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Everything posted by ConHuevosGuey
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So how far have you ever gotten in Survival Mode?
ConHuevosGuey replied to Blade's topic in Guilty Gear General
Around 64x using GGAC+ Sol. I've only attempted it about 4 times. -
Score attack uses Unlimited Nu, so using her as a reference is a bad idea.
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This I did not know. Every attempt I made got knocked out clean by it =/.
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A well timed can grab him out of his dive. You have to let go of before his hit box touches the hitbox on your arm. Practice it in training. Side note: Do not attempt to use if he is diving unless you're absolutely sure he will hit the glowing edges. His dives can knock you out of it clean without trading. Gayest shit I've encountered.
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Yep, only way you can't jump out of is if he timed a 720 or 360 perfectly and you're still stuck in your animation, if so, nothing you can do except taste some concrete.
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Works best in a corner.
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Every Tao I've have run into does the same thing versus Tager. Jump and repeatadly spam drives and the drive where they go behind you and just keep 2Aing until I get hit. Or jump in with A's spamming and land with 2A's. I can't snuff anything and just have to get a lucky 5D in. If she is magnetized, they just run away until it goes away. Really annoying match.
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Is there anything useful you can do after air throwing an opponent? Only thing I've found is if you air throw them low you can follow up with a .
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Well, sometimes :P. I'd rather just lock this and put it in the Q&A thread. I have learned that 6:abt: can stuff some incoming attacks, but the timing is tricky.
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Instant barrier a predictable portion of the string then 360:abt:. Check out the match-up video's also, plenty of times Tager gets cornered and finds a way out.
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Well, obviously there are those moments where you need to block and I do. I'm assuming that's just a funny way of saying, he doesn't really have any reliable anti-air and look for openings...
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What to do about incoming air dash attacks? Seriously...this seems to be my biggest obstacle with Tager. Just about the entire cast can come in and air dash and start a combo or block string for free. You can't Atomic Collider it 90% of the time, Tager has no good anti-air, you can't use because the reach on it sucks horizontally and most of the time they've already hit you by time it even comes out. You can't always back dash. I just can't find a solid answer to this tactic.
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Back dash -> 360:bbt:, 360ing people on blocked hits with high recovery such as Bang's distortion, ragna's carnage scissors, etc... High recovery moves or even getting them magnetized and then pulling them into it.
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Well, I truly thought it did work because it seemed no matter even if they teched the rolled, the would connect. I had the dummy set to block everything so naturally I assumed okay, this can be connected. After realizing so, I edited accordingly. I wasn't trying to be a prick about it, I truly thought the was inescapable on a tech. I was wrong, realized I was wrong and got rid of it before I give someone a bad habit.
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I edited it, what more do you want bro?
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Well, never said it was a combo, I was just saying it works.
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No they're correct. I have it to auto tech, apparently the won't connect unless they tech towards you which is why it would work in training, I'll edit my post because they aren't practical at all.
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Just checked. If Ragna does his Blood Kain super where it grabs you and drains your life, you can 720 during his flash and make him eat concrete out of it. Timing is a bit tricky though to get that 720. Another thing I'm curious about. Can you sledge or charge magnetism through Noel's ground and aerial Distortion Drives?
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Well, there are a few frames you can grab ragna out of that super. I've done it plenty of times with just a regular grab. Hell, I'm tempted to go into training and see if you can counter 720 this now. I'd love to see someone's face when you out throw him, hahaha.
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Works on everyone from my experience. It's a decent addition of damage. Not sure if you could rapid the sledge into something like a for extra damage + magnetism. EDIT: You can't, at least not on ragna, the goes right under him. Possibly works in a Tager mirror. I'm curious about the 720. Is it completely invulnerable during the first few frames? How about afterwards? Completely vulnerable after the initial frames or does it have some invulnerability versus certain things still? Speaking of 720'ing during an opponents DD, what DD's can you throw chars out of? I don't think this works on bang's volcano fist, however all you gotta do is block it and 720 during the block anyways. EDIT: Just checked the additional damage on adding a sledge + hammer to a 360 , adds totaling a 360:bbt: -> Sledge -> Hammer for 4373 damage.
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It's possible for them to jump out of the 720 if they're fast enough as they recover off the ground, hence my comment on it working on noobs. It works, just don't get predictable with it. I try to hide my 720's as much as possible. I've got nowhere near the mastery of hiding them as MikeZ's Tager from what I've seen. Those two rounds I saw him with HeartNana....wow....just wow.
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This must have been why I was confused then. Kinda silly for them to add that in but whatever. As long as I know there is no chance of them to tech it if it's a straight up grab, I'm happy. Side note, I know you probably get pestered a lot Mike, but perhaps I can send you an invite sometime to learn a thing or two? Thanks.
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Ok, so just to verify, you cannot tech a 720 or 360 command grab unless it was comboed or you got block stun. Correct?
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I didn't follow any of that...Do you mean hitting them with 2C while they're in the air? I'm unfamiliar with the term 'heat' and the number references you gave.