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Everything posted by TheRealBobMan
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Eh... Justice can get more than one of the same missile on screen. That's the issue. Timing the next missile as fast as possible might only save a few frames if a player is skilled enough, and with nearly a second of cooldown after launching a missile if she doesn't FRC, I don't see it being a big deal. Maybe I'm just spoiled because I play I-No and have answers to nuke spam that other characters don't have. Baiken guaranteed counters during block-pause sounds scarier, but I have less information about what's happening there. My understanding is she can act while you're in the frozen state of hit/block pause where both characters normally can't move, and being able to do it reliably and frame perfect makes it dangerous. Though even then, some degree of prediction is required for those lvl 1 moves since they tend to start faster than you can react to. Using a slow non jump cancelable H (or any slow to start move during a block string) on Baiken* (edit originally said Justice like an idiot) is begging to get countered anyway. I'd like to elaborate more, but my work breaks are limited. I'll try to give a good post during my dinner break?
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1. Yes. I-No combos are sort of unique in that you learn strings of 2-3 hits, and then string those together into bigger combos. Because of this, each of those individual strings is still important, even if one might not link into another the same way anymore, and even if there are better options now. An example of a major difference would be that if you hit someone crouching with say j.S > c.S, and they're the type that wont get hit by HCL with their crouching hitbox, you might do 2H > Stroke(S) > 5K in AC, which probably wont work now because they'll get pushed out and staggered instead of floated by Stroke. In some cases you could still go into 2D > HCL > 6FRC6 > follow up, but when that fails you still have a reset off of the stagger, or could maybe 2S > HCL if they don't shake out. Otherwise, her combo routes are still there, though some are improved. The second airdash means you can do j.S > j.H > Pdive > dash j.H > Pdive > dash j.H > FFVCL/Kdive/Pdive depending on what you want. It also means she can maybe do character specific j.D > dj.H > Pdive > dash j.H > FFVCL stuff. 2. It might be timing, or maybe that's corner specific? I would think you can get that one. If not, try dropping the 2K and just do j.S > c.S > 6P > 5H > j.H. 3. If you're getting grabbed out of j.S/j.H, you're probably waiting too long to go into pressure or are doing them too high off the ground. You can also space yourself further away to reduce the risk of being thrown depending on the matchup (probably wont help vs Pot/Justice). Also, make sure you learn the timing to do j.H right after dash startup so you can immediately land into throw/low. If you're dashing in and falling, you're probably giving them too much time to react. Then work on mixing in 2P > tick throw, 2P > 2S, and 2P > 2H. I'd go into detail on using them but my work break is over. *Edit* Ok, I got 5 more minutes. I'll elaborate on #3. So, if you do j.S or j.H such that they connect and then you walk forward throw, you're telegraphing really hard. You can get away with this, but more often than not you'll let them throw you because it's really easy for them to just tap H to keep you honest while they're holding 4 from blocking high. You need to go into pressure more often and rarely use this setup for throw in order to get this throw more consistent. If you cancel your dash into j.H such that it whiffs and you immediately land, it's a very strong mixup. You leave yourself somewhat open, but if you've appropriately scared them into blocking, you've got 2K/2S for lows, 2P > tickthrow/frametrap, straight up tick-throw (for the reason I mentioned above, don't do this too much), block (baiting DPs), or even something silly like VCL (bait throw, can cross up if done right!) or Fortissimo. Can also go into another dash to catch a backdash during recovery or go into j.K overhead. Now, if you go for 2P out of this and they block, you have some options. You want to 2P into tick throw, and they'll either try to just throw you, jump, dp, or poke out. If they try to DP/jump/throw, odds are they're not holding downback, so 2S works. There is no frame gap for this unless they IB the 2P, so the DP or backdash wont go active if they try it, they wont jump (holding up means not blocking low), and even if they do go for the throw after an IB, that means they're not holding downback (have to hold strictly 4 or 6 to throw) so if they mistime the frame-perfect throw, you hit them low. 2H leaves a 1-frame gap even when 2P isn't IB'd, so that's better for catching people depending on how they try to get out. If you think they'll poke out with anything not a DP or frame-perfect throw attempt you'll CH into big damage for no meter (2S does big damage but requires meter in most cases), and if they simply block, you're like +6 and can go into more stuff. If they backdash odds are you'll recover in time to not be disadvantaged. If they jump they get hit.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
TheRealBobMan replied to Tong's topic in Zepp Museum
Damn, 2rio called dibs on that color? : ( -
Guilty Gear FAQ Thread - Ask your questions here!
TheRealBobMan replied to Kairi's topic in Guilty Gear General
Well, if you're pretty new, go ahead an learn puffball loops since they're easy anyway, but your time will be well spent on learning the system mechanics and playing around with and against everyone. Learning your moves and how they work, as well as your movement, and learning what other characters can do, will be more beneficial than memorizing a combo that's sub-optimal in the next version, or trying to learn to do combos that don't work in the current version. Puffball loop is simple enough that it shouldn't really be a hindrance to learn it and then have to learn something else later, but don't put your focus into it. Focus on learning your neutral game, how the guard bar and meter gain mechanics work, etc. -
Wait wait wait... I heard this was a single player action game, and envisioned a SC themed beat-em-up that wished it was as cool as God Hand. It looks like it's just SC 5 but without multiplayer, and with microtransactions. ...? Is there something I'm missing? I remember them saying in an interview that they wanted to appeal to the people that liked the story but didn't like the competition. But then... this just makes me think of OP single player fighting game bosses.
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Guilty Gear FAQ Thread - Ask your questions here!
TheRealBobMan replied to Kairi's topic in Guilty Gear General
Look up what effects the dusts have. Faust's has startup invincibility so you can cheese through some moves with it, May and Slayer can feint theirs (May can make her's hit low and Slayer can feint his and go into low/throw/whatever), Testament's sort of low-profiles and has an FRC, Justice's low profiles, Millia's low profiles (though she has better overhead options), Eddie and Zappa go over lows, Chipp's has lots of range and is +1 on block, DI Sol's is fast, etc. I wouldn't use Chipp's dust the same way I'd use Faust's or May's or I-No's. It's a more useful way of looking at them than trying to rank how good they are. Some of them aren't that great despite what they can do, but they still have at least a situational use in most cases. Even Millia can make use of her 5D by low profiling something, yet hitting overhead when they would blow low on instinct after seeing her duck under something. -
Is it really that big of a deal for Justice? She still has nearly a second of cooldown on her nukes unless you FRC, which costs meter so it's restricted. Maybe I'm spoiled since I can HCL her in the face if she gets too nuke happy and doesn't use 6P once in a while to dodge it, but I would think most characters have a way to deal with it. I mean, her regular nuke spam is annoying and hard to deal with, but I wouldn't expect that having more than one of the same nuke out would be as bad as Baiken doing a counter while you're frozen in hit-pause and unable to move. And even that would require prediction to really do well, though it's way easier with this bug than without it. Yeah, I remember a guy in the Smash community who decided to get that planking crap banned by doing it until players realized how stupid it was. It kinda worked, though they had to come up with a sort of silly compromise to enforce it. Letting go of the ledge and regrabbing it before the invincibility from touching it goes away is somewhat ok because how can you draw the line at when you're doing it for positioning or for staling? So you can do it up to X times in a match without getting DQ'd (which is fucking dumb, but whatever, play Melee instead of Brawl). Gotta respect the level of stubbornness that guy had though. I think most players are scared to even use Dimensional Cape because they don't want to get accused of using the glitch that extends how long you're invincible since it's banned for enabling stalling. Actually, I have a question. If you hold down a macro button, does it count as holding both buttons down, or only register negative edge inputs? If I hold back while holding a button mapped to P+K, will I faultless? I'd check but I need to do some stuff before I go to bed.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
HCL looks ****ing awesome. I-No's breasts are rounder, especially near the top, and her butt is bigger too. Damn, it looks like she even has tiny slits in the sides of her dress now to show off more leg, which I didn't even think was possible. I hope they'll tone down the feedback noise that's on 1/2 of her moves. Also, instead of her hand blurring, it looks like they're actually going to show her hitting the string when she plays notes during her attacks, which would be pretty cool. Now I want Axl's tie as much as I want Slayer's tie. Damn that giant zipper is cool. -
Guilty Gear Vastedge XT concept illustrations and story line thread
TheRealBobMan replied to Tenj|n's topic in Zepp Museum
I only watched about 5 minutes before jumping around looking to see if anything cool happened, but I didn't see a single dustloop or RC in there. The **** Arcsys? Why isn't there a VV > RC > Respect that happens when you get all 7s or some ****? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Hah, that reminded me that there were typos on the box when CT shipped. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Nah, while I don't use Twitter I've heard that they're getting bombarded with plenty of "when's our +R?!". There's no way they forgot. Also, ArcSys is localizing Chaos Code or something like that right? I was linked a twitter post where the devs for that tried to contact ArcSys and they didn't seem to know who those people were, so they definitely need to pay more attention. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Yeah, I would assume they'd have a digital version (even if they do a physical release) since they're so profitable. If that's the case, since it's so easy to make a JP PSN account (most of us already have one), I'd buy it digitally, and then get a physical release when it comes out in the US however long later. -
I figured it'd be worth it to trade damage for Pdive knockdown off of prorated moves in the matchups where Hdive loops work since you could do those for meter gain anyway. Not being able to corner push from anywhere with FBdive and still build meter with the combo hampers that idea, but it makes sense that Force Breaks prorate meter gain. Maybe if AC FBdive was better I'd have noticed sooner, heh. It wont be useful that often, but near the start of a match when you have no meter, you could do a combo that builds 50%, spend 25% on 10hit note oki and the remaining 25% on the resulting combo if your mixup works (which it should if they have to block 10 hits since that's enough time to run 1-2 mixups before going into a block string into another mixup), leading to massive damage. In that somewhat rare context it'll be worth it, since off of landing a poke and then succeeding at oki one time, they'll be nearly dead. I know you can get up to 3 reps of Hdive loop on some characters (RoboKy and I think Testament both work), so that would be the ideal situation if you could build nearly full meter and still get Pdive knockdown. *Edit* Wanted to point out that CH 2H will combo into Stroke(H). As far as I know it should have been able to do that before, but it's actually useful now that Stroke(H) launches (and sets up Pdive which gives us meterless corner push and big damage). 2P > 2H is a nice frame trap that might score you that CH... the only problem is that there isn't really enough time to confirm whether or not you got the CH before you go for the Stroke(H), so it's probably best to use when you have 25% so you can FRC into a mixup if 2H gets blocked. Also combos out of 5H on CH.
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So, I was messing around trying to figure out stuff I could do with FBdive, and managed to get knockdown on Axl with Pdive in the corner. I'm pretty sure this would be possible on other characters out of other setups (I know I've seen Koichi do that sort of thing in old Slash videos since you'd get 5 hits off note and back then notes built GB). Now that we have FB note to build GB with, this sort of knockdown+oki is going to be really beneficial to our damage output. Anyone have any combo routes that emphasize this sort of knockdown without sacrificing too much damage or meter gain? I could see it being most useful after a 2K > 6P, f.S , or airthrow starter since damage output would be low anyway, encouraging meter gain combos instead of raw damage. I was looking for options to TK FBdive out of 2K > 6P starters to see if the damage was good enough, since the corner push is better than HCL FRC airdash out of that, and AFAIK there's no proration on meter gain with force breaks meaning Pdive loop after the corner push will give back a decent chunk of what's spent in the first place. I was simply doing 2K > 6P > 5H > FBdive(5) > dash > land c.S > j.S > j.H > delay Pdive > dash j.H > delay Pdive. At this point, if my timing for the whole combo was perfect, I could knock Axl down and wind up at 1/2 to 2/3 screen, which is perfect range for nearly max-hit FBnote. My optimization goals are to get more dives in for meter gain, though I'd also like help in figuring out how to do this to other characters if applicable at all. Can I get some help? Anyone already have anything figured out? *Edit* Getting 10-hit notes for oki at this range. *Further edit* Messing around on Pot yielded this result: In corner, 2K > 6P > 5H > Hdive(2) > c.S > j.S > j.H > Pdive > dash j.H > Pdive > dash j.H > Pdive. 118 damage From negative warning and 0 meter, builds 25% to use on 10-hit FBnote. With racing pulse, builds over 50% tension to spend on oki + resulting combo. Expect to build some amount from 25-50% if you haven't done any FRCs in the last 2 seconds. However, I'm also noticing that Force Breaks do prorate meter gain. I'm going to edit this into the wiki, as that's sort of important. I mean, I've looked around and never seen any info on it, even in the old system data we had before the wiki, and no one has ever corrected me on this. If a bunch of people start saying it's "common knowledge", I'm going to hit someone with a guitar.
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We need a comic showing what happens when Dark Angel collides with Bishop Runout.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I'm pretty sure she's considered low-tier for AC+ (not that tiers matter). She only has something like 4 good matchups. May vs I-No is one of the worst matchups in the game, though this is GG so it's still doable. I-No's biggest weakness is probably her hitboxes. She's not the kind of character that can throw out moves willy-nilly and have them beat other moves. Her moves are good at what they do, but they have specific uses. She should definitely be stronger in +R, though it's still early to say anything concrete. A second airdash does a lot for her game, FBnote and FBdive are amazing moves that are probably among the best force breaks in the game, her max damage output is still around 50% for little meter if she has the right set up (not counting guard bar, which she's even better at building in +R). I think I remember reading somewhere here that Koichi thought she would wind up high-tier in +R. Chemical Love FRC isn't really anything that makes her amazing. It's more like a minimum requirement to not sucking. CL does 45 damage, so doing HCL FRC airdash not only gives corner push (which leads to high damage with dive loops), but lets her go into fastfall VCL (another 45 damage). It's close to her optimum damage output to string chemical loves if you have meter, but it also sets up corner combos that don't require additional meter. And 5K > HCL > FRC Airdash gives her options out of way more pokes and set ups. Though in +R, you could maybe substitute FBdive for the corner push in some places. Less damage overall, but it's easier to do provided you're in range to TK it out of a jump cancelable normal. It's also pretty great to TK to go ground to air against moves, and out of j.P air-to-air exchanges. -
Guilty Gear Vastedge XT concept illustrations and story line thread
TheRealBobMan replied to Tenj|n's topic in Zepp Museum
I'm more interested in what his underwear says. "Go PHF" ? I'm probably reading it wrong, but does that have any special meaning? Maybe it's a clothing brand like Riot, but maybe it's some hilarious reference to something. I mean, it's on Zappa's underwear. How could they not put a joke there? -
Guilty Gear Vastedge XT concept illustrations and story line thread
TheRealBobMan replied to Tenj|n's topic in Zepp Museum
They probably morph. Doesn't her tail bow morph away when she uses 6H? What's the queen Dizzy design? I haven't seen that before. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
What if there are no FRCs but they give her DCL. "Diagonal Chemical Love" Ah man, today is a good day. -
Nice music in the second vid you linked. Wow, I didn't know Ky could actually do damage. WTF at the last minute of the first link. Nice. Thanks for posting!
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[AC+] PSN Match Finder/GG Thread
TheRealBobMan replied to Kurushii's topic in Guilty Gear Online Play
GGs pignuttz. Rock on. -
I'm on a break at work so I'm limited with time. I'll comment on the first video since Sol is the matchup I'm most comfortable with, but I'd have to look into the other videos later. Out of the gate: You keep using 6H. There's a time and place for it, but at the start of a match is pretty risky, especially vs Sol. What you want to do when thinking about the start of a round is look at it like... what are strong options for them, and what beats that? For example, Sol's f.S beats just about every poke I-No does out of the gate. For this reason, it's a very strong defensive option on his end, since I-No pretty much needs to block (instant block if you can). You can easily deal with it by blocking, but that doesn't get Sol anything other than pressure. So he'll take a risk at times on stuff like 5H, VV, Grand Viper, 6P, etc. Again, if Sol uses VV you beat it by blocking. His interest in using it is if he thinks you'll jump, like using a TK dive (which can be a solid option on I-No's end). If the second hit of VV is a counter hit, it's untechable, meaning he's going to go into a burst-bait version of sidewinder loop that'll do 50% and end in knockdown, and reset you if you burst at the wrong time. This is a solid action on his part, but only if he expects a jump. It still ends in knockdown if you just try to poke him, but he doesn't get as good of a reward, so this is pretty high-risk unless you always poke out. f.S and 2S are better for this since I-No really needs to block those, and if you're conditioned to block, it's high risk for him to VV anyway. If Sol uses any move slower than frame 9, you can poke with 2S > HCL to do some damage and knock him down. This is a solid opener in many matchups because of the range, but there's risk involved. If they're crouch blocking at that range, HCL is going to whiff. Most characters can't really punish it if they committed to crouch blocking, which is good, but some can deal with it. In this case, Grand Viper should beat it clean. It'll dodge 2S out of the gate, and he can punish the HCL if he crouch blocks 2S. However, random GV at the start loses to stuff like 5H, VCL, jump > dive, so it's really high risk to open with. It's safer for him to poke with 5H to fish for a CH and confirm into GV, but you can CH his 5H with 2P, which is a relatively safe opener that really only gets punished by f.S and 2S. At this point, it's worth mentioning that you can jump > dive at the start. It'll beat several options and lead into a short combo whereas 2S > HCL will just knock down, but it's risky in this matchup. Anyway, my lunch is over and I haven't even gotten started on the analysis. But start there. 6H is good if you think someone is going to jump in on you, but that's unlikely to happen. It's our high-risk option to punish a jump in at the start, the same way GV is Sol's high-risk option to punish not blocking low at the start. Many things beat it, but you can do a lot of damage and get corner push if it happens to be the right move and score a CH, which it frequently wont be. *Edit Update* Ok, so think of match openers like this: Jump > Dive is effective against GV (react to GV starting, you wont beat it, but you'll dodge it), 6P, 2D, Gunflame, dash in Wild Throw Loses to VV, Dash in 5K or airthrow, jump-in anything Once you start thinking about what your opener is good against, you can gauge which ones to use. Next up... you sometimes use notes when you're too close. Sometimes you can note right in their face when it's unexpected like that, but for the most part Sol has tons of options to punish this. He can VV through it, hit you with 5K before it starts (his 5K is super fast!), GV on reaction will most likely dodge and hit you if you don't FRC to block, 2D > Gunflame FRC > 60% combo, 6P through it > intentionally whiff 2S > 2H off of the wallbounce into 50% combo, etc. Note has quite a bit of recovery time, even when TK'd, so you want to find the right distance to try to put one out when you haven't knocked them down. Usually you want to be at or further than 1/2 screen in this matchup since Sol has several options to get to you quick. In case you didn't already know, tapping up and down will make the note rise/fall faster than holding the directions. This is extremely useful for feinting one direction. Make it look like you're going to shoot it upward by quickly tapping up twice right as you do it, then drop it by mashing down as you're landing, or vice versa. It'll stay in the middle of the screen as it changes direction, making it hard to guess which way it's going to go, though sometimes you may want to just shoot it along the ground or in the sky to cover the area and bait them to approach from wherever you'll have the advantage. When spaced properly Sdive is hard to punish, but it's not exactly safe on block when it connects high or up close. If you use that overhead or try to dive to punish a move and they block, you can poke out with something to be unexpected, but for the most part you're at a disadvantage and need to block. Kdive has less recovery time so it's actually + on block when done low enough and spaced properly, and can also be used to bait punishes for Sdive because you wont actually dive close enough for their punish to hit you. If Sol ever does a block string with gunflame and doesn't FRC, you get to jump > Sdive at him for free. Confirm 5K (or 5P > 5K) off of the counter hit and go into HCL > Airdash > corner push and damage. Just be careful. If he commits to pressure off of the FRC on autopilot you'll probably safely dive out of the way or possibly still even hit him, but he can punish you after you commit to diving if expects it, and Sol can also throw in Gunflame feints to screw with you and punish your dives. Sol is pretty much doing it wrong if he doesn't use Gunflame feint once in a while to keep you honest though, so dive at him for free till he learns. Sdive and Kdive are actually great at beating some 6P anti-airs because they'll connect with the other guy's legs. Learn the distance you can use 2D from and still have it connect. You whiff it several times on hit and block, which is unfortunate. If you do 2H on block, you're probably better off letting your block string end there since it's +6. 2D has less range than 2S, and 2H will push them out quite far, so you might whiff your 2D and not get knockdown. Either go into it earlier, or when it applies to the matchup, go into HCL to combo for knockdown (that'll whiff on some people though). Getting the knockdown is always better than dropping something, so take what you can get early on until you're used to this. You're I-No. One good knockdown leads to an ass kicking. You're making one major mistake that I didn't correct until recently. When you dash in, you're always doing overheads. Maybe not even intentionally, but because that's what you have to do out of a HD at that range. During the start up of your dash, if you press a button to do a normal at the right time, you'll start that normal really early. It feels like there's this tiny window where it'll work, and then if you do it later the input will drop unless you wait a minimum amount of time. What you need to do is practice timing j.H in that start-up window so you can feint moving forward and immediately land with j.H. This will let you do really strong high/low mixup by doing immediate j.K for the overhead or j.H > 2K for a low at unreactable speed. It will also let you land and start your dash from a different position. This will give you better spacing control since you'll be able to be where you want more consistently. You might get them to block a note at mid screen and then dash in, but from that distance you really only have overheads as an option since regular landing is too slow and j.H is going to connect, which they can totally block high on reaction. If you land prematurely this way and start a new dash, they might think you're going for 2S (which you should do sometimes anyway!) and block low, giving you free j.S as you get in, or if you know they're paying attention, go for the aforementioned j.K/2K mixup after your second dash. If you control it really well you can feint j.H at point blank such that it looks like they're going to have to block high, and while they're figuring out how to block, you've landed and thrown. Make absolute sure you learn the timing to do aerials on dash start up. Going into immediate j.H to land and block is extremely useful for baiting supers and DPs, which is highly important in this matchup. Simply dashing and falling out of it is too slow. Careful with backdashing in this matchup. While it's useful, Sol can bait it by doing dash in 5K, it wont dodge gunflame, GV catches it most of the time, and FBfafnir baits jump outs and backdashes really well. You'll get punished for running away predictably in this matchup. A lot of the time, you were getting hit while jumping out or trying to retreat so that you wouldn't get hit. You can't be afraid to block until Sol gets pushed out. His mixup is pretty weak, so as long as you're prepared for his command throw, there's little to worry about. Just FD to push him out (don't waste all your meter though), and learn where you can poke or jump out. Don't spend too long trying to run to a safe distance. It can really be enough to just get a 2K in and go into 2S > 2D. Once you score that knockdown you're golden. F.S is good in this matchup when spaced properly. Don't do it too close since he can 2D or GV under it. Otherwise, it can punish him for jumping in or IADing in carelessly, and it controls space well. Even if you don't confirm off of a CH f.S, you'll get untechable knockdown, which is what you want. Don't spam it like an idiot, but please do use it from like 2/3 screen distance. As you get a lot of experience against Sol's, you'll be able to tell when Sidewinder wont Clean Hit. This will prevent you from wasting a bust (like that last one). Also, Sol can do Wild Throw > IAD Sidewinder as a burst bait. It'll clean hit, or go past your burst if you do it there. Set ups for clean hit Sidewinder off of j.S and j.D can also be burst baits since they're jump cancelable, so watch out. Uh... I guess that's a start? I'll look at the other matchups as I find time, probably tomorrow at lunch. I might even revise or add more to this post as I think of things or rewatch the match.
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Guilty Bits video series- Official thread
TheRealBobMan replied to tataki's topic in Guilty Gear General
Bridget's mobility move, rolling eido/edo/e-dough/eddidas/whatever didn't have its input change from the Roger Hug input of 623H. You might want to fix that. It's not hugely important since anyone can look it up and find the input for the move, but that could be confusing to new players all the same. *Edit* Nevermind, it changes, just a little later than usual.