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Everything posted by Moy_X7
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The difference between Noel mashing Drives and Bang mashing Drives is that you can avoid Bang's Drives even after you make contact with them as long as you're not auto-piloting stuff. With Noel, your attacks simply go through her and you get hit anyways.
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You saw how those matches went with Wild Candy. He has a long way ahead of him before he becomes a threat as Noel, yet that random Chain Revolver abuse was almost enough to take a match from me. Why play solidly when you can just guess your way to victory?
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You're dead to me the moment you do that
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Yeah, don't abuse Chain Revolver unless you're trolling. Noels that know what they're doing use 2D/4D sparingly and when it really counts.
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You were doing run up 2Ds, so I won't lie and say that you didn't lol. The difference is in when and where you use her Drive, you don't have to use her Drive completely randomly, try to make a read or a guess when it counts. Remember that small frame disadvantage is nothing for Noel when she has 2D/4D, the only time you should really hesitate to use her Drive is during wake-up as most characters have an OS to deal with 2D/4D guessing.
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They both cost meter and the latter can be baited and punished with much more ease than 4D. Really now, let's look at all of 4D's benefits... 1.) Head, Body, and Projectile Invulnerable starting on frame 1. 2.) Leads to 4K or more in the corner + side swap. 3.) No clear cut way to punish it, she has several options after a blocked 4D to counter your various would-be punishes. There is something seriously wrong with this thing and I'm guessing that it's only very slightly less fraudulent in CP. Anyways, I won't discuss this any further, Imad, 4D da fraud, etc. @TD - I won the FT10 pretty convincingly, I'm just mad that 4D exists.
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That's the thing though, there is no one foolproof punish to 4D. I can't count the amount of times I got hit by Assault Through when trying to punish it with 66 2B, in the end I just did j.236D and it worked from time to time. If I have to backdash or get away just to save my own hide after baiting it/blocking it then you can tell just how fraudulent this thing is.
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I swear every time I got hit by 4D I thought I was going to have a stroke. There's no such thing as frame advantage when you're playing against Noel, it doesn't help that there is no one foolproof punish for 4D after you block it like with other moves with I-frames.
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Oh no, if you have such a good move and it works, then by all means use it. That's like me not using and abusing Plat's j.C. I'm still salty as hell even though I won the majority of the matches.
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GGs people Nnnnngh, last time I play FT10 against a Noel player, that shit is torture. From now on I'm just doing FT3s at most against Noels, 4D is just too much of a fraudulent move. As I always say, no move with I-frames should do 4K+ for free (without using Heat). One right guess is all it takes for that fraud to turn the tide.
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I'll play some
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lol, what does a j.2C > RC > j.2C with Tager even accomplish? Valk can go for the rising instant OH bullshit with j.C > RC > j.C but what does Tager get out of that? XD
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The Kagura video is no longer available
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Is this a terrible mentality to have whilst learning FGs?
Moy_X7 replied to Renvalt's topic in Beginner Mode
My thoughts exactly Work on your execution, the system basics, your fundamentals, and get acquainted with frame data (or at least learn when you can push a button or punish something) before you even think about fighting, let alone winning. As for your mentality, I kinda agree and kinda disagree. As of now, I play with that "get serious" kind of mentality, no matter how weaker/stronger my opponent is. It doesn't matter how much weaker my opponent is, I will give it all. Well that's unless they want to screw around at which point I'll follow suit lol. However, if my opponent is giving it their all then so will I, anything other than that will just be an insult to them. I have no problem double perfecting people, in my eyes that's better than sandbagging and trolling. As for getting angry after getting completely bodied or expecting to win with your current abilities, I suggest you get rid of that mentality. You WILL lose more often than you might win at this point in time. Most of the CSE players have moved on, leaving behind a handful of faithful veterans (or people who have/won't play anything else). You're not going to win against them, you shouldn't even think about winning against them. Take the loss and gain the experience. Gaining experience is much more valuable than adding a win to your record. After enough matches you will come against a player who is weaker than the other player who has been ruthlessly crushing you all this time and say "this guy is nowhere near as good as that other guy, I can take him after all the match-up experience that I've gained." Before all that, you seriously need to work on the basics. You can't expect to win when you can't even finish your combos, transition from a blocked hit (or two) into the proper block string, learn the reach of your attacks, knowing when you should and shouldn't push buttons, etc. -
[Xrd] News & (Theoretical) Gameplay Discussion
Moy_X7 replied to Shinjin's topic in Guilty Gear General
Alphonse Pot da bes I don't know, May's face definitely looks like it has aged a bit (IMO). -
Yeah, I would probably only go for the Sekkajin stagger if the next combo has the potential to end the match and 3C > 22C if I'm somewhat close to the corner without 25 Heat for 214D~C. Other than that, 214B~C will be my go-to combo finisher mid-screen. Fubuki into 214D could be done since CS I believe but now you get pretty good damage off 214D extensions as opposed to back in the day where you couldn't even hit the 3K mark off of it.
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lol, 6B > j.214D pushed Jin back enough to the point where it avoided Hirensou: www.youtube.com/watch?v=D6jXQAeGej4&feature=youtu.be&t=7m53s
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*sigh* Hakumen's OD already leads to silliness offline. What is it with you people and your fixation with netplay? I highly doubt that you're going to be able to react to hop/TK Tsubaki any better offline.
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I feel bad for anyone that bothered to read that entire shit article, I stopped at... I lol'd pretty hard, then moved on.
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Man, you should really take some time to fully understand a mechanic before losing your shit like you did.
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You're overreacting The one character that has a truly fraudulent Overdrive comeback mechanic is Hakumen as he is the only character to get utterly ridiculous damage out of most hit-confirms with low health and some stars. Some characters can really only use their Overdrive to boost the damage of their supers, which they can do at any point in the match regardless of their health. It all depends on the character. There's that and if you wait until the last second to use your Overdrive, you run the risk of having the opponent use their own Overdrive to prevent you from Bursting. I've seen quite a few matches where the losing player doesn't get a chance to use their Overdrive or Burst at all because the winning player prevents them from using it thanks to their OD. ODs can also be used to bait Bursts or get an early advantage in the match. It won't always be used as a clutch like you believe. It's a mechanic that needs some polishing but it's a welcome addition (IMO). It makes things a lot more interesting and it's always fun to see a character that has a pixel of health run it back (except if their name is Hakumen).
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Ah, ok, I thought you meant IAD j.D cross-up. I mean it does lead to good damage in the corner with an RC. Yeah, from a j.D reset you can do an ambiguous cross-under with 5B. It really depends on the combo starter. If you started the combo with an air hit/anti-air, doing a relaunch combo and ending it with Hizansen would pretty much carry the opponent from mid-screen to the corner and net you a lot of damage. 214B~C nets you a fixed 9 Heat gain and Jin could really use it to do some serious damage with the next combo through 214D, CT, or 22C~D. In my opinion, ending a combo with 214B~C mid-screen would be the wisest thing to do. Meaty 2A after 214B~C punishes forward rolls and keeps people from mashing on emergency tech, so their only options are back roll or neutral wake-up. If they do a back roll and you call it out, you punish it with 5C and at that point you'll probably have 25 Heat so that you can confirm it into a combo that leads to 214D~C and nets you 4K+. If you don't call it out, no worries, they just rolled themselves close to the corner where any of your pokes leads to dumb damage as long as you have 25 Heat for 214D~C. I would not end a combo with 214B~C in the corner for a few reasons: 1. You probably already used your 214B in the corner combo as it is the meat of corner combos (3C > 214B > Stuff or 6C > 214B > Stuff), so the next time you use 214B it will hit as an SMP move and the opponent will be able to tech out before you can use the follow-up. 2. Sekkajin knockdown is too strong, it allows you to punish rolls and safe jump with j.2C and it allows you to do empty jump mix-up with 2B and AD j.2C. By air Ice Blade I'm assuming that you mean j.236D. j.236D doesn't have that much recovery and it locks the opponent down for a good while, theoretically speaking, you should be able to do an empty jump mix-up if you still have an air option (double jump, AD) and you used it relatively high in the air.
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Just checked as many videos as I could and 214B's follow-up does indeed net a fixed amount of 9 Heat.
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1. Reset off as many things as you can 2. Mash 5B, specially after a quick get up 3. Mash DP once they start frame trapping and using meaties 4. Blow all your meter in order to GC your opponent once they've used their Burst or a CA 5. ??? 6. Profit 2C... 17 frames of start-up and an hour of recovery, the hit-box is the only good thing it has going for it.
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I'm just glad we can at least jump cancel 2C so that we don't have to commit to unsafe/gappy shit on block like we do in CSE. 5C is gonna be godlike in CP thanks to 214D.