Fenrir
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In training mode Dizzy has an option called "Bit", it can be set to "Normal" or "Limited". What does it do?
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So say I'm Sol and someone has me in the corner. If I do something like 5H->8->2H->Riot Stamp FRC, will I get to perform a jump on TOP of the one I'll get from the auto jump install?
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Can I get a quick list of every move in Slash that auto jump-installs?
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If you jump install a special that auto jump installs, do you get more than one jump? I've heard of this happening with Jam but no one else.
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Guilty Gear FAQ Thread - Ask your questions here!
Fenrir replied to Kairi's topic in Guilty Gear General
GGXX Slash data corrupted. I'm using an American memory card. Anyone else have this problem? -
It usually depends on the character. You have to know which moves you can counter, because most times people will go for straight up corner lockdown (which varies from character to character) and do the best they can to close up any holes in their pressure. You just gotta find those holes and the best ways to exploit them. Also, attacking after a block string isn't always the best option, you sometimes would want to get your ass out of the corner first and gain some neutral ground and see where you can go from there. Also, people aren't just gonna sit there and make it more of a "take turns attacking" style of play, so beat out attacks, parry then, autoguard them, Hammerfall through them, throw them, whatever suits your fancy. If your intent on punishing after a blockstring find places where you can IB (instant block), it allows you to retaliate sooner than regular guard. Or just play Sol and VV through everything. As for MY question, how to you select SP colors you've unlocked in Survival mode?
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Really stupid question. How do you turn on teching in Slash training mode? I had the opponent set to "neutral" tech, and theres a thing below it that says "frame" and goes up to 32. I set it at 1 and 32 and neither of them made my opponent tech, is there anythign else I have to set?
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So Kara Cancels aren't really that prominent in GG I take it?
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So would landing from a high-recovery air move to cancel it out be considered Kara-cancelling? For instance sometimes if I do Ensenga too close to the ground, the fire comes out but the move does not and I land and cancel everything. EDIT: That's really rare though, usually what happens is he yells Ensenga but just lands. Same with air Tatami sometimes with Baiken.
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Ah okay, thanks. As far as I know Anji's the only one (Fuujin extensions on whiff).
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What's a Kara Cancel and how did it get that name?
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As I asked in my other topic, what program should I use for compiling all my clips together + adding music, etc. etc.?
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Anyone know of the best CMs out there (even old ones) in terms of editing? Stuff like Koo Combo 6 and Valon is the quality I'm looking for. Thanks in advance.
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Are there any tricks that CAN reduce scaling in a combo? Do RC's and FRC's do anything?
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I saw this #R Robo-Ky combo once involving his 5H FRC, killed Testament. But after each of his FRC's, he like waited a bit while the opponent was staggered. So basically what I'm asking is, does damage in a combo scale less when there's more time inbetween each hit?
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I'm looking for any Slash (unless otherwise specified) vids showing the following: -Axl's new move -Eddie's Shadow Gallery Loop (#R) <--Don't play Eddie and just found out about this one That's it for now, thanks in advance.
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[/] Slash Johnny DB Combos For Those Who Are Interested FAQ
Fenrir replied to CrazyDazed's topic in Archive
I made this retarded setup in #Reload, so I'm not sure if it still applied in Slash. Anyway it seems to work pretty well to catch people off guard: 6HS RC, 2D, MFLow(heavy characters) / MFMid(normal), dash, K, HS, DB etc. So yeah, this would be even more worthwhile if 6HS was an overhead, but it seems to work pretty well for me. Most people won't see a low hit coming after a 6HS, and since the 2D gets them in the air already the MF will hit them higher and makes the dash K connection easier. I'm thinking, though, a Jackhound might be possible after the 2D? -
For the 6H counterhit, that bounces them up, right? Is this property new to #Reload? 'Cause I have it for the X-Box but I still play XX on PS2 because I like their pads better.
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Whoops, then its 4 max I meant... I forget. I put in five in the inputs though so you call could tell what pattern I was using.
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What about Secret Gerden strats? Right now I tend to do these: Opponent in corner: Knockdown, SG (28282) Opponent at midscreen: Knockdown, SG (26464) EDIT: Sometimes I do (29393) if I think they're gonne start jumping around. Also, if you're fast enough, how many SG motions are possible? I can only get five max and that's on rare occasions.
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Good stuff, shes a lot more different than I expected. More questions: What are some good tactics using her double airdash? And any advice on how to use Secret Garden effectively? I see a shitload of potential in that thing. I know to set it up after knockdowns and whatnot, but I'm talking about where to make it move and different strats involving different SG patterns. Edit: I saw a combo vid not too long ago (might be "Double") where SG guarded Millia as she ran through two Invite Hell drills... that shit was KING. Any other cool tricks like that?
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Hmm, so in other words I should have more of a Johnny mindset when playing her? (Johnny is my other main) Anyway, I love her high damage Tandem / Hair car FRC combos, what are some good ones and when should I use them?
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Alright, after some long thought, I've decided that my new character will be Millia. But I don't normally use characters as fast as her, so I need some training wheels, please. Forget advanced stuff for now, I can take the time to learn it when I get comofrtable with her movement, memorize her normals, and have some decent pressure strings and combos ready. So thats what I need help with. Being a Sol player I tend to rush in with 6K... Thats probably a bad idea because it looks like a bad idea. So whats the best move to rush in with if you feel like being reckless, and what should you gatling it into for block pressure / combos? Millia seems to be all about crossups/mixups and shit, but does she have any B&B combos? Aside from her #R aircombo, of course, I'm trying to prepare myself for slash so I'm not gonna bother learning that. More questions to come soon.
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Slayer can bite you while you're in hitstun... I dunno if that counts... Like 5HS->Bite