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Everything posted by Jais
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Johnny destroys Bridget at footsie range. Your 3HS, 5HS, coin, mist stance relentless pressure is not about mix-up but about punishing a player for trying to escape. A well spaced j.HS can not be AA'd by Bridget's 6P. Diving blade FRC makes for a free jump in. 1) hit, bait AA, for a KD 2) pressure for a falling j.HS and you are in. Patience is key. Your 6P and 5HS beat Bridgets ground pokes. Think of it this way. in a normals vs normals situation Ground to ground in close you win Ground to ground far you lose Air to Air far yo win ( j.S>Ensengaa) Air to Air close you win(divine frc) Ground to Air you win ( 6p beats all buri jumping normals) Air to Ground you win ( Diving Blade frc and j.HS) Sounds to me like you are not making it stick when you are inside. Try more throw and coin and mist stance shenanigans.
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I have seen it done 6 times. I have never seen it done as an infinite. Doesn't mean it's not possible, it just means it is super fucking hard.
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My understanding of what priority is: The ratio of exposed "CAN BE HIT" box compared to the exposed "TO HIT WITH" box. Lets compare Axl's 5P to Buri-chan 6S. Axl's 5P loses to full screen 6P's while Buri's does not. Buri's 6S has more priority than Axl 5P. more priority, as in, less exposed "CAN BE HIT" box. Does 2S have low priority? No. that shit is amazing. It trades way more than it loses. Andrew's breakdown of the normals was from Slash =P.
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KSMH RC UB only midscreen ground B&B's. ( which rarely happens cause KSMH shoves the opponents pretty far ) Hell, even midcreen you're better off doin 2D~FRC,HSS_9, Bellyflop UB. Don't make your match evolve around a specific situation, instead you should wait for a situation to arrive ( b/c playing reactively w/ Bridget is so good) then react accordingly. Corner KD is SO MUCH BETTER. 1/2 the meter for a FB puncher Fuzzy options. Resets he Knockdown after the combo ( unlike the UB ) Burst safe reversal safe ( bear tanks a hit )
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Is Anji's 2K really +80 million?
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There are a couple diff ways to accomplish this with a HSB 2146+[K]~[P] 2145,5,5,5,5,5+[K]~[P]
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Yes, but yo have to make sure to mix-up your reversals accordingly. Throw Starship backsash jump away delay wake-up throw delay wake-up starship delay wake-up backdash delay wake-up jump
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Hall of Fame Outstanding Combo Clips http://www.youtube.com/watch?v=xT5aPYLZxR0&feature=related 2008 23v23 Ruu win streak 6:25 http://www.youtube.com/watch?v=gaKZAvDEfhg&feature=related http://www.youtube.com/watch?v=R7y3_UbWG0Q&feature=related http://www.youtube.com/watch?v=yTGaZu0yJJA&feature=related http://www.youtube.com/watch?v=UzHUBmZ7ZT4&feature=related Combo Videos AC CM "Get Happy" http://www.nicovideo.jp/watch/sm2073173 AC CM " The Bounty Hunter" http://www.youtube.com/watch?v=Q5p-y0qKopY AC CM "The Good Fight" http://www.youtube.com/watch?v=yj9br4gOEt0#movie_player AC CM JPConsole "Hello Goodbye" http://www.youtube.com/watch?v=zq9D12r9VZo AC CM "Rolling Star" bgm: Rolling Star by Yui http://www.youtube.com/watch?v=epkmG2KYS1Q&feature=related AC CM "You give..." http://www.youtube.com/watch?v=oQT07iY4_ak&feature=related / CM "Sunrise" http://www.youtube.com/watch?v=lLisfHSLpwc / CM "Rocked My World" http://www.youtube.com/watch?v=wk7EfL7GNYA / CM "Will" http://www.youtube.com/watch?v=Eaf0kHKyil8&feature=PlayList&p=66A5EF1FA68D13CC&index=5 / CM "IK" Twinkle Star's http://www.youtube.com/watch?v=RoIs9ESJKG0 #R CM "So Yesterday" Ruu's http://www.youtube.com/watch?v=T_6ufUHipII #R CM Yukinose's http://www.youtube.com/watch?v=gHAG5vHzSFs Media [PC Shooter] Britan [simple Life OST] http://www.youtube.com/watch?v=5BSEuuz13AM [8-bit Simple Life] http://www.youtube.com/watch?v=2veYzPc5-kc I am taking hall of fame recommendations.
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My thoughts. Good job using 2S in this match-up. When you swing it you need to watch how it hits and pick up accordingly. CH : 2S>6S>jc.S>j.2S>jc.S>j.2S> yo yo shenanigans aerial : 2S>jc.S>j.2S>jc.S>j.2S> yo yo shenanigans ground hit or block : 2S > yo yo shenanigans, or 2S>2K whiff resest You appear to enjoy playing preemptively over reactionary. If so, try this second hit confirm. ascending j.P Hit : j.P>j.P>j.2S>jc.S>j.2S>yoyoshenanigans Whiff : double jump back j.P hit confirm again Hit: j.S>yoyoshenanigans Whiff: HSS_5 or HSS_3 > yo yo shenanigans or roll. you swing way too God damn much. You are begging to be fafnir'd, seriously. Watch and see if Hos has meter, than play reactively, not preemptively, with your 2S. His IAD j.HS is your free CH 6P,6S>jc.S>j.2S>jc.S>j.2S>yo yo shenigans. When you hit him, stop jump canceling and just HSS_# off of it so when you hit him again you can use the HS callback to extend you combos. Yep, the "archetypes" for Buri are 1) f.S>HSS_6, then f.S>HS, f.S>6S 2) Razor Bear on the ground and 6P their jump in over the bear. 3) Roger Hug and tag their jump away with a normal 4) HSS_6,wait. If they run in see #1 above, if they IAD in see #2 above. Good Luck ^.^
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Sorry. All vids I have ever seen have been posted in the video thread. This technique works for every single reversal in the game. Your 2P timing must vary depending on how fast their reversal becomes active. It's too situational to give a universal answer. Although for Pot, 95% of the time, yes. It depends on their height. The higher up they are and the closer your sprite is to them then the better of a chance you'll punish them with the throw as you land. 95% of the time Slayer IAD j.HS Yes Pot 2D Yes Baiken j.HS NO I use a dvd-r, just record straight to DVD then transfer it to avi myself. I have no input here. I'd recommend asking here. http://www.dustloop.com/forums/showthread.php?t=112&page=256 Not too different. Generally D is Buri, Anji, I-no, Johnny. Of that tier I personally believe: it is ranked as followed. Anji Buri I-No Johnny
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/r/ Ruu's Get Happy CM. Prolly on Nico but I don't know the proper fire or water type pokemon, I mean, kanji to search for it.
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Starship is active in 13 and invincible from 1-12. Volcanic(HS) is active in 5 and invincible from 1-9 . Instant active frames? the only thing instant in dis game are throws... although Robo-ky dp is active in 3 and invincible 1-17. Almost instant.
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http://kayin.pyoko.org/GuiltyGear/actiers.html
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XX#R + Tragedy faster start-up + Punch Bear FRC + Razor Bear FRC + Hug gains yo yo activity + 2D FRC + DAA HS cancel-able + 5D HS cancel-able + 2D faster active and less recovery - blocking nullified HS callback. Tier B XX/ + Bellyflop Bear(+ UB's) + Bellyflop FRC + 6K FRC + HSS_7 + HSS_6 + HSB + j.D sucks in and launch - HSS_6 increased recovery - J.S damage reduction - j.2S damage reduction - 6S shortened - 6K second hit removed - Punch Bear deals 3 hits. Tier C XXAC + Throw; Longer KD time, RC B&B-able, OTG-able + HSB gains yo yo activity + CH 2S launch + HSS_5 + j.HSS_5 + FB Punch Bear + FB Razor Bear + Razor Bear sucks in + CH 6S wall bounce midscreen + j.S extended + 6S extended - Roll has audible que - Starship invinc stops at active frames - f.S shortened Tier D Console Port XXAC JP - FB Punch Bear has no vulnerable hitbox XXAC JP - j.HSS_5 was not implemented and forced a j.HSS_6 XXAC+R +c.S Damage increased from 22 x 2 to 27 x 2 +jP Startup decreased from 6f to 5f +jK Damage increased from 20 to 24 +jS Damage increased from 26 to 30 +jD Damage increased from 16 x 3 to 24 x 3 +2S Increased untechable time on hit with 2f +6S Forward hitbox bigger, Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before the cancel can occur ) +6K Can only be cancelled with special moves, Aerial hit knocks down +DAA Inv increased from 1-12 to 1-16 +HSS_7 Speed of the yo-yo has increased +Rolling Has been effected due to gravity. Initial velocity increased. + Mid-air Starship Sucks the opponent in on hit.Now has a FRC (f 19 – 20).Untechable time is now 24+ Kick Start My Heart( Forward Catapult) Damage increased from 50 to 65.Can now be cancelled into yoyo-moves during the later half+Jagged Roger Recovery time decreased from 39f to 32f+Roger Rush Can now be deployed in air+ FB Jagged Roger Now homes toward the opponent.+My Kill Machine - Second Version 8 hitsAlmost stationary - Yoyo Recall Cannot be cancelled to bear/buffer moves after yo-yo call back has started.Can be re-set ( Not buffered ) after yo-yo call back has started- Starship Has gone from having full inv. To only having anti-hits inv.Anti hits inv -> f 1 - 16Throw vulnerable- Roger GET Proration increased from 85 % to 75 %.-FB Roger Rush Amounts of hits decreased from 5 to 3.The third hit launches/wallsticks your opponent.Can be deployed in air.-Loop the Loop The final hit now has a bounce.
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Awesome...oops. S'allgood we could start a team for having the hottets ex's. Gawd I love this thread. http://forums.shoryuken.com/showthread.php?t=114783
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Have I mentioned: FlyMike has the hottest g/f of any gamer I've ever met.
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I never considered the super for KD THNX!
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No offense, but I doubt your 22C loop one works on Arakune. I have no training mode, but I distinctly remember 6C>22C whiffing and 6C>BC>6C whiffing. If there is any confirmed airthrow combo w/ a 22C loop, a Bloom Trigger, or a KD please let me know. Idea 1 I would try w/ training mode. 6C>BC run 6C>5D idea 2 I would try w/ training mode. 6C>jc.C>j.D>flashkick, 6C>5D
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http://www.nicovideo.jp/watch/sm8242265
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Can plz post confirmed best airthrow combo? Preferably w/ knockdown...
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Axl throws a 5P you get a free CH 6S combo Low him on wake-up to beat DP Learn to block and CH Super from training mode( block the first part then jump over the second ) Razor Bear is amazing to prevent him from poking you full screen. 3P is an amazing Counter poke. Your 2K goes under his f.S. Then you can punish with f.S~6S When he pressures 6HS you j.IB land and punish with a throw Don't jump so much. HSS_4 and HSS_7 are way batter than HSS_6 remember Axl is uncomfortable guarding cause of his slow in close normals, take advantage and CH and throw him lots to confuse him.
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I'm goona go ahead and ask because it'd be funny to know,after 5 years of plaything this char, although I'd hate to have to answer ppl when they ask me if I knew the answer. What is Bridget's cross dressing for? Parents raised him like a girl cause his sister died?
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Recommendation 1: delay gatlin the 2S~2D. You can canel it hella late and get the far FRC timing down to a spacing of your choice. Using this for UB It's match-up dependant really. May, Eddie, Johnny,Dizzy, etc. basically peeps with no dp and rarely use their reversal super. Good Luck
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Gladly! ^_^ Gawd I need a guilt sequel announced at SBO. Biggest thing to understand is how your opponent reacts to a yo yo position, all I can discuss are common uses for HardSlashSet_placement. The yo yo placements are 90% fear related. if you throw a HSS_9 people tend to not jump through it even though it really gives you no more a reliable Anti-air option than a 6p, 2K, or airthrow. Just to clarify a tangent I don't want you to take the wrong direction: Bridget's movemnt is what sets her apart not really her poking. Poke too much you die. Run too much, you are okay. HSS_5 I generally use this only after a CH 6S for the B&B. Beings as how it is right next to you and you can't uite squeeze the opponent between you and the yo-yo that easily withit as a zoning tool. An okay tic option. HSS_6 Used to bait jump ins, used to continue pressure ( IF THEY ARE FEARING ). Most commom set as it has the most "projectile-esque" hitbox/spacing/application HSS_4 Oki, ALL DAY. Eddie, ALL DAY. Set than run away. The yo-yo hides off screen and moves to a position your opponent doesn't 100% know about. Use this to your advantage. Set, jum/ roll/airdash/roll/callback HSS_9 oki UB set-ups mostly HSS_7 Faust / Dizzy / Johnny, Jump slow bitches mostly. Nice angle for a callback to stop jumpers j.HSS_3 Usually used for a razor bear or to interrupt an airdash for a cross-up j.HSS_5 AMAZING for movemnt. is hella fast and gives you two roll options. Onec moved it is really good to call it back. Any clarification let me know.
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I had training mode! I've been practicing no heat combos. Dan and Mike you'll love this. --------------------------------- vs Litchi and Tager( so far ) if magnetized (tech trap) Atomic> walk > [5D]SledgeB> walk > 2B > 2C > Atomic --------------------------- Extreme corner. j.C>5C>SledgeA>Followup>2A or (5A) x 5 ------------------------------- Extreme corner CH 3C>2B>2C>Atomic>6C>5D ------------------------------ max range CH 2D>6A>2C>Atomic>6C>Atomic ------------------------------- CH 2D>Sparkbolt>2C>Atomic>6C>Atomic ------------------------------ anything>Atomic>6C>j.D works if they are magnetized instead of 6C>5D