Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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I don't have any good pictures of it, and I don't have a digital camera, otherwise I would. I've not really all that interesting anyway.
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Oh, my japanese stick is: http://userpages.umbc.edu/~thoda1/gpic2.jpg My american stick is a wodden box. It doubles as a good chair or stool to see over people's heads.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Essentially cutting off the startup frames of your jump by canceling them to a FD (it's essentially FDCing a jump). It has a minimum of 1F startup, although it technically has 2F vunerable time to it. It cuts off the part of the jump that lets you choose jump direction though, which means you only either go strait up, or slightly forward if you have some run momentum. The dust cloud also doesn't appear behind you when you jump like that. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
You can't FD jump forward though (not counting run momentum), and you wouldn't really be FD jumping if someone was jumping in at you (not that I would know of anyway). -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Bad habit? That's why I tend to do it. I guess it would depend on the situations though, as some attacks it may be more beneficial to be in the air to block than on the ground to block... very good example is Dark Angle or Bridget's Unicycle of Fire ... if you are FDing in the air, you are essentially totally safe from mixups (barring that you run out of meter and just get hit for free). FDing attacks in the air is generally a bad idea, because you get a lot more guard stun than otherwise. On the other hand, IBing in the air is good news, because you get much less guard stun than normal. This is one reason why you can punish so quickly if you IB a Burst. Edit: ALSO, it could be that the person was atempting to make an Option Selected air throw, and simple couldn't make it in time (in other words, the person times his throw to fire as late as he can and not get hit by the incoming attack, and if he didn't make it in time, he just got an air FD). -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
You can buffer moves to execute when you hit the ground while you are in the air. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
I use j.B to crossup all day long, it's really quite nuts. Some of the pressure strings I use are like... 2A 2A B D 623C 41236D > IAD j.D (crossup) |> 2A 2A B D > etc. If you connect it at the right distance, the j.D crosses up and can be comboed out of. Alternatively, you can do other things off the 41236D. For example... > 41236D > jc.[C] (unblockable version, requires 2 charges and 1-Aura to do though, so it's expensive) > 41236D > jc, 236C Boost |> 2B 2B etc. (Low hit, uses 1 boost) I haven't tried using j.D with it, but I definiately will next time. Updated first post with fixes. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yes, okay that confirms exactly what I thought was happening. Very cool. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yeah, that all makes sense. The Boost meter is weird as shit, I swear you can double boost when you don't even have the meter, among other things. Question if you get a chance to answer it or check it out, does Auto-boosting after a blowback cause you to use Boost meter? -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yeah it's some weird super armor thing. He can still takes hits, but they do no damage to him. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Souther seems to be about putting them to the corner and then getting that nasty projectile pressure on them until they eat some serious damage. I don't really know much more about him than that though... but he's far from hopeless. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Everyone's backdash has some invincibility in GG, Potemkin's is just unique in that it has something like 18F invincibility with 1F vunerability. Not sure about that combo not getting the extra air spike star. I know for certain you can get it doing j.A C C A B Spike. If you want to use that one though, make sure you launch with c.C GS after a 623C. I think I've seen Raoh score a few more j.C's in a combo before, but I don't know for certain. I'll have to fiddle around with different launch methods whenever I play again. Yeah, Tenshou is definately not something to use on Toki. Might work against Heart/Raoh/Souther though. Just because it's rarely useful doesn't mean it's never useful, is the point. I'll definately be trying to use his Musou Insatsu more next time I play... it is really way too good. Cancel on guard to IAD j.B for some mixup fun (or hey, IAD j.[C] ... eeehhgg). Edit: And Hammerfall is similar in that, it has it's own places to use it where it works well, but you can't just throw it out at random and expect results. I expect the same thing with Tenshou... although Tenshou definately a much more selective thing. Arguments are good as long as they are civil. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
There is only 1 backdash in GG which only has 1F recovery, and that's Potemkin's. Everyone else's has pretty huge vunerable time on it. Raoh's BD is useful, but I mostly use it to reaction dodge certain attacks... I'll dodge around Heart's spikes, or around unblockables/blowbacks, so I can score hits faster afterwards. Might ALSO mention this, but using instant guard, blowbacks will NEVER blow you back, even fully charged up. Not sure if unblockables have the same deal. Ground knife is only really effective because it takes a star. I use it as OTG on the offhand I finish a combo up close and have not removed all 3 stars yet (which happens now and then). There's no real reason to do 2A 2B 2D as far as I know, might as well do 2A 2B D 623C instead. Plus with charge, you get an extra star from that. Musou Insatsu is weird because you can do it from neutral, without canceling. Again I think the input issue is mostly just holding the button or something weird like that. Karate Chop is never fully invincible, it's just used as AA, as you said. Raoh doesn't really have much in the way of reliable reversals. Grave Shoot can only add the -1 star effect once. So if you launch > spike > launch > spike, you won't get a second -1 bonus for it. You don't need it anyway, as he's got plenty of other -3 star combos. Tenshou Honretsu is a good super, but really risky, like you said. I'd mostly use it to go through other peoples stuff... if they do something I can predict for example. The real benefit of the super is the -3 stars... which is obscene. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Food gives you more life. I've never seen the flashing white thing before though. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Yeah, I was going to say... Okizemi is the easiest way to beat a masher. Knock down, throw a gunflame, basic mixup. Usually I just wait until they do something unsafe and punish for it. Mashers rarely use any sort of decent mixup, you can wait for them to screw up. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yeah that's pretty much it. Comboing into the C's is flakey as it is, AND they have really short range compared to his D... I'd just stick to comboing to 5D 623C for the combos. I'll probably mess around with stuff like that next time I play though. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yeah, definately agreed on Alpha Counters. With Raoh, usually I use the Musou Tensei first, and then spend my meter on ACs or using his supers if I can see a definite hit coming (that Cape super is nuts AA). -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Yes it is. I usually hit it too late instead. If you miss the combo, continue to do 2A until they start to get pushed away, end with either 623C > Boost into mixup, or C 2C Charge. You get insane chunks of meter for just mashing 2A when they are spiked.. like you can get 150% Aura. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Well he doesn't play anything like Slayer, but if you want someone who is a heavy hitter and throws gigantic fireballs and crushes your skull, Raoh is your man. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Basically, trying to get the other person to tech out so you can start a new combo. For example, Anji might fake drop a combo to try and score an air throw... this gets him an additional combo with the damage scaling reset. Resets are more or less useful depending on the situation. No real reason to Reset if you have high damage combos that can get you a knockdown, and you have a good Okizemi game. -
Since I play Raoh, I figured I would start this up to help out anyone else playing as him. I'm barrowing the move names from Nohoho on SRK because he was kind enough to provide them. Thanks! Note: Please read over the Advanced Systems FAQ for help on combo notation as well as terms and other things. I. Moves List Command Normals 6A A forward charging punch. Very slow startup, very poor recovery time. Very terrible move. I have no idea why you'd ever use this (outside of a random obscure combo or two maybe) because it has no properties that make for a good move. 6B A decent overhead kick. Fairly useful and may be comboed out of using Musou Insatsu or a boost. Specials Hokuto Donryukohou: 214A Charge up ability. Raoh can stock up to 3 charges. Charge time is fairly fast, very practical, but still punishable if you throw it at the wrong time. The charges are used automatically for any special move that can utilize them. They give the moves different effects, so check the moves for specifics. Hokuto Goushouha: 236C A slow starting beam attack. Hits the whole length of the screen, hits a pretty wide area too. Has a ton of startup and a lot of recovery. Does a good chunk of damage when it hits. Hits 2 times? This move is generally pretty worthless. It's too slow to start and recover, and it's very obvious to see coming. It just doesn't do the kind of damage it should for how it looks either. Charged up, the move does a lot more damage and hits 4 times instead. Air Hokuto Goushouha: 236C (air) Air projectile. Seems vaguely like an air Kaiser wave that shoots down at a 45 degree angle. EXCELLENT move. Great for zoning and playing keep away. After firing, Raoh falls strait down, and cannot do anything until he lands. Move is Post-Boostable to make Raoh fall with the projectile, or recovery-boostable to follow somewhat behind it. Charged version is much larger, covers an absolutely huge area of the screen. Also wall slams and removes 1 star. Hokuto Tenshouraigeki: 623A Fire chop attack. Has long startup, but seems to have some degree of upper body invincibility on it. Floor bounces on counter hit. Boostable. Not very good without a charge up. Charged version seems to have a lot more invincibility... not sure if it's full body or just upper. Hits twice, slams to the floor, removes a star. Both hits may be jump canceled. VERY VERY VERY good when charged up! One of Raoh's staple defensive moves, this will also let you combo into any of his infinites or other big combos on connect. Hokuto Rashouken: 623C Multi-hit punch attack. Decent move, moves Raoh forward a very large distance, combos very easily. Gives Raoh some degree of frame advantage, or at least does not leave him at bad disadvantage. Builds up a ton of super bar. Launches after last hit, Boostable. Overall this move is a good move for beginners, but it is not used AT ALL in combos at higher level of play. He has much better options than this in the long run. Charged version hits even more times, does more damage. Seems to launch higher than normal version. Removes a stars. Kanzashi: 214D Spike attack, Raoh attempts to pin both characters together with a sword. Removes a star, causes a period of time where no character can jump/walk, and neither have pushback. Possible to link 2A after a successful spike with careful timing (5F?) Charged version... takes off an extra star? Kanzashi: 214D (air) Raoh sticks a leg out, if it connects, drops the other person to the floor and then spikes them. Same basic idea as the ground version. Doesn't remove a star. Possible to link a 2A after recovering, but the timing is quite difficult (2F). No charged version. Musou Insatsu: 41236D This move is used to cancel another special attack. It costs 1 Aura stock, launches, and is jump cancelable on hit/block. Only cancels recovery time of moves, not the active time or startup time. If you have difficulty doing it, try performing it later. Supers Hikou Shinkessou: 214214A Anti-air attack with his cape. Hits a HUGE area above and in front of him, does decent damage and removes a star. Decent combo finishing material, but also insane AA against people who like to jump in. Doesn't hit people on the ground (or extremely close to the ground) at all. Removes 1 star normally. Uses 1 Aura stock. Tenshou Honretsu: 214214C Slow forward charging attack. Hits a much larger area than it appears to. Deals good damage and removes 2 stars. Fairly length startup, but has a degree of super armor and thus can go through and punish a lot of things. Overall, not something you'll use a lot, but there are some situations where you can use it to stuff or punish something you otherwise could not (such as Heart's club throwing super). Uses 1 Aura stock. Musou Tensei: 236236B Raoh forms 7 glowing images of himself. A small flame symbol appears above his boost meter (toward the middle of the screen) to indicate that this is active. Carries over between rounds. This move allows Raoh to teleport through an enemy attack, possibly appearing on the other side of the person. To use it, you must tap the forward direction right before a move is about to hit (use it just like a Parry from 3S). Can be used against physical and projectile attacks, but does not seem to work on everything. Low hits can be parried by hitting Down. Instant Kill Hokuto Mettenba: 236C+D Long super flash time, but fairly quick attack. Hits a short area in front of Raoh. Has some degree of super armor. If it connects, second hit punches the enemy in the head and they die a horrible painful death. Overall, not one of the better IKs in the game, but still very usable. You can use the Super Armor from it in a few situations when the other person has some something stupid or predictable, but generally it is best to just combo into it like normal. Charged Normals When Raoh has at least one charge up, he can charge a number of his normal attacks. These make them unblockable, have special properties, and use up a charge. To do these, just hold down the button when you are going to throw the normal. C.f A double fisted charge punch. Blows back into the corner. Fairly good, hard to jump over/around. 2D A low sweep. Slides forward. Launches in an upward arc on hit/counter hit. Really good range, but only hits on the ground. Doesn’t seem all that practical. The ability to delay firing the 2D can be useful to catch people in a frame trap though. j.C Downward dive punch. Makes Raoh float kind of like Mr.Heart’s j.C. After charging, Raoh rapidly descends at an angle. Blows back, removes a star. Excellent move, very effective. Possible usage as Okizemi or in mixups. II. Gameplay Tidbits Comboing off the Spike Attack (214D) Here's the deal here. Off of either spike attack (air or ground) Raoh can combo a 2A afterwards. However, the timing on this is HARD. From the air spike, you have a 2F window in which to link the 2A. From the ground spike, it is closer to a 5F window. There is NO trick to doing this. NONE. You simply have to time the punch properly. If you miss it half the time, that means your timing sucks and you just need to keep practicing it. YES it is hard, keep trying. Banishing Strike Glitch (AKA Fist Cancel) This is a really helpful glitch that gives Raoh some extra power. Normally, D.f doesn't cancel into C+D. However, C and D both cancel their early frames into C+D (think like Option Select from GG, or a Kara Cancel from 3S) to make it easier to do. So it becomes possible to cancel a D.f into a 2D, but imediately cancel 2D into C+D. This essentially allows you to cancel D.f into C+D. De-Bouncing using the air spike Normally when you wall bounce someone, they stay that way until they hit the ground. Many characters have a way to de-bounce the other person and unstick them from the wall. Raoh can do this with his j.214D, which returns the other person to a normal combo state. Now what makes this useful is that fact that when a person is de-bounced, their air juggle weight is RESET. Basically this means you get ANOTHER free combo. This does NOT reset the wall-bounce gravity, so this does not lead to infinites. Re-Bounce via De-Bounce Another tricky thing you can do is utilize the free boost meter you get when connecting the C+D attack without any boost to do a de/re/de-bounce combo. The idea is that as long as the number of hits of your combo isn't too high (it's somewhere less than 20), you can actually de-bounce someone via the jumping spike, rebounce them with C+D again, and then de-bounce them a second time. The problem is that the pushback will be massive on the second wallbounce combo. Fortunately you've got boost, so basically what you need to do is: 2C > IAD j.B 6E 214D Boost your j.B as fast as possible, and you will shoot forward and still be able to combo after the 2C. After spiking them, their air weight is reset again so you've still got room for more combo. Trickery Try boosting j.[C] some time. The effect moves Raoh forward rapidly allowing him to strike with his unblockable from long distances. You can boost the startup of 6B to give Raoh a long range overhead. You can also boost the recovery of 6B to combo into more damage, although the Boost point is fairly late. You can use Musou Insatsu on almost anything. A nice trick is to charge up in the corner, and cancel the recovery with the Musou. On a counterhit, Musou wall bounces. You can score a big damage wallbounce combo when you do this. Raoh can IAD very fast, much faster than you would think neccicary (although still slower than most). Basically what you must do is simple IAD as low as possible (it's pretty low), and then hit j.B as soon as the dash starts. Surprizingly, there is no minimum air dash length before you can cancel into a move. Raoh instead of dashing, falls down at an angle with a j.B, much like Magneto. This is an insanely fast overhead and works great as a crossup against people who are knocked down. Combos Use all or part of these. These are mostly just primary examples of combos you would do, and don’t include possible differences against characters. [Anywhere] 2A 2A B D 623C Boost, C A+C > jc.A C C A B 214D |> 2A* B C C+D Boost, 214A/214214A Standard Raoh ground combo. Ending depends on the situation. In the event you already were charged up, 623C will remove a star, thus removing the need to take off another. Charge up instead. 2B 2D 41236D > jc.B 214D, |> 2AA c.D(1) A+C > jc.A 214D, |> etc. Version to use when you only have Aura stock and no Boost stock, or want to save your Boost stock. 2A 2BB f.D C+D Boost, D A+C > j.236C Boost |> 2C > IAD j.B 214D, |> 2A*9 c.D(1) A+C > j.D(1) 214D, |> 2AA c.D(1) A+C > j.A 214D, |> 2A*5 2B C C+D Big combo. Lotta damage. If you really just have to milk it for everything it is worth, you can follow the C+D with a boost into 214214A, then OTG with 2B for a few extra hits. C+D 6, D.f 623A Boost, C 2C > jc.IAD j.C j.A |> j.A, j.C |> IAD j.B 214D, |> 2A 2B C C+D 6, 2C > jc.IAD Boost j.B 214D, |> 2A*9 c.D(1) A+C > jc.D(1) 214D, |> 2A 2B C A+C > jc.A 214D, |> 2A*6 2B C C+D 6, 214214A, 2BBBBBBB It's Raoh's 100% for no meter. Go Raoh. Lot of important ideas here. ... 214D, |> 2A*5 2B C 2C 214D, > etc. Requires a charge up. You can combo into charged ground spike off of 2C. 2A 2BB D.f Boost, 214D, 2A*9 D.c(1) 214D, Repeat Infinite. Only works on Rei, only while he is ducking. [Against Air] j.A B 214D |> 2A B C A+C > jc.214D |> 2A* B C 2C C+D > etc. Air-to-air version of the above. The air spike won’t remove a star if you connect it without a Grave Shoot (A+C) beforehand, so relaunch into a TK spike to get it. Also works starting from 6K 41236D, and other things. 623A > jc.A C C C C 214D, |> 2AA D.c(1) A+C > jc.A 214D > etc. Start off any small launcher into a lot of j.C's... it does more damage than most alternatives. If you connect the 623A too low, they won't bounce up high enough for a lot of hits, so you'll have to do jc.A B 214D. [Near Corner] Throw > Boost, C A+C > etc. Starts the spike combo from a throw near the corner. [Combos into Instant Kill] 2A 2A B D 623C(charged) > Boost, 236C+D (-1 Star) Very simple combo into IK. 2AA 2B 2D 41236D > j.D(2) |> 236C+D Another simple one. j.D seems to knock down for some reason, and allows you to OTG IK. Throw > 6E, 236C+D Needs near corner? Throw > 6E C A+C > j.A C C A B 214D, |> 2A 2B C C+D 6, 236C+D (-2 Stars) Works? If you try and C+D into IK after a long combo, you can miss with the IK because of too much gravity and not doing it fast enough, but I think this one still works. ... j.214D |> 2A B C 236C+D Spike combo into instant kill. To cancel C to the IK, you have to delay input a little while. Timing is a bit flakey. If you don't want to risk it, combo to C+D then boost and IK. 2A 2BB f.D C+D 6, D A+C > 2369C 6E |> 2C > IAD j.B 214D, |> 2A 2B C A+C > j.D 214D, |> 2A 2B C 236C+D (-3 Stars) Well it's a long combo and it'll probably knock off half their life in the process, but now you can do a -3 Star IK combo. C+D 6, A+B 6E, D A+C > 2369C 6E |> A, 236C+D (-3 Stars) Does this work? It should, but probably will require you to be FAR away from the corner to do. IV. Mixups ... 623C 41236D > IAD j.B/D (crossup) |> 2A 2B etc. ... D.f 41236D > jc.[C] (unblockable) ... 623C 41236D > 236C Boost |> 2B 2B etc. ... 623C 41236D > 236C Boost |> 6B 41236D Standard pressure mixup. Note that 623C is pretty good for building bar so you can often use it to fill up a meter when it is close to full. Also note that pretty much all of these will work off any setup where you can force the person to block a 42136D ... which means off 2D or anything else you want. 2C ... 2D or IAD j.B Very simple mixup. 2C is slow and is jump cancelable. Keep them on their toes by either doing IAD j.B (can even crossup) or doing 2D 41236D. Note that because 2C is slow to start up and because Raoh isn't the fastest guy around, these mixups aren't nearly as solid as someone like Rei. ... 623C > Boost 2B ... Tick throw setup with a Boost. Either do 2B again for a frame trap, or throw into combo. ... j.214D |> 2A* 2B C 6B 41236D > etc. Not actually a combo. Drop the end of a long spike combo with a mixup into the overhead kick that resets to ANOTHER combo. Hilarious, but don't give up your combos just to do this. Since advanced Raoh players can pretty much kill in a single combo, you won't really use this once you get your combos perfected. D.f CD, or D.f [CD] Sounds stupid, but the unblockable blowback can be used as a frame trap device. If the other person is used to trying to tap you out of charging up a blowback, instead let it go early and tag them as a frame trap. Even if they block, you are pretty safe (you can also always cancel to 41236D) and you get a LOT of free boost/aura bar. Since it builds so much Boost, you can often use this to START another mixup or pressure string... such as boosting into 2C and then doing the usual from there. 2C 8 > 236C~E |> 6C ... Fake out. Jump cancel but then post-boost an air fireball, it will look like you are attacking high but it will wiff. You can then land and immediately throw, or use a low hit if you want. VERY nasty. Exe A/D Dmg FaV Etc c5A 7 -3 9 4 whiff against crouching opp c5B 8 -3 9 5 -- c5C 10~26 -9 20 8 chargeable c5C(p) 42~50 -- 19 8 powered up version, unblockable, -1 star c5D 9 -10 11x2 7x2 -- f5A 7 -5 7 4 -- f5B 8 -4 7 6 -- f5C 17~33 -12 17 7 chargeable f5C(p) 49~57 -- 17 16 powered up version, unblockable, -1 star f5D 11 -15 18 16 -- 2A 5 -3 6 4 -- 2B 7 -2 6 5 hit low 2C 17~33 -16 14 7 chargeable 2C(p) 48~56 -- 14 8 powered up version, unblockable, -1 star 2D 11~27 -20 14 8 hit low, chargeable 2D(p) 43~51 -- 14 8 powered up version, unblockable, -1 star JA 3 -- 6 5 overhead JB 8 -- 6 6 overhead JC 10~26 -- 15 8 overhead, chargeable JC(p) 31~39 -- 15 8 powered up version, unblockable, -1 star JD 11 -- 7x4 6x4 overhead A+C 15 -4 22 8 -- C+D 18~33 -8 20 8 -1 star Max C+D 34~38 -8 20 8 -1 star GC 9 -1 11 8 doesn't KO A+B 41 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 15x2 8x2 -- B+D 9 -- 0+13x2 8x3 -1 star That’s all for now.
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Site Feedback/Suggestions
Koozebanian Fazoob replied to tragic's topic in Site Feedback and Suggestions
I think mostly they are trying to avoid the horrible monstrosity that is SRK. I wouldn't mind bigger filesize, but I have this feeling we'd start seeing so many shitty animations everywhere. I'd rather just static pictures than that. Maybe that's just me though. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I made a big post about turtling here: http://www.dustloop.com/forums/showpost.php?p=17836&postcount=96 Ukyo covers it more briefly. Turtling is just the act of making attacking a mistake. It works because the other person WANTS to attack you. You just figure out how he is going to try to get in, and then put something in his way. Of course, there are many ways to turtle... there's the block and punish (Potemkin favorite), the run away (Axl/Venom/Baiken/Storm are good at this), and the 'remote lockdown' (which is something like Axl VS Potemkin). -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I made a big post about turtling here: http://www.dustloop.com/forums/showpost.php?p=17836&postcount=96 Ukyo covers it more briefly. Turtling is just the act of making attacking a mistake. It works because the other person WANTS to attack you. You just figure out how he is going to try to get in, and then put something in his way. Of course, there are many ways to turtle... there's the block and punish (Potemkin favorite), the run away (Axl/Venom/Baiken/Storm are good at this), and the 'remote lockdown' (which is something like Axl VS Potemkin). -
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Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Archive
Tournaments Q) What are the rules for Guilty Gear tournaments? Tournaments are open to anyone, any age or gender or race. If the tournament is on Console, it will be on PS2. You can bring your own controller and configure your buttons how you like. You may or may not be able to use Macros, depending on who is running the tournament. General rule of thumb is simply DO NOT USE MACROS, and you won't have a problem. Gold, Shadow, EX characters are all BANNED. GG Mode and GGX Mode are BANNED. Kliff and Justice are BANNED. Robo Ky is banned in X2, but legal in #Reload. Auto-fire / Turbo settings for your controllers are BANNED. You can use a controller with them, but you can't use them! Q) What are some other general rules for tournaments? Most tournaments are run 2/3 rounds, on the best 2/3 matches. Most are also played Double Elimination, so even if you lose once, you get a second chance to come back and win. If you pause the game during a tournament match, it is up to the other player what happens. The default is that you lose the round, and continue on. The other player can just request a free hit, or just an unpause, if he wants. Generally, you may only change characters if you lost the previous match. Q) Where can I find tournaments or players in my area? To find players in your area, feel free to ask in the proper thread in the Match Finder: http://www.dustloop.com/forums/forumdisplay.php?f=36 If no thread exists for your State/Country/Province, feel free to make one. To find tournaments, you can check out any of the tournament forums on this site or Shoryuken: http://www.dustloop.com/forums/forumdisplay.php?f=4 http://www.shoryuken.com/forums/forumdisplay.php?f=7 Character Specifics Q) How do I make the Grand Viper hit 10 times??? It's simply a mashable move. I've found the best method is to mash on Forward & Backward, and Slash & Heavy Slash as fast as possible. With a little bit of practice, it is easy to regularly get all 10 hits of the Grand Viper.