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Everything posted by Teyah
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Let us post our matches here Trouble with Potemkin... pls advise http://www.youtube.com/watch?v=wsQdpq5xabc http://www.youtube.com/watch?v=95TrS3X40BA Thank you for your seeing
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From anywhere. Except -S- CH, which is midscreen only and you must hit the opponent when they are not too far off the ground.
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Ah you're right, that would be a 2F window to get off the ground in time, though the backdash timing is 3F since those start immediately. I also just tested what I said about FD jump being bufferable, and it seems I was wrong on that - you have to time it precisely, similar to a timed backdash. Unfortunately(?), I haven't had to face this setup yet as I'm the only Eddie around here.
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Yes, it's very possible: (2H = 17F blockstun, 22D = 20F startup) FD jump is also more lenient on inputs, in my experience - even if you input it a frame or two before coming out of blockstun, you'll still get it as soon you can. So that 3F window is very doable. And if you IB the 2H (easy, just tap IB a few frames after you block the 2P) it's a 7F window, which you can get out of simply by holding up+back.
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TGS posted some Shadow Gallery loop setups earlier, here Aside from direct -K- mixup, you can start the SG loop from CH -S- or CH 2H. Though these can also lead to the 1-hit Shadow Gallery -> UB -> Stun combo, which is much better than the SG loop damage-wise but is also harder to perform.
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In all of those options, hitting and holding D during the 5H/2H will get you a 5D/2D, which you do not want. Though you can do 5H, then buffer D with 2D (since 5H does not gatling to 2D) but that still leaves you with the 3F (7F on IB) gap I mentioned above, since 5H is still a Level 5 move. There's also the issue with distance if 5H is FDed, which is probably why this setup isn't used by the better Eddies (except in the corner). Again, the gaps on these moves is so large (even moreso if you can IB) that you just need to time a backdash or an FD jump in between the 2H and FB Drill and then air regular block the big drill. No SB required, even IB is optional. Hm, I would say that reacting to the 2P should be the same as when it happens in regular Mawaru mixup; if you don't see a gatling during the blockpause and you see it retract, you can prime an FD jump to get away. Instead, I would imagine the best way to escape the 2P-2H-22D would be to react to the 2H, then prime a backdash or FD jump. No need to IB or anything if you can hit that 3-frame window. Of course, you may as well try for the IB, and if you get it you've got a huge 7 frames to do something, regular jump + block would work fine. And if your Eddie is using 2P-5H(2)-22D, may as well just FD the whole thing and you're far enough away to be safe.
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The Eddie/Axl matchup isn't a steamroller like some of Eddie's other matchups. A big part of this is that Eddie cannot summon the shadow from neutral. A neutral summon can be killed off by a far-ranged Axl j.S or Rensen at very low risk. 2H is also viable, but Rensen serves the same function and is less susceptible to IAD. For prediction, using 2P/5P/2H to anticipate a summon can work well enough. - j.S can sometimes even hit the shadow before it hits Eddie, and the j.S does not have a hitbox at its end so the threat of CH Nobiru -> death is nullified. It also keeps Axl safe from Far Drill knockdown as j.S will probably hit Eddie during its startup, though if Axl does eat the drill he can air recover since he would still be airborne. - Rensen's 3 hits can take care of the shadow while putting Eddie in blockstun to keep Axl safe. Eddie also can't really punish this too well; Far Drill isn't available as he is in blockstun (or getting hit), and an IAD can get stuffed by Rensen followups or Rensen FRC -> 2S -> big combo. Some other things that help Axl in this matchup are his 6H going over Eddie's best pokes (2P, 2K, 2S, drills), as well as the occasional wakeup flame super to save Axl from Mawaru rushdown (you can even do this in-between hits of Mawaru). I would agree on #2, but doing #1 can lead to you getting killed. Rushing Eddie might seem like a good idea, until you get hit by a random 2P-2D into 80% of your life via triple unblockable. Or at the very least, a Mawaru mixup series. And if you block that 2P, it's a free, in-close summon for Eddie which puts Axl at risk of having to block/escape the shadow correctly. So yeah, intentionally getting close to Eddie is not worth the risk from what I've seen in this matchup. Keeping Eddie out of your face and in a position where he cannot summon is the way to go, and Axl actually does have to tools to do this.
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It'd be pretty lulz if Spirit Juice started playing Eddie too. ... As for Isa, the last I saw of him and ED, he was making basic execution errors and using some strange looking strings. Also seemed to be majorly attempting an XCOPY of Ogawa. Granted, he's probably still getting used to the changeover, and I haven't seen the latest vids on Gamechariot. But all this beastly talk seems kind of silly, unless he did some major level grinding since his last vids.
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A bit late, but I'd like to clarify: That setup posted is actually done as: Eddie r.2P-2H xx 22D - The reason the -D- appears earlier than the FB Drill is because of the large hitpause from a blocked Level 5 move. Note that Eddie cannot hold D at any earlier point (unless he has gatlinged to 2[D] just before) since that would generally result in a 5D coming out. Also, there are many ways of escaping that mixup (it's not unblockable by any means): - 3F window to BD or FD jump between 2P-2H, 5 frames if you IB the 2P - 3F window to BD or FD jump between 2H-22D, 7 frames if you IB the 2H - If you FD the 2P-2H, you should get pushed back enough to where the -D- attack takes so long to reach that it is very blockable by simply blocking the first 2 hits of 22D low, then the rest high. - If the shadow is not directly under you after 2H, -D- won't reach you in time as above. Simply block low for the first 2 hits of the drill, then block the rest high.
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Edge - Learning Eddie on pad just takes more effort at the beginning, as you have to plan out how to work your common button holds + releases + FRCs all together. A stick makes the process a lot easier, but it's not a requirement. But yeah, it is very possible to play a good Eddie on pad. For proof, look up Kumiho around these parts, he's a perfect example of this. baku - Eddie's -K- will combo only on crouching characters (if you set your training mode dummy to crouching state, you can see that it does combo there). On standing characters there is a small gap between hits that you must fill with a quick normal (ie. 2P or 5P) in order to continue. The two most basic followup combos are listed here, if you were wondering. Anyway, good question and I have added these notes to the move description in the guide.
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Crouching characters suffer 1 extra frame of hitstun, so if a 3F 5P works on standers, the 4F 2P will connect on crouchers. Then again, the framedata for Jam suggests that your frame advantage depends on how high you start the j.2K, with +8 being the best case where pretty much any normal not 5H/6H/2H/5D will link from a j.2K.
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Jump-install before comboing into the VT. Eg. 5Sc, tap up, but before you jump hit 2H xx 623H, RC, AD, etc etc. You can land from your AD and do another rep for another 50% tension, or just do land -> 5Sc (tap up), 2H, sj.S-P-S sdj.S-H VT or something for no tension.
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Sure! I will also add the following features to every move (unless they are present): Millia not in CH state during recovery, opponent is not forced into crouching state on hit, opponent can use burst during this move, opponent takes damage according to the standard guard gauge formula, move deals some amount of stun, move has no forced proration, move is NOT unblockable, Millia can perform same move after recovery, move has no invincibility, move has zero priority (note: probably true), move does not use tension, move does not cause slide state, move does not launch opponent, move does not IK the opponent .....
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Info on those moves is complete in the frame data. You can see how much damage you're giving up by looking at how much GB- you have to eat through before getting to the meat of your combo. Since none of those moves you listed have proration, you can see that having to do stuff like 5P-j.K before your ADCs will cost you a significant amount of combo damage. But since 5P on its own is so good, it's worth it. And while 2S and 2H also have a fair amount of GB-, they don't require you to go through as many intermediate moves (ie. they get to the hard hitting moves faster). Stuff like Disc + 2S + launch, and 2H j.S-H ADC j.D ADC etc will do good damage regardless.
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http://dustloop.com/data/ac/millia.html Neither j.P or j.K have proration, but they do add GB- of 8 and 7 respectively, which drops the damage of the following hits by a good chunk. Besides, even if these moves did have proration, it would only applies to combos that start with that attack - and Millia doesn't really start combos with j.P/j.K outside of the random early j.K AA or something.
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Nice work hellmonkey. j.K-SG makes things a lot easier on those characters. And yeah, there are likely a ton of other ways of going into 1-hit SG, like 2D -S-, air/slide Mawaru hit, 2H CH in corner, 22S in corner (w/shadow out), etc.
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After finally getting around to spending about an hour testing the CH Nobiru -> UB combo on various characters, I pretty much figured out most of the important points. If any of the details posted below look suspect, please let me know and I'll correct as necessary. Also, character-specific info, both new testing as well as verification of what's already posted, would be great if you guys feel like helping out with this. Miniguide: How to perform the CH Nobiru -> UB -> Dizzy combo in 10 easy steps: 1) After the CH wallbounce, you must pick the opponent up as low as possible with 6P. Some characters have more leeway than others (eg. Anji), but some (eg. Dizzy) are very specific. 2) Let 6P hit twice. Use the command 6[P] to get -S- readied. Note: Let 6P only hit once on Dizzy. 3) Jump cancel out of 6P immediately. 4) Slightly delay your first -S- (ie. do it as late as possible). Release P only AFTER you have released S. If you release them at the same time or even within a frame or two off, you will get -P- because the game engine reads P attacks as having more 'priority' over S attacks in terms of inputs. 5) After -S- hits, use j.S (or j.K) immediately to avoid the crazy knockback of Nobiru. No need to hold S (or K), as the shadow is still in recovery and won't accept inputs anyway. 6) Cancel j.K/S into j.H. Delay the j.H by a good amount. By this time, if you followed step 3 you should be past the apex of your jump and on the way down. Again, no need to hold buttons - just press and release. 7) Cancel j.H immediately into Shadow Gallery (41236S). Just press and release S; you should get the correct timing. **Depending on which character you're facing, you may need to FRC the Shadow Gallery** (Lists are currently incomplete / not thoroughly tested) FRC the Shadow Gallery (press and hold H and 2 other buttons) if you are fighting the following characters: Ky, Axl*, Chipp, Johnny, Potemkin, Dizzy, Robo-Ky For the following characters, no FRC is needed: Sol, Axl*, Baiken, Anji, Slayer, Order-Sol *needed if he is too low - use judgment! 8) Move the shadow forward if needed, then set the Shadow Hole while falling by pressing and releasing H. If you FRC'ed the Shadow Gallery, you should be holding H + some other buttons, so release H to set the puddle, then release the other buttons. 9) Guardbreak with j.S or j.H. Crossup if needed to avoid DPs. 10) Kill the opponent. Puddle stun combo: 6P(2)-6P(2)-6P(2)-5H(2)-22S. - Stop at any point if you see them become stunned (which they most always will). - If by some heavenly act they are not yet stunned (see: Potemkin), attempt a 22H FRC + IAD down j.S unblockable. Wait until the Shadow Hole trap wears off, then finish dizzied opponent with either of: - 5S-2H-22D (22D), rsj.K-(S)-H-D. (Best damage) - (5S-2H-)632146H. (Burst-friendly) - Instant Kill! ------------------------------------------------------------------------- A typical variant of the entire combo reads: 1) -S- (CH), 66, 6[P(2)] jc, -S-, j.K/S, delay j.H xx 41236S (FRC) 2) -H-, j.S/H, 6P(2), 6P(2), 6P(2)-5H(2) xx 22S (opp is dizzied) 3) 66, 5S-2H xx 22D, rsj.K-H-D Nobiru! "You Win!"
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Yeah it would really help for you to have Accent Core. Though most of the info in the 100 & 101 sections applies to all GGXX games. If you're really having trouble finding a copy, you can always try Ebay. Looks like there are a few on there for sale atm, for in-store prices: http://search.ebay.com/search/search.dll?from=R40&_trksid=m37&satitle=Accent+Core&category0= Oh and for jump-cancelling, only Eddie's 5P, 5K, 5Sc, 6P, 2D, and j.K can be JCed.
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From: the GGXX AC Web Encyclopedia: "Certain ground and air moves can be cancelled into another jump. This trick is called Jump Cancelling. In each characters move section, a list of every move with their Jump Cancel options is shown. Jump Cancels can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules. " Since it sounds like you're new denvermaxxx2, you should really have a read through of at least the Guilty Gear 100 & 101 sections. Yeah it's a lot of text... but it's the best and fastest way to get caught up if you don't understand what is being talked about most of the time. The main index page is here: http://dustloop.com/ggac/index.html
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Guilty Gear FAQ Thread - Ask your questions here!
Teyah replied to Kairi's topic in Guilty Gear General
Most tournaments these days allow you to use the in-game assignments to PKS, PK, etc. Though you should check with the organizers first to be sure. Or to be safe, just learn to FRC without the in-game button assignment. Remapping individual buttons to different places is always allowed. -
Can somebody upload/host the latest TRF vids for me? Ten 3 on 3 vids, from: http://www.filebank.co.jp/guest/renk0n/fp/1008 Pass: nakanotrf As well as these roz filebank vids of ED, AX, JA, AN, etc: http://www.filebank.co.jp/guest/honnnori/fp/abc Pass: neyagawa Edit: game41 stuff as well, I'm getting a 404 on these: game41-20070916ggxx_2.wmv -> 11 Even something quick like megaupload/sendspace would do. Many thanks.
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First batch rehosted for rtl: Teyah (ED) vs nagai (DI) nagai (DI) vs JO (SO) x2 nagai (DI) vs Ray (SO) rtl42 (BA) vs Ray (SO) x2 Teyah (ED) vs Ray (SO) x2 Teyah (ED) vs rtl42 (BA) x3 http://www.sendspace.com/file/oni2f7 That was a perfect UB too, as far as I can tell in the slo-mo. 1-frame counter skillz
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http://dustloop.com/forums/showthread.php?p=181457#post181457 Eddie is the best character both X2 and AC (and #R, for that matter). Faust is high tier in X2 and mid/upper tier in AC. Faust is a lot easier to learn than Eddie.
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As far as air combos go for Eddie alone: - Dust combo (non-knockdown version) is 5D, [j.D-D] j.K-(P-K)-S-H-D - If you're close enough, anything to 2H (usually 5S-2H) into FB Drill, then rsj.K-S-H-D - Usual antiair stuff of 6P j.K-H-D or 2H CH, 22H, IAD j.H-D (+ sj.K-H-D in corner) - j.D (air CH), land, j.H-D, land, sj.K-H-D (RC, airdash j.D) Though Eddie doesn't really focus on air combos alone, you should really focus on getting the shadow out and then going for a hit/mixup with it.
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If you're lucky, you should be able to find a copy at your local EB or Gamestop. If not, see if they can order one in for you or inquire about if they're receiving another batch sometime. Also, some stores such as Best Buy are not stocking any copies of the game... so you'd better hunt around quick while there are still some out there.