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Everything posted by RPGsFTW
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I hate this match-up too. One thing I noticed is that while Taokakas are bringing you back to the ground with their air combos, they often times go for a grab, which should be easily techable, just watch out for it. Crouching dodges her jumping super, thank god.
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The 2D hits Tager if you're not to far away from him, otherwise, it hits certain characters in the corner, like Rachel, Tager(?), and maybe Jin. Also, since you said j.D the 2B should hit, however, if you want to go into an air combo I am pretty sure that you cannot just 2B (lift them off the ground with an elbow) into a j.A. You either 6C after the 2B for air combo, or you 623B after the 2B into a running super during their wallbounce. About 3C, I usually get to 2A > 5B > and SOMETIMES air grab right after. The opponent usually gets hit by the 2A > 5B REGARDLESS of counterhit as long as you're close. IF it is a counterhit, you could 3C counterhit > 2A > 5B > j.A (x2?) > j.B > 623B. However, since it's most likely stronger, you should 3C counterhit > 2B > 6C/623B > air combo/running super.
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10Stars, your videos are great. Definitely an inspiration.
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GG official art and sprites (and chibi GIFs) thread
RPGsFTW replied to Nekich's topic in Zepp Museum
@Teyah: Awesome! I had no idea that they were scaled down. Thanks very much! =) -
GG official art and sprites (and chibi GIFs) thread
RPGsFTW replied to Nekich's topic in Zepp Museum
http://guilty.xxxxxxxx.jp/ggxxac/index.htm Anybody have bigger versions of these^ alternate character colors from Accent Core? -
I'd like to know as well. I usually try to mix it up with different combinations. I try 5C, IAD into something like j.4C, 5D, or j.D. Sometimes they're really useful. I'm actually using drive attacks a lot more. They've make my fights soo much better.
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AtTheGates, do those Dora vs Arakune (long set) still work? I can't get the NicoVideo Redirector to work for it.
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Hopefully I didn't ask before, but is there anyway around Jin's freeze into air combo freeze crap? I really hate fighting Jins now. They do their stupid, easy hitting drives into free long combos. It is very annoying once I'm in the air and I lose half health. Is there any way to counter this?
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Questions regarding the newly found Umbrella, burst, running super. Probably directed towards 10Stars, but whoever knows what to do works for me. 1.) Can you have any more than 6 nails? I know less is bad, but how about more? 2.) What attacks do you do before/after(?) the burst to make the enemy go into danger mode? One of the examples looked like the burst itself put the enemy in danger, but the other time I think I saw 5Cs before/after (?) the burst to put them in danger.
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For me I'll decide on a character, and hope that they don't do anything that I find to good, etc. An example would be Brawl. When Brawl first came out I really, REALLY wanted to main my favorite Nintendo character, King Dedede. Unfortunately, the way he played, how gay it was, and how he just played unfun made me change my main. Guilty Gear I was unsure of my main. My plan was to main Slayer. I loved his character, but I don't really main him. BlazBlue I main Bang. Originally when I first heard of BlazBlue I wanted to main Taokaka. Once Bang was shown my plans were instantly changed the the defender of justice. I do feel that he is a bit bad though. =,( I never pick my character based off of tier list position. If they're too good I don't play them anymore. =(
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I was saying that if he guarded, and sometimes if you hit, you can just jump over with a j.4C to mix it up a little, not that it's necessary at all, but as another option to possibly be safe. I do not know if he can crouch block the 6C. He is quite tall after all, so maybe not. I'd have to check.
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Don't know if this is already known, but it might be very useful. If you hit Tager with 2B >6C, him blocking or not, you can jump after your 6C, already known, and dash away, if needed, or you can do a j.4C. It seemed to me like a very good mix-up, especially if it hits, allowing for more extended combos on him.
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Was it already mentioned that Bang's running super could beat Noel out of her drives? I'd say it's good to use at a distance because her drives last a little while.
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Actually, 10Stars has at least 3 videos of him playing on his youtube account. They can be found on his related videos, etc. His are pretty good. Some people should take notes off of him. Good to see more command grabs in action, 10Stars ^^
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Does that mean that an attempt to tick throw them into it might be breakable? Probably like 5A jab into the command grab? Good thing to know though. I'll try to do it more often then. Looks cool, better damage than standard grab
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@WUT: I remember reading that a tech + down had the most invincibility on it. Is that not true, nor useful, against a grabbing opponent? Normally I'd tech away from Tager, but I'm not sure which would be better.
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I thought the command throw could also be broken. Just like Tager's 720C . Also, I have a question regarding throw breaks. What are the differences in exclamation point color, size, and amount? Ex: purple, yellow, green, 2 purple, big purple, etc.
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I have a friend who plays Carl at out tourneys. Let me think for a sec. -Carl is one of the two, him and Noel, who don't get hit by the running super after a 2C =,( -Carl's aerials, and a bunch of standing attacks, have small range. I'm pretty sure I was able to jump at an airborne Carl with little worry. -Most of the time when I was surrounded by both of them, the Carl I played made Nirvana attack mid, while he attacked low. This can be blocked, though that doesn't really save you much. I did not see a lot of high hitting attacks, or at least non that I can remember, during those situations. -When Carl falls on you with the spike, j.2C, he can cancel/chain/? into an alegretto, the aerial spikes. -If I remember correctly, Bang can usually jump towards Carl with his j.A and be safe from Nirvana. I say that because my jabs would land on Nirvana and usually end her attacks + damage her. -Also, important to remember is that during one of Carl's BnBs (not sure if it is), he can throw out the little slider thing on the ground. This thing will grab you if you're at the medium distance away from her. After it grabs you it will toss you up in the air, where Carl can combo you, and possibly start a grab loop.
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Actually, I recognized that, thankfully. However, if I'm trying to not RC, don't I not want to hit? That's the whole point, correct? Drive attack gets grabbed, and THEN I 1+A+B+C?
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Not to sounds negative, but isn't Bang's 6B kinda short ranged, or just hard to hit with because of that? I'd kinda assume that it's safer to RC something else, but I wouldn't be certain. Maybe RCing his 6A would be more useful? I'd like to test this, but the ps3 is with a friend at the moment.
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Can you do it without an accidental Rapid Cancel? That's what I'd assume would happen. A+B+C+attack = RC.
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Edited my current list with 10Stars "Deep Jump" description. I think it'd be nice to have in the first post. Thanks again 10Stars. You're really helpful
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I like the way that sounds. The more options for Bang, the better. I'll try this out soon. ~~~~ If you don't mind, I'd like to request a section in this guide about the terms some people don't recognize. DP - Dragon Punch / Move with invincibility on start-up. Often times, you'll see shoryuken motion attacks that do this. Ex: Ragna's Inferno Div \/ - Land on the ground. CH - A counter hit. Usually gives you more time to follow-up with another attack when normally you couldn't. J.(Letter here) - Jumping. Ex: Bang's j.A means his jabs in the air. DJ - Double jump. Same as above. SJ - Super jump. Also same as above two. 50/50 - The chances you have of hitting your opponent with a high/low mix-up from a combo. TK, "Tiger Knee" - Usually an aerial motion that be done from the ground if you input a jump towards the end. Ex: 2368+D for close to the ground drive nails. IAD, Instant Air Dash - Air Dashing fast and close to the ground (?) by inputting a diagonal upwards command like 7 or 9 then doing the forward or backward command 4 or 6. Deep Jump - A deep jump / deep dash jump is when someone dashes pretty much right into their opponent, then jumps, keeping their forward momentum and using an attack to either whiff as a threat, or fend off any jumping attacks from the opponent. Numbers Motion Notations - Notation: *Borrowed text from other guide for correctness* - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, 6 being forward etc. Specials and supers can also be represented with this notation (i.e. 236A is quarter-circle forward A, standard fireball motion.)
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Thanks guys. That makes sense. I'll be sure to mix it up some more. More to the running super. I know I've asked a lot, but I have another question relating to it. Is there anything Bang can do to be safe when his opponent blocks the running super? Also, are there any combos afterwards, sorry for the repetitive question. I usually try to 5A and then jump grab, like 10Stars tech trap video, however the grab never works for me. I'm right in front of my opponent with my hands flailing.
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@10Stars: That is all very good to hear. I've had some bad feeling for a while that I just couldn't get past some stupid combo that I get hit by and that I'm left feeling almost completely lost in a match. However, I've always tried really hard to win it back. I'll be sure to try all the stuff you told me. Thanks much for all the help. Also, I love reading all your posts. Especially your character guides. They're very informative =) Last thing though. I have a question. What do you guys mean by 50/50? Do you mean that the next attack/set-up/etc is decided by whichever player makes a better decision at the time?