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Everything posted by Blade
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I had close matches before, but that was before I learned to link his specials.
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This is my own experience from playing against my friend's Arakune who he's just learning but...the best thing I learned to do is to wait for him to do something physical next to you and nullify anything as safely as you can, his sword can eat a lot of things spat at him, bugs and clouds included, so that helps a little, just be cautious of timing and recovery and keep an eye out for stuff coming up from the floor, especially when he's in the air. You can probably expect a lot of throw attempts I think, also his air to ground pressure can be anticipated and countered well enough. An idle Haku-men is a dangerous thing I think, because when he's waiting for strikes he's still building stars. No need to do jump-ins in this case, since Arakune will be doing all the closing in for you.
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Here's a question then... What works as "links". I know 2A and 2B link by themselves but that's basic. I'm looking for things like jump-ins, sweeps-to-OTG (off the ground), and perhaps "throw-to-hit" or "hit-to-throw" maneauvers. Most likely these are 2 hit combos at best, but they serve well as a secondary when you're not so good at D-countering for the Magatama. I guess what I'm saying is...there are two phases Hakumen has to deal with: Building Stars (gaining meter with pokes, counterhits, 2-in-ones, jump-ins, counterhits, throw nonsense, etc, and D-counters). Like for example, jC into 5C is a basic 2-hitter that may not be worth much except building meter. Using Stars (obviously the special chains). Also I am looking for "counter" based combos (starless or with stars since star moves link with Drive Counter). That start with a successful counter and go from there, the counter DD "Yukikaze" super would be part of that as well.
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Just decided to convert these to percentages because I hate decimal digits.... Above Data/1000 Units. Note that I rounded up a decimal (example .068 = 7%/.064 = 6%). 5a = 6% 6a = 20% 2a = 5% ja = 7% 5b = 20% 6b = 29% 2b = 19% jb = 19% 5c = 35% 6c = 52% 6[c] = 61% 2c = 32% 3c = 38% jc = 34% j2c = 31% 5d = 54% 6d = 0% 2d = 32% jd = 51%
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I can see why 6D wouldn't give you meter though since it can punish TK moves like Jin's 2147+Icecar.
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I could've sworn a few did. According to the other threads everything except 6D gives you 1 star.
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Do you know if the D counters give a lot of meter? Or not much? D, 2D, 6D, and j.D.
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If you can predict and counter (D, 6D) his Gauntlet Hades mixup, Hells Fangs, or 2D (your 2D) I think that limits his pressure options, can someone confirm this? Also Ragna's 5B kick outpokes a lot and 5C has reach to it. Also Haku's 6A punishes Ragna's jump C dash in overhead. I play both and fought both, so that's what I've observed anyway.
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Has anyone used Renka-loop (214+B, etc) in the corner yet? Dunno if it's character specific, but it works on Jin. Still looking for what normals give best meter.
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Can someone tell me what moves (normals+links) give best meter for Magatama and what situations they are best in? I'd like more opportunities to do star-link combos, thanks.
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Honestly, Overture should fall more into an RPG/Action category than fighting games...I like it personally, but that doesn't mean people who like fighting games will like it, even if they are GG fans. So basically what I do is this: Guilty Gear "Fighting" games <(-_-<) "over here" Guilty Gear 2 Overture (>-_-)> "over there" The same could be said of the Soul Calibur RPG and Tekken's Death by Degrees. They're spinoffs...not bad spinoffs...but in their own category.
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- humor wasteland
- not even funny
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(and 2 more)
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No no guys...you've got it all wrong (my fave in bold): JUSTICE (OLD VOICE SETS) [JU-OLD] ---------------[GG] [TYPE-A] --------------- INTRO: UUUWAAAAAAOOOOOO!! VALKYRIE ARC: ZHYOWWWWW!! S.B.T.: SHYOWWWW!! MICHAEL SWORD: ZZHAAAH!! GAMMA RAY: OOOUUUWAAAAAAGHHHHH!! DAMAGE 1: KRR!! DAMAGE 2: KOOORRRHHHKK!! DAMAGE 3: KKKAAAAAHOUHHHKK!! ATTACK 1: HAH!! ATTACK 2: ZUUU!! ATTACK 3: KHIIIIIHHH!! GUARD 1: UWAO!! GUARD 2: OWAAGGGHH! WIN/THROW: HHHAAAAAAOOOOOUUUU!! LOSE: UUUUWAAAAAAUUUUGHHHHH!! TAUNT: KKKKKHHHHHIIIIIIIHHH!! --------------- [TYPE-B] --------------- INTRO: DELETE YOU!! VALKYRIE ARC: SHIYOOOP S.B.T.: ZYOWWW!! MICHAEL SWORD: ZBUHHHKKKK!! GAMMA RAY: KHHHHHHHHHHIIIIIHHHHHHKKK!! DAMAGE 1: KIH!! DAMAGE 2: KAH!! DAMAGE 3: NGHKAAAAHHHH!! ATTACK 1: SHHOOOP!! ATTACK 2: SHIYOOOP!! ATTACK 3: HWOOOWAHH!! GUARD 1: KYOWW!! GUARD 2: SHHHHHHHSH!! WIN/THROW: HWAAAAOOOUUUUU!! LOSE: ZZIHHHRRRRRRKKKK!! TAUNT: KKHHHHHHHHHIIIIHHHHNNNNN!! --------------- [TYPE-C] --------------- INTRO: VALKYRIE ARC: SHYOWWW!! S.B.T.: HAOW!! MICHAEL SWORD: KKKHHHROOWWW!! GAMMA RAY: KKIIIHRRRRRAHHHHH!! DAMAGE 1: KAH!! DAMAGE 2: KHAH!! DAMAGE 3: AAAAOOOUUUUUUGHHHH!! ATTACK 1: SHHHP!! ATTACK 2: SHHRRRHH!! ATTACK 3: SHRRRHHHHHH!! GUARD 1: KHHHHRRRHHH!! GUARD 2: HOOOUUUNN!! WIN/THROW: OOOUUUUGHHHHH!! LOSE: NUUUUUGHHUUAAAAA!! TAUNT: SHHIIIIHHHPPPKHHAAAAAA!!
- 2,057 replies
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- humor wasteland
- not even funny
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(and 2 more)
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D: .......
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- down with naruto
- mod brown-nosing
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Regarding Dr. Baldhead...again, no connection to Faust as of yet so still unknown. Potemkin's was a typo...sorry. As for the Sol/Order-Sol connundrum...I'd say the first one who did the voice (i.e. Daisuke's) but...I could be wrong.
- 1,727 replies
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- down with naruto
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Oh...my. If only there was a way to convert this to a console besides PC.
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Well, lately I've been seeing posts about BB Character birthdays, so for fun, I'll list the B-Days of GG Characters. January Anji (Jan 1st) Zato-1 (Jan 28th) February Jam (Feb 8th) Chipp (Feb 9th) March Baiken (Mar 5th) Raven (Mar 28th) April May May (May 5th?) Testament (May 9th) Sin (May 31st) June Zappa (June 15th) July August Izuna (Aug 3rd) Dr. Baldhead (Aug 21st) September Justice (Sep 2nd) Kliff (Sep 9th) October Potemkin (Oct 18th) Johnny (Oct 24th) Bridget (Oct 26th) Slayer (Oct 31st) November Ky (Nov 20th) I-no (Nov 25th) December Axl (Dec 25th) Dizzy (Dec 25th?) Unknown (presumed dates are marked with a "?") Sol/Order-Sol Millia Faust Venom Robo-Ky A.B.A Dr. Paradigm Valentine That Man If you want to know the birthdates of the list of unknowns, tradition has it that the voice actors share the same birthdays as the characters they voice. So you might want to look them up.
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- down with naruto
- mod brown-nosing
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Imagine a 13-year-old kid taking on a beastly bounty hunter like Sol....glasses NOTHING.
- 1,727 replies
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- down with naruto
- mod brown-nosing
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2175 is the year Justice was sealed, Ky was 16 at the time, so that means he was born in 2159. In the years 2172-2173 when Sol left the Order he was 13-14 years old...13!!! And he took on that monster trying to chase Sol down after stealing the Fireseal. To say he was a Genius is no understatement, since he considers Kliff Undersn his master teacher as well. What's more, as stated earlier, Ky knows how to use one of the hardest magicks to control: Lightning. And since we're on the topic, I'll repost this from another thread, for posterity: --Sol (joined the Order) versus Justice (Duel 1): Sol doesn't have the Fireseal here, and isn't strong enough to beat her. She spares him calling him a "reckless human" and leaves. Because of his weakness and the fruitlessness of staying within the Order, Sol steals the Fireseal and goes rogue. --Kliff verus Justice (Duel 17): Kliff and Justice have clashed 16 times thus far during the Crusades. Though this fight seems to be one of attrition, it is here Kliff decides he may retire and leave the Order to Ky. --Sol versus Ky (Duel 1?): Obviously this isn't the first time they've had a spat, since the last time they argued, Ky threw Sol in the Brig. Still, this is the first 'official' battle they've fought, obviously with Sol's Fireseal it was a no-contest in Sol's favor, even with Ky's newly-acquired Thunderseal. --Kliff versus Sol (Duel 2?): I'm not exactly certain how many official bouts these two have had, but this was the last time Sol would fight Kliff within the Order. He is now on the run with the Fireseal in hand, and Kliff wishes to test his abilities. The fight ends in a draw I believe. --Kliff versus Justice (Duel 18): The 18th time they fought, Kliff was severely weakened and Ky Kiske took his place in battle (this shortly before giving him the title Commander). --Ky versus Justice (Duel 1): This is the first time Ky actually fights Justice, but he isn't successful in defeating her. I'm not sure what happens at this point...perhaps a strategic retreat... --Sol Badguy versus Justice (Duel 2): Shortly after the fight with Ky, Sol confronts Justice. Not only does Sol have the Fireseal, but his newfound strength is enough to greatly weaken Justice. What's more, this is the first time Justice discovers the Gear mark on Sol's forehead. At this point, however, Sol reveals nothing to her. As a result, Ky orders his men to seal away Justice in Dimensional Prison. Also note that in the alternate timeline, if Ky's death occurs, this would be the fight that Sol killed Justice in. --Kliff versus Justice (Order's 2nd Recruitment Tournament, Duel 19): This would be the last time, Kliff fought Justice, as shortly thereafter he collapsed due to fatigue. It's here he would pass on, after talking with her about his stepson Testament. --Ky versus Justice (Order's 2nd Recruitment Tournament, Duel 2): Outraged at his loss of his commander, Ky unleashes his anger, but despite himself, he is unable to beat her. It's not known what happens after this...but it might be here that she mentions That Man to Ky for the first time. --Sol versus Justice (Order's 2nd Recuitment Tournament, Duel 3): This is the final bout Sol has with Justice, ultimately revealing the truth of himself as the Prototype Gear, shortly before her death. It's here he realizes whom he should be chasing, That Man.
- 1,727 replies
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- down with naruto
- mod brown-nosing
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I think I'll repost these terms since people tend to mispell/mispronounce them a lot. Chouhatsu = Taunt, also used for Air Turning for crossups (GG1) Keii = Respect, also used for charging Charge Attacks and Faultless Defense. (GG1) Dast/Aerial = Dust Attack Chase Jump = That funky jump you can do after a Dust attack that gives you unlimited jump cancels for a while. Shoot for the stars! Charge Attack = Attacks the can be charged up (GG1 only) Gatling Combination = The combo system for cancelling one normal into another P,K,S,H,D. Awakening Technique/Kakusei Waza = When a character gets a Yellow Aura or reaches half health or less and can either get quick Tension gain or unlimited use of Overdrives/Chaos Attacks. This also happened in GG Judgment when the Tension Gauge above the Life Bar was full and flashing for a time. Dash = Ground based running...can become a Breaker/Dust Attack in some situations. Backdash = Evasive manueaver but also used for cross-ups in some situations. Down Recovery = Another term for Air Recovery/Teching Two-Level Jump = Double Jump, Chipp/Justice have three-level...Dizzy and Millia have Two-Level Airdash. High Jump = Super Jump Contact Technique = Throw/Command Throw/Air Throw Sousai = Offset/Counterbalance aka the Clash that happens when two attacks hit, in the original GG 3 of these would push you away from your opponent, now it grants an instant move cancel from anything. Dead Angle Attack = 50% Tension Alpha Counter also known as Gamble Attack that got rid of all your Tension in GG1. Hissatsu = Special Attacks like Volcanic Viper. Instant Kill System/Ichigeki Hissatsu Shisutemu = otherwise known as "Sakkai" (Instant Kill), the original system had various attacks grant "IK Stab" properties as well as P+K or P+H which could be evaded or countered with someone else's IK...but the end result ended the match, not just one round. Now it's a bit more risky and blows away your Tension or drains health if you're not careful. "Sakkai Hassei Waza"/Instant Kill Outbreak Technique = IK Stab, see above. Faultless Defense = Official term for Tension Guarding...originally done by holding Respect+Guard. Roman Cancel = Any 3 "primary attack" buttons (PKSH) during a physical contact move costs 50% Tension. Force Roman Cancel = Any 3 "primary attack" buttons (PKSH) during a critical set of frames during a move, often projectiles and non-physical contact moves. Costs 25% Tension. Yellow Roman Cancel = Aka YRC Chip (GGIsuka) or Yellow RC. Same as the two above only costs an even 12% Tension no matter what. Chaos Roman Cancel = Aka Chaos RC (GG Judgment), but works only for physical contact special movess (Hissatsu Waza), costs 25% Tension like an FRC regardless if YRC is enabled. Some Forcebreak moves can be CRCed but not many. Forcebreak = Obviously a go-between for Special Attacks and Overdrives. To my knowledge Baiken, Axl, Sol, and Ky are the only ones who can link Forcebreaks straight into Overdrives. Overdrives = Originally known as Chaos Attacks, originally took up 100% Tension, now only 50% (most of the time), some can be FRCed/Forcebreaked/CRCed as well. During Kakusei Waza/Awakened Mode...this move could be used indefinitely or at least more often. Psyche Burst = Or just called Burst. Filled up when blocking/taking damage. Blue Burst empties the gauge when missed but is defensive to get the opponent off you, Gold Burst gives you full Tension if you hit with it and is offensive only, gives you half a Burst Gauge when blocked.
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- down with naruto
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Nice Dodonpachi stick, BMS.
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I guess in part I'm overblowing the idea, but for a beginner, GG is hard. That's what I think anyway. I'm saying that it's never been really beginner-friendly first and foremost in the past, and even the attempts made to make it easier haven't been all that successful. That, and the style GG usually carries with it is much darker than Blazblue to contrast, meaning you can expect a lot of criticism and jargon fed down your throat if you don't know what's going on...either the game system or the story, that's sorta what I meant by snarky. About the only thing I can say got easier were Mission Mode's Missions, but only because certain things didn't work out at all or were near impossible to complete.
- 1,727 replies
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- down with naruto
- mod brown-nosing
- (and 4 more)