Destin
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Everything posted by Destin
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Yeah, Millia's can get really trick with that, but even the situation you mentioned has a specific guard sequence that should get you out of it, a low high low block, but now we are approaching too difficult to be worth your time. Of course, guarding like 95% of the time is the correct approach, but there is still room for 5% SV'ing I would guess (not against the dust ring). Truth be told though, I don't have much millia experience in AC. In Reload I would use dizzy's 0 frame super to trade with whatever millia was doing, this was really useful, don't know if it helps here since you can dead angle for better results.
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I think technically there is a guard you can do that defeats the hair slide mixup, a certain timing on the switch of block. If not though, I think we are talking around 7f's to react, thats too fast for most people.
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Then it would imply the spit hits first, since little eddie is created first. But then little eddie's object may be creating another object (the spit), which might start after the drill. Still, this would be a good way to test the theory because what we know could also be explained by "characters hit before projectiles".
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Dan hypothesized that whichever object was created first hits first, but that sounds perhaps a bit shakey. As a dizzy player, I always felt that character attacks struck before projectiles, and that was true in Reload, but this is two "projectiles".
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I like to judge people when they are playing their best. A bunch of tournament wins does not impress me, playing some rounds very well does, wherever they are at. Oh just read more of the thread, nobody has ever proven shit to me by winning a tournament, or even a few of them.
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Understanding Options B and the C is paramount to playing the game well, and that is usually the hardest part of watching the videos, understanding why they did not do things you consider effective. You really have to consider the opponents options, and what they would be doing that makes your selected option less effective than the Japanese one. And WUT I think these SBO's may not be that exciting because the game is stagnating a bit, at least with hos imo. It was fun to watch in the same way that super turbo is fun to watch, you aren't really learning anything (unless you are watching mattsun), but its neat to see the ideas applied so perfectly. Well actually, thats just the feeling I get, maybe yous just too good.
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To me it matters when I am comparing various conflicting tactics. If I have a player who is generally considered better, I can attempt to understand the differences with better information. Well, I don't know how much things have changed, but when I was over there, they pretty much were as good as they looked in the videos (this was 3 years or so ago). And I was shocked to find during the SBO qualifiers that nobody seemed phased by pressure. The japanese aren't unbeatable, or anything of that nature, but the things you see in most of the videos is what is actually happening in your average matches all over the place. You pretty much need to be somewhere near that level to beat their best players. I hate doing this picking apart of posts, and I generally like what you write so I didn't want to trash it or anything, but I'm just on the opposite side of the fence on this one.
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I could block eddie's unblockable over 90% of the time in reload, honestly approaching 100%. And it was against ogawa for like 10 matches, don't go telling me he was messing it up. Its actually not that hard in AC either. Easiest when you are waking up, as its just learning a new reversal timing one frame later, but it can be done for the more difficult ones, like the eddie spit and drill shit as well. Questions for those who believe me and can test it, does the drill hit first, or the spit? If the spit hits first it is very easy to block, if the drill well, I have blocked it before but, I wouldn't count on it. And yes, the eddie can vary the timing, but this forces him to start choosing his timing or not, which moves things in your favor. I mean, it is either going to be high low, or low high, if you get him guessing, you take his chance of hitting down to 50%. With the puddle, this becomes a MUCH better situation for you. I feel like Clayton explaining this stuff.
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Anyone who switches to testament for sbo then goes back to order isn't interesting enough for me to watch. If i had to put inoue on the list though, he would be above kzo. (I did it just for reaver.)
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When I started playing the game it was against good old kono walchuck. Mother fucker would beat me 50 times in a row, then I would take 1. Then lose another 50. I was backdashing out of mist finer traps 1 week into playing the game though with that much of a beating. But hell, losing was fun. Still is fun. If you don't have fun losing when you try your hardest, then you are going to have a tough time getting into the game now.
- 118 replies
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- definition of combo
- pressing the advantage
- (and 2 more)
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0 Kaqn Sanma ... ... ... ... ... Kzo
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I am actually only decent at teaching mid level guilty gear myself. But I think one of the best techniques I have used is explain something to people, then if they don't believe you or don't use it, put them in situations over and over where it would be there only option. Once they start catching on, continue to overuse it in you game, but with a gradual sway back to normal. Next time you tell them thats the solution to their problem, well they usually fall right into it. Teaching people can actually be alot of fun, surprisingly. Seeing them catch on to ideas thats you had to come up with on your own is really neat. It's especially surprising to me how quickly people catch on to the new ideas. All this new blood to guilty gear going out and winning tournaments, crazy! I think the only old men left are Elven Shadow and AKA.
- 118 replies
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- definition of combo
- pressing the advantage
- (and 2 more)
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Sanma is great, but he is just not top level like 0 or kaqn.
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Say what you will about reaver's combo, but at least he's sticking to his guns. That dp after CH 2h was so reaver I almost clapped.
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Learn to block the unblockables.
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When did I say it was bad? Fuzzy mixups are great, near impossible to block on reaction if you time it right, I just haven't run into too many good people who haven't seen that setup before. If I had to choose, I would take starting my fuzzy off a j.D anyhow (although this depends on where you are on the screen, overall, j.d is for me.) Oh, and for Caen, I'm not really sure many of those mixups would work, as I don't think you can 2k after a 5S, and alot of people just IB bandit's and throw, if you frc and don't air attack, they just throw. Thats why the jump S into the fuzzy guard helps a bit. Still though, you really don't see too much bandit FRC into throw these days because it seems alot of people have fail safe options for it. In fact, now that i think about it, what would be pretty cool is doing the frc, without the jump S, into a double jump straight up at the last second H.
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What? I was saying you use it rarely. Its not very good, but used in like 1 in a million, it works. Its all equilibrium shit, that just falls low on the equilibrium. I certainly don't throw out a alot of dps and think its ok because I am going to mix their shit up with my dp/throw mixup. But with all options, its good to know they are there.
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That shit is so old, like day 5 slash old. Who hasn't seen it?
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Garbage is still better than the pile of poo that is doing nothing.
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Tiers are pretty good in this compared to many other games. That said, I still think most people overestimate the balance in this game.
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Really? I found the japanese became surprisingly adept at figuring out that I wasn't your average foreigner before I spoke a word. Perhaps the most interesting thing of my whole stay.
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How does the dizzy you play get the space? Just curious really? In my head I can only imagine getting that space when faust throws item, but there may be something I'm missing.
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Hmm, a couple of things I remember from back in the day, not sure how much of this still works but... These two characters are actually surprisingly similar, although in AC they have had their differences highlighted even more. Both create space with long range normals and attempt to use their specials (presents/fish) to either force an opponent to move in, or to create an advantageous situation for themselves. Now unless it changed, you can walk under her 5k. This is probably dizzy's best ground poke now that they have made rather negative changes to 2d. Most likely you can even sweep the 5k. Her 2k will be a problem, and probably her most frequently used ground poke. At certain ranges it will not link into 2d for dizzy, this is important, because if you force her to 2k at this range, she will get essentially nothing from what I have seen. If you force her to 5k, then you are getting under it again, all in all that would be in your favor. Obviously you can jump 2k and low attack she attempts, and from proper ranges she has trouble dealing with this in a safe way. Your crawl also went under the bite fish in the past games, not sure if it still does but it is worth checking out. This is because with that you can 2p under fish bites and create holes in her offense. One simple 2p under a fishbite can often disrupt everything she had in mind. Other things you can get under are many of the bubbles, unless it is quite low to the ground, and a good deal of the laser fish. This laser fish part is important because if you hold 3, you move forwards and block when/if she crosses you up, this disrupts many crossup attempts, and can have the pushback push you away from her trap. 2h did have a use in this match, if she were summoning something and you used 2h, you would hit her instead of her fish. 2H will rarely hit the fish, and could often be canceled into 5p to destroy the fish. 2k and 5h are as mentioned earlier good for destroying the fish. Also anything that cancels into an antiair can be a very good option as well. Does faust have any longer range pokes that cancel into anti airs? At a distance, faust has an easier time than many characters because of his incredible range. Guessing a fish or spear gives you a 41236K. A dizzy who knows this matchup will probably not air dash at the level that gets by this or Fdc j.h, unless it is on reaction to one of your moves. If you can stop dizzy from summoning items, you should have a pretty balanced match. Summon of fish can and should be stopped with far S, 2H, and FDC jh. Spear goes away on hit, so this is a bit more difficult for faust to handle because of its fast recovery. Again far S and 2H are good answers here, I would imagine a present afterwards is a pretty safe option. Spear is not too dangerous against faust because its tracks roughly the same spot on all characters, which is usually over fausts head. Just to re-emphasize, what makes faust better than most characters in this match is that he can stop most summons on REACTION, as opposed to predicition. If you can predict almost any summon, you can probably 41236K it. After a fish is destroyed, dizzy must wait quite a while before summoning a new fish.
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Awesome, thanks.
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You can also get an IAD into a dust loop, which is strangely what I get most of the time when I mess up the input for the CC.