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Everything posted by Dandy J
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[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
yo can i get a 1080p 60fps HIGH bitrate version....if theres one (albeit extremely minor) disadvantage of the youtube era, its times like this -
edit - im putting all bnb combos in my previous post I've been lurking through entnervt's compilation vids (thanks for uploading all this btw) and there is a played named ちっそ (I never heard of them) doing some pretty sick stuff, a lot of H exe beast offense/combos since the frc is virtually like an empty cancel. Not that I've gotten to try this myself but it's def. worth checking out: http://www.youtube.com/watch?feature=player_detailpage&v=qJVRQAW54bE#t=13 cornered, 6p,h xx 41236h~frc,[h] xx 214s, (h), 6k xx 214p, 214s, 9, 214p, 214h, 8~66~j.d xx 214p, 9~214p -> curse/oki
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Yall should post your own tier lists, it will hold about the same amount of validity as those. Don't let your right to post personal tier lists on the Internet go to waste!
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im about to just get a ps3... also if you have a ps3 and are complaining about not having +r you are a bitch
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- Here's a list of bnbs from standard floats such as exe beast -> k,s xx net or anti-air 2s xx net, etc. You can continue with another delay j.h,d xx net -> etc. loop at your discretion, but these should do the job as far as reliability goes. The only difference between the first two combos is just vertical jump or super jump. Both work on Ino but I felt the sj version was more reliable. AB AN AX CH ED HO JO JU KY SL SO VE ZA delay 9~j.h,d xx j.214h, 8~j.s xx j.214p(1), c.s xx 214h -> ender BA BR DI FA IN JA KL MA MI delay 9~j.h,d xx j.214h, 2~8~sj.s xx j.214p(1), c.s xx 214h -> ender PO RO delay 9~j.h,d xx j.214h, 8~j.k,s jc dj.k,d xx dj.214h, dj.214p(1), c.s xx 214h -> ender Ender being typically key super, or 214d (side swtich), c.s xx net or c.s,2s xx net, tk badlands -> oki or curse. You can also omit the last c.s xx net and it should be untechable for most if not all these variations, and you can go for oki or curse there. - 2d xx 214h -> full combo works on: CH FA JO MA MI PO TE - 2d xx 214h -> 2k xx 236k works on: AX AN DI ED IN HO JA JU RO SL SO VE ZA - throw -> -> midscreen, 0 tension (curse) AB AX AN HO JO KY PO RO SL SO f.s,6k xx 214p, 2h xx 214p, 66~236p CH ZA f.s,6k xx 214p, 66~236p BA BR DI FA JA JU KL MA MI 236p ED IN TE VE f.s,6k xx 214p, 214p, 66~236p -> midscreen, 50 tension (key) AB AX AN CH JO KY PO SL TE ZA f.s,6k xx 214p, 2h xx 214p, 236236h BA BR DI FA JA JU (OTG) KL MA VE (OTG) 236236h HO RO f.s,6k xx 214p, 2h xx 236236h BR MA (straight into MoP for reliability) f.s,6k xx 214p, 214p, 214p, 236236h ED IN MI SO f.s,6k xx 214p, 214p, 236236h -> corner, 50 tension (poison damage, 50%+ damage) AB 214h, 632146h, c.s xx 214h -> ender (w/e its aba) AN CH ED HO IN JO KY SL SO TE ZA 214h, 632146h, c.s xx 214h, 66~9~j.p,k,s xx j.214h, j.214p(1), s xx 214h -> ender BA 632146h, c.s xx 214h, j.p,k,s xx j.214p(1), s xx 214h -> ender BR 214h, 632146h, c.s xx 214h, j.p,k,d xx j.214p(1), s xx 214h -> ender DI JA KL MI 214h, 632146h, c.s xx 214h, j.h,d xx j.214p(1), s xx 214h -> ender * delay j.h as much as possible * KL - delay initial 214h and last c.s as much as possible FA 214h, 632146h, c.s xx jc j.k,d xx j.214p(1), s xx 214h, 66~9~j.p,k,s xx j.214h, j.214p(1)(, c.s xx 214h -> ender) JU VE DOESNT WORK (net and raw super hit otg. c.s xx net into super doesn't lead to anything it seems) PO RO 214h, 632146h, c.s xx 214h, 66~9~j.p,p,k,s xx j.214h, j.214p(1), s xx 214h -> ender
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Yeah I never really played him much but I kinda became infatuated w/ this version of him really quickly. I'm just doing really simple stuff right now like j.ksh xx 1 hit into curse/oki midscreen and j.ksh xx 1 hit, s xx net, j.pks net, air backdash 1 hit -> key/h xx gravedigger, s xx net, tk bl/oki in the corner. I've only gotten to write down throw combos that give guaranteed curses in any detail. In most vids I see j.ksh xx 1 hit, c.s xx net, delay j.h,d into either 1 hit (lights?) or into net, then 1 hit as they fall into oki. The more I play the character I think real oki will always be the way to go over guaranteed curse unless you're closing out and on a big lead; this character's oki game is too cheap to pass up now
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Awesome, thanks for the clarification. I'm really looking forward to cracking it out w/ this char in training mode
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just make the dummy block, and record a playback where they just hold d/b or whatever you would be preparing for and play it at the appropriate time. kind of a pain but its probably the best way to practice fuzzy setups
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So i got some more time w/ training mode testing this stuff. I couldn't make this setup actually cross up, even if they came out of blockstun, but I could get a true crossup with a similar setup. Basically instead of S beast, then crossup + H beast, I was doing S beast, standing K xx tele+release H beast. If they were just coming out of blockstun (but not still in blockstun of course), it still wouldn't cross up, but if there was enough of a gap (enough so that they could jump out), then it would cross. I think normally to make this work on a normal, front-turned opponent, you have to wait until they come out of the block animation, not just blockstun (not completely sure about this). So far the only legit meaty setup I've found is the one I posted before with the H beast frc. Also if anyone is having trouble with doing H beast frc too fast and getting S beast from phantom inputs, just hold down the buttons for a moment when you do the frc so you don't get negative edge. Edit - after watching the video again, the reason he gets crossed up there is because he tried to FD, which doesn't offer proximity block protection from crossups. If he had just held d/b he would have blocked it.
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Getting Back In: Need Advice on a New Main
Dandy J replied to ELC1837's topic in Guilty Gear General
chipp -
I've started paying close attention to vids, and I've seen that exact setup hit like 23749 times so I'm thinking it is. I don't have the game at home yet so i can't test. I'm guessing that blocking S exebeast, since it turns their sprite around, counts as activating the same situation as them being back-turned does.
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I don't know where to post this since there doesn't seem to be a general +r discussion thread so I'll post here...just messing with training mode stuffs. His crossup with tele works the same as OS, you have to cross the opponent up/put them backturned to set up true crossups, it's simple though since badlands turns them around naturally. You can do whatever -> badlands, dash 41236h frc, 22k + release it (which can be input as 22k+s+h) and thats a cross up into air combo. if they block it, you are at enough advantage to do c.s 6p/2d mixup, c.s keeps them in blockstun. hopefully the patch comes out for 360 soon so ill be able to mess w/ stuff more. also i noticed that if you do 41236h frc fast enough, the s input registers with the motion so you automatically do the s exe beast right after the frc, probably good for setups
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Damage modifier is a multiplier that is applied to all damage the character takes. Guts is the effect of the character taking less damage as they reach lower and lower hp levels. The guts rating for each character determines the significance of that effect. If you check the wiki, there are exact numbers for what amount of damage if taken at which point in the life bar. http://www.dustloop.com/wiki/index.php?title=Damage_%28GGACR%29#Guts_and_Defense_Ratings For example, Justice is tied for the highest guts rating, and takes about normal damage (1.03). This means that you will really notice her taking significantly less damage toward the end of the lifebar. On the other hand, Eddie and Bridget also take about normal damage (1.06), but have the lowest guts rating, so hits near the end of their lifebar will still do a significant chunk. Dizzy, who takes higher damage overall (1.16), and also has a pretty low guts rating, will not get much additional benefit of guts and not have much resistance at the end of the lifebar. Whereas Potemkin, who takes the least damage overall (0.87), and is in the 2nd highest guts bracket, will have a ton of resistance near death, think several magic pixels type stuff.
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MAYBE ITLL BE OUT FOR XBOX
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was able to find the 3 ball setup i saw in some vids early in +r, im not sure if its the same one but similar concept - P ball, K~D ball, dash 5P, then P ball. the 3rd ball will immediately be hit upon summoning it, giving you 3 balls faster than you would normally be able to. the 3rd ball can also be other ones as well, I know D works. i dont have the game yet so i cant go in depth yet but hopefully someone can figure out some other stuff like this, maybe a 2 ball setup
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[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
he plays w/e, i think he mostly just goes with what his youtube subscribers want to see -
psn stuff usually gets updated on tues (during the day?) and xbl usually around 5am est wed morning (tues night), outside of those times its not very likely youll see the update occur
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[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
HEY since slashback is gone, is the fd/throw os back in? -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
cause wakeup timing being different is annoying in a way that all those other things are not...except for weight, which is why you dont see it much anymore -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
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[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
you cant split a frame in half! gotta round up. if this is anything like enlightenment in samsho im all for it LOL -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
time slow doesnt change that blocking happens in 1f -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
pre-emptive thanks! also it looks like you have the option to input 6 instead of 8 after dust, im assuming this replaces impossible dust -
I agree she doesn't stand out as an overpowered character. She's just dizzy with buffs to me.