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Everything posted by Nehle
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This is at least how it works in melty, but I'm not sure about GG. But there are other factors as well that make it hard to take calculate, like the Xth hit only does Y% of damage, which slowly declines up until hit 14, I believe. I'll consult the mook about it and see if I can do some simple calculations based on that
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On stick I usually just simplify it too three halfcircles forward P
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dont fail frcs, dont push buttons (ranbat pool)
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Yea, you need fish to help you lift heavies ('cept Pot) and several medium.
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It's not a horribly bad okizeme, but it's also not terribly great. Depending on how you got the knockdown, you may have time to bubble on top of them, but there's a big risk you can be airthrown out of it. I'd rather you look at your summons and work with what they bring. A well timed released homing pike stuffs ouren, fishes eat sakura and P counter, and the discodance can easily be thrown if you're alert. Fishes and held pike is a good startin point, and then se if you can either bait counters or land your own mixups / tick throws.
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Obviously bowser for potemkin - He even has a Bowser Buster!
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- guilty gear
- ky kiske
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Many 2d > fish are actually failed 2d > tk bubble - arguably less risky But yea, 2d > fish are about the same thing as 2h > fish. The only thing that makes it slightly less risky is that you have more opportunities off of 2d and thus the opponent will have to confirm (or guess) what you're doing before reacting
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Some casuals from yesterday http://www.youtube.com/watch?v=Huo1xycK0Vk http://www.youtube.com/watch?v=YMEf64AxCYU http://www.youtube.com/watch?v=Ksq4Zt4-8Yc
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casuals, whatever PS I have the worst hitconfirm sometimes
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When I played pad, I think the real difficulty was hitting S and X without accidentally nudging H instead, but it only take maybe an hour in practice mode and you'll get the hang of it. That said, it's infinitely easier on stick, and that goes for everything you do while holding the dagger. It depends on the setup a bit, but I'd say 3/5 and for me the diffculty is more in judging whether or not the dagger will pop the bubble or if you have to do it with a normal
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Fish + 6H works pretty well in locking down after a KD if they're trying to escape a lot. If you IB K mappa you have a guaranteed 5P punish. Other than that, 5H and 5K stuff mappas if you see them coming
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Dizzys Dust is really slow but the startup animation is pretty subtle, so it may seem faster to people not used to it.l People who know what to look for will block an ordinary dust almost every time without problems. The trick is to distract them with other things, or hide your animation behind a summon. Or if they have some low-block reflexes you may abuse that (jump-in attack, land dust, preferably lots of shit on screen). No summon protecting you will also leave you open for punish. Basically what Stag said, know you have it as an option, but it's far from your only mixup. Also j.D is awesome, and can easily catch people off guard with its range - especially people chasing you. IAD back j.D is a real common match starter for me.
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Tech, don't worry, I'm reading, I'm just not posting so much right now. Hopefully I'll get around to watching all vids by people here soon enough I got real killed in our last ranbat. I know lots of things I do wrong but God it's so hard to change bad habits. But I did land the most awesome oki against a Venom player the other day Corner throw > HP Fish Ice spike, laser, ice spike, bite, ice spike, bite, ice spike Death by block damage
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Time for an update. Although we started this season about two months ago, nobody has been around to fixing the videos from the first southerncross round (the second round we didn't have a cap card). Until today. Tow months too late, but better late than never SouthernCross, Season 2 Episode One Quarter 1: Caer(TE) vs Zae(FA) - Commentary by Yonasu. Unfortunately the whole match didn't get capped Quarter 2: Glenn(MI) vs godfrog(VE) - Commentary by Caer Quarter 3: Nehle(DI) vs Kashou(SO) - Commentary by Caer Quarter 4: Svampen(BR) vs Yonasu(SL) - Commentary by Caer. Unfortunately there was some trouble with the audio recording Semi 1: Glenn(MI) vs Caer(TE) - Commentary by Yonasu Semi 2: Nehle(DI) vs Yonasu(SL) - Commentary by Caer Bronze: Glenn(MI) vs Nehle(DI) - Commentary by Caer Final: Caer(TE) vs Yonasu(SL) - "Commentary" by Kashou
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Good old jap AC had a bug that did allow to use same colors for some characters. For example Dizzy could have one player use EX P color and the other had #R P - and they were identical
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I use S or HS dizzy most of the time, sometimes EX P or standard colors just to mix it Those're Steph's colors
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Tier lists never take player ability into account. They only describe that character's potential. A tier list that would take player ability into account would make no sense whatsoever. Edit: Also my Dizzy is alive and has just returned from kicking ass in China
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Erm, okay, I don't really know, honestly. I usually go for one from 6P > 421S in corner. but then there's also fish > bubble fake crossup > j.H 421S, and of course ghetto mixups > bubble pop > 421S in corner. In most cases however, I try to avoid doing bubble loop setups and try to get a knockdown instead.
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Last thing I read was Kazuki saying 5:5, but that was just as AC was released so that might have changed. I do still believe it's in Slayer's favor, but it's not as horrible as zaeris makes it sound. It's not quite that simple either. Relatively close and summonless, yes, Slayer has the direkt advantage because all his normals are shitfuck broken so you are in trouble if you push buttons at the same time as him. That said, Dizzy does have a severe speed advantage over Slayer and if he can't lock her down, she can be gone in a flash. Slayer's trouble here is that he has no safe way of moving fast. His dash is a joke and his IAD is pretty short. Slayer's only fast movement without spending tension is mappa, and mappa is risky as hell because if Dizzy can see it coming, it's easily stuffable with either 5K or 5H and that's a free knockdown combo and plenty of time for Dizzy to start spamming projectile wall, which is a big problem for him as he has no multihit to get past fish reliably (except Crosswise Heel, which is lololol punish if you block it) and scythe and dagger easily locks down his airgame. The problem is if Slayer has tension. Or if he manages to get knockdown on Dizzy. Fuck, BBU can get past almost anything Dizzy has (but can be baited) and DoT can be done on reaction against almost any summon for 100% combo from almost anywhere (Maybe FB bubble from high up can be good here). This creates a huge guessing game for Dizzy which forces her to take enormous risks. And once he has a knockdown he can just mix you up and frame trap you all day until he lands any sort of hit and then you died. Once again Dizzy takes huge risks trying to escape or beat his lockdown game. Not that it can't be done, but if you make a mistake it may have cost you the round. I think the biggest mistake Dizzy players make is that they are too afraid of Slayer to begin with, and run away more than necessary, which gives him too much tension and suddenly the whole game is a deathtrap. When Slayer doesn't have the tension to BBU or DoT, don't run away too mutch, instead find the right spacing and learn how to stand your ground so that you can begin the zoning game. Regarding oki and BDC, it's not that hard to have it meaty enough to stuff his escape attempts.
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You can try for an airthrow, but, yea, the best option is to block. Imperial Ray would probably trade with the j.HS unless FRC'd and you can't spend 75% tension everytime you need to AA him :I
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http://www.youtube.com/watch?v=BxSWcRq4kaQ This is how it should look. Notice the FD in the beginning
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I have never, ever, had a character fall below the bubble on this dustcombo. What character are you trying against?
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That's most likely because you hit the j.D too late. Basically, immediately after the homing jump starts you tap FD (preferably only 1f) and then immediately after that you hit j.D. You'll notice it's a proper Impossible Dust if they keep spinning like in a dust after the second hit of j.D. If they do, you should have plenty of time to land the j.H on the bubble if the j.K fails, try doing sj.K j.S j.D instead
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A good chipp player can easily punish fish summons on reaction no matter where he is on the screen. Fish at neutral are a big no-no