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stickystaines

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About stickystaines

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  1. stickystaines

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I don't think its inaccurate at all. Just after the patch its gotten way more inconsistent and more delay. Feels that way to me. Someone who ive played with since vanilla sf4 now feels much worse
  2. stickystaines

    Guilty Gear FAQ Thread - Ask your questions here!

    I just time it so that i jump cancel when the move actually connects. I cant seem to air dash if i jump before then.
  3. stickystaines

    Guilty Gear FAQ Thread - Ask your questions here!

    How do i mash grand viper without getting an rc?
  4. I also find people like to burst if they get caught in a second combo immediately after a first. Not necessarily a reset, could be after a mixup on oki. I feel like it's one of those things you just come to 'know' after a while when it clicks.
  5. stickystaines

    [Xrd] Sol Badguy Gameplay Discussion

    I always thought the rule about IAD after a normal in GG was that if you jump (9) before you connect, you have to do 66 to actually get an airdash out, but if you jump on the active frames of the moves you can just press one 6 to get an air dash. That's how it's always felt to me anyway, os i always try to jump during hitstop.
  6. stickystaines

    [Xrd] Sol Badguy Gameplay Discussion

    Can someone test that combo when sol is cornered? The one where he does 214K + followup > air dash D > Fafnir where it side switches them back into the corner? Just wanna know the practicality of it.
  7. stickystaines

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    http://youtu.be/J3A9eUr7Ky4?t=2m31s Standing overhead. Looks quite slow though, but you can cancel it into specials. Staggers on hit too.
  8. stickystaines

    The "Help Using a Joystick" Thread

    The only problem i had with transitioning to a stick is that i would always neutral jump instead of a directional jump, because i would hit the up microswitch before the right one for like 1 frame. I've mostly got rid of the problem, now though in games with air dashes where an up direction will cancel the air dash command i am fucking up on. So instead of doing 956, i'm doing 9856. I know VSAV is like this and i think GG is the same way as well. Same sort of problem as before except where i would hit up a frame earlier than right/left, i am now leaving the right/left microswitch a frame earlier than the up one when going back to neutral. I know there is probably not much to do to help except to just practice it over and over again; i'm just kinda venting at this point.
  9. stickystaines

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    It's weird gauging damage in xrd since guts kicks in really heavily at the end. But still, thats the kinda damage an average character would do, so for 2 hits that's pretty damn good.
  10. Honestly you dont really react to the throws themselves, but more to the throw situations. There are certain situations where a player is more likely to throw you. Recognising these situations and attempting a throw break is usually how i break most throws. Some common situations is usually if someone does a low jab, or a vacuum move like Jin 5B, or more generally reacting to someone dashing up to you. After a certain point they will be pushed too far out for a throw to be any real threat, so understanding throw threat levels at certain ranges is also important. However this is where you can blow up throw techs by using TRM tactics or moves that leave you airbourne such as Jin 6B. I think the barrier/throw tech OS hasn't been as effective as it first was in CT, since they reduced the throw tech window you can get from that OS. You can still do 1B+C and if they continue their string with no gap then you'll just stay blocking low and if they pause and try to throw, you will throw in return. You can beat this by something like Jin 6B after the low jab, or by doing low jab, dash, low jab (cancel) throw as a TRM set up. If you do low jab, dash, low jab (wait) throw in order to get the green throw instead of purple, then you will miss the TRM window.
  11. stickystaines

    [UNIEL] Under Night In-Birth Q&A Thread

    So does anyone know the reason why when you chain shift with six stocks, you do more damage than when you chain shift with less? It's nothing to do with vorpal since the base damage is higher as well. Tried off Gordeau with 214A CS 41236D, and 214A CS 5C 236Ax2 2C j.[C] 3C 236Ax3 and Waldstein off 360A CS combo and 214B CS combo.
  12. stickystaines

    [UNIEL] Under Night In-Birth Q&A Thread

    I'm still not sure on the properties of shielding multiple air hits, such as Vatista's j.C or Byakuya's j.2[C]. If you shield the first hit, do they still get the landing recovery? If you shield only the first, can they cancel on into another move after another hit doesn't get shielded? Do you have to shield only the last hit to get a true punish?
  13. stickystaines

    [UNIEL] Under Night In-Birth Q&A Thread

    Thats the start button i think. Select shows all people who are in the lobby, like Blazblue does.
  14. stickystaines

    [UNIEL] Under Night In-Birth Q&A Thread

    I assume it means moves on CH that knockdown originally allowing you to follow up. Like this one. AFAIK, CH doesn't given any extra properties in the middle of a combo except less scaling, and im not even sure on that.
  15. stickystaines

    [UNIEL] News & Gameplay Discussion

    http://youtu.be/jsZ6Tt78ANs?t=2m25s Here Sion does a block string that goes 2B > 2C > 5B > 5A > 5B > 2B > 5C > 2C. Is all of it past the 5A an auto combo? And does moves in the auto combo have different frame advantage properties than their regular counterparts?
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