FleetingPenguin
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Everything posted by FleetingPenguin
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It costs like $50 and lags about a frame, so best to get 2 cheap sticks instead. So, what's a good, reliable, cheap PS2 stick? I've been looking at a Hori Fighting stick 2, but I can only find them used. EDIT: Playasia sells the Mayflash Universal Fighting Stick at $30. Is this a serviceable stick? No lag or dropped inputs?
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I want to play GGAC on my PS2 but also MvC2 and BB on the xbox 360. Is it better to get a ps2 stick and a converter for the 360, or a 360 stick and a converter for the ps2? Does using a converter add any lag or otherwise negatively affect gameplay?
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On the controls screen, P+K+S is set to L1.
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Can someone explain the deal with delay and mapping to shoulder buttons? I have an FRC macro mapped to L1. If there is delay, is it random or consistent? If it's consistent, there should really be no problem, right, because the timing will always be the same?
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Could someone explain why Chipp and I-no both dropped in tiers, and Anji went up, in the latest tier list? I'm curious.
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Millia in Accent Core: A Comprehensive Guide [WIP]
FleetingPenguin replied to Teyah's topic in Millia Rage
Looking great! Please finish this, I'm very interested in Milla. -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
Well, it's something to start with. Could you elaborate on some basic B&B stuff from a connected j.h air-to-ground? EDIT: or j.S. Those are the main jump-in attacks, right? Could you elaborate more? What are Sol's standard mixups? For example, in the Potemkin guide there is a a huge amount but I can't find any with Sol. Also, what about okizeme? -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
Questions with some more substance: Is Sol a mixup character? If so, what are his main mixups? GF/Wildthrow? Sol 101 says that Sol's overhead specials suck (Bandit Bringer and Riot Stomp), so how do I push a high/low mixup? Or just wild throw them when they low block? What's a good followup to a jumping H that hits? I'm gonna go see if the combos in the reload tips thread still work. This looks promising. -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
That's the problem. As far as I can tell, the gameplan is to just wait for an opportunity to run in and combo. If that's it, cool. I'd just like to know if their is something I'm missing:eng101: EDIT: Not just a combo, a sidewinder loop! Everything in the combo involves sidewinders:psyduck: -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
I'm very new with Sol, and I have no idea what his gameplan is. I heard he was a good beginner character, and as far as I can tell playing Sol just consists of rushing in and landing the biggest combo you know. I'm not getting much out of the Sol 101 thread besides which normals suck and that VV and GF are pretty good. So I really have no clue what I'm doing with Sol. Any help is great. Also, when using VV not in a combo, I should always 214K followup, right? There is no disadvantage to this? Why is Sol's command throw a staple part of his gameplay, like it says in Sol 101? -
I'd really appreciate a translation for Faust, if someone could do that.
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So essentially jump over them, FDC, then drop on them and attack? Any youtube match videos where you could point out a few timestamps where the Faust player is drill canceling?
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After some more school, more progress has been made! I have the 2D>2S JC KSK JC SH combo down most of the time. The only problem is the beat meter turns black... Also, I'm probably drill canceling wrong. When I jump then press 1+K and then quickly S, I just get a little FD green orb, not any momentum from the drill. Essentially, I could have jumped regularly and had the same effect. What am I doing wrong?
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I also am having a lot of trouble getting the first kick after the JC to land. Of the characters I've tested it on, it seems harder on Ky than on May or Sol. I seem to be using the same input every time though, I just do the launcher and as soon as I input the launcher, I hold 9 and then kick in the air. Either there's a very tight timing window or I'm doing something wrong. EDIT: Inputting the 9 right after the 2S helps a lot, but the beat meter turns black. How can I make this a legit combo? EDIT: Also, is combo 8 correct? I don't think the ground flower is guaranteed, and it certainly doesn't do 140 damage total...
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2K: a 3 hit attack. Only first hit can be jump canceled, but all of them can gattling. Follow ups: >2P>2S>2D>JC airial B&B [ may want to K>j.D for knockdown] - the 2P is a link after third hit of 2K
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Well, I'm having a lot of trouble understanding when to regular throw, and loads of trouble landing a metagiri. I played against a friend while screwing around, and would try to throw when he blocked, by the pushback from the blocked normal put me out of throw range. I thought the whole point of throws was to get through blocks? I can't even get one of against a rising opponent, because their rising attacks hit me. Though, in theory, shouldn't my throw beat out their attack because the throw has no start up time? What's a Faust's main tick throw set-up/mix-up? I just want to say all of your posts have been a tremendous help!
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Progress! After a few day break for school, I have the basic Faust 101 items+pokes pretty well down and I've beaten arcade on normal. The only real problem was Zappa and remembering to FD I-no's OD's. Time to start hitting training mode and seeing if I can get combos and the more advanced stuff down. There's a lot of difference between being able to do the advanced stuff in training mode and pulling it off 100% in a real match, and because of this I keep reverting to spamming S and items. Practice time! I haven't really focused on applying throws, but sometimes I'll have a flash of insight when the opponent jumps in very close, and instead of hitting S I'll throw. I can pull this off consistently because the normal throw is very fast (it should beat out any other normal move the opponent tries because it has no startup frames, right?), but metagiri is giving me problems I can never pull it off against the computer. Maybe it would work better against cornered characters. If I wanted to use force breaks and overdrives, which ones should I use? Which should I especially not use? I've heard the handslap (214D) mentioned as a good one , especially in the context of 2K->handslap and because it is in combo 6 in the combo thread, any others? Are you sure all of the door moves suck? 214K actually seems somewhat useful... EDIT: Some interesting stuff from the combo thread I need to try out, besides the first post BnB stuff: D (homing jump) jHS jHS jk jp jk jck js jHS was mentioned as being easier to pull of than the dust combo in the first post. Do I hold up throughout the combo? 214K FRC -> Grab (waste of tension? sounds cool) 6HS -> Pogo RC -> run up 2HS -> pogo (waste of tension?) After hitting with an anti-air (say 6P), you can jump up and air combo, right? I seriously hope that it works, but I can't test it right now...
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I never see RF use any of the door moves (214K for example). Does this mean that there are always better options than the door moves? They do seem easily dodgeable...
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Oh, I saw that. I thought you were talking about some in-depth guide I had yet to discover
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Where is this tick throw guide? I searched all over the dustloop guide page and couldn't find it.
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Guilty Gear Intermediate Guide: Welcome to competitive play
FleetingPenguin replied to Kasou's topic in Archive
This is amazingly helpful. Bookmarked. If you have any additional advice I would love to hear it. -
So I was messing around in training mode, and I discovered that after that scalpel hit, if I just mash full circles and punch as fast as I can (which isn't very fast) I get the full scalpel pull combo, 100% of the time. Maybe this helps someone else. I'm starting to recognize that when characters land right in my face, throwing is a better option than S. Thanks for helping me understand how limited the throw range was. Not so much luck with metakirri. I've noticed that most of the combos in the first post of the combo thread come off of dust or drill cancel attacks. Is there any use for simpler ground gatlings (say 236S>s>h) or air gatlings, or should I just be trying to land these max damage combos all the time? If so, how can I utilize the gatling charts in the encyclopedia to create combos that deal large amounts of damage? I've tried to create a few, but with mixed results. Basically you want to ground gatling into the B&B combos in the combo thread, right? Should I be moving around in the air a lot? With the very small amount that I and the computer are jumping and airdashing, there is no way I'm ever going to air combo or air throw, which makes me think I'm doing something wrong with the way I move about the field. For okizeme practice, what is a good and simple knockdown string? How can I get into metakirri, and how can I combo after it? It is a flashy move and I want to use it more. After regular throws, it is just standard okizeme, right? There are no combos arising from a standard 6H throw? When I have my opponent in a corner, what should I do? Having the wall to keep the other character trapped leads me to believe there are some highly damaging special things that could be done. EDIT: Watched some videos. I need to air dash in -> air poke (how?) and item throw more. Also use the pogo more from the air...
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Thanks, that is some great information! So by close range, the guide means "right up in your face"? If they are too close for the S (which I get counterhit on a lot when I use it too close...) I should run up, FD, and throw? I don't really have a character in mind. Any example of the advantages of 5K or 2K over 6P would be great, thank you. There are so many in that thread! Which few should I learn first? But seriously, Faust has to have other tricks up his sleeve?
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I just got GG:AC yesterday, so I'm very new, but this game seems very deep and interesting. These are very newbish questions, and I apologize, but I could not find the answers anywhere. I have a few problems. First, I read the entire dustloop guide, but the advanced techniques aren't really helpful because I still don't understand the flow of the game totally. For example, what to do in basic situations, like when being attacked by a combo or waking up from knockdown. What can I do, besides play more, to acquire basic GG skills. I don't think it's much good knowing how to FRC if I'm constantly sitting going "what do I do now?". I know there's an okizeme guide, and I plan on learning that, but there are still many situations I really can't deal with. I'm going to go watch a few videos and see if that helps. Secondly, I read the Faust 101 guide but I'm a bit confused. Most of my matches in arcade devolve into me spamming S and 2H, and I have yet to get past more than 5 levels in the arcade. Long range: 41236K - If I'm doing this correctly, it's a scalpel stab. How should I follow this up? From what I've read, after the scalpel stab you can do 236P>236P>236P to pull them in, hit them up, and then hit them in the air, but I can't pull it off. The best I can get is to hit them up in the air, and that is mostly with just mashing 236P. How do I get the timing down? Is this the best followup? Drill Cancel j.HS (punishes low air-dashes): Does this entry mean that the drill cancel combos into the j.H? Can it be used offensively, or just to punish low air-dashes? Mid-Range: far.S, 2HS: I've had great success against low level computers just mashing these two moves. They seem to do pretty good damage for a single normal. They both seem to be blocked standing, so what differences do they have and how should I decide to use one or the other? Close-Range: Throw, Mettakiri: Is it just me, or do I need to be very close to use these? Whenever someone is a bit too close for the mid-range options and I run in to throw/command throw, I get hit. What am I doing wrong, and how do I set them up so I don't get hit? How do I punish predictability? For example, I'm only using 6P as my anti-air. How would a live opponent punish me only using one anti-air? What is the reason for mixing up 6P with others, such as 5K? I looked into the combo thread and saw some monsters requiring lots of RCing and tension. What are some easy, low or no tension, low RCing combos I can learn for "bread and butter", both air and ground, just to get me started with Faust? Would I use them at close range as a substitute for throws? What advanced techniques (RCing/Faultless defense/etc) should I learn first? After mastering the gameplan in the Faust 101 thread and in the okizeme thread, what are other standard Faust techniques/moves I should I learn to improve my game? Is it ever worth it to use Force Breaks or Overdrives, or should I just save my tension for RCing?