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ELC1837

Best Normals?

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Hi, EL C here with another question . . . wait, that's not right *watches an oxiclean commercial* . . . I can't get the rhythm down.

*ahem* Anyhow, since I keep freaking out and fucking up during specials and combos (against the CPU, mind you), I'm looking to just practice with normals until I can focus/calm down enough to focus. So, which character gets the best mileage out of their normals outside of combos: i.e. pokes, pressure, mixup, etc.

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well.... if you're not looking for combos, then Ky's fS is pretty good, ridiculous range, but doesn't lead to much damage.

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What do you feel is wrong with the normals of what ever character you're playing now?

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Correct answers are May, Slayer and Sol. (Most the cast has pretty good normals tho.)

May has 5H, j.H, j.S, far Slash, 2S, 2K, 5K, 3K, Close S and 2D. All are excellent normals, do high damage and some have good properties like 5K being throw invincible.

Slayer's best moves are pretty much his normals. 5K, 5H, 2H, 2K, 5P, j.H, j.K, 2S, 2D are all among the best normals in the game.

Sol has 5K, Everything on the slash button, 2H, j.H, 5H, j.D, 2D. All are extremely good at what they are made for.

Since you have R-ky on your avatar... 5K, 2K, 2S, 2D, far Slash, j.S (I think it's either j.S or j.H), 2H, 5H are all fairly good normals.

If your having execution problems I recommend just working the motions in the training mode till you can get the motion 5-10 times in a row. Then practice a short combo like 4-5 hits that ends with the move your intending on doing. Once your used to doing it, it should be easier in vs. mode. Also do the motion as slow as possible and make sure it is as correct as you can make it. Try to avoid picking up bad habits like f, qcf motions for DPs.

You should just be picking whoever you want really. Most everyone has excellent normals in Guilty Gear. Even Normal Mode ABA has some good ones.

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don't learn some other character's normal to help you learn your main's normals. and besides, hos has really good normals. 5K, 2K, 2S, c.S, 5H, 2D, j.P, j.H, and j.K are all ridiculously good. and every normal except f.S sees use fairly often. 6K has throw inv., 6P is a good counter poke and cancels out fireballs, 6H combos after a 2S/f.S/6K counter hit, 2H is an overhead with low and throw inv., 5D is a pretty good dust, 5P/2P are good meaties, j.S starts a good mixup game, and j.D for dust loops. stick to the character you want to learn.

you're not gonna learn much about anything playing against the ai, anyways. it just doesn't play the same game we do.

i don't have any tips to help you relax with the game though. i still have problems with nerves sometimes, despite playing competitively for ages now. but that's tournament stuff, when you're at home, some some weed, drink a cup of tea, listen to some soothing music, have a few beers, whatever makes you the most comfortable. playing against the ai shouldn't get you frustrated since it really doesn't matter. although i'd probably get a little mad if i was dropping everything. but since i'd be at home i could quit and boot up training mode whenever i wanted.

hope to see you at arcade legacy july 10th.

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lol: I like AC Robo-Ky's personality, but I can't get his playstyle down well enough (probably because I'm used to Ky already).

I'll be there, Kamui: I'll also see if I can bring a friend up to play some games as well.

Anyhow, I'd figured I'd ask about which character had the best normals while I was still relatively new to playing HOS. Though since it really doesn't matter, I'll just whore out HOS in training mode until I no longer freak out.

Thanks for the help: I'll probably go with some of the suggestions here for a sub once I get good with my main.

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Since you have R-ky on your avatar... 5K, 2K, 2S, 2D, far Slash, j.S (I think it's either j.S or j.H), 2H, 5H are all fairly good normals.

in terms of pokes pressure and mixups...... 5k and 5p would be the best on the ground, and far slash is pretty good too

for 2k to be effective, you really have to know your spacing with it and when to not use it (also since it only chains into 2s -> 5hs frc or c.h. 2k -> 2hs, i don't consider it as a really good move since you can't just do it then go unpunished)

for the air i would say j.p is clearly his best air normal

if you want a char with good normals i don't think robo is a char for you (no good air to ground, no normals that can be reliably used as aa)

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When I read the title I immediately thought of Slayer.

Axl has a lot of good normals also. j.S is really good air to ground, especially using as the pull-in hit as oki. Great(best) anti air normals in 5P, 2S (main ones), 6P, 5H(situational ones), and even 6K if you're a psychic, or from the same planet as David Sirlin. His 5K has good range for a 5K.. 2K is flat to the ground and good for making shit wiff, has prety good range for what it is, as well. 2D is a decent poke at from the proper distance. 3P is godlike when spaced right, far 5S is not bad at the right ranges either.

The problem being, that you will inevitably need to cancel to SOMETHING(and likely FRC that something), if you want to keep offense. Axl is a momentum character, and if you are giving it up after one block string because you aren't good at executing specials/FRCs you'll probably lose.. and if you aren't good at FRCs you won't do much damage, outside of corner B-loop off his 5D, but, his 5D is one of the worst IMO, generally safe on block, but, slower than the standard, and has a really obvious animation.

If you're already a Ky player, though, you should stick with him, he has a lot of good normals to work with, and a fairly simple special move set.. You just need to work really hard to win, as this is a game where most other characters can take half your life bar or more for just 25% meter (or meterless, depending on situation), but, Ky pretty much tops out at like 35-40%.

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