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Kikuichimonji

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Everything posted by Kikuichimonji

  1. If you can record a video and upload it, that would be the best option. What you think the problem is might not really be the main problem.
  2. Sanwa parts will remove any potential doubt over whose fault it is, and that's important to me. It's worth the investment.
  3. Fighting the CPU is just useless man. Training mode is a better use of your time. CPUs have been doing this since Street Fighter 2. Walk forward flash kick with Guile, too. Wait, you didn't bold cancel like a boss? What a loser!
  4. You actually gain meter really fast in Guilty Gear, but only if you aren't using meter. There is a "Tension Gain penalty" in Guilty Gear so that once you spend meter, you can't immediately gain more meter. This is to stop abusive stuff like Roman Cancelling a move, doing a blockstring, and then having the meter to Roman Cancel again. This is essential to understand for managing meter in Guilty Gear. Lots of the time, your first hit will just lead into a simple meterless knockdown or setup. This is so that you can gain enough meter to make the next hit really juicy.
  5. I really liked the stick waggling because it forced you to stop blocking to get out. It takes solid commitment from the defense to both mash out directions and then block the potential incoming mixup. I wonder whether Potemkin can dash cancel his Dust considering, you know, he doesn't have a dash.
  6. Did you guys know you can do Throw, OMC, delayed 214B, dash sweep? Seems like it could be useful.
  7. You need to do 214D OMC 214B dude. Maybe you're trying to burst bait by not doing it, but you're shooting yourself in the foot by not doing it.
  8. What do you guys do after AA 2B without corner or meter? Do you go into j.2A? What's your full combo into it? Do you go for j.d after? Thanks.
  9. How do you open up someone at neutral who can block A Raging Lion on reaction and tech throws on reaction?
  10. Super cancel generally doesn't do as much as a 214d One More Cancel 214b combo. 5b 5c xx 214d OMC 214b dash 2b j.c. xx j.214b 5b j.c xx j.214a aaa is a BnB. Yu is the wrong character to play if you don't like taking low damage knockdowns into wake-up pressure. Once he gets you to the corner, he has some better meterless options, but until then you just end combos into sweep -> 5d. Unless you're playing against Teddie, don't end combos in slide. 5d wake-ups are ridiculous. Just do something like 2a 5b 2b sweep 5d.
  11. I'm not confident I know exactly how Narukami's knockdown works in P4, so I'd like to post what I know about it, and if I'm wrong, hopefully someone will correct me. 2AB -> Immediate 5D will hit meaty twice, and catch them for a yellow OTG if they do anything but immediately tech. 2AB -> Delayed 5D will hit meaty 3 times if they immediately tech, but if they delay their tech, the 5D whiffs completely j.2A always gets a knockdown on hit On an OTG 5D hit, you can always do 5B -> 5DD -> j.2A (I know about 5D -> j.b -> 5DD -> 2AB at low proration). If you choose not to tech at all, there is a window before you rise where you can pick up from the floor into a new combo. I don't know if this combo is scaled at all.(Can Narukami do this off of his safe jump j.b setups off throw?) Also, Narukami is down frames after 2C -> backdash cancel, right? I see lots of videos where people go out of their way to respect Yu after this blockstring, and I get confused. Thanks.
  12. I just need a basic combo off non-CH sweep so I can convert into some damage with something like 5k -> 5s -> 2d. So do you just do BR RC -> Sidewinder? If the sweep hits from far away, that combo seems inconsistent. Also, how do you convert from random raw Gunflame hits if you didn't FRC? Dash 5k? You can actually put in your jump direction as soon as you hit 2h, I believe. It's just that if you go from say 2 to 9 and then go to 8, you'll get a neutral jump. I don't think you should be getting VV there, unless you are hitting 6 somewhere? Anyway, if you hit 9 fast enough, you can do the 236S later and the game's already forgotten the 9. I personally prefer to do 2(hs)9,236s.
  13. How do you do 2d, Bandit Revolver RC, air dash Sidewinder without getting Volcanic Viper?
  14. Here are the things that I believe, in my own local scene, are holding Guilty Gear from becoming more popular. The game has LOTS of system mechanics, and quirks of the system, that are crucial for success. Dust, Roman Cancel, FRC, Tension gain penalty, Faultless Defense, Slashback, Burst, Dead Angle Attacks, Jump Install, air recovery, wakeup throw, character-specific gatlings, counter-hit, different hit effects (float, blowback, ground bounce, wallstick, ground slide, and wall bounce), proration/forced proration, Guard Bar. Not to mention that almost every character has their own special meter or gimmick to understand as well. There is so much going on that you have to sit down and read a lot before you can even play, unless you want to lose and think "wtf was that." Footsie in Guilty Gear is incredibly different than Capcom games. In fact, lots of the things that are solid in GG actually feel really scrubby coming from an SF background, because of the reliance on air moves in footsie. Getting used to working around Order Sol's Fafnir requires some mental reconditioning. All the cool stuff is rather difficult to do. I can't do Eddie Mawaru mixups -> Break the Law Shadow Gallery -> Drill FRC IAD j.s unblockables, and for someone new to fighting games in general, such things seem not only difficult, but superhuman. I know it's not, but that's how it looks. Putting together all these movement options is really difficult. Anime game players are still perceived as weaboos, unless they also perform well in other games. Some people are turned off by the art style. Guilty Gear isn't portrayed as hype. People nowadays don't care about learning their games at a really deep level. They want to dick around and have fun. They don't have the patience for Guilty. There are two types of new players who get into Guilty Gear nowadays: People who really like the anime character designs, and people who credit it as an over-the-top game for experts and want to get in on that. People in the first category, however, are far more likely to go to Persona or Blazblue nowadays.
  15. I have a pretty consistent Wild Throw combo on Axl from the starting position, except I can't end with a knockdown, even though he's really low. He techs right after he flies over my head out of the corner. Trying to do WT, 2h j.d SW, 2h SW, 2h j.s SW, ender. I've tried raw BR (gets one hit), 5k xx BR, 5k xx tk BR, 2hs xx tk BR, delay crossup 5k, 5s xx BR, and 5hs xx BR. Nothing seems to get the knockdown. I also managed to get another 2h Sidwinder at the end there and get almost 190 damage, but then I seem to only get a really high 5k and definitely no knockdown.
  16. Can Bandit Revolver be plus on block in blockstrings? I see even the best Sol's use it in blockstrings. Looking at the frame data, it's definitely possible since the second hit has 9 active frames, and I know you can combo on some crouching characters with 5k without counterhit at some ranges. I know everyone can basically just 6p it into a combo.
  17. I'm having the hardest time finding a decent Wild Throw combo on Order Sol from starting position. Anyone have any advice? Is it really possible to do a 5 Sidewinder combo into BR off Wild Throw? I know it's not optimal because of the opponent's meter build. Do you guys start with j.d SW, 2h j.d SW, or 2h Sidewinder?
  18. I changed the gatling table to Robo Ky's dustloop wiki page. Please review it. http://www.dustloop.com/wiki/index.php?title=Robo-Ky_Frame_Data_(GGAC)#Gatling_Table I know this is changing for +R (namely, cl.S gatlings to 6P, potentially others). But the one that was on there was just all wrong, had stuff that didn't even work.
  19. Samitto has a setup in the corner where he does the walldive into a low air dash mixup. Is this only solid in the new game?
  20. I've been trying to pick up Chipp again and I can't get impossible dust IAD j.k 6hs to work at all. I think they tech before I can 6hs. I can land and jump again to connect j.d xx alpha but it won't knock down. Do you air dash as low as possible? I can get the one hit j.k and I'm doing it from far away so it's not range. Does 6hs work in the corner? Is there a video of someone doing it? Thanks
  21. You can jump too late on the 5HS too.
  22. In order to do air to air missile you have to predict. Which is fine, because unless they actually counter you for a level 3 missile, they have to block anyway after it splits up. Don't actually TK the missile, just jump and do it immediately. Like I said before, Robo's jump is 7 frames, so you have plenty of time to do the motion. You just need to recognize that missiles aren't your only option. Otherwise you lose to dumb stuff like Order Sol/May/Millia just running straight underneath your tk missile. If they are playing patient, 5p is almost completely safe as a poke at range. For example, if you do 5p and Order sol does Fafnir at the same time, you can block. 5p can also stuff some jumps on the way up. 5k to mat as an OS poke is good since 5k beats a lot but doesn't lead to anything from far away. 2k can get you killed if they have a low-invincible move or they blow up your followup 2s/steam. Far slash is really good but you can die for doing it at the wrong time if they jump or counterpoke it.
  23. 6P beats horizontal dolphin, as does steam. Actually, you can just jab her out of it if you time it right. But yeah, May is a jerk. As for the up dolphin, block and punish. Now I'm confused. Can you or can't you do the combo? Missile loops are somewhat character specific for how you start them. I prefer 5H FRC dash 5H FRC over going into 5S because you end up closer to the opponent usually. This makes you get full hits off of j.d or makes j.k j.s dj j.s j.hs xx air missile consistent. Also if you want to missile loop you need to get down to level 2 anyway. Also, in my opinion, Robo can be pretty goddamn annoying, even without meter. Off a throw, just lay down a mat and make them deal with a couple dash 5p's. Level 2 bazooka -> mat -> dash 5P works pretty well. 5k 5k Close 5s whiff 2p gives you like +2 frame advantage and allows you to pressure. Most moves that beat 5p -> dash 5p will lose to 5k, 2k or 2p. If they stop hitting buttons or FD, you can do retarded stuff like 5p -> mat -> 5p. Most people don't stop mashing though. The goal is to gain meter, for sure. But you can convert a knockdown into pressure and get a little damage along the way. It's a lot safer to be on offense while on a mat than to be sitting on it and waiting for them run in on you. Also hopefully you know about the 5k 5p 2k 2s combo. Close meaty 5k can be thrown, but it's a commitment from the opponent and can be baited with TK forcebreak/Horse/robo dash/steam/max range 2s. Max range meaty 5p cannot be thrown and is safe to nearly all reversals, including uppercuts. Robo's 6P and 50%/80% 6H (steam) are basically essential tools to learn at neutral too. Against Slayer, 6p gets you out of a lot of shit (his 6h, 5k, overhead sometimes). Steam gives massive advantage on FRC, gives a combo on CH, is plus or even on block, and stops your forward momentum so that you can bait out mash/defensive throw attempts off a dash. Don't rule out j.s at neutral. It gets you out of a lot of shit, like CH'ing Sol's Gunflame and Eddie's Drills. 5H FRC as a poke can be useful. Also, don't be afraid to FD just because you're Robo Ky. FD is REALLY good defensively if used intelligently and not predictably. It's not an "oh shit he's close to me" option, but if you know what your opponent's options are, you can create gaps in their offense that wouldn't otherwise be there. Just don't get predictable, you'll die. Robo's backstep is not the best in the game, but it's still a very powerful tool and you should abuse it. If you know you can backstep out of something, you need to consider trying it at least. I would argue that backstep is better than 1 frame jumping with Robo (1 frame jumping w/ Robo still takes 7 frames jump startup). Finally, abuse the shit out of delayed wakeup. Good opponents know how to get around it (OTG setups - which you can get out of by teching after the OTG and hitting buttons, reacting to your delayed wakeup and just manually re-timing the setup, etcetera) but it's a hugely powerful tool in a game where oki setups rely on precise timings. You can also vary the actual timing of your delayed wakeup once on the ground.
  24. 6hs alpha doesn't work against level 3 mash at the range you'd be comboing into it right? 2hs combos are basically only useful if they're going to kill, right?
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