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Everything posted by zand
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D: is it my sticks fault or my converters fault that i can't hit "up" and i am forced to play on pad
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me and my roommate are "team texas" and is it a desync when you just hit people and they stop moving completely? its been happening a little bit, but i thought it was just people doing nothing?
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Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
see a door, IAD backwards? -
Yes, it's easy: [2]begin moving the stick up to 8, then around 5 (neutral) press P, and continue moving to 8, then press H or S and a dolphin will come out
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with sol, pok more with 5H from far away. Against 3K, use a 5H for a counterhit vs crouch from far away DP all j.2h's, she can't stop doing it once she's started so its a free VV. 5H will also stop dolphins before they come out.
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Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
There are a lot of alternatives! To be a huge asshole, you can also RESPECT (forward+Taunt) which gives them nothing, oir you can also go into IK mode. IK mode is my favorite, because IK mode lets everyone know you are a dickface! -
maybe instead of 2k-6p for damage you can do 2k 5s 2d grand viper ch and blah blah on chars wher eit work~
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what really wtf that's really gay
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You forgot a lot of the supers, like May's Yamada Attack, I believe the final attack in may's 63214S (the followup to it, the P), and also Anji's Issei Ouji, Millia's projectile super, Ky's projectile super, a lot of other supers,
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BLOOOOOOOOCK. Also, 236236S doesn't even have first frame invuln, so it isn't a good wakeup option. if you HAVE to reversal super or something, then use 63214H and even then use it incredibly sparingly. I personally block while getting up, or against some characters/situations i will reversal 6p/3k/backdash depending on what's happening. Blocking is typically the best option, though, and using your tension on FDing is remarkably better than supering
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do the IAD immediately and the K H as soon as possible out of the IAD. The hard part is timing the FRC and the subsequent H out of it - you want the H to hit right as you're touching the ground
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Not if you do them canceled from a non-JCable move -- like 2D for example. If you do 5K to dolphin across done with 9H, it will be JI'd, but if you do a 2D to dolphin upper done with 9H, it will NOT be JI'd, because 2D is not JCable
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I haven't played against a good zappa in a long time, but iirc 5K from long range (if he isn't the type to das->summon) and 3K from long range are excellent pokes against him. dolphin upper should beat most of his air moves if not all of them
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air vv from sol does not, air storm viper from OS does.
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another vs sol thing on riot stomp, if you're in may's half of the corner im pretty sure you can do something like 6P 5H whale or 6P 2S whale and its instant dizzy :-D
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space out 2k and she can't DP you either with her shitty DP
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it's supposed to be a pre-emptive thing, like throw it out wicked early. iirc 6p early beats a dashing 2s also, but 6p is just an awful move in general to use against jam more than a handful of times also it can stuff some IAD shit if jam tries for IAD pressure out of the blue (which she shoudln't)
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after playing kjunks jam a lot, I can tell you that 5H is basically may's best move in this fight. sometimes it stuffs 2s and 5K, but the problem is that you NEED to hit with it (block/hit) because on whiff, if the jam does a 5K or 2S early, the jam can run in and punish 5H recovery on reaction (!?) DONT bother with most crossups on jam, and also ALWAYS go low unless you're mixing up with dust, it's not worth getting parried/raped for
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Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
Also I'm just going to go through this page answering shit~ Turtling is basically playing like a turtle - safe and protected. It's a valid tactic in GG because negative penalty can be easily avoided by any player worth their salt. Turtling for example would be like a GG potemkin who was incredibly patient and didn't ever really try to make a serious offensive front. Instead, he plays defensively and punished mistakes and tried to IB-buster every chance he gets. It's all about maximizing damage off your opponents' mistakes. People tend to get turtling mixed up with conservative play. Conservative play being play where you play incredibly safe, yet still keep your momentum. Not many american players play in this way, but a lot of japanese do. If you watch jap videos you'll see, for example, the jam string 5k, 2p, dash 2s, dash 2s, 5k, 2p, dash ~ but it would end before too long (either in finally pushing the other character far away, or jam grabbing/landing a hit). This is conservative play on both fronts -- the other person knows that jams 2s/5k will cream whatever he does in the frametrap so he stays and blocks and the jam knows that the other player knows this so he keeps coming in, but the key to conservative play is never getting carried away. The jam will probably end his pressure before it becomes too obvious and predictable. Another important part of playing conservatively is poking safely and making damage come from your safe pokes (anime fags call this 'abare' becaause it's japanese for 'turning random shit into big damage'). Basically, conservative play is the opposite of your typical american sol player that mashes on VV during blocked strings for a lucky hit. It's easy to get this mixed up with turtling because it's a very slow way to play GG, and it can be pretty boring to watch. -
Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
Also I'm posting again to disagree with this. See, America is big. We can't afford to put arcade cabs everywhere, it'd be too expensive. So if GGSlash isn't arcade perfect, tough fucking luck. Because I can't play any other version and neither can tons of other players. PS2 CvS2 is an accepted version although it has minor changes from arcade because it's much more widely available. Who the fuck cares if we deviate a very small amount from arcade versions in favor of games that everyone can play? They're just videogames, I'd just be happy if more people played GG period, arcade perfect or not. No, I'm pretty sure that's what he was saying, but it goes a bit farther than that. Who cares if someone changes the music or stage to Kliff or Justice or plays occasionally with Korean voices? It's a game, and for casual matches it doesn't matter. If either player in a tournament actually cares about Korean voices/stages/colors then they can just say they want it changed and it'll get changed. -
Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
This kind of fighting game player rationale is something I just plain don't get. More people = more popular tournament = bigger scene = more money. It's cool that you think FPS's or whatever are skill-less braindead games and that fighting games are the second coming of christ, but do you really think that people are LOWER than you because they play Halo? -
Guilty Gear FAQ Thread - Ask your questions here!
zand replied to Kairi's topic in Guilty Gear General
You don't ahve to place in tournies to be knowledgable about GG! I have personally placed last place in tournies before! -
When you bait a VV, do it outside of command grab range. Meaty J.S vs sol is a great idea since you can land and block if he VV's and you time it right, and if he doesn't VV than you can mixup with lows/highs/throws afterwards~. PS this is doubly true against Ky where I find most of my damage comes from him fucking up.
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Option selecting throws, making noises (eg. ky 5h, jam 5S, jam 2d, sol j.D), and also doing things like changing velocity in the air (ex i-no j.d, may j.2h, faust j.2k)
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It's not a lot of work deleting 100+ posts, it's as simple as 1 -> copy-pasting to a new thread and deleting this one, or simply splitting this thread with the mod thread split option