Fenrir
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Everything posted by Fenrir
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I got a quick question. When performing Killer Joker from the ground (421S-S), and FRCing it, do you still have to jump install in order to get an airdash directly after you FRC? Or does KJ auto-JI for you like the air version does? EDIT: Oops, Killer Joker, not Joker Killer.
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I just recently fell in love with Millia! I want her to bare my children, and whatnot. Anyway, I've developed a few tactics based on some match videos I've seen. Let me know if they're actually any good. On knockdown, I'll usually throw out a Delay Tandem, then IAD over them and AD back past them again to cross them up with a falling j.S. If I time it right I can usually lead that into an aircombo, which usually tends to be one of these: Launch, j.S j.H, ADC j.H, ADC j.H, Forcebreak Tandem, land, then either relaunch and end the ADC string with j.D, or go for knockdown with 6H. After that since they're too far away for another delay tandem, I'll throw out an Orb, and usually mix up the directional inputs a whole bunch. And although its probably a waste of tension since I haven't seen many use it, I like to throw out the Forcebreak Lust Shaker every now and then. 'Cause the sliding effect is cool. The only time I *ever* use Forcebreak Tandem on the ground, is if I'm getting hit (during a gap in the string), or after a CH 6P, I'll cancel the first hit since they'll be stuck in stagger. I never do it on knockdown 'cause then all 3 hits don't get in, unless you throw it out late. So some questions... Does anyone use Bad Moon anymore? I haven't found any uses for any of her FRC's so far, except FRC Delay Tandem for safety, and Iron Savior FRC instant j.K. I'd like to learn the uses of her Fastfall FRC, 'cause that looks like it has some uses but I could be wrong... Thanks in advance for some tips!
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Finally got to play a bit more now that my PS2 is fixed. As far as the Gunblaze combo goes, its pretty situational I've discovered. If you dash too close to the opponent before you use 5H, it'll stab too far past them and mess up your combo. So in most situations, 5S superjump works better. Also I recall reading a combo, maybe in this thread, where it used Level 3 Rock It into a Level 3 Storm Viper, but I tried doing that and his gauge drains too fast even if you AC his Rock It. Is it even possible to get two level 3's in the same combo, or will it always be Level 3-2-1? Not that I'm complaining at all, getting to Level 3 is retarded fast and I'm loving it. I'm also looking to work on what I can do with Charge cancelling stuff, combo wise I'm talking. So far the only thing I've done is shit I've already seen in match vids, like 5S CC pressure and 2D counterhit CC 5S 5H aircombo. Seems like his moves are too fast though to even bother CCing in a combo aside from those two instances, especially due to the fact that most of the normals you would want to CC, you can already cancel into something more useful (i.e. jump cancelling 5H).
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It looks like 5H, sj.S-H-D BRP seems to land pretty consistently (Or at least it did for what little time I've gotten to try it). Does BRP still do comparable damage to SV? This is talking start-of-the fight, at level one, if you happen to get off an early Gunblaze. Even if BRP doesn't do as much damage, will the damage from the 5H make up for it? Either way, I'll check out this 5S version when I get a chance, but I won't be able to until I get my PS2 fixed. The 5H thing is just because I tend to try what looks cooler over whats more practical, but I'll probably end up using 5S just to be more efficient with landing the combo.
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Finally got AC, haven't played it very much yet due to some technical problems with my Japanese PS2. :/ Quick question on a basic combo though. In Slash, if I got a non-CH Gunblaze on someone, I would do a dashing superjump and be able to catch them with j.S, j.H, j.D, SV. After trying it in AC, it doesn't seem like that works anymore, maybe due to how they changed his j.S? I can't pinpoint whats different about the combo now. But I was wondering if this would still work if you toss out a 5H before superjumping to catch them on the tip of your sword, it seems like it comes out faster now.
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Okay so you're telling me you can do five Gunblazes in a row now, just to screw with people? Like 3-1-2-1-2, if the charge guage works the way I think it does? Not that its practical, I'm just wondering if its possibe. About using the Lv.1 moves, couldn't you just sort of buffer it, and go 236D+S? Sounds a bit easier to me than having to keep D held down, though I guess you could always start off with a 2D.
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It was probably 5S, CC, 5S, CC, 6H. Which completely fucking owns. CC = Charge Cancel
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Are there any instances where a full tension combo would end up granting you enough tension to throw in an additonal FRC for a 125% tension combo?
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Oh, that one. I'm guessing it'll work the same way, its hard enough to pull off as it is.
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Order-Sol does not have Dragon Install.
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I love his new stuff. But as for jumping straight to top-tier, which is what I'm assuming will happen, it kind of puts me off... 'cause I sorta liked using someone that no one else gave a shit about. Now people will be on Hoss like a fat chick on cake. > Though with the new charge system, my AC FRC followup theories may very well be possible now... BHBLv3, AC FRC Storm Viper Lv3, AC FRC, BHB Lv3, land, aircombo to BHBLv2. Fucking hot damn that shit is TOO GOOD. EDIT: I wonder if any combos are possible off of 2D, Fafnir RC? And I wonder if they're worth 75% tension. And also, oh snap I think Hoss has an unblockable now. Well either that or an EXTREMELY rediculous crossup. Lv3 Gunblaze FRC, Lv3 Gunblaze... fire pillars will be fucking everywhere, I dunno about anyone else but I'd be completely baffled on which direction to block that shit. That is, if the Lv3 Gunblaze FRC is in the same spot.
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Knockdown WTF? He didn't even hit her with it, I don't know where you're seeing that. Specific time in the vid? Nevermind, just saw it. He caught her in the air with it. Also. 2D has a NOTICABLE range extension, which is very nice. And 2H looks faster WOOT.
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Hmm... doing this, will pressing 9H after give you Hori or Vert Dolphin?
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This is probably taking it a bit too far but I think Order-Sol should have a new special. It will be the only one he won't be able to AC, no FRC point on it or anything. Basically it can only be done in the air, and is makes him leap forward a bit and stab his sword into the ground. The attack won't come out until he actually hits the ground, and while he's leaping down for it he'll be in counterhit state like Johnny's divine blade (So the higher you do the special, the more vulnerable you are). When he hits the ground it will cause an explosion of some sort and do quite a bit of damage, single hit. He'll have a short delay before he starts up the leap, to prevent TK ownage on a massive scale. Not sure if it should launch or cause instand knockdown though... That way you can do shit like standard aircombo, BRP Lv2, AC FRC, ground stab for some nice damage and good ending positioning for continued pressure. Also, to further balance it out I guess you could have it only be able to be used at Charge Lv2. (At Lv1 it doesn't exist, and it doesn't change at Lv3)
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Guilty Gear FAQ Thread - Ask your questions here!
Fenrir replied to Kairi's topic in Guilty Gear General
Where did you see him? Are there any links/pictures? -
;_; ...No.
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But isn't that what makes Order-Sol unique?
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Guilty Gear FAQ Thread - Ask your questions here!
Fenrir replied to Kairi's topic in Guilty Gear General
I keep hearing about this character named Sin. Is he like, evil Ky or something? -
I want him to have a Divine-Blade-height (maybe even lower than that) forward superjump that launches him FORWARD, like full screen. I mentioned it earlier but Hoss is completely different from Anji, it would be an insane way to close distance and could drastically change the way his combos progress. His neutral superjump will still go as high as it usually does, though. Thats really what I want the most, I'd mention charge cancel but he already has it. So in the corner you could do shit like 5S(JI), 5H, sj.S, sj.K, sj.S, sj.H, sj.D, jc, sj.H, sj.D, land, more ownage from there. Hell there's probably some kind of superjump loop from that, who knows. I think it would definitely give him a tier boost, but other characters would still be able to rape him so I think its a good feature. Of course speculating about it is pointless, but what the hell.
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Gotta love horrenous babelfish translations. Order-Sol's new theme quote is POWER GAY. Represent
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Figured I would post this here, too.
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Argh. I was really waiting for TB to make this topic so we could start off with a list of the known changes... But what the fuck I'll give my input anyway. I'd translate the info myself, except getting the english results on a cheap translator just ended up confusing me. Some things I managed to pick out: Apparently he can Force Break his standing Charge. No idea what the rest of it said but the very notion of it is tempting and awe-inspiring. Instant Level 3!? Just speculation but that shit would own. j.S has a bigger hitbox or something. 2S is not a godly poke anymore. Also from the video, it looks like his 5H is more like Sol's now, either that or its some other normal move. I'm guessing 5H though 'cause he never used his Slash version of it, even after a 5S. And some other junk regarding Charge cancelling, which I will comment on now: I believe this has the potential to totally upgrade Order-Sol's battle capabilities. First off as I noted before, 2D-Charge cancel allows for combos similar to TB's kickass 2D RC combos... so right off the bat, you get pretty much the same damage and half a bar to spend as you choose. I jokingly compared this to Johnny in the AC discussion thread, mainly because its a stance cancel, but in reality the uses and strategies involved with Charge cancelling are nowhere near comparable to Mist Cancelling. Order-Sol gets damn good recovery off of pretty much all of his normals if memory serves me correctly, so Order-Sol doesn't necessarily need it to actually function, unlike Johnny. It seems to be more of a combo aid tool than anything else. Regardless I'm assuming his new strategies, or at least his combos, will revolve around this pretty heavily. Also, although it may not be much, Charge cancelling is still at its roots, standing Charge. So naturally after each cancel you would get a bit of Charge gauge gained, not very much but it would add up over time and generally allow you to keep a more consistent Level 2 during the match, possibly negating the gradual scaledown of your Charge by ACing. On top of that depending on the situation there may be instances where you can do a quick "fire boost" on your charge for a free 12% charge gauge or so before you continue your pressure. These opportunities are guaranteed to be specific of course, considering Order-Sol will still need momentum more than Charge gauge, but it's still something nice to experiment with in the future. By the way if you can Charge cancel his 6HS, I will damn near shit my pants. EDIT: Oh yeah, it also mentioned something about the way his Charge gauge works, mentioning Lv.3 BHB -> Lv.3 BHB -> Lv.2 BHB or something like that. Maybe specials cost less charge to perform now or something? I dunno, I'll leave it to other people to translate that shit and make sense of it.
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Oh snap I forgot about those settings, I remember messing around with infinite Goku Moroha last week hahaha. That makes sense now.
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Thank you for answering my question. Thats wierd though, are there like conditions where that would happen in an actual match? 'Cause otherwise I don't see why its in training mode.
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So I guess no one knows what Dizzy's "Bit" option does, as my question has been completely ignored.