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Everything posted by Chrome Homura
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Holy hell, Ruu. 5-0, that seems like it might put a dent in Dogura's confidence as a player. I'm hoping the Robo-Knight will be able to close it out at another location, but idk how many more qualifiers are left...
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Dead angle that shit, all day long. Punishment strength/difficulty varies from char to char, but I personally have yet to suffer it for more than a single rep... which generally gives them an advantage, but it's by no means unbeatable.
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Hey, the existing netplay deserves at least some credit. I too lack the privilege of a local scene (for GG, anyway. It takes 45 minutes for me to get to my local FG venue via public transport, and I can at least face legit KOF competition there) but while online GG is more or less a different game than offline, it's by no means unplayable and plays similarly enough that I'm content with it... sure, it could be better (I'm just as eager for +R as the next guy) but plenty of fun can be had with it, assuming one has the patience to look past it's shortcomings.
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Godlike as always, Alex. I'm starting to think the reason GG's presence in the US is so small is simply because not enough people follow your advice.
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[AC+] PSN Match Finder/GG Thread
Chrome Homura replied to Kurushii's topic in Guilty Gear Online Play
GGs to Brandinoli/Jason990, and my apologies for salting up the chat. I thought my connection yesterday was going to be better, but it simply was not to be -
Eh. Circ pretty much said what I intended in less words. I didn't say he needed my permission or anything, I was merely suggesting that it might net him better results to consider the ramifications of what he asked rather than assume Dustloop as a whole shares his interest in EX characters. I went a bit far into detail speculating how I would respond if I were the one he'd asked, but I think you overestimated my emphasis on the underlined bit. I was strictly speaking in terms of how I personally would feel if I were in that position. I have no personal issues with Blade. I've merely observed interactions between him and the rest of DL, and found that while his contributions are no small feat, last I checked it's all stuff relegated to Zepp Museum, an area not frequented by players who don't care too much about GG storyline or other aesthetics. Or have you not seen a post by anyone with a Blade⢠quote in their signature? Not saying I'm one of these people, but I've seen some pretty damn embarrassing ones.
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If it was some random person who had asked, I'm sure the post wouldn't have garnered this much attention. Still... You've been here a long time, and yet I still have to ask... what did you expect? Making statements like "Bias against EX chars shouldn't be allowed" is not going to accomplish your goals. Speaking as someone who's watched far too many EX char combo vids... again, there's good reason EX chars aren't considered for tournament play, and as such the vast majority of the forum's memberbase has (at best) a minor level of knowledge and/or interest in them. If you want to know about EX stuff strictly for casual reasons, I personally wouldn't mind providing that information (assuming I had access to it, of course) as long as it was clear you understood that in addition to presenting your request in a humble manner. Now, I don't have that info, but I can speculate that those who do aren't under any obligation to spend their own time gathering it up and giving it to you (a rather significant amount of time, considering the fact that they've probably never so much as touched EX chars in the previous game, or at all) and considering there's nothing in it for them, it's not exactly difficult to understand why the answer would be no. Admittedly the other responses I've seen have gone a bit further than myself with their non-constructive criticism (a certain post above rather exaggerates the properties of EX chars, although considering what the actual EX Eddie can do those statements are in fact less of an exaggeration than you'd think) but I'd wager these responses/comments actually have more to do with your personal reputation on this forum than the actual topic of your request... and on that, I have no comment.
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Why should he, when your query is phrased with a presumptuous attitude like that? You're kind of in the minority when it comes to caring about EX chars, seeing as how the reason they aren't considered for tourneys isn't because they're not available in the arcade version (In case no one told you: it's because the lack of balance in their execution causes GG1/GGX levels of stupid when you try to use them in actual gameplay) I'm not saying I wouldn't like to know myself, but when it comes down to it, nobody really cares. Also, the majority of changes in +R came from altering move properties and creating new moves out of existing animations, not the one move at most per char that came from the EX movesets. The fact that some chars happened to get one doesn't mean anything, considering the majority of those moves are significantly nerfed anyway. Just look what they did to JO's EX OD to keep it from being a relevant addition to his gameplan. Things like Venom's ball summon OD are rather trivial compared to the rest of what they did to the character, it's not like their design philosophy centered around it. The question wasn't "how can we give the characters EX moves?" It was "how do we make this update fresh without spending money on new animations?" Maybe 30% of the answer to that question involved delving into the EX stuff. The other 70% was split 50-20 between altering character's existing moves, and making "new" ones out of what was already in the game normally.
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I'm not that stupid, the FRC point would be right before the second hit comes out. It's purpose would be solely so you could enkasu without having to practice a shit-ton of timing variations on the same combo. I guess it would also give him midscreen stuff too, but balance is tricky so oh well.
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Trust me, I'm plenty aware of my character's execution requirements. But just because I don't firmly believe I'll ever reach pro level on that front doesn't mean I'm going to drop the character. I chose to main JO because anime lulz, I see no reason to ever give that up. My combos would probably be better by now if I had never started practicing other characters, but 4 years with no consistent opportunities to play people kind of made it impossible to practice without losing my mind, so... *sigh* Ironically enough I hit the lab after making that post and practiced throw enkasus against every character (save SO/OS/AN/JO) just to see how true my statement still was. They weren't impossible, but in the time I spent I couldn't reach the point of more than two successful enkasus in a row on any given character. It really made me wish there was an Ensenga FRC so that one could have an enkasu with close to universal timing without blowing all their meter. See, I have no issue altering my move choices for specific matchups, but using the same combo with different timing is like, heresy to my muscle memory. Like I said, it's by no means impossible... but it really rubs me the wrong way for some reason.
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So would I. It's not my intent to imply I could take this shit to Japan, that Satou would benefit from it, or anything that extreme. The biggest selling point, the reason I'm advertising the 5K > f.s link/chain, is that for the damage you get it's incredibly easy to execute. Therefore, moderate/mid level players (such as myself) or even fresh players can learn to consistently perform it, but without spending nearly the kind of effort required for MSDJH. Besides, how many American GG players can properly mash out of JH at all the way you describe, let alone do it consistently? The AI never lets me properly do JH loops, but I can say with absolute conviction that even at any given major (let's say I go to EVO this July) I'm probably going to consistently execute this combo against the majority of my opponents, assuming I ever you know, confirm into MSJH on crouch hit with 50/75% meter. The likelyhood of my encountering an opponent who knows the JO matchup well? Moderate. The chance of them knowing that detail? Slim. The chance that they'll be able to properly anticipate the timing, mash hard enough, and actually block/beat my followup 5K even once? I'd say less than 1%. This is America damnit, any given char's 5D can catch even veteran players off-guard, so there's no shame in admitting that we'll never be on the same level as moonlanders. I won't claim that it isn't worth the effort to learn MSDJH, but I still have trouble timing enkasu from corner throws properly on light characters, have yet to learn any MF combo that actually incorporates recoin while getting respectable damage (let alone ending in a corner enkasu) and will never be able to execute wavedash on pad. In fact, I can't even consistently FRC when I want to anymore. Considering the sad state of my execution level, I'd say not knowing MSDJH is literally the least of my GG-related worries. TL;DR Do I believe people should rely on this setup and never learn MSDJH? No. But while I probably went overboard in the OP preaching to the choir about it's awesomeness, this isn't just a shady get-rich-quick scheme of a combo. It's an incredibly low-execution combo that IMO has a very high chance of a satisfactory success rate (not even taking the swag factor into account) In other words, it's a low-risk investment with substantial reward potential. Seriously, just give it a go next time you hit the lab. Qwerty, A3R, etc should probably learn this in half the time it would take any other JO outside JP to learn, and as I said that time period shouldn't be very long to begin with... you won't regret it, I promise.
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I'm looking for vids from world games cup 13
Chrome Homura replied to Phragonist's topic in Guilty Gear General
The emote is actually Blue Pringles, a secret flavor that was only released in Japan. -
That's true, however it's clear without a doubt that they aren't quite on the same level as Satou. Honorable mentions for sure, but as it stands in the current meta... well. If either of them start putting up more consistently legit results at Acho and/or make a strong showing at the Arc Revo cup, I'm all for it.
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...Forced proration? I could have sworn it was just first-hit style proration :/ Even so, you still get insane damage for the meter. Also, since when was MSJ's stagger considered easy to escape out of before you can land so much as a 5K? That makes the entire move sound completely worthless, which has certainly not been true to my experience with the game. Do you really play people who can proficiently mash that hard on reaction? Not saying I'm completely unwilling to believe it, it's just that I've never heard someone make JO's moveset sound so... suboptimal.
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Alrighty, this turned out to be a long post... but trust me, this is worth it. To be honest I've been sitting on this tech for a while, as I've been itching to get my hands on recording equipment in order to demonstrate the following in video form, but it looks like that's just not going to happen by this point. I've been wanting to generate some discussion anyway, so without further ado... Do you find yourself getting confirms against crouching opponents at MF level 1 and wishing you could UNLEASH THE BEAST, but when you MSJH you end up right next to them, making certain followups impossible? Then have I got some smexiness for you! It's quite a simple piece of notation, and hella easy compared to learning MSDJH, never mind doing that consistently in matches... you know how at level 2/3 there's the 5H MC link into f.s > 6H? This is way easier, and nets you almost the same damage... sounds godlike, right? But this is real, Old Spice Man ain't got nothing on this shit. Here it is... I proudly (very proudly, I must say) submit the following for the benefit of JO mains everywhere: Confirm > MSJH > 5K (Delay)> f.s > 6H (xN) Yes, that's right. Even at the closest possible range (such as after AD j.H into the corner) if it's against a crouching opponent, somehow his scrub-ness yours truly managed to randomly discover that 5K will stun long enough for you to literally wait to cancel it until the pushback gets you to f.s range, and f.s will still combo. At said range it's a tough "link" not unlike those wielded by GG's resident broken Vampire... but as I said above, it's far easier to execute than 5H MC (while netting you almost equal damage) and it works at any MF level. There is literally only one downside to this setup... well a total of 6 downsides actually, those being the characters it doesn't work against whilst they're crouching. f.s whiffs against Chipp/Millia outside the max range, and completely misses the tiny hitboxes of May/Bridget and the odd ones of Zappa/Faust. That said, in +R it's possible none of these characters will low-profile their way out of this. Idk for sure, but even if they do, it's still going to work against a significant portion of the cast, so... yeah. That's a lot of matchups where this setup can give you the breathing room to seriously mess up your opponent without needing to land a coin first, and with significantly less cause to worry about dropping your combo. If you time it early, you still get c.s, from which you can easily follow up with 2D/coin, or 5H > MSJH. The latter causes you to end up in f.s range, thus still allowing you to deal more of those deliciously juicy chunks of combo damage any GG player craves. Also if you're planning on spending the meter for another Jack, you can basically option select into it via holding 6 when inputting the S and the H, since c.S doesn't chain into 6H... thus making it easy as hell to confirm. If you input it too late, they can block... but even so, this isn't quite a 1-2 frame deal. In any case, you're still just canceling out of the last few frames of 5K's recovery as opposed to returning to neutral before the input, so it feels incredibly smooth compared to an SF combo or the like. As I said, not unlike Slayer's "links"... of course, Slayer drops the input entirely in the event you do it too early, an issue this setup has no trouble with. ...Sold yet? You'd better be, so unless you're still too new to Johnny or GG to confirm into your stuff, whip out your training mode and learn this chain. It shouldn't take you more than 10 minutes to get consistent at, and you won't believe how good it feels to do in a match. Slayer mains will seethe with jealousy at the sight of this setup, it's that good. I've even been doing this in online play, that should tell you how easy it is. Try it or not, if you've got questions, praises and/or protests, by all means post them. Discussion of attempts and results are also more than welcome.
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Maybe a little... >_> Unlike most people, I'm in the unfortunate position of being accustomed to a lifestyle that makes it rather difficult to reign in such impulses. It's okay though, it's not like my entire day's mood (or worse, even longer periods of time) is based on the tournaments I watch. Like I said, it makes me sad to see Jonio get blown up, but I don't brood over it for more than like 20 minutes max. And given how much free time I can freely choose to spend brooding without being interrupted... I'd say that's pretty fucking good.
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It's because of watching him as JO that I feel the need to say the things I do. Watching him play just makes me sad, he seems really talented but just never delivers the goods. It makes sense that if he runs Mikado (the events? Does he literally own the place?) then it wouldn't leave him much time to practice. I guess if just being part of the scene is enough to satisfy him, I can't disrespect that. But when +R came out... I had hope for him as a player, I wanted to see him level up like Satou did. I thought it would be sweet if he could get to the point where you actually had to think about who the best currently active JO was. But event after event, I watched him lose every match he played, and those hopes were crushed, ground into a pile of debris and swept under the rug. That rug is still there in the office of my mind, waiting for the day when I can make something out of the stuff under it. Until then, that rug exists solely as a reminder of all that is the
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:/ Well dicks. I still believe wholeheartedly in what I've said about Kusoru. This changes my perspective of that match completely though. Jonio... damnit man, level up your game. It's been how many years now? With the experience this guy has you think he'd be comparable to FAB or N-O... but I guess he just runs events and works at the game center. Guy must be hella old or something I guess.
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[AC+] PSN Match Finder/GG Thread
Chrome Homura replied to Kurushii's topic in Guilty Gear Online Play
Well, I stand corrected. Turns out I can actually execute and play GGs with people. Real talk though? PSN chatroom was gdlk tonight. Most fun ever had chatting with randoms online, fo sho. -
Yo, that SO/FA match at the end of Mikado casuals 78... that had to be Kusoru! Looks like he's having fun with Sol's new tricks (and palettes) that combo he did in round 1 was godlike, I was sad that he lost but it was deliciously fun to watch. I swear, that man doesn't treat the game as a competition. For him, GG is a performance art, and his main goal is actually to entertain the viewers... and in that regard, there's no one better at what he does.
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[AC+] PSN Match Finder/GG Thread
Chrome Homura replied to Kurushii's topic in Guilty Gear Online Play
This is gonna take some getting used to, I can tell. Played my first PSN online sets today... idk if it's just me or not, but it felt even laggier than XBL. I managed to properly jump cancel during a combo like, once every 40 tries or so. Gah, oh well. -
[AC+] XBL Match Finder/GG Thread
Chrome Homura replied to Kurushii's topic in Guilty Gear Online Play
ggs to theINFINATES, whoever you may be. I would have kept playing my main (JO) but since you switched to SL, I decided to run my gauntlet of side chars. The OS/SL matches felt legit at least, the others were too deadly it seemed. -
I forgot to mention in my last post (kind of spaced it) but also worth considering is the option of a well-timed and well-positioned (close) 5S between low MF lvl 2 and your air string. This also makes the KSSH string possible against some of the characters that you otherwise wouldn't be able to hit it on from low MF lvl 2... however, the 5S connecting doesn't necessarily mean you can do KSSH, as the 5S can hit too late to keep the opponent high enough in the air for KSSH to work. Timing the 5S properly varies depending on the range at which you hit with the MF, so it's kind of tricky. If you're too close (point blank 5K,H,MF) it won't work period, but at least in that case you can jump forward after them and do KPSSH. the j.P cuts into your damage a bit, but for the consistency it adds to combos it's worth losing a bit of value every once in a while. More on KPSSH: Vs. Axl in particular (or Testament, also this can be done in addition to the 5S route) you can do KPSSH regardless of the positioning/jump timing. Since low MF lvl 2 causes that weird situation where depending on the spacing at which you hit with the MF, jumping right after can put you either in front of or behind the opponent when you start your string, it's worth noting that while j.K and j.S connect on either side of JO consistently, j.P only connects behind him against certain characters. Thus, if you're fighting Sol the KPSSH string will only work if you hit with the MF close enough that you're facing Sol when you jump after him. Or you can just go with Querty's suggestions, which work against literally every character regardless of spacing and/or timing. So unless learning tighter matchup-specific combos in order to maximize damage is on your list of goals to accomplish at this point, I suppose you'd probably be better off disregarding this post
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It depends on your opponent's weight class/hitbox, as well as what launcher you're positioning them in the air with. Vs Anji for example, I believe jKSSH off a throw is impossible, and unless you're on point even just doing j.KS,KS the second slash can whiff... the same goes for the mirror I think. If you're just jump canceling a ground hit 6P, KSSH doesn't work on anyone. If you're Mist Canceling and following them up after a 6K or hitting them with high MF lvl 2, it works against just about everyone (timing dependent of course.) I'd recommend trying throw or simply jump canceling after low MF lvl 2 vs. different characters... it should be easiest to connect the j.S after the jump cancel vs. characters such as Baiken or Jam, moderate vs. Slayer or Faust, hardest vs. Axl or Sol, and it won't happen vs Venom, Testament, Anji, etc (I forget who else) I hope this helps.
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I think he means in any given gameplay mode. To my knowledge at least, the PSN just doesn't have "random" amongst the selectable options for music, idk why. It's like they took it out for some back-asswards reason, then forgot to put it back in before the release.