Jump to content

sagacious

Members
  • Content count

    115
  • Joined

  • Last visited

About sagacious

  • Rank
    Gold Member

Other Info

  • Location
    ottawa

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. sagacious

    Zero Frame Whiplash: Throws in Guilty Gear

    Hi oldkingi, I can answer some of your questions: 1. For blocking on the ground, FD always adds 2 frames of blockstun. It's a bit more complicated for air block and depends on the level of the move: http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(GGXRD)#Attack_Level shows all the data. (note there the huge difference between blocking a level 0 move in the air and instant-blocking a level 0 move in the air - if the opponent is trying to pin you down in the air by mashing jab, you can often instant-block and then defensive airthrow!) 2. You CAN be thrown while you are airdashing - what you can't do is input your own airthrow after your airdash. Incidentally, there is a record feature in training mode, though you have to go to Button Settings and assign record and playback buttons. You can also change which slot you save the recording to in the training mode options, and you can set playback to choose a random slot so you can practice against mixups and so on. 3. You can airthrow a burst at any point, even before or after the actual blue/yellow circle comes out. One of the advantages of throw OS Gold Burst is that if the opponent did their own invincible move, like Chipp's Beta Blade, you will hit them where no other throw OS would 4. The throw ranges (and air throw ranges) are different for each character, and are listed in the frame data wiki. If you're curious, the largest normal throw range is Potemkin, followed by Slayer and Zato-1. The smallest throw range is Chipp, followed by Millia. EDIT: I should note that the console characters (Elphelt, Leo, Sin) don't have their throw range listed on the wiki yet I don't know of any range-extending tricks for normal throws. The only "kara-throw" I know of for command throws in Guilty Gear is a trick with Slayer: because you can jump cancel his dash, and you can special cancel his jump startup, you can input 6632147+H with the proper timing to cancel his forward teleport-dash into his command bite. You can also use 6321447+H with the proper timing to cancel his backdash into his bite as a defensive move.
  2. Does anyone know when the stream is going to start?
  3. sagacious

    [+R] Sol Badguy Gameplay Discussion

    people were wondering if 5h cch bb worked in xrd, where it looks like it doesn't work on may. this is a kinda useful confirm since on some people, you can't (well, I can't) hit their crouching sprite with an IAD jS, which nets you the best combo off ch 5h i think. you can also grand viper anyone from anywhere, but that's more GB- anyway, i tested it to see which characters it works on: ab - y ax - y an - y ba - y br - n ch - n di - y ed - n fa - n* in - y ja - y jo - y ju - y kl - n** ky - y ma - n mi - n os - y po - y ro - y sl - y so - y te - y ve - y za - n** *bb doesn't connect on crouching faust at all **clean hits crouching??? yeah my training mode claims that i'm clean-hitting crouching zappa and kliff even though they're on the ground. what
  4. sagacious

    [+R] Sol Badguy Critique Thread

    Local tourney: http://www.youtube.com/watch?v=6l4jZG_KXgA I'm at 16:50, 29:11, 1:11:25, 1:28:45 (links in vid description) vs. Kliff and Potemkin (my other matches weren't on the recording station). I've got a handle on the Kliff matchup, I think, but I do dumb things against Potemkin all day. Oh, and I know I need to practice punishing Kliff's drill. I don't really have any tech against Potemkin
  5. sagacious

    [+R] Sol Badguy Critique Thread

    i wrote some stuff for the first 6 videos. it got long so i put it in pastebin: http://pastebin.com/hu6bQ6S1
  6. sagacious

    [+R] Sol Badguy Gameplay Discussion

    I added you! And now for contribution! I want to get my Sol knowledge written down, and this is what I worked on last night. It kind ballooned in length because I wanted to check all the characters. Let me know if things this long should get their own thread or a google doc or something. -- As we all know, it sucks to finally get in and then get beaten by clever blocking and they get out again. Here's something that can maybe help with that! This is an option for when you get to connect a 2P in pressure against a short opponent (list at the bottom). The input is 2P 5P 62[3]K So, you do a crouch jab and chain into a stand jab. Then either A) the 5P will whiff, and if you timed your inputs correctly, a Wild Throw comes out! or B) the 5P will connect and, since you can't cancel into Wild Throw, you chain into 2K and don't whiff your throw! Note that you don't want to perform the 623K too quickly, because it seems like you can whiff cancel 5P into 2K (Contrary to the wiki's frame data gatling table?!?!) Now, this trap is character specific, because whether the 5P whiffs or not is character specific. For example, 2P5P will combo if it hits Kliff, and whiff if Kliff crouch blocks the 2P, but there's no way to make 5P whiff on Potemkin unless he's backdashing or something (don't let him do that). Also, some characters have an easy answer to this trap: if they Faultless guard the 2P, the pushback will make the 5P whiff, even if you were dashing, and the following Wild Throw will also whiff because you were pushed out of range. A possible answer to this (against Kliff, for example) and also a simpler option select in general, is just 5P 62[3]K. So, I've made a chart of 5P behaviour: 2p5p62[3]k(d) blockstring/throw/hitconfirm option select after dashing against crouching opponent: does 2p5p whiff on block? does it connect on hit? does 2p5p whiff on faultless? does 5p alone whiff on crouch block? ab - y y y s ax - n y n n an - n y n n ba - n y n n br - n n n y ch - y y y*y di - n y n n ed - n n n n fa - y n y*y in - n y n n ja - n n n n jo - n y n n ju - n y n n kl - y y y y ky - n y n n ma - n n n y mi - n y n y os - n y n n po - n y n n ro - n y n n sl - n y n n so - n y n s te - n y n n ve - n y n n za - y n y y "s" means, it seems like about 1/3 of the time on crouching Sol and crouching ABA, the 5P will connect, and the rest of the time it will whiff. *it seems like you can often still throw chipp and faust after they faultless. because they have short but relatively wide crouching hitboxes? In summary: The trap works vs. crouching block against ABA, Chipp, Faust, Kliff, and Zappa. Of those, it seems you can still throw Chipp or Faust even if they're holding FD. The others have a narrow enough crouching block that with the usual timing, you'll whiff your throw and be punishable. Against Faust or Zappa if you hit with 2P you will still go into the throw trap, whereas against ABA, Chipp, and Kliff you will have a guaranteed combo. Additionally, if you hit Bridget, Eddie, Jam, or May with 2P, you can chain into a whiff 5P. Finally, against Bridget, Chipp, Faust, Kliff, May, Millia, Zappa, and sometimes Sol and ABA, you can whiff 5P over their crouching guard to catch counter-throw attempts. Like all tick throw attempts, they can jump/backdash/mash this, though it's hard to jump out of the 5P so it's got that going for it. The key is to work this into your pressure alongside other strings like 2P 2(K/D), or 2P (2/5)H. Sol's 2H is a pretty good frametrap now that it's really really easy to combo on counterhit and/or trade since they buffed the untech on counterhit properties, for example.
  7. sagacious

    [+R] Sol Badguy Gameplay Discussion

    Ah that's the problem - I don't have psn. Lofo and I play under Lofobal on XBL.
  8. sagacious

    [+R] Sol Badguy Gameplay Discussion

    Come to ottawa again and I'll do it! Also we're close enough that we might be able to (gag) netplay.
  9. sagacious

    [+R] Kliff General Gameplay Thread

    I think the Sol/Kliff matchup is pretty close to even. Sol has good defence against Kliff so he doesn't just scoop to the corner pressure, which means Kliff has a hard time just blowing you out (also Lofo tells me that Sol is hard to combo?), but from the other side, it's hard to do a real combo to Kliff that also knocks down, because he's so floaty, so it's rare that Sol actually gets to lock Kliff out from playing. That means the game often returns to the neutral phase, where Kliff definitely has an edge with his huge pokes (your sweep is ridiculous. it outshines sol's sweep so much. damn), but Sol's new Fafnir and FB Sidewinder tools let him convert in the neutral game much better than he used to. A simple f.S 5H Fafnir confirm forces Kliff to either guess or retreat after he wiggles out, which lets Sol get some momentum started. edit: lofo tells me that actually sol is easy to combo, i misheard
  10. sagacious

    [AC+R] News & Gameplay Discussion

    on the ps3 version you can hit R+L while music selecting to go back to the character option. no idea why they did it that way and why they don't have random and stage like the xbox version, but there you go. i don't think it's a glitch, just a really weird ui choice.
  11. ggs all, i had a blast. always happy to visit montreal
×