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darklightjg1

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About darklightjg1

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    The Darkest AND the Lightest
  • Birthday 07/10/1986

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    Pittsburgh
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    Darklightjg
  • PSN
    Darklightjg

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  1. darklightjg1

    [CF] Match Finder

    Bit off-topic, but does anyone know what stage(s) online are least likely to cause any additional lag? I just got on for the first time tonight.
  2. darklightjg1

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Is this shopped or is there actually a way to have english subs in the JP version?
  3. darklightjg1

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    I really don't want to get the JP version, but I have a feeling that CEOtaku will end up running CF for tournament.
  4. darklightjg1

    Guilty Gear FAQ Thread - Ask your questions here!

    Decided to mess with the combo mode in Revelator. One of the basic combos for I-no is simply 2S xx STBT (Enhanced)... uh what makes it enhanced? I've never heard of that before.
  5. darklightjg1

    [Xrd] I-No Gameplay Discussion

    Not sure if asked before, but is I-no's burst overdrive in Revelator throwable on startup? I didn't get a lot of time with the demo and will be going to a session right after work today.
  6. darklightjg1

    [Xrd] I-No Gameplay Discussion

    Any advice dealing with Millia in neutral? There were 4 good ones at the tournament I just came from (including LK) and I just gotta S.O.S. at this point and see if anyone can give me more insight on this match. I've been struggling with/trying to figure this out for a while despite how much faster she is and I've only noticed Millia players getting even better with their conversions off of nearly anything into a knockdown. I don't really want to talk too much about dealing with the knockdown game as I understand that it is what it is and all the choices I can make to defend against it. I want to know about preventing that more often and getting MY game started more. Things I've been fighting with so far: -Millia's 5S is really good vs. I-no's ground moves, but the hitbox is pretty low, so hover dash normals can beat it. Hover dash normals lose to Millia's 5P, 6P, 5H etc. but those typically lose to I-no's 2S. 2S is a real heart breaker sometimes though because you can be too far to get anything from it without meter (or they are crouching...boo). I wish I-no's 5S was faster so I could catch more stuff with it. -Tagging her with HCL and even instant air HCL is just luck imo. More often than not, she goes right under it. Covering it with YRC helps a bit, but you don't always have that. -I don't feel like I get much mileage out of note in neutral without YRC (again... don't always have that) and Millia is fast/has more air options, so she's not really scared of it in general. Maybe cut her off with air HCL while a note is out if I can? I dunno. -I've probably had the most success spacing with j.H, but unless I'm coming in with it (which isn't really spacing at that point), I'm not getting any conversions from it. Sometime's I-no close enough to get S-Dive from it, but that's about it. Thinking about it now, I'm pretty sure she could probably get some RC stuff from it... I'll have to go to training and see. *Edit: Okay, I've got some RC confirms. -That fucking pin. Hard to call out. The SM air grab to go through and catch her is inconsistent imo and VCL is a counter for it, but hard to react with... you kind of have to know it's coming. I just went to training and fortunately if Millia throws it right over and misses I-no, then you can 6P her on the way down (I was getting blown up earlier by the fact that they can still attack in the air after throwing pin). Stopping her from picking it back up is hard because of the type of stuff listed above. ...Other than that, I'm pretty lost. She's just faster and out-maneuvers me most of the time. It's hard to challenge her buttons.
  7. darklightjg1

    [Xrd] I-No Gameplay Discussion

    It's only invincible up to the 1st active frame. Some DP's invincibility last longer than that, so they end up beating her. It's a bit annoying. It can also lose to 6P sometimes. By the way does anyone know any safe jumps/good baits against Sol's VV as I-no while not giving up pressure? I haven't looked into it in a while and TBH when he has 50% meter, I'd like to avoid even blocking it because the blockstun after RC is just giving him back momentum. Midscreen, one I'm thinking of is hit HCL~D and then just hoverdash right above him and then cross up VCL->YRC (kind of hard to convert from compared to the lower version of 66~3->VCL->YRC though). Meaty note is usually good against most characters and easy to bait reversals with a quick hoverdash, but Sol's reversal is the exception and I usually have to FD in the air during the hoverdash to block it. I haven't started using empty YRC to hopefully mess up his timing. 'Gotta get used to doing that. I also have to get used to doing ~6P, 5H, j.H xx 214P midscreen to ensure the note is meaty and I have time to wait to see if he DPs and still hopefully go in if he doesn't.
  8. Anyone familiar with the vs Taokaka matchup and can offer any advice? I'm not really sure how to keep her in check and I was lost on figuring out any gaps in her pressure that I could get out of during a tournament match. Granted there are a lot of matchups that I simply don't know and try to figure out on the fly, but with Tao, even after the match I don't remember much except she was harder to anti air than most characters and blocking was tougher to get away from without dead angle/counter assault imo.
  9. darklightjg1

    [Xrd] I-No Gameplay Discussion

    I was checking out an article and apparently when you YRC the startup frames of an overdrive you'll get the startup invincibility before the YRC and only end up spending 25% meter. I've confirmed you can use this to avoid certain things with I-No like a meaty note from another I-No player on wakeup. I guess the YRC itself though doesn't have any invincibility, so you can most likely only avoid something for like 7-9 frames with I-No's overdrive instead of 13 frames which probably just means Millia's disc + meaty attack is too active to avoid. You might have seen this already, but this video is shows examples of what I was talking about: Edit: Not the 2nd video. I posted it by mistake and don't know how to get rid of it.
  10. darklightjg1

    [Xrd] I-No Gameplay Discussion

    Quick question: does the overdrive-> YRC to gain its startup properties still pretty much lose to oki where the opponent's projectile and meaty attack are gonna hit you at almost the same time? I'm trying to practice it against a simple Millia oki set (2D-> 236HS-> meaty 2S) and I'm pretty sure the reversal overdrive is coming out, but it seems like whenever I go for the YRC cancel I get stuffed. If I just let the overdrive come out, it will beat her, so I'm not sure if the YRC animation is getting stuffed during later frames regardless of gaining startup invincibility or what.
  11. darklightjg1

    Kenshiro make your head asplode

    I have a question... if anyone is still reading this thread lol: In the following video: https://www.youtube.com/watch?v=I2aB1VmTo0o&spfreload=10 For the 2nd combo on Rei, is there anything extra you have to do when comboing into the 2nd super (after the first 236236A, he did 5A, 2C, 2D, 236236A). Maybe even the 1st super needs to be landed a certain way to make it work? I always seem to have trouble landing that part before even getting the hyakuretsu started. I keep coming back to this game every couple of years to see if I can get the dribble thing down with Ken. I asked the same question in the comments, but the vid is 8 years old now, so I don't know if it will get answered. Edit: Also, slightly off topic but is there a way to set up and training-mode esque setup on the arcade version of this game? I'm waiting on getting a cord to use a stick on my actual PS2 and running it on an PS2 emu is kind of iffy compared to the arcade emu (also there's an arcade here that has the game).
  12. darklightjg1

    Guilty Gear FAQ Thread - Ask your questions here!

    This did not get fixed in the patch btw... which kind of sucks but whatever.
  13. darklightjg1

    [Xrd] I-No Gameplay Discussion

    2S moves her forward a bit more in neutral, but I can't tell if there's a difference when gatling chained into. It doesn't seem to make comboing into sweep any more reliable as I tested some strings on the previous version and got the same results in the patch (unless the character specifically got a ground hurtbox extension). However being able to cancel sweep into note later is definitely useful vs characters who wake up later. I'm so glad SM is a legit anti-air now to add another angle that some of her other AAs are hard to catch imo.
  14. "Japanese version only"? Well when's the patch for other versions coming/why is it not worldwide? Edit: I'm not actually assuming this is the case.
  15. darklightjg1

    Guilty Gear FAQ Thread - Ask your questions here!

    I'm not sure how I wouldn't be considered airborne when the opponent is guaranteed taking the jumping attack (block or hit) unless he does a grab or invincible move. That's where the confusion comes in and something I didn't know if it was an oversight or not.
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