Jump to content

stickystaines

Members
  • Content count

    476
  • Joined

  • Last visited

Everything posted by stickystaines

  1. I'll be honest, it can get boring playing someone who's really below your level after a while. Because of this, i am appreciative of people who are way better than me who give me long sets. I don't like going easy on people, so i might switch characters , but if i feel that my opponent can learn something of the matchup from me, then i try to stick with the same character. Still, it's always nice to get new people learning the game.
  2. No since they don't have the speed up thing that allowed you to watch and catch up on an ongoing match when you join the lobby. Why did they get rid of that anyway?
  3. stickystaines

    [CP] Yuuki Terumi Combo Thread

    Testing stuff out and it seems to work on more characters. I tried these off of 5D 6C(3) RC 66 [2B 2C 5C]x2 6D : Ragna Litchi Arakune Hazama Hakumen Terumi [2B 2C 5C]x2 5D : Taokaka Platinum [2B 2C delay 5C]x2 6D: Jin [2B 2C delay 5C]x2 5D : Noel Kokonoe Nu 2B 2C delay 5C 66 2B 2C delay 5C 6D: Mu (feels very difficult on the delay compared to others) Special Rachel combo: 2C 5C 2A 5C 6D Didn't work: Carl Relius Makoto Kagura Bullet Tager Azrael Izayoi Amane Tsubaki Valkenhayn Whats the default combo off 5D 6C that would work on everyone?
  4. stickystaines

    [CP] Yuuki Terumi Combo Thread

    Just started to play around with Terumi. What is the common OD route? I'm trying to get better confirms off of air to air IAD j.C. This is what i got so far at 100% health OD. Anywhere: (air hit) IAD j.C 5C(1) ODC 8JC j.C j.2D 2C 5C(1) j.2D dash 2C 5C(2) 3C 6D 236D 632146D :: 70HG 3516 - 4316DMG Near Corner (air hit) IAD j.C 5C(1) ODC 8JC j.C j.2D 2C 5C(2) 22C(lvl3) 6D 236D 632146D :: 64HG 3803 - 4663DMG This what i got for 5A anti air. 5A 5A 5C(1) ODC 8JC j.C(1) j.2D 2C 5C(1) j.2D 2C 5C(2) 3C 236D 632146D :: 50HG 2832 - 3692DMG
  5. stickystaines

    [CP] Noel Vermillion - Gameplay Discussion

    Litchi was the third
  6. Yeah i was just about to post this. Just tested it and this is what happens. You release down back and you release the down microswitch just before the back microswitch, so it reads a fresh back input and pressing back again results in a backdash. So a backdash is 454 instead of 5454. I dunno if there are benefits to a 454 backdash but it has messed me up.
  7. Speaking of IB, why does holding down back then hitting neutral -> back result in a backdash? You dont get a backdash from hold back -> neutral -> back and it can mess up my IB's. No way around it im assuming?
  8. stickystaines

    [Xrd] Sol Badguy Gameplay Discussion

    You cant RC the uppercut part of VV i think.
  9. stickystaines

    [CP] ยต12: Gameplay Discussion

    So i got completely destroyed by Mu steins zoning. Am i missing something here? I've seen some Mu's do this in match videos, but not for long and they don't really stop because the opponent got the upper hand, so im a bit confused. Sorry for asking for advice against Mu in the Mu forum but i had no idea what to do. I have a feeling that in this case it would be non-matchup specific, but in the matches i played i was playing Kagura. I tried to son ic boom to take away some of the projectiles to gain some ground, but usually just got hit out of it, tried to 6D~C to armour through it; worked sometimes but i either got hit out of startup a lot or the move is just too obvious and makes for an easy punish. I tried to jump and edge my way through but if you block a few steins you are back where you started and if you get hit you get Justice'd and get hit by about 5 more. Only time i really got through was by getting hit and air forward teching to gain ground lol. I was pretty lost.
  10. stickystaines

    [CP] News & Gameplay Discussion (Old)

    Play-asia's free shipping consists of slapping your address on the box and throwing it in the ocean.
  11. stickystaines

    Guilty Gear FAQ Thread - Ask your questions here!

    I find super jumping off normals really weird in this game. It feels like i have to input the 28 motion during the active frames or there-after, otherwise i just get a regular jump. What's the specifics on super jumping from normals to get the earliest possible super jump?
  12. You could just convert it to the standard low airdash/empty jump low mixup after 5C possibly.
  13. stickystaines

    [CP] News & Gameplay Discussion (Old)

    High Dan players playing on twitch.tv/adastream Edit: Nevermind i think it just ended haha. Unless they are going to play casuals
  14. stickystaines

    [CP] News & Gameplay Discussion (Old)

    I dunno, but that would be such a weird property to have at the end of the animation like that.
  15. stickystaines

    [CP] News & Gameplay Discussion (Old)

    A while ago a made a post about people going through bursts but couldn't really find any good examples at the time. What's the explanation for this one? www.youtube.com/watch?v=olfgWn4mhkM#t=7m44s The only thing i can think of is that she went for the strike grab and maybe the strike grab has more than 2f of invul? But i didn't see her whiff anything so i dunno.
  16. I wonder does anyone know if Kagura's goes into any stance move (5D, 4D, 6D, j.D) do the corresponding A/B/C moves all make sense as a 'group'? For example we know his j.D is all teleports so that is like a teleport grouping. So im wondering if say 4D and all the moves out of it are defensive type moves maybe?
  17. stickystaines

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    A few questions about Az. After Az does ground rekkas, they usually go for sj.2D or 3D to beat rolls. But why 3D? It doesn't look like it catches back rolls, but does it? If it does, is 3D better to use against people who have DP's. The sj.2D gives you more frame advantage to play with so i don't see why you wouldn't use that 3C (RC) j.A 5B 2C i assume works either if they get hit by the 3C or the j.A?
  18. stickystaines

    [CP] News & Gameplay Discussion (Old)

    You know all that business about CP having less hitstop and all that? Was there ever a comparison done of the same combo between EX and CP to get a visual idea of the difference?
  19. stickystaines

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    I knew the weakpoint wasn't applied. The whole reason i said it was interesting was because he rc'd at that point to stop the knockdown and try to continue. I was wondering if 2B would be fast enough after the RC to continue with what he was attempting.
  20. stickystaines

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    http://www.nicovideo.jp/watch/sm21685376 @9:47 That's interesting. I'm guessing that 2B into TC(L) 236D would have worked in that situation?
  21. stickystaines

    [P4AU] News & Gameplay Discussion

    Did anyone see what Chie's 2C looks like? And whether you can set it up for oki. If 5DD doesn't work off air hit AoA, then maybe 2C freeze setup might work?
  22. stickystaines

    [P4AU] News & Gameplay Discussion

    Giving kanji the option to command grab during persona break seems weird. Why make an exception for one character? Do you think it'll be a different, less powerful version of his command grab that doesn't use the persona? That makes sense to me since it wouldn't be making an exception just for him and he still keeps the utility of the command grab.
  23. stickystaines

    [CP] News & Gameplay Discussion (Old)

    The reduced active frames might explain more of what i remember, rather than the range. If that's the case, can Tager easily 720 through bursts now?
  24. stickystaines

    [CP] News & Gameplay Discussion (Old)

    http://www.youtube.com/watch?v=DCqtUJEdsnM#t=4m15s I remember it happening when i was watching videos when CP was first around. Thats the only example i got at the moment.
  25. stickystaines

    [CP] News & Gameplay Discussion (Old)

    More than getting hit by bursts i've just seen people just not be affected by the Burst even though they are inches away from them. Was there any explanation to that?
×