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GG official art and sprites (and chibi GIFs) thread
Dream Maker replied to Nekich's topic in Zepp Museum
Please ignore the above post, I just found out what I was looking for after a long time searching on google. -
GG official art and sprites (and chibi GIFs) thread
Dream Maker replied to Nekich's topic in Zepp Museum
Hi, I'm looking for the in-game character select screen name artworks sprite rips for A.B.A. and Order-sol in slash/AC, like this one : I've already been able to get most of them through guiltygear.ru's sprites packs but unfortunately A.B.A.'s and Order-sol's weren't in. Well, I've actually been able to get the isuka one for A.B.A. but I'd prefer the one from the regular series and I'm still missing Order-Sol regardless. Thanks in advance if someone can help me with that. -
Guilty Bits video series- Official thread
Dream Maker replied to tataki's topic in Guilty Gear General
I play +R regularly so if you need help for an Anji guide I'd be pleased to give some input. -
Unfortunately lag makes a lot of strategies and combos fail. You can't really expect to be able to play the game online as it should be played normally. I think that with time you can get over it somehow though, but if you get too much used to online timings you might have trouble getting back to offline play. For variations after pressure try incorporating all of the pressure strings I told you about. You can also try throwing before the butterfly falls down. Or straight 214K after the butterfly on wake up (cool cross up and great against DPs). Other threads in the forum have many more suggestions for okizeme so try to get a look at them. Also sorry I didn't answer your previous post but if you guys come to Osaka in June I would be pleased to meet you there.
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If he gets better and becomes able to beat you, you'll also get better eventually because you'll have to change your tactics to beat him. And you can also use those tips to your advantage. As for the anti-potemkin advice I'm sorry I took so much time, but here it is. IMO Pot isn't in Anji's favor, it's indeed one of his easier matchups in AC maybe but still isn't better than neutral at best, Anji has mainly bad matchups TBH and very few "good" ones. It may be in Anji's favor in ACR though but that's not what we're talking about right now. First thing is to learn how to deal with the approach, as you noticed you can't air dash straight in his face because he can react with a simple 6P. You can't keep him in check with your classic pokes that are 6S and 2S because he has 2D that can outrange both. Also because of his 5HS that stays active for a long time you can't afford to fuujin randomly. The only thing that is pretty much safe to use if you don't know what he's gonna do is to zone him with jS, trying to hit with the very tip of the move. Basically you jump towards him using jP as a cover move while your jump is going up, then if you think you're able to hit him with the tip of the move use jS and aim for a counter (it should kill his 6P if done well) then combo if successful. If you think you're not at the right distance and might get punished for it just air dash back instead of throwing in your jS. Of course avoid doing this tactic if he has 50% tension to do his aerial PB overdrive, it's not good to stay above his head when he has enough tension. Apart from that you have to be very attentive to what he's doing and approach accordingly. His pokes and actions in general are very slow and have a big recovery so you can use that to your advantage. For example, if you're jumping to try to hit him with jS and you see him whiffing a big poke just airdash at him and combo. If you see him attemping slide head and you're at the right distance, use fuujin HS to go through and punish him accordingly. If you watch his moves it's very easy to find a breach and make him pay, rather than going blindly on the offensive yourself. Also if you manage to get at 5P range, you pretty much won the approach game, there's almost nothing that can beat you at this range, except the Potemkin Buster if you're too close so you should find the sweet spot that allows you both to hit with 5P and to be safe from his PB. When you manage to get a knockdown don't let him escape (it's pretty easy, he's big and slow) abuse 5P if necessary and be careful not to leave big openings when you are very close to him or he'll throw you. Remember 3K is invincible to throws, so you can leave openings on purpose and use it at point blank to bait his throw and get a big combo, it's a very nasty tactic that is pretty useful. What you don't want when pressuring is him reflecting your butterfly with his anti projectile move so try to keep your pressure as tight as possible in order to leave him no space to do this. If this happens though you can react to it, and autoguard the wave with a 6K, then followup with Aoi (K during autoguard). In the same way you can react to his mirror super, if he mashes it on defense and you are able to act, time your 6K accordingly to punish it and continue your offensive. When you are the one on the defensive, never use fuujin HS on wakeup unless you clearly see him doing slide head. Every other okizeme tactic will beat you. Potemkins love to start okizemes with 5K which hits low, it's quite easy to see coming so if you're used to it you can use reversal 3K to get a low autoguard on it and punish. Be careful though if he mixes with 6K, which is overhead. His most dangerous okizeme tactic is meaty jS against which you can't really do much. But on the other hand he needs to have enough time after a knockdown to do his best mixups, so it's easy to know when he won't be able to do it. When you don't know what to expect it's better to block anyway, try to IB as many hits as possible and when you have an opening, backdash or jump out of pressure to avoid being thrown. Be careful though if he sees through it, his 5HS crushes backdashes and he has his 623HS anti-jump move for jumps. But at this point it's all a paper/rock/scissors game, you won't and can't win all the time but if you manage to have him guess and hesitate on what he should to (throw, HS or 623HS), it's already a very big step forward. Also be very careful to 6HS on your wake up. If you can see it, try to IB it and backdash, because he can followup into slide head and force you into a combo (if you don't IB you can't escape between 6HS and slide head). You can also use fuujin HS against 6HS when you wake up and punish him severely, but be aware that if he sees through it and goes for the FRC he can punish you for it. If he doesn't have the tension for it though, fuujin HS is your best bet and most rewarding option against 6HS. Also fun combo that only works on Potemkin after 214P/K in the corner : 214P/K, 5S, 6S, HJ, jK, delay, jS, jHS, jD, while landing jS, land, 5P, HJ, jK, delay, jS, jHS, jD, 214P Not easy to do but very rewarding and cool-looking if you can manage to land it.
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It's a chart from the japanese BBS (again). Please, don't take that seriously it's done by totally anonymous posters and it's on top of that it's still WIP. There is sometimes good info there but also a lot of bullshit, like every forum TBH. The Kliff thread for example is like "what character I'm gonna switch to since Kliff isn't the cheapsauce he was before" right now. Kliff being branded as bottom tier is the biggest WTF on this list, honestly Kliff doesn't seem that bad despite the nerfs. The latest Mikado vids already provide a good example that he can still hold is own pretty well.
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If it's against Potemkin you can definitely abuse 5P on pressure though, it has bonus frames on block and can allow to keep him in check while being outside throw range. It's a very important move in this matchup so there's no wonder as to why you saw Anji players spamming it in Potemkin matches. By the way, if you need general tips or are facing particular problems against Potemkin in particular don't hesitate to ask.
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Are you sure it was 5P ? What videos did you watch exactly ? 5P isn't great to use in pressure and there is a good reason to that. It doesn't hit crouching characters except Potemkin. So most opponents can just duck to avoid blocking it. Also gatling options are limited after it, so to start butterfly pressure it is no better than 5K or even 2P except for being 1F faster. As far as I know it's not useless either, you can use it this way for example : - butterfly, dash, 5P, 3P, butterfly hits if the opponent blocks 5P standing - butterfly, dash, 5P (whiff), throw if the opponent is crouching But 5P still doesn't give you as many options as 5K or 5S in butterfly pressure.
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Hi, A huge part of the successful butterfly pressure lies in the timing of the shitsu itself and from what knockdown you're doing it. You should ideally have your opponent wake up with the butterfly right above his head and be able to start moving before this moment to have a good pressure setup with the butterfly. If you don't make it on time to pressure then you've probably done it too late, if it flies past their head before they wake up then you've probably done it too soon. There are mainly three or four cases of knockdowns that can lead into butterfly pressure and the opponents wake up. I'll try to write how to time it in each case in order to leave as less room as possible for the opponent to escape : - From throw : do it right away. - From 2D : don't cancel it right away, late cancel it a little bit but don't wait too long either. - On (623H command throw) : I recommend to dash forward a little bit before doing butterfly, in practice you should go 2366P and it should be perfect on pretty much every character. - Nagiha (S followup after fuujin) : same as throw, do it right away. In some knockdowns though, you might need some small variations in timing a few characters who wake up very early or very late to have it hit properly. There is a list somewhere of wake-up timings on all characters but I don't remember where. What you should know is that basically Jam and Chipp wake up really early compared to other characters, ABA on the opposite is very late, and Venom has a tendency to not get hit by the butterfly while waking up (I don't know if it's due to him being early or to his sprite or whatever). So these are the characters that might require you some little adjustments for the above rules, the others are fine in most cases. Now if you're already doing the timing properly then the problem may lie in what you use for pressure after your butterfly is set up. Because even if the above methods are ideal ways to set up your butterfly, it still leaves very little room for you to act and if you take your time, your opponent will be able to escape by IBing and jumping or whatever. You have to know your pressure strings perfectly to create patterns that leave as less room as possible for your opponent to escape between the first butterfly hit and your first hit. Some pressure strings you seem to use like straight 3P after shitsu if I read correctly are really easy to followup but also really easy to escape. Examples of pressure strings I use : - 236P, dash right away K, 2S, butterfly hits, - 236P, dash right away K, 3P, butterfly hits - 236P, 2366S, K (goes behind the opponent if no FD), butterfly hits, 2S - 236P, 236S, K (lands in front of the opponent), butterfly hits, 2S - 236P, dash right away 2P, 2K, butterfly hits - 236P, dash right away 5S, jump cancel forward, butterfly hits, land, 2S - 236P, dash right away 5S, jump cancel forward, butterfly hits, air dash close to ground, jP, jK, jS - etc... There are many more, but the key point is to have your first pressure move after the butterfly hit as soon as possible. All of these aren't 100% hole-less but by experience I can tell that if done well they're at least very hard to escape after the first shitsu hit. Practice your timings to be as fast as possible and you should be fine. Also if your opponent keeps beating you at this and backdashes, hits or jumps anyway, don't forget that Anji has a weapon against any of these. Part of the shitsu pressure is also knowing how the opponent can escape your different strings and how to counter their escape. So basically : - If your opponent loves to backdash, you can preventively use fuujin HS after the shitsu to catch him during is backdash and then cancel into D followup for big damage. - If he loves to hit you during your shitsu pressure (which honestly shouldn't happen if you do it well unless of course he uses something invincible) use an autoguard move after shitsu for example 6K or 6H and time it so that it catches whatever he may do. - And finally if he jumps and blocks the rest of the butterfly in the air, don't forget you can catch him with On (623HS). This requires some good reflexes to react to but it's not impossible if you're expecting it. Sorry for the long answer but I hope it will help you with your pressure problems.
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It was increased to 460.
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Yes, it's indeed hitbox and not hurtbox so it's a buff. I don't know why they felt the need to buff this move though, it's already plenty bullshit IMO. ^^
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For Zappa's changes, the translation for the following line is wrong : "* Sword's normal moves increase more Guard Gauge on block" The original japanese sentence is : "剣による通常攻撃でガードバランスゲージが増加しなくなりました。" If I'm not mistaken this actually means kinda the opposite, IE that Zappa's sword normal moves do not build up guard bar at all anymore, so the poor guy indeed gets nothing but nerfs in this new version.
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On pressure, 6H is better cancelled from 5S for example, cancel from 5H has too much pushback to be useful and even on hit it's actually pretty risky. But TBH, using butterfly to relaunch pressure is a lot more appealing, especially now in AC+R. The normal moves now being late cancellable makes it easier to delay the shitsu cancel and adjust it to have it guarded at the optimal time and distance. So most of the time from 5S you should be able to cancel directly into butterfly without the need to use 6H inbetween. 6H is still useful in pressure strings to bait mashing or for FRC throw shenanigans from time to time. ^^ Besides 6P getting two additionnal hit stun frames, I'm not really aware of any property changes. The use of 6P in neutral game is usually to counter specific tactics in certain matchups, for example against Jam to counter her puffbals. Otherwise it's pretty risky to use, do you remember what characters the people using 6P that much were facing ?
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For air hits, it depends on your height and what move you hit with. Let's say you hit with a jK, your options are pretty limited to jK, jS, jD but if you're close to the ground you might prefer to finish with jHS instead of jD as it can give you knockdown. With jS, you should hunt for counter hits. If you're close enough to the ground when you hit, you can land and chain into something like 5P/5S into air combo or even 5P/5S On if you're close enough. Also for ground pokes, if you hit too far (outside 5HS range to be precise) your options are pretty limited. You can followup 6S CH into S fuujin, nagiha or even Issei Ougi with enough tension. 5HS also works if you're close enough. Same thing for 2S CH. If you want to cancel into 2D however I would recommend caution as it can easily whiff if you're too far. The range is deceptively short in AC, it's a good thing they fixed it in AC+R.
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I prefer comboing into FB On because it's easier to confirm this way and have a win-win option in case your opponent is blocking. In the case of jHS impossible dust followup, I dunno how you could easily confirm into something safe if your opponent blocks. Since 5D has very few cancel frames you can't late cancel or else you find yourself at disadvantage. Also I find this easier to do than the jHS impossible dust combo and the FB On does add some nice damage. IMO it's worth spending the tension into. Mikado guys are pretty tough, you didn't exactly chose the easier place to start with lol I hope you'll be able to make it to Osaka/Kyoto anyway, if you tell my by PM what your ideal price range is maybe I can help you find something.
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So you're finally in Japan ? Nice, tell me when you're around Kyoto so we can meet up. ^^ As far as combos go I haven't changed that many habits but I'll try to make a list of what I remember has changed in my gameplay, except for the 5P that you already mentioned. Now when I'm not too far from the enemy I always go 5S, 6P, 5S, 5HS before HS fuujin to add some damage. I use 3S cancel from 2S into 5S way more often as it's so easy to do now. Aoi needs some adjusting because the move doesn't float anymore, basically you have to hit confirm into 5P if you hit the opponent standing or 5K if he is crouching. From 5P you can go directly into 2D or better, 3S cancelling it into 5S then HS fuujin combo but this takes some practice. If you can't get the timing down for these as it's quite hard, learning the FRC timing on Aoi will make things easier and enable you to combo into almost anything regardless of the opponent's state. Finally 5D being special cancellable is a good thing to combo it into the new 623D, but you need to confirm visually. Input the dp motion during the dust animation and then press P if the opponent blocks (you should get shitsu) or D if the Dust hits (combo into FB on). From FB On air dash ASAP and right after landing finish the combo by P, On. The new P enables some fuujin loop extensions but I don't find this very useful, the damage gain is minimal for the risk you have to take trying to figure out what parts work on which characters without messing up due to the prorate. I'm not a big fan of fuujin loops anyway, prefer classic Fuujin, FB rin into On combos.
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Japanese BBS most likely, I saw tables similar to this one several times while reading the character ranking thread. But considering the way it's built and how totally anonymous people can contribute, I think this has to be taken with a grain of salt.
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I tried him a bit today and the hardest thing with this char IMO is to evaluate the distance properly with both C moves and drill stance. It's so easy to misestimate and get punished hard. Also I found him a bit confusing to play with the special hop move and for some reason I kept mixing up D and C attacks, maybe because C attacks are long range and I unconsciously think about Hazama while playing him. Otherwise he's a very fun character to play as IMO and the combos don't seem too hard once you can get a grip on them. After a 236C in the corner you can easily add 5A, 6A, 623C. C aerial combos chain really well, I somehow thought it would be easy to miss with a timing mistake but I'm pleased to see I was wrong.
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When seeing the vids, blocked counters actually seemed to me like they were positive. For what I've seen so far, Hakumen was always able to attack after them without the opponent countering. But I guess that's something that can only be checked in real gameplay. If it's really negative on block, maybe people don't know it's not safe or something.
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It's certainly not better to go to neutral. You're probably right to say that Hakumen has a better neutral game than pressure game, but this isn't very relevant because in that case we're talking about okizeme, not pressure. IMO his neutral game is decent but in no way so superior to everyone that you would want go to neutral all day. You're not Lambda or Hazama, you don't have that great control on neutral to keep your opponents at bay and limit their options. You're a slow, big character that has very good normals indeed but who can still be outpoked and lose the neutral game to a bad mistake in anticipation or reaction. Did you used to not end your corner loops in CSEX by 5C ou 5C, 3C? If you did your best to end these combos with 5C or 3C then you probably understood the importance of knockdown, even if that wasn't conscious. Let's put things simple, when you get a knockdown your opponent is left with only 2 choices for escaping, that are mashing whatever invincible move or escape by rolling. You have the time to set up an okizeme that can bait those options or setup a better mixup if your opponent is conditioned to block anyway. So there are only 2 things to fear in that case really. Now if you go at neutral, you can indeed try to play the clock and have your magatama charged by themselves (and that's assuming you have the life lead) but you're exposed to : whiffing your poke and get outpoked, getting anti-aired, missing your anti-air and get countered, having your opponent able to close-in and having to block his pressure game, not being able to close in because of the shit the opponent throws at you, etc... In short, many more countless possible bad outcomes if you mess up. The reason being that at neutral your opponent is left with all his options available, and you can't deny them by anything else than guessing/reacting. So the odds simply are in favor of knockdown. There is no reason not to take advantage of them unless you really need to get more damage or unless you're totally confident that you can dominate your opponent at neutral which with Hakumen isn't gonna happen pretty often IMO unless maybe you're playing against Tager.
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Thanks, that's what I was looking for. The j2A, land, guuren part is awesome. I think it may even work with 2C.
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I haven't played enough yet to answer that question. Although for now I see few ways to extend the damage in the corner besides hotaru and maybe the classic ~236B(1), 623A, 6C starter even though I've heard the bonus prorate on 236B's first hit isn't here anymore. Also despite jC having wallstick I haven't yet managed to followup anything after but I've only had very few occasions to try. Anyway, not directly related but I think I saw on some vid a Haku player doing low j2A on an airbone opponent, landing and then following up with a ground move (maybe 2C) but I can't remember on which vid. If one of you see what I'm talking about could you link the vid please? This might be a good new way to create combos both midscreen and in the corner.
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Because having an option to put your opponent in a situation where he has limited options and where you have the time and advantage to setup a meaty or whatever is better than leaving him escape and go back to a neutral situation that you're not even guaranteed to win? I don't see how this is even debatable, no matter how good or bad his mixups are.
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Haven't played much so far but even without the mugen/OD trick he's very far from looking as bad as people thought he would be during the loketests. Despite the nerfed counters and the removal of the corner loops he still does very respectable damage overall, his meter gain looks faster than ever and he has the ability to get knockdowns from everywhere which is a huge advantage in itself. About agito, it seems to have a weird invincibility property, I've seen go through a lot of things even when used from a dash.
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Ok thanks for the explanation. For the jH, jD, jH on Ky and Axl it still seems weird that something that was so hard to do before was done on both Ky and Axl in the same match set and without any failure, but AGF is awesome so I guess anything is possible. It was always easy on Faust, Zappa and Slayer and you could do something that looked like that on Johnny too but I never saw anyone do that in match on other chars. I'll have to try myself to see if it's really easy to do now or not. Also everyone here says that 5S's hitbox is stronger in ACR+ and it really does feel better in matches. So although there is no concrete proof of it I'm pretty sure it exists and that might probably explain why 5S pick ups after Fuujin, K followup look easier.