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Everything posted by TheRealBobMan
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Added some edits now that I'm getting better. Marked with asterisks*. I can't combo for crap, and Sol's hitbox makes it worse. Specifically trying to land a Pdive during a combo after combing to Sdive > relaunch. It always drops there. A lot of what I go for just doesn't connect. *This is a pain in the ass and requires c.S releaunch > sj.S instead of j.S. I still can't get that to work consistently - either a regular jump comes out, or I drop the combo out of the super jump. Anyway, the majority of my practice is against my friend's Sol and he's pretty damn good at this point. Things I've learned: j.H beats me when I go for the air-throw a lot. This is sort of frustrating, but if I j.4H and err on the side of throwing early (since I have the range for it), I wind up blocking. This is good because of IB the 2nd hit > grounded throw. If Sol ever comes in with j.H, IB both hits if you can, and if not, at least the 2nd hit to try for a throw. You wont get if it he's low to the ground, but if the j.H connects on your block high (either you jump into it or he's too high while you're standing), you'll get the throw. *Don't forget to air-to-air with j.P sometimes. 90% of the time if I try to airthrow Bandit Bringer, it whiffs and I miss the throw. A lot of the time I'll STBT(H) 6FRC6 > airthrow attempt, and even though they jump out and it looks like I should be in range, I whiff. Can I option select this with say j.6SH so I get a j.S if they don't go airborne, meaning I can do that safely and not have to risk trying a throw on reaction (which gets me VV'd)? That might help, since I'm currently going for either or. *Edit - **** it, just Slashback this move since it's hugely telegraphed and punish hard. Watch out for Sol RCing it to punish your SB. I still get a ton of air-throws, but I'm having trouble comboing out of them. On CH it causes a very close wall bounce that lets you 5H > combo right? Otherwise, in the corner, I have to time a 2P > 5P > combo, and that's still hard for me. *As mentioned in other places (maybe in later posts here?), 2K > c.S is good. About 70% of the time I want c.S, I get f.S, and it pisses me off, but whatever. Most people selective tech at this point and wont try to get out because I'll air-throw again. If both of your 2D's come out, his wins. If you 2K first, you'll beat it. If both of you 6P, you win at full range (connecting with the end of the guitar), he wins up close. f.S makes for really fun VV / Tyrant Rave bait at its max range. Just don't get GV'd or 2D'd. *Since it's laggy, it's really not recommended as a poke in this matchup since Sol has so much to go under it. Depending on timing, VV usually beats Longing Desperation, but can lose to it. GV beats it clean by going under it. VV also beats Ultimate Fortissimo. I've had it freeze-frame near the height of the S version and still lose. GV will not go under it, so you'll land into GV and eat a 50% combo. *Be very careful with supers, but don't be afraid to use them. Fafnir can be thrown for 4 frames before it goes active. Sol can use it on oki to beat wakeup throws, but you can still beat it. Watch out for Fafnir overall - it'll tag you when you dash in, it'll tag your backdash, it normally beats your throws, *it'll hit you if you try to jump out, and it'll beat some of your moves. Go under it with STBT(S) or 2K. *Sol needs to throw this out late to punish throw attempts, so if that's what he's doing, it helps VCL reversal. Blocking a GV cranks your guard bar while doing decent chip, so if you have meter to spare, FD some of it (be aware of his meter though!). You don't want to FD the last hit (or last few) since you'll push him out of range of a punish. Sol generally doesn't want to risk it without meter or Burst. If he has the meter for it, the cancel points are near startup (around hit 3), near the end (around hit 6 or 7), and on the last hit. Sol might: GV AGAIN (lol) Dash in Wild Throw Dash in > whatever pressure Stand there a second If you have burst and want to burst out of GV so you don't eat 50% damage, time it to deal with his RC so you don't waste it. Worst feeling is getting GV'd, going for burst, he RCs > blocks > GV > 50% combo anyway. *He has to commit to his RC early because of the way GV works (each hit overrides the last, so he has to stop mashing and RC on one of the hits - makes it hard to just watch your burst meter and RC on reaction every time), so he has to do this somewhat on prediction. Burst well and you'll even having him baiting bursts that you're not using, getting you out of combos for free. I suggest trying to learn to Slashback the last hit. I don't know of anything that beats his 2S out of the gate. Just IB it when you expect it. If he ever uses bandit revolver, it's -4 on block, so that's a free grab. More importantly, it has a gap between hits where you're not in block-stun. I used to abuse that with 6P > 6H with Chipp and I assume I-No's 6P will go through it too (my friend has stopped overusing it though, and now on reaction the most I usually go for is IB the landing hit > throw since it's safe and guaranteed). If you want to be really flashy, IB the hit before that gap and go for an airthrow. It's frame perfect and doesn't lead to a high damage combo like 6P would, but it's damn sexy. I'm still trying to pull this off on occasion. Or you can slashback and go for it... even sexier. : ) *Sol can still get away with using this to move in closer since blocking the last hit meaty at max range will leave him safe, but you can SB this no problem. This also works for him trying to keep you from jumping out of pressure since you have to FD, and it'll give him free oki if you don't. Being airborne and FDing when he does this makes it really + on block for him, so you'll be forced to sit through another pressure string and mixup. However, if he EVER uses this in a way that is not the way I just described, you get to throw him for free. Oki and win the match off of it. As far as I know, GV beats everything except getting the **** out of the way or blocking (into some silly mixup when he RCs it). I think I've had 5H spaced at mid distance beat it on one occasion (I should test the range thoroughly since 5H is lower body invincible). *Decently spaced 5H beats it. I've been clipped by VV going for 5D when I think I'm far enough away to be safe. That sort of sucks. If you expect Wild Throw, just 2K it or maybe backdash. Too many of his moves will beat your moves if you try to beat it with anything else. You can go for the 1-frame jump out, but even in the scenario where he commits the throw and whiffs, he's probably in a favorable position under you. *If you expect a low or wild throw, VCl beats both. 2K is generally good to use here because it's safer if he does something unexpected, but if you want a low/throw option select, use VCL. I'm starting to use 5K and it's useful as a poke (nice range and starts up pretty quick), but since I can't combo out of the ****ing thing, it doesn't help me much. Maybe it's really good in this matchup and I don't know it? *It's helpful. I'm just now starting to be able to 5K > HCL > 6frc6 > combo. Please correct me if I'm wrong on anything.
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When you do certain links in combos, like if you were to catch someone with 5P > j.P, would you option select j.H for an airthrow, meaning your input would be something like 5P > j.6PH, to try and catch them if you drop the combo and they tech, or to catch a burst? Or if say you get your 6P anti air > c.S > j.S, would you do 6P > c.S > j.6SH > j.H > HCL > whatever? Does this screw things up intput wise, or is the risk of screwing things up not worth the chance to catch someone? I mean, if you get the 6P anti air and they have burst, they might want to use it, and while you could probably watch the burst meter during the c.S follow up, when you have to commit to a j.S you might not have enough time to react, so can you option select that way? The game goes with the "lower" move in sequence when you go for a throw in the air after detecting if a throw is possible, just like on the ground right? Actually, what's her best input to pair with a ground throw? 6P can be a decent standard one since the upper bod invincibility helps it beat moves, but it's a little slow to recover. Maybe 6KH since if you miss the throw but get the hit, you can HCL > follow up, or on block you can get pressure with the same input? 4H might work if you expect a back jump since that 5H hitbox comes from above... so what you you guys use? Matchup dependent?
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Thanks for that. I am practicing 5K > HCL, but I mix up what I'm doing to get practice at a little of everything as I go. I mostly started with 6FRC6 out of a throw to make 6FRC6 out of HCL/VCL easier. Now I do mix throw FRCs in while I practice, but I'm still working on 6FRC6 out of HCL/VCL in different setups (either the aircombo > HCL > 6FRC6 > c.S > VCL > whatever, or just 5K HCL). 5K > HCL > 6FRC6 is really important for giving me ways to do damage, but I still want to at least know how to do VCL extend or whatever for when I actually get an opportunity to do damage out of something else. Even if I'm not winning matches with it, I should probably drop that into my practice cycle. I can focus on one technique and still try to mess with a 2nd or 3rd for variety between 10 reps of another technique right? I mean, if my dummy is knocked away from the corner when I'm doing a corner combo, I StBT FRC throw FRC to get him/her back into the corner for fun, and it's still practice for consistency. I'm guessing that HCL in combos has to be gatling'd immediately out of normals for it to link, and otherwise wont work? I drop a lot of combos vs characters like Zappa/Baiken because they're so low to the ground and they seem to recoil back when hit, so the HCL goes over their heads. But yeah, definitely working on that 5K > HCL > 6FRC6 a lot. It's going to be nice when I can punish VV with something other than dash in > throw, or combo out of StBT(H), or get random 5K pokes into damage. I actually went to the arcade and oki'd with 66956 VCL a few times today. Yay. : )
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Having a really hard time learning VCL extend. I've gotten the 66956 VCL to work a few times, so now I know how to practice that, but I still need to learn to do it out of c.S so I can actually combo with it. I can't manage to make it work even once after 30 minutes of mashing out inputs with variations just to see how it's supposed to work. So, am I timing this wrong? I have my input window thing on at all times in training mode since I'm learning stick and I'm trying to be as deliberate as possible, so I know I'm doing the 6321466S input correctly most of the time. The problem is that when my input goes in correctly, all I get is a dash. If I delay the S, I get j.S out of that dash. I do it faster and I get no input besides the dash. Where am I ****ing up here? VCL Extend can be done from a standstill right? Or do I have to c.S > VCL Extend for it to work?
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Thanks for the quick response. I'm forming a habit of riding the gate because I got one of those shitty Tatsunoko sticks (I have the Wii verison of AC, shoot me now) and the engage distance is right up against the gate. If I'm not riding the gate I'm not getting inputs. I'm thinking more and more about swapping in a Sanwa stick, but I really only got this one to practice while I save up to build my own stick (it was brand new for like $30). I'll mess around with VCL and try to learn how to fastfall it. Thanks. What is this "tittie cup grip"? Does it feel as good as it sounds? : )
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Sorry to newb up the place, but I have some questions. 1. I've tried the opening to this combo on Sol and I can't get it to link the StBT(S) out of 2H: 8. (corner, ...) 5S©, 2HS, 41236S, 5K JC j.S, j.HS, 236S, 5S© JC j.S, j.HS, 236K (213) Am I doing it wrong or something? I've tried varying the timing I input the StBT(S) but I just can't get it to link here, whereas I know I've managed to combo into StBT(S) before while messing around. Maybe that was on other characters though... I can't remember. 2. Whenever I try to do combo > VCL > c.S > combo, I can't make anything come out after the VCL till after my tackling dummy hits the ground. It's not even like I barely miss the link - there's such a huge gap, even when I do the VCL with my target pretty high above me, I can't get anything to come out until way late. Is there some sort of momentum trick to get her to hit the ground faster or something? Like if I were practicing something really simple like 6P > 5H > j.S > j.H > HCL > 6FRC6 > j.S > VCL, or corner throw > 6FRC6 > j.S > jc > j.S > j.H >VCL, I can't make the follow up work. 3. Any execution tips for HCL? I'm also trying to learn stick as I'm learning I-No and I think I'm more consistent with the HCL 6FRC6 > follow up than I am at getting HCL to come out. -_-; When I get HCL to come out I can get the 6FRC6 maybe 40% of the time, but I can't get HCL or VCL to come out more than 30% of the time I do the input (in the example above where I do the HCL airborne after the 6P launch > combo, I get the HCL 6FRC6 to work about 80% of the time now when I don't flub the HCL). Actually, I get notes close to 80% of the time I try to use Longing Desperation, and that's really frustrating since I ride these damn square gates intentionally but still notice I'm dropping the 1 input a lot of the time in the 632146. How I manage to get notes without the 1 in 214 is baffling in it's own way. I'm using a modified wineglass grip where I hold the shaft between my pinkie and ring finger and cup the rest of my hand around the tip, so you have a reference. Doing everything facing right is generally easier except for IAD - that's much easier facing left and I still flub it facing right. Any other variation of this grip is too uncomfortable. Also, for reference, I've had my stick a little over a month, and have been playing I-No about a month (which really means I've had like 6 or 7 practice sessions). Also, I know this is off topic for the thread, but anyone have any fun mixups or shenanigans to use out of StBT(H) FRCs? I like to 4FRC4 those sometimes to bait uppercuts or supers and try to punish, except that I can't punish anything yet since I can't get 5K > HCL > 6FRC6 to work.
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Part of it might be the distance at which you're going for the IAD. Generally, if you land a Gamma blade on someone, you can dash in 2S > 5H > IAD > j.P > j.D > Alpha. So if you want to practice, you can practice that loop, which should make you more consistent everywhere with IAD combos. The thing is, you start to realize how close you need to be with the 2S > 5H to make it work. If you're landing that 2D at close to max range into the 236S > 5H, you might be at such a distance that you really need to be frame perfect to get it to link. I still **** this one up, but that's because I don't get much tech skill practice. I actually just got a stick, so now I'm having to get used to that, but I'm pretty consistent overall when I manage to get IADs to work. Part of it is getting used to the timing for when you start the IAD (getting it to start as fast as possible, getting the AD to actually start as fast as possible, aka, making it an IAD), and the biggest thing for me is not dropping the blasted j.P input. I swear, I get grabbed out of this all the time because my j.P drops and they neutral tech and throw before my j.D can connect. I looked it up once and there's a window of several frames when you account for the amount of stun out of the 5H leading into an IAD and the j.P startup, and that would be taken up by the time it takes to get over to them. There's a window, but it's not that big. If you're too far away it just makes it harder.
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You should check these out: http://www.youtube.com/watch?v=Fm2PeMEQic0 http://www.youtube.com/watch?v=1HH2KlpY7e8 http://www.youtube.com/watch?v=klnfOa-waMo http://www.youtube.com/watch?v=T4f8Gi1FZFY IMO, one of the first matchups you should practice is vs Potemkin. He has a low "skill tax" (aka, the difficulty in using him doesn't really come from technical crap and committing a bunch of hard button sequences to muscle memory), so he's among the characters that newer players will pick up. He has a lot of traps that you should learn to get around so that you don't lose to players who really don't know what they're doing, but know to use Giganter oki > Slidehead > combo > knockdown > repeat traps. I didn't even realize until the other day that his 6H has enough stun to guarantee a Slidehead uness you IB it (so if you see Potemkin do that move where he punches almost full screen with both fists, you definitely don't want to get hit, but blocking let's him get a free knockdown anyway that he can combo out of if he can get in range). Learn to deal with this stuff as early as possible so you don't get frustrated later on. I'm playing a lot of Chipp right now and he's pretty good. He just demands that you can get some FRCs down, and you have to adopt the "don't get hit" mentality. If you get hit, you lose. You're fast enough to bait/punish, and you can lock people down well, so it shouldn't be an issue if you can get in the other guy's head. Right now I tend to go less than even with a practicing buddy's Sol (and it's supposed to be my advantage I think?), but I get perfects on him once in a while. That's just how Chipp works I guess. I would think that Jam is easier than Chipp, and that you'll probably do well picking up Slayer. Just don't make the mistake of thinking you know what you're doing after you learn a few 50+% combos. It seems like a lot of people that come off of Street Fighter will pick up Slayer and do that, but that's probably just the people I see. : ) Look over the framerate data as you learn the game. Just about every move has some legitimate use as a poke in some matchup because of the gatling system. That's a really broad generalization, but you need to know that you're not just going to be using the same 3 pokes all the time with whichever character you play. By convention your 6P (forward punch) should be upper body invincible as an anti-air, and your Dust is an overhead, no matter who you play as. Some characters have throw invincible moves, or moves that dodge lows. May's 5K does both, lol. Chipp's 6K is tecnically throw invnicible because he goes airborne, so he can dodge lows with it as well as throw attempts. You should look over the frame data as you learn so you'll remember these effects.
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There's a Bridget player at the tournaments I go to, so it'd help out if we can get some discussion in here. Uh... last I played him (haven't been able to go to the tournaments much recently), I got my ass handed to me for being unprepared and not knowing what moves do what (not knowing what his 6P looks like, not knowing he had an invincible-on-startup move, etc). Also, he seemed to be setting his yoyo at the exact moment I'd K-teleport, causing me to get grabbed the 2 times I did it, which got on my nerves (figured he got lucky the first time, but when it happened a 2nd time I just stopped doing it). What do I want to be doing in this matchup besides RTSD?
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Thanks for that. j.S is actually 1 frame slower on startup than j.HS (frame 9 and 8 respectively), so I'm going to assume it's around 10 frames. With 13 frames of block stun and 5 frames landing recovery, it looks like it shouldn't be completely safe... huh. *Edit* I must have been out of it when I posted that. Since the j.D starts on frame 6, you'd have around 4 frames before you hit the ground, and then 5 of landing recovery. It should be safe by just a few frames... c.S or 5P out of it should actually link the block stun safely, and you should be able to make up some frame traps if you felt like it. Also, I just noticed that the gatling chart seems to have a mistake. You can 2D out of a 2H right? It only lists 6K. Who do we ask to fix that?
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Sorry, I don't have an answer, but I'll bump with a question and see if that gets anyone to pay attention. Anyone know how many frames it takes to hit the ground out of FRC'd H/D teleports? Maybe it varies depending on which frame you manage to land the FRC on, but it'd be nice to know so I can figure out what sort of options you have out of it. Generally, landing on someone with j.D when not out of their grab range is stupid unless you can hit them just before you hit the ground (and not get hit waiting), since you have 5 frames of landing lag and pretty much give away a free grab or combo. I know it takes at least 10 frames to hit the ground since c.S starts on frame 9 and you can get that to come out in time... j.D (and j.S for that matter) are lvl 3s, so against someone's guard if they manage to block, you have 13 frames of block stun. Judging by matches I've watched, it looks safe to j.D > pressure out of an FRC'd teleport, but I want to know just how much leniency I have, or if it's actually not completely safe.
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Anyone know if Daisuke Ishiwatari is ok?
TheRealBobMan replied to TheRealBobMan's topic in Guilty Gear General
I didn't know where else to put it. DERP Yeah, they've been getting hammered with Earthquakes like it's Chipp's c.S > c.S block pressure, but the tsunami was like getting hit with a CH FB Pile Bunkah by comparison, considering how well their structures were built to handle earthquakes. I'm still seriously worried about their nuclear plants, and it doesn't help that a volcano went off. Glad they're ok though. -
I had heard confirmation on some other developers/designers, and I'm wondering if there was any news about the guys that work on GG/BB. Japan is pretty boned right now... : (
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I didn't even know most of that stuff as I'm just now finding out you can 6H out of a RCed 236S. Bleh, I'm sick of having things get in the way of my practice. I realize it's really inefficient, but if it's the best I have, I might as well be making use of that so I'm not ending every match with full meter that went to waste. I think the only FRC I can do consistently is Alpha and I can't FDC for shit either (even with a lot of practice, I still get a shuriken 70+% of the time). Actually, I have problems just using dash break or starting FD to keep from getting chipped - I'll be blocking something, decide to FD, and somehow get hit while still holding back (and no, it's not a mixup - I'll get this from moves like Grand Viper that just stay low for a bunch of hits). When I get better I want to cut this crap out of my play, but when I have limited practice, I guess I need to make use of the few things I can actually get to work. Thanks for the info though. I need to practice better combos out of Rekka. Until that post in the Venom thread I didn't even know you could combo Sol after the 2D > Rekka with anything besides j.D. What's the point of going for the airborne combos that end in an uppercut off the top of the screen? They seem to do about as much damage as combos that end in knockdown, but you're going to land from the top of the screen completely vulnerable from the lag as your opponent techs and lands on you with attacks. I guess it's nice to get them in a corner, but is there any other reason?
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[corner combo into 2HS,41236K, delay D,\/,relaunch..] You can relaunch if you j.D someone close enough to the ground? So you'd do something like landing j.D > c.S > HS > IAD combo?
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I ****ed around with RCed Rekkas the other day when I got to play and noticed you could dash in 6H out of them. This helps me out a bit. I'm still using some of Chipp's lamer BnBs, so noticing that I could go for the usual c.S > 6P > c.S > 6P > 2D > Rekka > IAD j.P > j.D > Alpha with optional 5H thrown in before hand or just a single j.D depending on the matchup, and then instead RC the rekka into 6HS > j.D > Alpha rather than hit-confirming for c.S > f.S > 2S > 5HS > 236S > 236S > RC > dash in > c.S > 6P > c.S > 6P > 2D when I want to spend 50% for damage. The 6H one also does more damage (167 on Sol, vs like 159 if I do the 2 rekka hits RC into another c.S > 6P loop, or less if I don't open with c.S > f.S > 2.S > HS), but it might not do as good of a job of pushing someone into a corner. It also means I can 5K poke into 2D > rekka > RC > dash in 6HS > j.D > Alpha for solid damage if it's worth it and still keep the knockdown, or even spend 25% more for another loop and more damage. : ) Or do some of my 6P stupidity at full range and if a 6P > delay > 2D works, get a combo for it instead of just knockdown.
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I wonder how many people pay attention to the frame data this closely, and since I started messing around with this the other day, I figure it's worth discussing to see if there's any merit to doing this. I really bring this up because it works off of something I read the other day about the way the human mind is wired and how interruptions cause a lapse in ability to react normally. When someone is expecting something and you get that interrupt, the data from the experiments showed an average decrease in reaction time of like 0.17 seconds, which is like 6 frames, which might mean the difference between hitting with one move or hitting with 6HS. People already know to mess with others this way when they play (so this is nothing new), but with some hard data, maybe we can come up with some legit traps. If not, we have silly crap to throw at people when we want to show off or something. Rather than always going 6P > c.S > 6P > whatever or c.S > 6P > c.S > whatever immediately, delay to the second hit, then keep going, every once in a while. *Edit* FINALLY HAD THE PROPER CIRCUMSTANCES TO ACTUALLY PLAY THE GAME AT HOME AFTER LIKE 6 MONTHS. Revising now that I know what Chipps damn gatlings are and what's even possible. But anyway, the idea is to occasionally catch people by delaying for the 2nd hit of 6P and trying to trap people that don't know the exact data, or by dropping little openings in as bait. I don't know how long you have to wait into a move to gatling to the next one though, so help me out here. I'm just going to assume you'll do it after the last active frame of the attack (after the hit-pause is over?). SOMEONE PLEASE LET ME KNOW THE EXACT TIMING. It's a lvl 3, so you get 13F of block stun, and the frame data lists a (9) in between the 3 and 5 for active, so I'm guessing that's the delay between hits, and it's going to feel like more because of the hit-stop. This gives us 4 frames to play with where we're still safe if we cancel into another move at the latest possible time, so we could even cancel a c.S out of it at the latest possible time and still wind up safe (except a throw might beat it since they're instant?), not that you'd want to. 2D starts on frame 9, so you can safely cancel immediately into that right? Sometimes you'll want to as part of just messing with them, but sometimes you might want to delay and then do it as they're waiting for the next hit... just try to be out of throw range. Sometimes you might catch someone expecting to uppercut out if you do this enough and they realize they can do it, and that's when something like the late c.S would catch them starting the forward motion (or maybe you'd catch someone trying to instant block your stuff and their timing getting screwed up since you keep delaying your gatlings). For jumping, Chipp leaves the ground on frame 3. You can't FDC the jump immediately like I initially hoped (the j.2K won't make you fall when you still have the rising momentum from a jump), though what you could do is jump cancel out with forward momentum and then FDC to stay on that side and try for a crossup j.H during your pressure strings. OR, here's a mind-fuck... maybe they'll expect one of my favorite, incredibly stupid trick and set you up to jump out late for an air-grab. You have to hit with a 6P really deep on someone's guard, like out of a run or something (even out of landing on them really close with a j.S or a j.HS pushes you too far, though you could step in), delay instead of gatling, and right before the 2nd punch, Roman Cancel > grab. If you don't delay like that, they'll be in hit stun for too long and you'll just 6HS. You really have to delay after the RC, but it's legitimate that first time you do it because no one in their right mind would do something so silly to attempt a tick throw (wasting 50% on it no less). You can step in during those frames if necessary (done perfectly, you'll have that 4 frame gap to wait on + another 6 I think where you can't grab). 6HS starts on frame 17, so gatling out already doesn't work since it can be beaten, but people that don't have a solid feel for it might let you hit them (not that you'd want to rely on it). You might catch someone with a CH 6HS if you gatling immediately out of the first hit of your 6P after you've been delaying for a while and leaving baits (catch them trying to do an input for something), or maybe catch someone trying to jump out of corner pressure like an idiot. Meh, that one might confuse people, but it seems really hard to land. A delay into 2.S could work out well in some matchups where 2.S is a good poke, trying to bait them into escaping, then beating whatever poke they'd use to get out, or just doing that into 2H > 6K/2D mixup (a mixup after one of these stupid traps, especially if you don't use it much). 2.S starts on frame 7, so you'd want to delay about 1/2 way through to the 2nd punch to get it safe or just barely not safe. It might look like there's enough time to get out if you time it just barely safe since people that don't know the exact numbers can probably tell that 2S is slower than his other moves to start up (just not sure by how much), and you might be able to bait someone that actually knows that you COULD leave the opening there if you do it too late. Same thing goes with HS - starts on frame 7. Fish for a counter hit so you can get a free dust combo? You'd have to spend meter on a RC to cancel into a 6K, so it's not worth it. Getting a 70% prorated combo at best if it's a CH or just getting the hit to land without a CH and not comboing out of it isn't going to help. Just 6P > D. Can't cancel into Gamma, so that's out. : ( You could teleport out to confuse someone. They're expecing you to sweep since you've thrown out that 2D from this thing a few times, then you delay and do a HS or D teleport and come down on them with a j.HS, or if you're pushing out of range, delay into a K teleport into grab (or if you think they'll react to the teleport, thinking the K makes the most sense, a P teleport or S teleport to bait something out of them and punish it). One thing that might catch someone off guard occasionally would be a delayed 6P into 41236K. Right as they're thinking the 2nd punch is coming, possibly going for instant block timing, you jump with the command throw. After the first time, they know it's coming and know to react to it, but that first time might clutch you a small combo I guess. *Shrug* Wish it was more consistent, but yeah, this one would really play into the idea of interrupting someone's intentions and getting them to "let you" hit them when they could easily deal with it. Oh, and at the end of all this, it's worth noting that an instant block on the first hit will have 10 frames of block stun, so you'll still be safe if you delay, though you can't really gatling super late. Might be able to mess with some people there too. And you'll have 16 frames of block stun if they faultless to push you away, so you might be able to get a 6HS in there or something. Meh. Any ideas? : )
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Hey, if I block a low that's -4 on block (I think Zappa's 2D is like this), and react with a c.S if I'm in range for it, will I actually be guaranteed a hit, or will I just barely miss it since I have to do it standing and have to go back to neutral to do a c.S from crouching to block it, losing a frame or two?
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2 qustiosns 1 what dose FIND ME (invisable) do There is no bonus property besides the transparency effect - even though your opponent can still figure out where you are on the screen, he/she has a much harder time dealing with your moves on reaction if he/she can't see them start up to know which one you used. If you're confident, do it after you've knocked your opponent down to make it harder for them to escape your pressure, or do it at the start of a match in which, say, you're playing a Testament or an Axl, and you just know he's going to throw out his counter to try and beat you rushing in to attack. 2. Any one want to help me make a basic rundown of chipp. I'll write it i just need to know his moves and their properties There are some guides here, and there's a framerate data chart that'll give you the important nuances of his moves and their properties, but the general idea is pretty much this: "If Chipp fights, Chipp loses. Chipp tries to keep the other guy from having a chance to play so that he wont have the opportunity to win." -(not a direct quote, but something like this came from David Sirlin, if you've heard of him). Rush That Shit Down. The match should come down to your opponent having no more than one chance during the game to hit you, and if they don't kill you with that combo (since you have no endurance), they've lost because they wont get another chance. Not only do you have to work out your pressure to keep openings to a minimum - you need to learn how to bait/punish by using frame traps to make it look like your opponent has openings that he/she doesn't, that you can punish. Just to give you an idea, your close slash (c.S) starts on frame 4 (game runs 60 frames a second if you didn't know), and has a 2 frame advantage on block - even though the range is really short on this move, it traps very well into itself. Throw out c.S, and then, rather than going for a combo (a block string - if you actually hit the person, combo them, lol), wait for the lag to finish, and throw it out again. Or maybe wait for the lag to finish and then grab. Or maybe wait just a little longer and do it again. Or maybe, throw out your uppercut since it's invincible on startup and beats a lot of other moves. Or maybe throw out your command grab (41236K, or HCF+K). Or maybe actually just do your block string to crank guard meter. Anyway, Chipp's damage isn't great, but if you crank the guard meter, damage on his combos will scale slower (if you don't know how the guard meter works, its neutral position is at 1/2 - lower than that and damage from hits is reduced, and high enough to the point where it's flashing, your attacks will all count as counter his. Starting a combo from full takes much longer to scale down, so the damage is much higher) and you can do some absurd damage. c.S > f.S > 5H > alpha blade > RC > 6H > j.D > alpha blade does close to 200 damage on average and works against generally everyone. Land it out of a simple block string (c.S > 6P > c.S > 6P > 2D > rekka (236S) > follow up with the previous combo when you get the c.S to hit) can do like 270 because of the guard meter, and it'll fill up enough to do that much damage from just those hits on your opponent's guard. If you really pressure someone till their meter is flashing and waste like 75% of your tension, you can get some stupid damage output. So yeah. Pressure, bait/punish to get hits in. You can use your air mobility to bait attacks you can punish (3 jumps, faultless defense canceled j.2k, and a wall-jump give you some creative options for messing with your momentum), you can frame trap, you can burst bait (a lot of Chipp's moves start and end so fast you can learn to jump cancel on reaction to burst throw)... just don't get hit by anything or you'll die.
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Wow. So the only thing I can really do is go to the arcade more. : ( Sucks since I barely have time to play GG at my leisure as is. Thanks for the help guys. *Edit with a question* Let's say I'm going for a combo > 2D > rekka > follow up (usually IAD j.p > j.D > alpha, or just j.D > alpha, sometimes 5H > IAD > j.p > j.D > alpha), but they're out of range or I keep screwing up the IAD due to timing issues (sometimes I practice at a friend's house on a laggy TV), what's the best way to try to bait the tech that will come out and go for an airgrab? I'm really bad at timing airgrabs, and I don't want it to look too obvious that I'm going for that rather than risking a mistake on the IAD > j.P link. I have the combo down on a TV without lag, but I don't get much practice in lag (have it like 50% on those) or on the arcade machine (very limited play time on one). *Edit with further inquiries* Let's start adding some tick throws into my pressure strings. I've worked on (but haven't refined well in matches yet) c.S > wait > 6S/H option select (go for another c.S to bait an opening or get a grab), c.S > f.S > 22P > grab. What else works in your experience? I thought of a really stupid one if you have the meter for it and want to get into someone's head. Whatever > 6P on block (wait until just before 2nd punch, then RC > tick throw). I need to test that later and see if it'll work, but I thought it was silly enough to share. *Update* 6P > delay > RC > tick throw works if you delay just the right amount of time. Lots of tension to spend for a tick throw attempt, but it's a sexy way to end a match if it comes up. Unfortunately, you need to be deep when you hit with the 6P or you'll get pushed out of range, and going c.S > 6P > RC wont work (too far away). You could always step in a bit I guess though...
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Thanks a ton. I'll try to do everything slower and see how that makes things play out. I just got a new computer (no internet for it yet, but it's a beast with 16GB of RAM and an i7), so I can probably Emulate AC (my friends would probably love getting practice with the timing differences). How would I go about that? Also, is it possible to get adapters to hook up arcade sticks or PS2 controllers to my PC? *Edit* Also, let's keep this about Chipp so I don't waste everyone's time. How does Chipp oki with his shuriken and what is most effective with it? I'm starting to get FDC down (switched to K+H so I don't negative edge a shuriken if I flubb the input) and I'm trying to start working on spacing with it. So that I can use it more without ruining my tension gain, how important would you say it is that I practice instant blocking? Also, what's a good way to bait bursts with Chipp? His framerate and recovery are great for punishing burst attempts, but I need an idea on how to do it more consistently without just practicing to punish on reaction, because that would consume more time than I have.
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I know this doesn't really fit in the character forums, but I went to my first Guilty Gear tournament like a month ago and sucked ass because of the timing differences between the console version of AC+ and the arcade version. I mean really, I yomi'd a Testament's counter out of the gate in one matchup and tried to Respect cancel into 2D, but I did NOTHING for the first 2 seconds of the round and wound up just getting block pressured for the whole game. Chipp, getting block pressured because I couldn't get stuff to come out normally. : ( And I couldn't get hit-confirms and combo links to work properly either. Overall, my gameplay turned to crap. So I need to know exactly how the timing is different to expedite the process of getting used to the arcade version so I can go back to actually doing combos and spacing correctly. It felt bad to watch a Chipp using completely inefficient combos (2K > 2K > 2K > c.S > f.S > 236s > 236s > RC > dash in > repeat for like 100 damage out of 50% meter) and tactics (always rushing down the same 2 ways - dashing in with 2K or jumping over with j.2K, not even FDCing j.S or j.H, or doing any sort of bait/punish) perform WAY better than I did because I didn't know just how different the timing is. I don't have time to go to the arcade very often, so any tips to maximize the time I do have to spend there will help. : ) The controller isn't an issue - they have one of those nifty ports that let's me use my PS2 controller, though I plan on learning stick eventually. It's just the timing differences. Everything fell apart, and I need to know exactly how different everything is. Everyone was dropping combos and screwing things up all day, so I can't blame my losses on that, but I'd rather not have that problem anymore. The framerate data is still the same as posted in the guides right? Does the game run with different frames per second? Could it have just been TV lag from the arcade cabinet? Any ideas help me here.
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You know, I was doing some experimenting like 2 months ago and found that you can set up some sexy ID combos on certain characters involving 6H for damage. The easiest is Pot, and it went something like: Dust > IAD j.D > delay a bit > 6H > j.k [1] [2] (not sure if this notation is right, I mean to let both hits connect with intent to drag him closer to the ground) > j.k [1] [2] > j.D > Alpha Blade. I was able to get around 100 on Pot with this, and you could probably FRC the Alpha into a c.S > 5H > IAD j.P > j.D > Alpha for more damage if you thought it was worth it. I got this to work on Axl and Slayer as well, but they were MUCH harder. I can't remember which character it was, but one of them felt almost frame perfect for spacing and timing the 6H after the IAD j.D (an IAD j.k works much easier out of the dust launch, but the damage is a bit lower by the way). *Edit* I had time to play again and practiced some of these. The D > IAD j.D requires really tight timing against anyone (like you'd have to do it immediately out of hitting with the D), so instead, go for D > IAD j.K to set it up. Due to the hitbox, you actually have time to delay plenty, which means you can hit-confirm easily, so go for the IAD > j.K as late as possible. This will get them to come down lower before they can tech. Then go for 6HS > j.D > Alpha, which can be FRCed for a loop if you want. You'll end in knockdown with proper timing, so you don't have to fidget with the 2 hit j.Ks in there to get them close to the ground, or put as much risk into timing the 6HS so you don't flub it. Overall, the input is easier, it seems to work on more characters, and it does about the same damage. : )
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FFA Airdasher Bi-weekly Tournaments (BB, GG, MB, etc.) Season 2010
TheRealBobMan replied to Id_asz's topic in Archive
That was great and I had fun, but if there's any way to use a console version setup next time, can we try that? I couldn't even dash properly out of a CH 5H for punishment, and out of the gate in one match I yomied the Testament player's counter and tried to Respect Cancel into a 2D for lulz, but it didn't come out and I just stood there waiting to get pressured. That timing difference really kills me. Otherwise, you'll have to sell me an arcade cabinet so I can practice on it and get used to it. -
That sounds really good, I'll practice it next time. I've tried throwing in j.Ks and varying timing between them (making sure to include hits 1 and 2) trying to get them close enough to the ground to actually cause knockdown out of j.D > Alpha. Plus, I like hard/flashy combos, so sounds good. : )