Jump to content

Oyo

Members
  • Content count

    16
  • Joined

  • Last visited

About Oyo

  • Rank
    Bronze Member
  1. Oyo

    [Xrd] King Ky - Q&A/FAQ Thread

    What is a good meaty to use on Slayer? Just charged SE or 6HS basically? If I do 6HS, is there a timing where it will catch him as he recovers from the backdash? Basically if you assume Slayer is going to abuse wakeup backdash, what is the best way to put on pressure in a way that doesn't force me to go for hard reads? Is there a good OS that would work here?
  2. Oyo

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    Thanks! That's all super super helpful, I can't believe I forgot about SJI I'm at work so I can't test this atm, but: On the corner combo by "starter" you mean "launcher" right? Like 236K RC or an anti-air? Or do you mean this works from the ground? It looks like in the corner you can also just do variants of c.S 6k 236D 236K to set up the Ciel CSE. I'm seeing Ain do this a lot and it seems like a really simple way to set up good oki without spending meter. Is this very character specific? I think I saw him do it on multiple characters.
  3. Oyo

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    I played GG since #R, but between AC and now, I have not touched Guilty Gear. It's really hard to get back into, and I'm finding the way combos are listed on threads like this pretty unintuitive. Props for sure for listing so many combos and taking the time to format, update, and prune everything, but for someone trying to learn Ky these aren't really too helpful vs. just watching a match video and writing down what I see. Once I figure it all out for myself I will be sure to make a nice post for how I would want it presented (so that I don't just critique without contributing) but for now I'm just really confused. It's good to see how to start each combo, but a player just trying to pick up Ky probably wants combos that lead into the best setups. For instance a go-to mid-screen combo that ends in slide, a corner combo that ends in both the ability to do a ciel-CHS and a YRC CHS (or 6HS meaty), and one or two anti-air combos e.g. one off 6p and one off 2HS. Someone posted earlier asking for "His BnB combos," and I can tell he's feeling confused like I am. I am already doing the work to figure out which of these are the go-to BnBs that I'm talking about, but I need to play more matches to confirm everything. Sometimes a combo that seems very practical on paper is actually harder to land in a real match than it seemed. Also (another) question about this combo: 6HS > c.S > f.S > 3HS > GS > j.S > JC > j.S > j.HS > HSVT It seems like it originally was listed like this, then someone thought it had to be jump installed with h.j, so it was revised to have a JI, then it was determined that in the console version it DID NOT need to be jump installed, so it was revised again into its current form? If it doesn't need a JI, then how can you do a h.j into j.S JC j.S after the GS? Isn't this two jumps after a h.j, which would normally need a JI? Is the JI automatic in the console version for some reason? I've tried this dozens of time and I cannot jump cancel the j.S, but I haven't been able to JI it either for some reason. Is this combo really worth doing mid-screen off a 6HS? Unless the extra damage will kill, isn't it probably best to just combo into knockdown? Maybe it doesn't need a h.j anymore? If not, then does j.S without a h.j actually ever hit? It doesn't seem like it will hit without h.j to me. I don't mean to be super critical, but I just wanted to give my impression as someone trying to learn Ky from this thread.
  4. Techable or Untechable is simply noting whether or not the opponent will be able to tech (meaning he can hit a button, flash white, and get the "recovery" indicator rather than fall to the ground) An example of this would be May and Ky have throws that are untechable, they knockdown. Millia has a throw that is techable, you can tech out before she can do anything else (though she is still at an advantage because she can do a number of things on you right before you tech) Technically "untechable" is simply how long a move puts someone in hitstun. Some moves (usually certain counterhits) are completely untechable and you'll remain in hitstun until you fall to the ground. These are guaranteed knockdowns (Slayer's j.D in Reload used to do this). Some moves like May's j.HS have extremely long hitstun which creates a large window in which they cannot tech and therefore a lot of possibilities for comboing. I think the Dust thing you are talking about is an impossible dust. It is different from character to character but you usually just FD right after a dust and it cuts the homing jump off, you usually do a few hits though, then jump cancel, then FD cancel a certain move etc. and it cuts the homing jump off. You end up getting your first free hits off, then you kill the homing jump so you can do a more standard combo rather than just hit hit jump cancel hit hit as a standard dust combo ender is. I have no idea what you are talking about Breaker Hits... you either mean counter hits or alpha counters, but I really don't know. I have never heard the word chaos attack in my life, please don't ever say that. Most people just say "supers" but some say "overdrives"
  5. Oyo

    [AC] May Tactical Discussion/Questions/Help

    I never thought of it like that, but in her B&B I think you want to hit the last two. Because you want to hit the ground as soon as possible after knocking them into hitstun with your j.HS. The sooner you hit the ground the sooner you can IAD and j.K them. Usually when you do the B&B if you see her pop up after the FRC they are going to be able to tech and it means you fucked up. From there you are usually best off to try to run under them after you land and jump up and grab once they tech (or better yet don't mistime the FRC!)
  6. Oyo

    How to airdash after the Chemical Love

    Would it be possible to post this as a .wmv or in some other format. I have a Macintosh and have been unable to get this to play no matter what codec or converter I try to use (I've tried about five) =(
  7. Oyo

    [AC] May Tactical Discussion/Questions/Help

    The Forcebreak dolphins are better in every way than FRC's.
  8. Oyo

    [AC] May Tactical Discussion/Questions/Help

    I'll just throw random info on here. From the description you're a noob with everyone not just May (I don't mean offense, just saying). Important things to know with May (keep all this in mind when in a match): -Always charge buffer. If you do a 2S to poke, keep holding down in case it connects. for the 2S example, if you go to a short vertical dolphin from this, it will usually whiff in command grab range. Never even press 2D, always press 1D (or even tap back really quickly and roll to 1D). If a 2D ever connects, you should be doing the B&B combo. If you're not, mentally take note everytime you 2D and get a knockdown that you could have got 40% damage or so and failed to. This will inspire you to practice in training mode -Your command grab is your mixup. May's overheads suck. TK restive roller is terrible. Once someone learns to react AA vertical dolphins it will be completely useless as an overhead 90% of the time. Tick 5k (or 4K if you follow rule 1) and 2p etc. into command grab frequently. Whiff dolphins frequently and command grab. ©S, (f)S, whiff horizontal dolphin, command grab. etc. etc. Know from memory what strings will whiff a dolphin in grab range. A lot of times when you get a knockdown you just want to grab straight on wakeup. Do the input so that you end holding back (blocking) and wait a split second before pressing kick. if they don't do anything hit kick and grab. Sometimes just run full speed over them and grab after they get up. This is May's mixup basically, make them guess when they have to block and when they have to try to AA a vertical dolphin or avoid a command grab. People I play against started FDing at the start of all my strings just to avoid getting ticked. Careful when you whiff into dolphins, see the last point. Against characters like Johnny (horribly matchup for May) you often can't afford to do this at all. His 6p is just too dangerous and easy to do. If he 6p's it will catch your whiffed dolphin with a CH from which he will combo you into the corner. Once people start learning to catch your whiffed dolphins you have to get creative. Do stuff like whiffing a 2D as a poke and then whiffing a short horizontal dolphin into command grab, etc. -5HS has +7 frame advantage. It jacks the guard gauge up really fast. It has lower body invincibility on frame 13-16. Counter hit staggers and is a free command grab. If you watch match videos you'll see May players spamming this move all the time. There is a good reason. This move is one of the main ways you can keep pressure going. If you end a string with a dolphin and it is blocked, even if you FRC you lose your momentum. If you end a string with 5HS you have options left and your opponent has to guess. If your opponent has low-hitting slide type moves, use 5HS: during its active frames your lower body is invincible. This means basically that the low move won't hit you and you'll get a counter-hit. Try just messing around in casual play by seeing what moves this will let you go through. -CH 6p dizzies and can be comboed from. If you land a counterhit with 6p, it is extremely likely that your next counterhit will dizzy. May is one of if not the easiest character to dizzy with in the game. If you do it right, people you play with will start saying "What?" (the same tone they use when someone gets a bullshit throw) when they get dizzied by you. Sometimes a minor counterhit (like a 2S CH) and then a 6p a bit later will dizzy, and no one ever likes to accept this. If you've already landed a 5HS counterhit and then 6p counterhit, it's extremely likely the 6p will dizzy. Even a close range non CH 6p can be comboed from (OHK combo). 6p also has very long upper-body invulnerability (frames 1-18). You can 6p through Ky's fireballs and a number of other moves. Venom is a great character to practice 6p on. A large majority of his moves can be counterhit with 6p (no trade). His charge move, his overhead dive move, his slash, his carcass raider, a huge number of moves. Against Venom you can almost just wait for him to do any of these and 6p. (also if does Dark Angel you can slide under it ^^) You can 6p through Johnny's super (it won't hit him though) etc. 6p has slow startup and fairly long recovery. You can however cancel it into standing dust or a dolphin hoop to make the recovery safer. Don't RELY on this move. I went from never using it to over-using it (to get a feel for it). I now am somewhere in the middle. Against certain characters you probably don't want to use it as much (Chipp), against others it will be one of your main moves (Venom) Just know that it's there and try to overuse it for a while so that you know when it is actually effective. This move is kind of a risk vs. reward thing. It is risky, but when it does work it's often worth it. -j.HS is really good. If you are coming in from the air you want to use j.HS a lot. You also want to be charge buffering down when you use it. If it counter hits you can combo from it. It has level five blockstun as well. If you use it and your grounded opponent blocks, you can get a ground string in after you land. This move has nice range and fast startup as well. -Don't end blocked strings with dolphins. If you do a blockstring and end it in a vertical dolphin to try to mixup, it will work for a while. Soon people will just block your string and wait for the dolphin, at which point they will AA or DP. You are better off ending a string with 5HS or summoning a hoop. Even if they hit you out of the hoop the dolphin is coming so they have to block after hitting you out. Against Sol or some other characters with annoying DP's you'll have to FRC because they can reaction DP your hoop. All I care to write at the moment. Outside of matches you need to have the B&B and command grab combos down solid. I find them to be more difficult than a lot of combos in the game, so you really need to practice them.
  9. Oyo

    [AC] May Tactical Discussion/Questions/Help

    http://www.romancancel.com/Slash/may.html For her B&B if anyone is still confused. You actually input it like: 4K, 1D, 6HS, FRC Jump install crossup is 7©S, S, 9HS, dash, 2HS etc.
  10. Oyo

    [AC] May Tactical Discussion/Questions/Help

    I'm too lazy to make a big post now, but someone should paste the list from the thread that has the well-written change list. Basically they removed the FRC's on May's dolphins and gave her these Force Break versions. I haven't seen any vids so I don't know what combos will be possible. The Force Break dolphin will be nice because say for instance you do a string and end in vertical dolphin against Johnny. You see him forward punch so you Force Break it and may dismounts the dolphin and lands. I'm guessing the dolphin will CH Johnny while May is free to hit on the ground. I don't really know how she is going to play now, likely completely different though!
  11. Oyo

    GGSlash May: Match-Up thread

    Hmm some excellent suggestions that I will be sure to try out tonight.
  12. Oyo

    GGSlash May: Match-Up thread

    I've been getting better with May. Some of my matchup suggestions. I really have only been playing Chetan and some local players that don't post here; so I've been getting the most experience against Johnny and Sol. I've also been playing against Bridget a lot. Sol is pretty annoying for several reasons. Next to Johnny his hitbox makes him second hardest to land the B&B combo on. He can outpoke you very easily (his standing kick is twice as fast as May's standing punch), and he can reaction DP your longer-range pokes if he is watching for them. If you try to combo into vertical dolphin he can just reaction DP you. I try to very rarely use dolphins because he can so easily punish them. Against crappier Sol players you can usually vertical dolphin on reaction over a gunflame and get cheap overheads with them, but once he finds out how to play May he will just wait for you to dolphin and DP you all day. If he does Bandit Revolver and you are buffering you can reaction vertical dolphin and hit him clean out of the startup. On knockdown you are best off summoning a dolphin hoop or jumping over him and mixing it up. You can't really cross him up and make him fuck up his DP, because if he messes it up he will just get grand viper and hit you anyway. I still get crossup to work on him fairly often simply because he is worried you are just going to cross up and bait. If he doesn't DP you'll usually be able to land a j.2H or a j.S. After landing a j.2HS you should bait most of the time because he can simply DP between the j.2HS connecting and the following 2K or whatever you are following up with. Don't ever vert dolphin afterward. On a cleanly baited dragonpunch I like to go in for a close slash, if he does the followup and you hit it with slash you'll counterhit. You can also wait until he lands and command grab. Make sure you take advantage of baited DP's because that is when you will likely get a good amount of your damage in. If he stops DPing as much then you'll be able to rush him down easier. I'm having a really hard time against Johnny. The only time you can get in from the air is if you bait his 6P. The 6P will counterhit vertical and horizontal dolphins as well as j.2HS and j.S usually. From here he will just rape you. The 6p will actually counterhit you out of 2HS and I think even 3K if he gets you early enough. May's pokes are really slow, her fastest aside from jabs are 2S, 2D, and 2K which are all 7 frame startup. Landing 2D and 2K will obviously lead to a lot of damage while 2S has nice range. Unfortunately all of Johnny's ground pokes can outrange you, and you can't really go in the air or dolphin because of his 6P. If you start a dolphin hoop he just has to immediately jacklehound and you'll get hit out of it. My universal 5K tick to command grab worked almost every time for a while. If he wises up and just FD's the first hit on wakeup you can't tick him at all and he is pushed back into Johnny range. Once he gets you into the corner and starts his pressure you need to block well and watch out for grabs or you're likely going to take about 80% damage. I'm really at a bit of a loss as to what to do, the biggest opening seems to me that he doesn't have a dragon punch, so if you can get some solid rushdown and mixup and command grabs in after knockdown and prevent him from cornering you it could be winnable. I'm landing a fair amount of 5HS counterhits which leads to nice damage, but it's not often winning the match for me. I'm trying to play safer and more pokey than I usually do, but if you are too conservative and don't rush down enough you'll quickly end up in the corner. Anyone have any suggestions?
  13. Oyo

    GGSlash May: Match-Up thread

    I'm having trouble against Sol. My friend plays Sol Japanese style, so often when I go to bait his DP he just command grabs me. On a successful bait I usually can combo, but I'm finding I don't get a whole lot of good baits off. The biggest problem I am having is beating out his pokes, his 5K and j.H I think it is are destroying me. How should I go about poking Sol? I think my far Slash usually just gets DPed x_x; I can't lock him down very well because he can usually just IB and then DP out of anything. I try to tick throw a lot, and that works decently, but there must be a better way.
  14. Oyo

    The Good, the Bad, and Ugly as Hell Baiken Matchups

    If zappa moves the dog around and thinks you can't hit it, throw your chain at it and it will kill the dog after he moves it around.
  15. Oyo

    The Good, the Bad, and Ugly as Hell Baiken Matchups

    I'm going to be playing against Alex G tomorrow and need some good advice for playing against Dizzy. I've played him once before I only won a single round out of luck/a fluke. I've improved considerably since then but I still have never had good competition and have to learn from match vids, training mode, and playing against my roommate. I've seen in vids that I should probably rush her down completely so that she can't get any fish out or start her lockdown. Last time I played I was usually locked down most of the match and couldn't get anything off. What is the best way to rush Dizzy down? What block strings shold I use, etc? 23696K seems like a good way to get in and kill fish, but also could be dangerous. I'd appreciate any help, my roommate only can play Zappa and Testament, so I don't get any practice against Dizzy or other characters :/
×