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Everything posted by zand
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This was one of the first tournies I've actually gone to in quite a while and I had almost forgotten exactly what they smell like. Entry into the building should require a shower and deodorant. No offense, because it wasn't any one person that smelled, it was really just a combination of everyone. Before I went, I did my fucking part and took a shower and I wore deodorant. I wish other people had done the same. Completely seriously, I actually left because of the smell. Next tourny UFO hosts should seriously have spray deodorant on a chain somewhere that people can use.
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you forgot throw into full tension super all day D:
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Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
for dream -
simultaneous attacks that are projectile + normal hit have no pushback. no simultaneous hits works like this (this is how I understand it,anyway), 2 attacks cant connect on the same frame. If Ky does CSE FRC for example, (this will hit) and throws out a punch, timed so that it will go active on the first active frame of the CSE fireball, one of them will hit first, and the next one will hit during the 1st hit's hitstop. On block, the pushback is nullified from Ky's punch because it is ACTIVE at the same time as the active fireball but not because they connect at the same time, because there are no simultaneous attacks in guilty gear. There will always be an order to the attacks and it probably has shit to do with whether they are specials, normals, or supers. The practical example would be to take #R Anji. He is fighting Sol and he throws Sol and tosses out a meaty blocked butterfly. Anji runs up and does 2p 2k 2s 2d, while the butterfly overhead will connect somewhere in the string surrounded by, and seemingly at the same time as, the lows that Anji is tossing out. There will ALWAYS be an order to the way they hit. The butterfly projectile cannot hit on the same frame that another attack is also hitting because 2 attacks cant connect on the same frame. So the Sol can theoretically block everything in this string no matter what even though theres overheads and lows, because with good timing he can fuzzy guard it.
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HOS can stand FD vs slidehead, this is an old glitch. apparently he counts as "in the air" and you have to be FDing from neutral, iirc. can probably FD vs other unblockables while fd'ing
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please dont make it unwatchable with horrible filters and stupid solar flares and shit
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im not sure if you guys use low air dash mixups often, but I do. i find that low airdash kpk is a good 3 hit air string and low airdash s h is also good, however the airdash s h sometimes pushes me back too far to continue comboing. so instead I've been using low airdash j.S j.K which pretty much stops any pushback problems on block or hit from you airdash strings
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critique: video filters are annoying. i'd rather watch a combo with zero to no editing that has combos that I can actually see than something in black and white and flashing
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Raoh ID combo that I typically try to use is basically, from midscreen to corner, Dust, doublejump/FD, j.p, land, 214S, ball~k (OTG) into loop. My midscreen 214S RC combo is ~ 214S RC, IAD j.H, land, jump j.S j.H, whatever you want. You can really fuck them up with a good timed edguy to OTG ball but it can be hard. I believe you can do 2 edguys at the end of this if you time it correctly, but you can't do the OTG ball if you do the 2 edguys. The IAD seems to work better for me than the run jump combo and I think it makes them go farther into the corner
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Buzzsaw? or do you mean the eddie kick move?
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You can JI in the US ps2 version, you're just doing it wrong. You can only JI jump cancellable hits, etc. Read the guide in the foundation forum
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The only shit that really you should be slashbacking is crap you KNOW that you will successfully SB, like the 3rd hit of ky's cse, or the 3rd hit of a lightning doobie ball, or sol j.h hit 2, BR after blocking the first hit if someone retarded does it to you on block, etc. Given that you can't reversal SB (its like 9F you can't SB for after waking) I don't get when you'd try to SB axl 6H. If he's doing it non-meaty you can just IB it :I
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More on slayer, never, EVER do sweep->net/tree or whatever on block, as most of your normals canceled into tree/net are actually punishable by CH dead on time (that 632146S super of slayers) and you will take like a billion damage for it
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Isn't that because poison is affected by guts ratings? Not defense ratings, but guts ratings
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Anyone got the mook and can put down his combos from the mook here?
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You're right and I'm probably not priming the dash properly since it's such a small window to get a good tick throw in that I'm just throwing before I've dashed. I also tend to go 6656[s+H], or try to.
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Sometimes I use c.S when I play ky personally, with the command (the 66 is primed off a 2p) 66[s+H] after a 2p/2k so it option selects a throw at the same time it does the slash. If they are not throwable at the time (within 5/6 frames of hit/blockstun) then you get a slash which is not only fast but leads to tiny combos, and late cancels successfully to 6H on counter hit iirc, but if they are throwable, then you get the throw~ Also I haven't tested this personally in AC, but MAYBE the option selected 6[s + H] will throw break for you if you're grabbed?
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dj = doublejump, JC = jumpcancel. In the combo for sol, VV RC (volcanic viper Roman cancel) K 2H, jc (jump cancel the 2h) j.S (jumping slash) jc (jump cancel the jumping slash) dj.S (double-jump Slash) VV VV RC K 2H jc j.S jc dj.S VV. Not necessarily a good combo but a good example!
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Any tips for doing FDC J.K into j.2k? You have to jump cancel the first kick, right? so the combo looks like fdc 2k, j.k, 8 (this is the jc), 2k? I'm having problems doing this reliably :\
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Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
tiger kneeing is basically doing an air move straight off the ground. take chipps alpha blade, where the air version does not have the extra sliding effect that the ground version does. To do a normal alpha blade, do a quarter circle forward, then do punch. To do a TK alpha blade, do a quartercircle forward, then hit up-forward and do punch. Or a half circle starting with down, all the way ubntil you hit up, then hit punch. Instant Air Alpha blade~ -
This info is from Slash, btw, but, Millia is all about 5H/2H (mostly 5H) and slayer is all about being really fucking careful. In SL matchup, learn to 3k all his 3k-able moves on reaction, and being careful about which angle you come in at from the air (you do not want to get 5p/6p'd by slayer, because 5p->6H-pb loop will kill you, ard, and 6p to the same will kill you as well). Against millia your 5H will work wonders, im saying it again because it "fixed" this matchup for me. Also, NEVER ANTI AIR EITHER OF THESE CHARACTERS (unless millia doesn't have a pin), and NEVER GET A BLOCKED 3K. They are both super killer to may from a blocked 3k (slayer gets a CH 5H iirc) Also, to learn may matchups extremely well it helps to read other characters forums matchup threads and look for info on May. Most of playing with may in anything but AC is uphill and you HAVE to learn to be able to beat whatever people are going to be doing to beat you. the toughest part about playing may imo is being able to deal with the fact that certain characters have things they can do to totally shut you down if you play a certain way, and being able to change your playstyle to beat that~ go post in the millia thread for example "whats the hardest thing about fighting may" or AIM the heads for those forums or even other people and harass them into helping
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Can someone please post the latest non-retarded tier list for AC? Maybe one with reasons and not something ridiculous like with Anji as top tier because he has an unblockable? Maybe one from a jap site or something~ with reasons~ I don't want to argue about it, I just want to see it.
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The sweep infinite doesn't exist because you can actually just dodge OTG's in that game really easily. Nobody cares enough to learn how, though, because they don't actually care and just want to say that "sweep inf lol"~ What kind of retarded company would make a game with sweep infinites? That's TOO EASY, so instead there are just volcanic viper infinites with sol. PS bluenine, may got faster in slash~
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I can't read Japanese. In Accent Core, when baiken does her FB/super counter things, is there going to be a way to tell exactly what got sealed? I mean, it'd be nice to know whether I get perma CH'd, no dash/jump'd, or unblockabled~
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who exactly is kumiho (ie: do they post here??) dropping when you're losing is stupid. who cares what RANK you have on an INTERNET FIGHTING GAME