Hi-C
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I'm finding P as a Fuujin follow-up command. Use it sparingly. Good against those who lack a good anti-air, like Zappa or normal A.B.A. Great. The 6IAD afterwards keeps up the momentum if they fumble for a second. Or at least from what I've played anyways.
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Isn't j.D an aerial knockdown move?
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So then... would this mean that centipedes must be gone by 53 to get sword or do centipede during 53?
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So... does this mean that the centipede ghosts must dissipate by (or ending moment of) 55 to get the dog, or do the command summon during 55?
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You know, I was playing as Zappa yesterday and started mashing 2P's. Had the dog out, but CPU Jam started doing 5D and none of my punches were connecting. I proceeded to get hit by her dust. >.> I didn't try hitting her with the dog, but I was somewhat confused when none of the punches hit her. Does she have lower invul during the start up of 5D? Or was my timing between 2P so bad that she still managed to hit me? >.> Just seemed strange to me.
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Lately if I have the dog and I'm on one side of the screen, I keep doing 5S, have the doggy growl, and mumbling to myself. Ghoulish vomiting sounds mixed with the guy next to you mumbling and doggy growling is a payday for annoying someone.
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Wow, so pretty much there are no Zappa's? >.> Learning Zappa in VA.
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I personally hate Potemkin. Just absolutely hate him. Me and some friends have fun killing each other, but sometimes I swear that his grapples are just too damn annoying to deal with. Eddie, his combos are annoying, but get in his face and then what can he do? Slayer is pretty all-around with combos and dmg. Meaning, he pretty much rapes when hitting you. Either that or its a Ky scrub who simply spams fireballs. Easy to beat, but annoying as hell. Sol sidewinder loops suck too.
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Rather main Anji than learn how to spam lightning with Ky or bandit revolver loop with Sol.
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So how far have you ever gotten in Survival Mode?
Hi-C replied to Blade's topic in Guilty Gear General
320 with HOS. For some reason, when I was at May she only threw out 3-4 whales and proceeded to accept a very basic j.H into 623H about 90% of the time. Johnny kinda... well, he just took my hits. And then I got to Testament who proceeded to annihilate me. >.> I was very confused. -
I do it to my friends Ky every here and now. 35% working. Its fun for casual, but competitive wise, screw it. I remember when I first did it to her. Panic attack! xD
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I've heard variations, me personally saying "Kai Keyske." Kai Keske Kii Keske Keh Kiske Kei Kiske
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You already have full tension. I'll keep tabs on the hardhits.
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Not sure where this goes because its AC+, but since its Zappa, yeah. I was playing Zappa's storyline earlier, and Slayer is a pain. Anyone know how to kill him? A) He regenerates health slowly, and gains a boost if he hits DOT or any overdrive. B) His tension gain is insane. Good enough to hit an overdrive, additional random hit, dandy step, pile bunker and your dead. Likes to roman cancel to hell. C) Vanishing dash... bypasses a moves and free combo for him. The only thing I can imagine doing is It's Alive! -> RC -> It's Alive! repeat. And its bound to fail. Not too mention, he sometimes clashes with my od. Wth? Its either that or learn advanced combos with the sword or dog. 2H~236S no sword? Hasn't cost me a match yet, but I find it funny Zappa can do the motion without the sword.
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Hey can someone give me a new tip on what to do after tatami? About everyone I play can mash out tech after launching them into the air. Of course, i've practically trained myself to trail and j.S, but after they tech, its gonna whiff and they can score a hit instead. Should I trail and use a different move like j.D or run forward and do something else?
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I always check how much tension Chipp has. I'm learning to do that a little more after a few rounds practicing on a computer. I've found 5H works like a charm. Seems to work for me anyways. But, 5K works well too. Faster than 5H definitely.
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6H can autoguard Gunblaze and if your close get a knockdown. High risk, but to shove it in a Sol's face sometimes can be fun. Not very good for competitive reasons! xD
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I try to switch between offense and defense. I usually fail in this kind of match up. Chipp likes aerial teleports a lot. I think. They can get a decent game flow going if they force you to block. Like Dawn said though, strings can get predictable. Don't let Chipp's speed be intimidating. If you feel pressured and try to mindlessly chase Chipp around, you can just fold the match then. By the way, anyone know what moves can stuff his exactly? Or autoguarding propers? 6K guards Alpha Blade yeah? I think i got lucky with it once. Otherwise I block. If there's no H follow-up I jump with 8/9/7S/K. What's a good counter to his 41236K (invisible headleaf throw) and 41236H? All I can do for the command throw is jump. The other is just weird I think.
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Dawn - I was talking about a normal CSE. I find that CSE forcebreak>forcebreak is too easily blocked. All the people I've played who've used the move never were able to hit me with it. >.> They always did it around mid-screen or in my face. Yeah people, I can't see you pulling out giant lightning ball to lightning blade attack. Just FD it. I always thought the move was a waste of tension anyways. Even the computer doesn't do it, it just does CSE forcebreak and proceeds with a basic rush. Greed Sever I thought was a sort of block mix up. Get em with a ton of lows then pop out a mid-high block move. I get hit like every other time. >.<
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I'm just learning like 3/4's of Ky's moves are practically lows. Not to mention my friend doesn't play a good Ky. xP So, I can spam 6S and win. -.- I know basic counters to Ky, but half the time, I can do basic random hits and still win the match without playing with a strat. But yeah, Eddie is a bitch when he's got little-E out. Such a pain... doable, but a pain. Besides, 5H~5H~CSE , couldn't we simply 2D or 6S or H/S~Fuujin to CH before the lightning rips out? I've gone through like the very opening of CSE with S~Fuujin before. Not sure if its luck or if it really dodges.
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If your friend is getting shutdown in the corner while your Ky, he isn't playing risk games, which he probably should. Like said before, Anji has guardpoints and should be taking advantage of this. Also, it depends on how offensive, defensive, he is. In addition, how does he start a match? Block? 6S? 6P? Also depends on how you start a match. If you try to CSE at a distance and try to rush him, its probably a good idea to superjump. Or he could try to IAD with a K. The former is better. If you IAD towards him... well, things can get weird after that. My friend and I tend to clash moves while in the air if we're in the corner, as messed up as it is. Anji and Ky I figure have a lot of options against each other... Ky having better ones.
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I was wondering what an impossible dust looked like? I keep seeing it mentioned, but i've never seen one done with Anji. Has to do with his Aerial D right? Btw, I thought of using normal fuujin~D into 5S chase 2S into fuujin~D repeat. Is this ok, or should I work onto something else? I can't seem to do a decent aerial. Fuujin~D, j.S, j.P., j.P, j.K., maybe a second j.S but then I'm forced to do Aerial D to end. If I try 214P then they tech out.
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I think its preference. I sometimes do it. Definitely can work as a tactic as well.
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Really? >.> That's new to hear. I usually 2D, jump or block. I wanna try this. We're talking about a normal not charged stun edge right?