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tataki

Guilty Bits video series- Official thread

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Impossible dust combos aren't always the most efficient options, and they're somewhat situational since Dusts aren't the greatest mixup tools for most characters anyway (I-No's +R Dust is a better zoning tool than a mixup tool considering how ****ing slow of an overhead it is).

Defense is hard to cover in a single video per character, since it's a really matchup-specific kind of thing. A poke that might work really well in one matchup might get you ****ed in another.

For intermediate level character specific guides... I suppose you could explain some of the offensive tactics that higher level players use with some detail. Like, there's saying "Sol can use Gunflame FRC to keep pressure going", and there's going into higher yomi layers with tricks like Gunflame > FRC > Wild Throw, and general stuff that would be used to beat stuff that avoids or tries to counter that tactic. You wont have to say "This is something that this character should do", but you can say "These are tricks that some players use, and it works out, so maybe learn how to use them". We run the risk of players not learning to experiment, but if you supplement this stuff with footage of players doing unorthodox stuff (like Kusoru 2D > RC > 2D > RC > WT for example), they'd probably get the message that the tools you get in GG encourage doing your own thing. You can also just blatantly tell them to experiment at the end of every video.

And if they refuse to experiment and figure things out, they probably wouldn't get above an intermediate or advanced level anyway.

But yeah, if you go into yomi layers around specific moves/tactics, that might teach people to think about WHY they're doing certain moves, which is probably more useful than listing combos they can look up on a forum or see in any competitive play match vid anyway.

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ALL 5Ds are overheads. There is ONE 2D that is not a low, which is Robo Ky's. It's not even an attack, but the electricity mat is central to his game. To compensate, his 2S hits low and knocks down, and his 5D is among the fastest in the game (not counting special circumstances like Dragon Install and Zappa w/Raoh). But yeah, GG has some nice conventions that make it easy to learn. All 6Ps have some upper body invincibility, all 5D's are overheads, and all but Robo Ky's 2D hit low. That way everyone gets some basic ground mixup, and has at least one option that can be used to anti-air, even if it's a bad option for the job compared to their other tools (Sol's 6P vs VV) or will lose to good jump-ins done deep enough.

It's a little frustrating because all Dusts are launchers, and most of them fit the look of a launcher rather than an overhead. It's one thing to have an ambiguous animation for a mixup tool (Kliff's 5D), but it takes longer to learn to deal with overheads that look like they would hit low because the attacking part is low to the ground like Order Sol's, or comes out of the ground like I-No's or Testament's.

That said, I would appreciate it if ANYONE made a dust centered combo video to the Queen song "Another one Bites the Dust". Anything from ID combos to combos that just spam j.D as much as possible and still end in knockdown.

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ALL 5Ds are overheads. There is ONE 2D that is not a low, which is Robo Ky's. It's not even an attack, but the electricity mat is central to his game. To compensate, his 2S hits low and knocks down, and his 5D is among the fastest in the game (not counting special circumstances like Dragon Install and Zappa w/Raoh). But yeah, GG has some nice conventions that make it easy to learn. All 6Ps have some upper body invincibility, all 5D's are overheads, and all but Robo Ky's 2D hit low. That way everyone gets some basic ground mixup, and has at least one option that can be used to anti-air, even if it's a bad option for the job compared to their other tools (Sol's 6P vs VV) or will lose to good jump-ins done deep enough.

It's a little frustrating because all Dusts are launchers, and most of them fit the look of a launcher rather than an overhead. It's one thing to have an ambiguous animation for a mixup tool (Kliff's 5D), but it takes longer to learn to deal with overheads that look like they would hit low because the attacking part is low to the ground like Order Sol's, or comes out of the ground like I-No's or Testament's.

That said, I would appreciate it if ANYONE made a dust centered combo video to the Queen song "Another one Bites the Dust". Anything from ID combos to combos that just spam j.D as much as possible and still end in knockdown.

...so your saying slayer's 5D is an overhead....even when it remotely doesn't LOOK like an overhead?!?

WHAT IS THIS WIZARDRY?!?

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Uh... yeah. You can also hold D to feint the attack and go into lows, throws, more overheads, or any gimmick you want. This is Slayer specific.

May's 5D can similarly be held to turn it into a low that comes out a little later than the overhead would have hit.

Some 5Ds have properties that make them useful besides simply being overheads. Chipp's has great range and it's + on block, Justice and Millia can low-profile under stuff with their 5Ds, Faust's 5D is a goddamn reversal (though it's only invincible for like 1-13 when it starts on 28), Eddie floats over lows, Testament has an FRC point on his and leans back which can dodge things, Jam almost looks like she's standing still and Kliff looks like he's crouching on startup...

But yeah, this is about Guilty Bits. If you have other questions just PM me or stick them into the relevant topic rather than clutter this one.

Though since it's come up, maybe info on these conventions should go into a Guilty Bits video. It'd definitely help new players hit the ground running if they knew that all characters had basic high/low mixup on the ground, or that all j.D attacks have landing recovery whereas all other air normals (not counting command normals) have no landing recovery.

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This week it all ends... RIP you will be missed, Guilty Bits.

....I salute thee....

Until Xrd...then you got valentine and bedman lol

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