comboing Dizzy: You can pretty much only BL-loop her if started from a tk BL. Don't even try otherwise. She is however the easiest character to get a sideswitch on, thus making up for the previous flaw. I suggest the following combo for max damage and setup from a corner hit on Dizzy. It's pretty easy on her: corner starter combo to 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P To sum up: Try to keep her from getting a fish out. While under pressure, be patient. It will end soon enough. Don't rely too heavily on traps while in neutral because they are quite easy to disarm and you might give her a free opening while planting them. Concentrate more on poking as you generally have the advantage there.
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Well, ideally you should be able to tell if you will make it or not, since it's preferable to stay back and put up shit if you think there's not enough time. Alas, I know it's not always that easy. Anyway, I'd say it depends alot, like what character your facing and what he does after teching, what your position is, etc. If you think you can safely put him down on the ground and keep pressure, then by all means do so. I can't really see any drawbacks there. Backing down will never be safe for more than the moment since your opponent is free to follow you, but depending on who you're facing, this may or may not be a problem. so yeah, long way of saying "it depends".
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Caer-caveral replied to Shinjin's topic in Archive
Bah, next time I won't be missing out on all the huge amounts of damage that's just lying around. As they say, next time, Gadget! Feels good to be starting up with this again. Also feels pretty good with the sticking, even though it's hell of an embarassament when I miss a quartercircle-input -
Yeah, dust is nice. People who has seen it a few times will pretty much always block it since it's slow as hell and very telegraphed, but that doesn't really matter that much due to the frame advantage. It's a dodge move in several situations, and you can also use it as a sort of bait. An old Shounen tactic is to do several dusts in a row when you have them in the corner. Then when you think they will actually try to do something about it, you punish it instead. It's kind of silly, but fun. I should add as well that the chances of it landing are increased when you have cursed the opponent, since they might very well be looking more at the crow than at Testament. The damage and setup-properties of dust combos are very good indeed. And yes, it is actually an antiair of sorts if used correctly. Also note that it is untechable on air counterhit, giving you a free combo in that situation. GD is very good in several situations. It's actually really good as a poke, and it will punish anticipated backdashes/jumps extremely well. You can even use it as an antiair, since people will often forget to FD when they try to block it. If blocked you have a good chance for a throw, and you can even bait a counterthrow by shifting the distance you did the attack to be out of throw range. Then just land and do HS EXE. It will trade and give you a combo if the opponent tried to punish you in any way. Just be careful against characters with a very fast attack like Jam, Sol, Slayer and the like. GD can also be very good in combos since it is Testa's most damaging move. It's often worth it to add one or two GD's in an unprorated combo to add to the damage.