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Everything posted by Kaizen
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Do we have a list of characters that Sol can fuzzy guard? I know deep j.S (j.D works too, probably better because of the extended blockstun) to dj.D works on Anji and Eddie pretty much anywhere, but there's also j.S/j.D to dj.S VV or dj.S j.D on Pot. There's the early j.H airdash trick, and then there's pretty much any aerial (all jumping normals, BR, BB, RS) RC to airdash that works. Anything I'm missing? I wish I could do something with SW as a fuzzy guard, but it's never worth the hassle, is it?
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Just saw your side splitting hilarious avatars and realized something; are you the one who made those incredibly silly GG avatars in the same vein (like with Slayer biting his lip and saying PIRUBUNKAH)? Requesting a link to where I can find those IMMEDIATELY.
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Guilty Gear FAQ Thread - Ask your questions here!
Kaizen replied to Kairi's topic in Guilty Gear General
Amazing guide. However, the idea of 1f jumps allowing you to leave the ground on frame 1 was disproven. They actually only cancel 1st frame of the jump animation, not the actual jump startup: http://www.youtube.com/watch?v=5r6_XNELwFE It obviously still has its uses, but 1f jumping out of perfectly timed Slidehead oki is out of the question. This is pretty much true. IB has about an 8 frame window, so you have a respectable chunk of time to do it. But early on, unless you have experience with IB/just guarding in other games, you're probably going to end up doing it on accident a lot more than intentionally, and it might be kind of hard to notice (IB's visual effects are pretty subtle compared to FD and SB). One thing I might recommend is not only trying initially to IB the last hit of obvious and repetitive blockstrings, but watch to see when your opponent IBs. This will encourage you to make good and unpredictable pressure, and recognize when to force the opponent to make a mistake. Interestingly enough, though, there's an odd trick you can do in certain situations. I was told that you can simply alternate between high and low guard in order to instant block, but after testing it, it seems you can only do this when instant blocking between hits where you are actively still in blockstun. I believe this works because you are temporarily going to neutral when switching between high and low block (4 and 1), but because of that, you are vulnerable for a frame or two during that period. That's why you need to still be in blockstun, because GG has some level of auto-correct when it comes to blocking. Blockstun will generally carry over and allow you to keep blocking moves even if you stop guarding for a moment, which is why you can sometimes block crossups without changing your blocking direction. This doesn't apply to high/lows, though, but switching between the two properly still allows you to block. So switching between high/low block within the 8 frames that the opponent goes for the mix-up will allow you to instant block it without the risk of going to neutral. I'm talking about playing on stick though; I'm not sure if this applies to playing on pad, since the neutral zone thing might not apply (but theoretically it should). -
Who the hell is DQRS and why does he remind me of DQRF? GGs to you two, Stormlocke, Jailhousefrog, LadyFascination, Latif (as if you actually show up here :V), every beast Robo Ky, Johnny, Ky, and Eddie who used me as a floor rag. There's probably a bunch of you as well I can't remember, so yeah, shoutouts to you too.
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Is it forced or regular? Because if it's regular...hoo boy. Double GF FRC BB = insane damage.
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Any word on whether Bandit Bringer still has that horrendous 66% prorate? I can understand it being kept or even being made forced if it has a clean hit, but that's still kind of ridiculous. It's not like the move's even that good. Which is why I'm still scratching my head over the 6H nerf... On another note, Fafnir being throw invincible until startup makes me VERY happy indeed. I've lost count of the number of times I've gotten thrown...using it to bait a throw.
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The Leaderboards are based off of some awkward stuff: -Survival Mode Record is based off of your latest score, not your highest. This is probably a glitch. -Arcade and MOM mode records are cumulative, not based off your highest score either. This is silly and probably not a glitch. It's just odd. Nothing major. Just some minor concerns.
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I'm aware that the AC+ version of those stages are Slash stages. The problem is that I get Reload Grave and Heaven when I expect to be getting the Slash version. Slash Grave is evening with the red background, right? I can't actually get that one, I get the one at night with the blue background, from Reload. Even though the one on the stage selection preview image is clearly red.
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Not necessarily all of them, only one path per character corresponding to their stage. E.G, all you need to do for Nirvana is beat one path as Venom. London - Axl Colony - Baiken or Anji Paris - Sol or Ky Russia - Millia May Ship - May or Johnny Nirvana - Venom China - Jam Hell - Eddie Verdant - Dizzy, Bridget, or Chipp Castle - Slayer Zepp - Robo Ky, Pot, or Faust Phantom City - Zappa Grove - Testament Unknown - I-no Frasco - ABA AD 2175 - Order Sol I believe Grave and Heaven are unlocked as soon as you unlock Kliff and Justice, so you don't necessarily have to beat their story paths (though that's probably the quickest way of unlocking them anyway). What's weirding me out though is that every time I pick Grave or Heaven, I can't actually get the Slash version, even though that's what the preview version is. I automatically get #R. Holding Respect doesn't change anything, like it does for other stages. Random music option is already available on 360 version. I don't know what the hell is up with this port.
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Tag: DQRF Characters: Sol, occasionally O.Sol, Zappa. Location: SoCal Times: Varying. Usually good on Tue, Thur, Sat & Sun.
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The only one left is FFA (Family Fun Arcade) in Granada Hills, running Accent Core, which a couple of us still frequent. There's also Japan Arcade in Little Tokyo, but they only have XX and there's usually something wrong with it. Unfortunately FFA is scheduled to close at the end of the year...
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It appears in Russia in #R and Slash, but in AC London, occasionally that guy painting in the background paints an alien instead.
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Lvl 3 Savage Fang was confirmed to OTG from the official changelist released for the 2nd Loketest. It likely still applies.
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Which absolutely rocks. I hope it slides for long enough that you can followup with Grand Viper if you land it from midscreen. Furthermore, at around 1:54:40, I do believe the sound effects indicate that Bandit Bringer is now a Level 6 move (like Pot's 6H), though I can't tell if it's slightly + or if it's still even on block.
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Why should I give to Super E, when they do not give me Guilty?
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I've always found the best ways to keep Chipp from being annoying as shit is to out aggro him, but in many situations, that may not be possible, as Chipp is obviously annoying as fuck and will do everything to try and piss you off. But to note: Teleport happy Chipps need to be punished BADLY. Airthrow or j.P, j.K, or whatever you're certain will work when he does H or D teleport. If he does ground teleport and you know where he's attempting to go, he's got enough recovery that you can make him eat it pretty badly. Chipp has three grounded overheads to work with, and they're all pretty terrible. 6K is slow as balls and unsafe as hell. Rekka overhead is also slow but slightly safer due to the fact that a Chipp will have likely pushed you out, or if they're actually smart, they'll FRC it into j.D instead which is much safer. If they go for the pure axe kick, VV it, block it to sweep to VV, or if you've gotten used to seeing it, Grand Viper will beat it clean. Grand Viper will also beat Chipp's dust on reaction. Chipp's air-to-ground game is a major pain for Sol to deal with, particularly j.D and j.H. j.2K can be beaten by 5K if Chipp does it extremely early, but otherwise VV or block it. 6P has beaten 2K at ridiculous heights for me, but is generally not worth the risk even though Chipp's damage is garbage. Alpha Blade is an annoying pressure tool, but Alpha Blade plus can be Grand Viper'd on reaction. Note that Alpha Blade Plus has an FRC on it. If any Chipp uses either super as a pressure option without meter to cancel it, MURDER HIM. Sol can Instant Kill Chipp out of both of these supers relatively easily. Banki Messai can only be Roman Cancelled, but it can be done at any point during the move as long as you've blocked it. Otherwise, FD until he gets pushed out, then backdash, IK mode, kill that moron. Note that you cannot FD Chipp out enough to IK if you are in the corner. Zensai Rouga is similar, but only works if you block it while on the ground, and you standing block it without FD'ing any hits beyond the 2nd. Chipp will then activate the 6th hit, and going into IK mode will actually make Sol step back and avoid the dive, giving you plenty of time to IK him. The move has two FRC points and can be Roman Cancelled up until the last hit activates, so if an opponent does not cancel before the final, diving it, it's good bye Chipp. Chipp's sweep has foot invincibility and will beat most of your low poke attempts. Be careful about that. 2S seems to be a major pain in the ass for Chipp players though. Use that. Chipp can easily Beta Blade through Gunflame pressure, and it WILL hit you if you're too close. Bait it with GF FRC and block, or Feint if you think they're stupid enough to fall for it. Gamma Blade is hella annoying, but you're best off just blocking it and dealing with what comes next. Any Chipp that uses command throw should end up on the floor with 60% less health from 5K2H SW loop (though this is set to change in ACR, so get used to airthrowing him instead). If you jump out, be certain you faultless if they have enough meter for FB. With one of the most annoying 6Ps in the game, don't get happy with your jump in attempts. Chipp's wakeup time from face up is one of the longest in the game. Don't let it screw up your oki. Chipp has a relatively low hitbox that will go clean under 5P and 5K when crouching. Avoid using these for pressure. Shuriken are extremely annoying and are best off avoided.
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Here's the stream link, for anybody stumbling in here. http://www.twitch.tv/themixup#r=-rid-&s=em Hopefully we start at 3 today.
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Gonna be hosting an EFZ side tourney tomorrow night if ANYBODY gives a shit.
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Goddammit why is bullet hell fightan on Saturday? I can't make Saturday. FFFF-
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http://wiki.livedoor.jp/ggxx_matome/d/GGXXAC%2BR%A1%A1%A5%ED%A5%B1%A5%C6%A1%A1%C2%E81%B2%F3 If you read it through google translate, it says for FB Sidewinder "To clean hit even though they are in the ground to guard against any where. Powerful. " I realized that it might not be an overhead, but clean hit on grounded hit is still REALLY GOOD. It's good that it's auto clean hit and likely keeps the same force prorate. That way using meter just makes it easier, not ridiculous, 100% combo powerful.
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So I read that FB Sidewinder has a huge hitbox and clean hits even if they're grounded. If they keep it with the same properties as regular sidewinder, then that gives us a MEAN new overhead to play with. If the hitbox is big enough to hit with a Tiger Knee and/or the minimum height requirement gets lowered...hoo boy.
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Hopefully I'll see at least some of you tomorrow. So I can go for burst throws and fuck up every one. Edit: GODDAMMIT I am never writing that again.
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Stagger inducing Fafnir seriously looks brutal. And only 25% meter for a huge amount of chip or a good SW loop setup? Yes please. Clean Hit BB is a godsend. 66% proration isn't very fun (Even though people who get hit by it in the air have to be blind). No forced prorate SW would be a dream come true. And I seriously hope they extend the throw invincibility on FB Fafnir to the regular one.
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Actually Lightning Strike FRC looks like it just ignores the OTG damage penalty, like EXE Beast and Gamma Blade. It seems closer to Gamma Blade in that it ignores that penalty, but doesn't provide enough relaunch potential to do much other than another short string. Ky was doing a bit more than just 1-2 points of damage when he did Lighting Strike FRC, 5K f.S VT in the trailer. EDIT: Oh hey look who's kinda late there.