edollarports
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Everything posted by edollarports
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I'm not sure. I think that j.214B only counts as two moves after some old experiments I did (and the mook listing two P2 values). OMB itself counts as a move, which is why I said 9. Proration affects the follow up SMP, but you should still always be able to do 5 5 5B sweep super.
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It's not really a setup. You just do 9 hits worth of no repeated moves on the corner, OMB, and do a loop. Hard part is realizing you have the resources. As for corner tsurugi, you can do your best starter off of raw tsurugi. Prolly charge 5b/2b in the corner or a jumpin
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The main problem with the fuzzy is that aside from ending rounds, it costs meter, leads to nothing, and isn't really dp safe. A lot of labs stuff can be dped on reaction once a player knows the mu.
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It's because the time you go flailing before sliding after air charge 5B doesn't count towards the slide untech time, letting you do manlier links. As a rule though 5b SMPs really hard and it's really not an optimal route unless you set the smp up.
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Guilty Gear FAQ Thread - Ask your questions here!
edollarports replied to Kairi's topic in Guilty Room
Maybe it was written earlier? Either way, I didn't know you could throw meaties. I guess it's just hard to time? -
Guilty Gear FAQ Thread - Ask your questions here!
edollarports replied to Kairi's topic in Guilty Room
I've never seen that happen. As far as I know, only tnhe damage the move deals plus move modifiers and CH matter. -
1. I think you could technically SB 5P if you did it fast enough? But like that's not happening. Otherwise, is it possible to backdash and punish j.D? Most chars can either backdash or run past, but I guess I-no's dash rules out the latter. 2. HPB is weird in that it will lose to most everything already out and sometimes end up beating shit. The info's definitely weird somewhere and I've given up on trying to understand it. Mostly I just assume HPB will lose until proven otherwise.
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What game should I start out with? (GG or BB)
edollarports replied to Scrixx's topic in Beginner Mode
GG is the truth -
This is amazing I am taking this pot pic for my twitter you are a hero
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Don't got time to see what's already been said and what hasn't, but if you got any more questions, I'll be happy to answer. I play dizzy a lot around here.
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[June 22, 2013] Team St1ckbug's Summer Kick Off (P4U/KOF13/BBCSE/GGAC/VF5/VS) - Brooklyn, NY
edollarports replied to DaiAndOh's topic in Archive
Someone drive meh ;~; -
Oh, I meant like...3. As in like, three. Maybe 30. Probably a couple thousand offline though. But yeah, tectal gave me the answer I needed. I hate this game, so without love, I don't have what it takes =u=b the power of love is mighty indeed
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Thank you! =u=b
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A grand total of like 3 online otherwise, iernno... a lot. I don't need to know how to play this game, just how to be based netplay god :x
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Tectal-sama how do I netplay? I can't 2B everything on reaction, spacing is weird, and everything becomes unblockable. I also drop combos but that's just online timing. I don't ever actually play online (or this game) but I jumped in a friends lobby for laughs and all this happened. My friend said to do such legendary tech as yolo jB and whiff 2B into 5C how do I survive in this twisted hell
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Go play better games
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All good. Don't think too many people that actually play read these. Optimizing chie combos sounds funny though.
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Good shit, tectal. Are you going to include the corner fatal starters next?
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I cringed watching that match. It broke my heart. That wound was then healed by GG top 8
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Nah man, you learn the 1f link so that it hits meaty. The timing changes depending on the exact proration of the combo. MAN MODE
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BI combos are essentially strictly better if they will kill and you fulfill the requirements, as all they do is eat more meter, deal less damage, and save your axe. You can also standing reset into BI by dropping the combo (lol). 5D meaty is nice and all but against a lot of character it's essentially a safer meaty that's more telegraphed.
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Awakening super is the main catch. Anything that floats into 214AB will grab you a BI assuming you haven't prorated the combo too bad, although you gotta be ready to microdash if you're farther away.
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What? Nothing is sillier than a BI combo. That's why you go for it. Let that bald eagle fly! I find the requirement of a yellow+ starter and having the opponent in a corner while not actually having the resources to kill an enemy a bit on the iffy end though. Doesn't happen much if the opponent knows what's up.
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Tsurugi setups are very useful and still about the only reward you can get off of 2A (besides going for 214A/super), but they've been around since release so justin would already know those. 5D~D setups are good, although pretty situational. It's not bad to go into if you can catch someone with red axe at high health. If the opponent knows the Labrys matchup, it's not exactly easy to hit someone without blowing the meter you needed for damage--meterless Lab options are all fairly linear. Sure, she can blow up escapes with baiting, but that's not quite enough to justify going back in as hard as you would with other characters. On the other hand, if your opponents for some reason don't feel like respecting a basic meaty or chain (USA USA USA USA) or don't know the matchup/character (very likely) there's no reason to not go for the mash blowup until they actually start blocking...at which point they might realize that it's pretty hard for Lab to actually hit a target under pressure. Or they might never stop blocking, like real patriots. ALWAYS go for BI combos. Every 5 BI combos is a blue burst thrown. Every 5 BI resets (delay BI by a frame or two in a BI combo) is a gold burst thrown. Late teching of tsurugi setups can be blown up by whiff cancelling your dash 2A into another one, holding your spike, throwing the suckers, or just picking them up. The world is your oyster. Hell, if they're too late, you can meaty with tsurugi. Completely safe from anything not named kanji supergrab.
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BnBs are mostly the same. Confirm into knockdown or meter or air combo for damage, or, in red, do whatever the hell you want and get all three. Lots of fancy oki stuff as listed in the oki thread, not that any of it actually does anything. Mostly, top JP Labs go for basic small mixup of hits. Lots of meter enders. The goal is to make the most of Labrys's only strengths, a decent neutral game and the ability to convert big off random hits, especially with meter. tl;dr you sit on you axe like before, but instead of going in hard as a motherfuck after you hit them, you sit on that axe some more.