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Post by Pikachu on Sept 15, 2007 2:47:56 GMT -5
Edited 11/19/2007 Here, I'm just gonna put down what kinds of dumb shit I go for in GGAC. Feel free to use it against me. This is actually my attempt to be honest with myself in terms of my own gameplay and assess it, so if I miss something about this self-observation, please let me know. Otherwise, I'll suck forever . Faust: I have got to learn how to zone more with Faust. He just doesn't have X2 speed on his attacks, or as tight of a rush as he used to. He's slightly on the back burner for now while I readjust my play with him. I have not given up on Faust.Ky: I have discarded the previous style of play that was suited for more X2 in favor of whoring my space control with projectiles. Air FRC projectiles are really bomb, and allow Ky to have superior cover to get in on an opponent easily. I will rarely try overly risky things with Ky, that is, if I'm playing him seriously, and instead focus on exploiting throw openings or j.k openings that can lead to a quick air combo and subsequent knockdown. I really like whiffing j.p into other random stupidity with Ky for mixups whenever I can, and this is a new thing I'm working on improving every now and then. Ky is not a character I am actively practicing anymore, but he's a fun distraction every now and then. Chipp: I think I've gotten better overall with Chipp than I would like. I'm getting hit a little less, and my combos are hitting a little more, and for more damage than when I first made this post. I get a lot of openings with Chipp on frame advantage alone. Virtually everything I throw out leaves me on advantage, or an extremely minor disadvantage, so I have an easier time masking my gaps in offense to make it longer. Testament: Another character on the backburner, because I have no room in my muscle memory to make the adaptations in his strings to make my Testament play really good. I still need to learn better tree and web formations, as well as make sure Barney even comes out. However, I know enough about Testament where I just need to learn how to react to his stuff. (New) Potemkin: I didn't even think I'd play him at all in AC, but his shit is so easy to do overall. I experiment with him randomly, but it's rarely anything serious or new. Just enough parlor tricks where he's kinda viable when I want a distraction. Venom: I've given up on this mook. I can't resist the urge to run in. Not remotely close to a bad character, but I don't have the time to make him good because the new addition to this list is.... (New) Eddie: I gotta find a better way to make sure my drills come out. Lately I have had this problem when playing on the floor... my conclusion is that I just hit 22 way too fast. I have better pressure strings with him; I need to remember to just use them now. Shadow Gallery loops still are incredibly unreliable on my execution, and I need to space my Eddie rush at times. I also need to work on creating some critical gaps to bait people, but this will come when my mini-Eddie control improves. I'm decently happy on my progress, but there's a long, long way to go. (New) A.B.A: I was already interested in playing her since seeing AC, just for the long combos. Not practicing heavily with her yet, but if I find that I can eyeball double keystab openings and improvise better combos with her, she'll definitely become a secondary character, topped only by Eddie. She is genuinely fun to play and open-ended, which suits me pretty well. And Danzai is funny. (New) Robo-Ky: Way, way too much to learn all at once, but the information is making more sense now. No time to innovate too much stuff with him, or internalize his options, so he's strictly casual. I can imagine that in several months, though, he'll be a secondary character that I'll play just for fun, but we'll see. For now, I'll just sit on Mat way too much and just enjoy spamming steam and missiles, and occasionally det mode and fail. At the very least, the experience has provided me with enough matchup information. Don't let any of this mislead you. I am not distracted from practicing Eddie. I've hit a threshold where Accent Core just makes more sense to me, so I've taken some time to explore, but never enough time to deviate.
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Post by Pikachu on Sept 17, 2007 19:05:05 GMT -5
Had about half an hour this morning to play around with some stuff in training mode... worked out a fairly easy Gravedigger combo for Testament that works on Axl.
(from ~1/3 - 1/4 screen to corner) 6p, c.s, 5hs, gaydigger, land, hs barney (picks them up), k, c.s (jc), j.k, j.p, j.s, nadlands (1 hit)...
From there... well, you can molester your opponent in many ways, depending on what you feel like doing. You can just hs, web them on the way down, and continue some other combo from there, or drop a skull on their corpse. Or taunt... should be safe since they can't tech.
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Post by buhwhyen on Sept 19, 2007 6:34:33 GMT -5
Speaking of testament gayness, you can gattling either 2K or 6P into 5c.S -> 5HS -> S barney (FRC) -> dash -> 2P -> 5 c.S -> JC j.k-> j.s -> j.hs -> faglands (1 hit). Its a generic hit you anyfuckingwhere combo thats really stupid easy. If your opponent is 1/3 across the screen you can do the same ground string into S barney to launch, 2P -> 5 c.S -> JC j.k -> j.d -> gravedigger, land -> 2P -> 5 c.S -> JC j.k -> j.s -> j.hs -> faglands (1 hit) -> net. if you're not so comfy with relaunching...cry. The common relaunch for testament, which I shall refer to as the "standard relaunch" from now on is 2P -> 5c.S -> JC into whatever. ANother setup for an aircombo comes off of random 2HS -> 2D -> HS barney (FRC) -> dash and now weight depending (your opponent's weight) either do the standard relaunch or you can sometimes (on lighter weight opponents) do 5K -> 5c.S -> JC whatever. More stupidness to come.
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Post by buhwhyen on Sept 19, 2007 7:44:31 GMT -5
Oh, I just thought of another thing I really need to start doing more consistently. Using 2P before throwing out 6P and 2K. Its supposed to help a lot with getting thrown on wakeup, which happens way way way more often than it should with us and its another mind game because 2P can still be easily ticked into a throw. But really I personally get thrown way too many damn times when I'm pressuring people. And I keep forgetting using HS barney to continue combos/get bitches off me. And fuck Ky, the only character you can't consistently faglands loop without using FRC HS barney.
I suck at impossible dusting, and just dusting in general. I would make a terrible mexican cleaner.
And as I'm writing all this..I'm realizing I really don't know that many combos for testament. REally just variations of one set of combos, which is mostly alright, but I really should learn some more situational ones too.
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Post by Pikachu on Sept 19, 2007 13:21:04 GMT -5
There are certain strings that lead to your opponent being hit to the correct height for certain results. For instance, most of the cast, when trapped in a web at ground level, can be launched with k, s, jc, j.k, j.s, j.hs, BL (1 hit). That's a pretty useful string to keep in mind. The ground part of the launcher can be omitted if they're a bit off the ground... I notice Jap players go straight to j.s, j.hs, BL (1 hit). One hit BL is probably as golden as one hit MENsenga... and Johnny's mist trap is no longer so safe. Testament is cool.
Anyhow, coming off that tangent, most of Testament's combos are just variations. Just know the situations for height and character shape (Johnny and Ky are two annoying ones), and then weight... but weight is, imo, the least prominent factor of these three. I think it's best to have a small arsenal of combos that can be applied to almost everyone, while knowing how to adjust your B&B's to certain situations. This way, your damage output is far more consistent.
Dusting is easy. Just know that during the first 30 frames or so of your chase jump during Dust, your attacks are all JC'able. This is how I can mash out some stupid like D, j.d, j.d, j.d, j.d, Beta Blade with Chipp... all the j.d's are being jump cancelled. All you do is hold up on the stick while chase jumping, mash on a choice attack, and then go into some basic string, and end in some special. Some characters suck at this approach of Dusting, like Pot and Testament.
If you can master basic Dusts, then ID's become natural. There are two ways to ID:
1) During your chase jump, quickly FD, and then do your attack. Your character will feel a little floaty, but should drop down a little easier. This isn't usually my choice approach, but it's appropriate for certain characters.
2) Double Jump your chase jump, then attack. This is my preferred method. Normally, your attacks are jump cancelled by simply holding up during a Dust. If you return your stick to a neutral position and hit up again, however, your character will fall out of the chase jump.
This works because the opponent can't tech during the initial period of the Dust. ID pops you out of your chase jump state, but the opponent remains in his untechable state, so you're free to act after you land on the ground, but your opponent is floating for free damage. Thank god Dust prorates 50%.
Anyhow... why do you need ID? Testament sucks at Dusting.. though I'm working on achieving a one hit nadlands off a Dust.
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Post by Pikachu on Oct 10, 2007 17:42:41 GMT -5
Random notes after playing on Saturday that's been on my mind:
Gonna work on FRC HS Barney into IAD j.hs, j.d, web for Testament when my new stick comes in. Combo looks like fun.
Need to FB more with Faust. It's stupid easy damage.
Need to 2HS with Faust more often.
Need to remember 5S -> 2K gatling more often.
Need to 5D a bit, now that Faust's Dust combos hit a bit better than they did back in XX.
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Post by Pikachu on Oct 11, 2007 23:49:09 GMT -5
New stick came in. A bit larger range of motion than I'd like ideally, but I can just put in another stick or even the X-Arcade part for a smaller motion. I definitely like it a lot more. Took a grand total of five working days for it to come. Pretty good shit if you ask me.
Anyhow, used it for a while to break it in and see how it works, and I've found that I really like ABA. She ooze out as much damage as she does blood. That's a lot.
Then I practiced some Faust, which is something I should do more often to keep the character up. Here's a hilarious combo I found... see if you can spot the strange part of it, too:
(corner) 6HS xx pogo (RC), 2HS, 5P, 2S (JC), j.K, j.S, j.HS
228 damage. First three hits are monstrous. Apparently, it escaped my notice that the 2HS, 5P gatling still existed in AC.. thought that was Slash only or something. Had to implement it in a combo. 2HS, 2P also works too. Pretty deadly. Faust seems to really like gatling backwards.
Anyone up for playing Friday/Saturday/both days?
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Post by Pikachu on Oct 20, 2007 1:20:38 GMT -5
OMFG. Brian, I see why you play Order-Sol now. He's like Chipp, but does damage is and is like, better. WTF is this gayness!?!? 5 minutes in and I can develop ghetto ass-tricks. Gonna go watch some kaqn now. You don't even need good combos for him! Make shit up! Fuck it!
Oh, I got some good dusts and impossible dusts for him too. Forget Chipp. That crack addict is old news. Order-Sol is the truth.
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Post by Pikachu on Oct 20, 2007 1:37:10 GMT -5
Oh yeah, and the Dusts:
Regular Dust combo: 5d, j.d, j.s, j.k, j.s, j.k, j.s, dj.s, dj.hs, SV (near corner)ID: 5d, dj.d, j.hs, j.d, dj.hs, dj.d (requires correct height) (corner)ID: 5d, dj.d, run up 5hs, lol air combo/loop
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Post by buhwhyen on Oct 20, 2007 16:52:03 GMT -5
Yeah. Good job. Though his normal dust combo is: dust, j.hs, j.d, -> j.s, j.k, j.s, j.k, j.s, JC, j.s, j.hs, SV. It does like 100 on pot, 130ish vs most of the cast, 150ish against chip. It works just about anywhere, but its a pain in the ass to hit confirm cause you really need to hit the first j.hs early. I've been doing some ID combos, but I have issues doing it consistently. Though in the corner, or going into the corner, they do retarded damage compared to regular dust combos.
The real problem you'll find with Order Sol is getting a launcher into his combos. Overall his combos are mental retard easy to hit (for the most part) but getting the opening is hella annoying. You either rely on having at least level 2 special meter (236S level 2/3, 236K level 3), counter hits (j.hs, force break Fafnir, 2D CC, 2HS), hitting a gun blaze cross-up (214S), or being a random retard in the corner and hitting a 6P which is a hella conditional move to be throwing out. Outside of those (which are not that easy to land consistently) you have to land throws in the corner to get any sort of damage. The real issue is his midscreen launchers are really difficult to not only land, but combo after. His damage outside of corners is so hella lacking and quite annoying, rarely someone will be dumb enough to try and stuff a j.hs and eat a CH, but the follow-up 2S, 5HS timing to OTG is surprisingly short (because you have to run after them before throwing out the 2S). Though..granted I should just do more ghetto ass combos like just FB fafnir/bullshit fast overdrive when I don't know if I can reach them for a combo (mostly longer throws into corner wallsticks that you can't really reach with 669/447 jumps or regular jumps), or go for dumbass air throw set ups.
Oh..and his air to air game sucks. And his only good anti air outside of SV, is 5HS, but you have to throw it out hella early otherwise you get stuffed and eat piles of Alfred shit. And even if you stick it out early, it still doesn't consistently beat certain moves, Testaments j.d, Dizzy's j.hs.
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Post by Pikachu on Oct 22, 2007 18:44:01 GMT -5
Ogawa is good. Just thought I'd restate this fact again.
Unblockables are hilarious. They're not needed. Eddie just gets so much damage off random mixups that it's not even funny. He doesn't seem to need the big unblockable of doom (though he still has them). Thankfully, his normals are ass-tastic compared to what I was spoiled with back in XX. This makes him fair, though not by much. Now that I've sat down with him for a bit, his stuff isn't as strange as I thought it'd be. I guess I just needed more time to get myself out of an outdated playstyle to adjust to a new one. Still kinda suck with Eddie, even compared to how I played him back in XX.. so we'll see how this venture turns out.
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Post by Duragar on Nov 19, 2007 19:32:14 GMT -5
So... something that's been irking me lately - losing when you guys randomly pick up a character and throw out 'random' moves. I know I shouldn't let something silly like that get to me and worry more about my own execution and consistency, but as a serious question that I will eventually have to deal with, how do I deal with opponents who throw random attacks out when I'm not all that familiar with move lists outside of my main characters? I'd like to be able to think I can at least play my main character well enough to not get beaten by someone who "has no idea what they're doing" with a character. kthxbi.
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Post by Pikachu on Nov 20, 2007 1:05:04 GMT -5
Well, there's a little bit of our own scrubbiness showing when we lose to a LOT of random stuff. Randomness happens in any game you play, whether or not it is good.
If you have no idea what other people's moves do, you should go to training mode and at least see, visually, what other characters movesets are at the very least. Watch some match videos. Go to youtube and type in a search for Guilty Gear Accent Core. Match videos are so abundant now it's not even funny. Lastly, read, read, read. There is a lot of information out there to accumulate. You won't need to memorize everyone's frame data or something like that, but at least you should know a few gimmicks each character has (Be careful of Danzai when you play ABA, watch for funky crossups and overheads vs. Anji, don't get hit by Slide Head when facing Pot, stay on your feet when facing Eddie, don't over rush at Sol, remember to hit Chipp, etc).
Even more than just game knowledge is player manipulation. You have got to learn how players can and are manipulated. Fighting Games = Mind Games. This is where the real appeal of the game is for the more serious players. 90% of the people who play fighters never understand that players can and must work for each hit and opening in a real game. Until a person comes to terms with that, they'll never get how to play a fighter properly.
Let's go to your question, Chip. It all depends on the player. I'm gonna pretend I'm at the local arcade, beating down the CPU, when Frank the Faggot Fucker comes along and drops a quarter in. Now, I'm playing Chipp and I gotta think to myself, "Okay, I have never played Frank before, so I need a moment to assess his abilities." The Faggot Fucker picks Faust (see the alliteration?) and I know I should be careful about running into long range pokes. When Round One begins, I'm just gonna block low for a sec in anticipation of the far Slash, 2P, or 2D. Lo and behold, I block a far Slash, but I'll also be listening to the button inputs as well. If it's a tap, I'll be slightly cautious and watch for the next move. However, this is not the case, because Frank the Faggot Fucker's inputs sound like a goddamn typewriter with a seizure. At this point, all I need to do is to safely move in, either with a fast teleport, or even just jumping in while using FD. I ain't gonna worry about an air throw from Flaming Frank.. he's not capable. I'm going to use my faster normals once I'm up close to gatling into a knockdown of some sort. Once I achieve it, I'll use meaty attacks and look for one of two things:
1. Does Frank know how to hold back or down-back on the joystick to block my next move? 2. Did Frank fail to block because he thinks he's playing Beatmania with a Joystick?
So #2 happens. If Frank gets hit, I'm gonna go into one more knockdown combo to repeat my experiment. Chances are, however, I'll get another free hit in, because with a properly timed meaty attack, a masher is probably not gonna be able to counter me, unless he somehow gets a super. Because the chances of that are nominal, the risk is low, and my first hit leading into a long combo are guaranteed. In short, I'll win simply because I'm taking advantage of my opponent not knowing when his own block stun or hit stun ends, and when he can startup a new attack. Actually, he has utterly no clue these concepts exist. I won't use fancy mixups, high/lows, or anything like that. The round will just be "hit hit hit sweep.... hit hit sweep... hit hit sushi sukiyaki romantic hit hit sweep.... hit hit hit SLASH!". No tick throws, no fuzzy guards, no command grabs (this would be dangerous because his mashing will hit me out of it), absolutely nothing fancy here. There is no need to mix up a person who will allow you to hit him guaranteed on wakeup.
Now let's say while I'm beating on Frank, Sammy Smeg decides puts a quarter at the machine to get in line. I beat Frank with a gatling into Chipp's 30 hit super, laugh on the inside, and Sammy is up. Sammy Smeg puts a coin in and and BAM! right as the character select screen is up, he's picked Sol (my alliteration is fucking genius). Now, Sammy Smeg is a Mexican, so I'm gonna start round 1 blocking low again. I block his Grand Viper in the beginning, and run in for a knockdown punish. What I'll do here is backdash, then run in slightly beyond point blank range, then cancel my run with a low FD. My assessment goes as follows:
1. He's Mexican, and might uppercut me. I can't afford to lose life. 2. If he wakes up blocking, I'll still have initiative because I scored a knockdown and he is busy watching what I'm doing, not actively trying to press buttons per se. I should be able to put a little pressure on and continue to assess what kind of player he is.
#1 happens, but of course, I ran up blocking, so on his way down, I make sure I time my initial hit on punish correctly. This is important, because he'll probably uppercut first thing on landing... good thing you have a buffer to punish because he has recovery frames on landing. You can still get hit if you're sloppy! You should also listen to the inputs to see how wild they are. Let's say Sammy is pseudo mashtastic.
Now, as all this happens, I've landed two free combos. I have a judgment call to make after a knockdown: how dumb is this guy? If I know he's being pretty dumb, I am not gonna rush him, because those punishes aren't enough to condition him into being smart. A retard will always wake up flailing. I'm pretty sure that if I dash in with an obvious intent to attack, I'll eat an uppercut, so I'll do one of two things at this point:
1. Run up and block again. If Sammy is smart enough to block at this point, it tells me he might be smart enough to learn. Then I need to make a call on whether he's block because he's scared, or if he's blocking because he's being smarter. I'd be more apt to just react... if I have him in the corner at this point, he might just block, see nothing coming out, and twitch with something nutty, like Bandit Revolver. I'll need to be ready to block that properly, and then see if I can punish.
2. I might give up my rush and back off to a distance slightly beyond max Gun Flame reach... maybe half screen, then do something juvenile looking like whiff a few kicks, or a single HS. This will give me a lot of info, because I know Sammy has some game mechanics down, given how "clever" he is with a Grand Viper starter, as well as an uppercut on wakeup. I'm counting on him, therefore, to do a few things, all of which I can be ready for:
A. He'll just blindly bull rush me, dashing along the ground, hoping to mash a gatling in my face. I'll probably sweep him into a combo, or even run back at him, stuffing him with superior attack timing. Anything that dumps a timely hit box in his face will work here. B. He'll hop up into the air, and go into an obvious air dash. AD, without the I. A 6P into a combo should take care of this. C. He'll Grand Viper again. No need to explain this. D. He'll Riot Stomp. I'll 6P into a combo that's really long, just so he'll feel the need to twitch, which will get me more future damage.
(wrap-up in following post)
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Post by Pikachu on Nov 20, 2007 1:52:05 GMT -5
So I've broken down two pretty probable scenarios. They never happen quite like that, but the illustrations are valid in terms of what is going through my mind. Why did I type so fucking much to really outline things that happen in the span of 10 seconds? Well, it goes to show you how much thought can go into even beating down a n00b. The thoughts I typed down are basic enough that I consider it "auto-pilot", so it takes little to no energy at all to formulate this gameplan.
If I have a gameplan, I increase my chances of winning. Since we're just talking about beating novices, having a gameplan at all will guarantee victory. Novices will just button mash, hoping hits will magically sneak in... but the game mechanics make infinite pressure impossible. Even if you get knocked down and you get n00b-pressured, you can easily escape or even come out with a counter that'll instantly turn the tables.
To go on a tangent, this also reveals insight into advanced play. Let's say two players have a gameplan, then what? Well, most of the time, whoever has the more advanced gameplan wins. Pros have an incredible ability to look for a lot of things at the same time. This is why attacking a pro seems so damn difficult. There's no true magic behind it... they're just have heightened awareness of how a match can flow.
Another thing you'll see that my scenarios have in common: they're safe. I used Chipp as my own example character as a reason: to highlight how even taking random damage is a danger I don't need/want to deal with. Why take risks for damage when the n00b does it for you? I also do not play unnecessary mind games. It may not be as fun, but if there's no mind for you to manipulate, there's absolutely no purpose in trying. Just let the openings flow and rape them for as much damage as you can. Don't try to be fancy. You can't impress them with fanciness. Just make good use of the basics and they'll think you have mysterious powers already. Don't try to make them respect your rushdown if they don't see it. You'll just eat stupid shit for nothing.
All of this is especially true if you face against a lesser intermediate player. These people will actually have half a mind, but not enough for intelligence. Psuedo-intellect + randomness can occasionally give you fits. In these cases, continue being safe, buckle down on your timing, and keep your eyes peeled. Do not get fancy until you sense a little bit of fear. If they have an uppercut move OR HAVE METER FOR A SUPER, just give them the benefit of the doubt after the knockdown that they will wakeup SJSU style. There is an art to rushing down by proxy, as in making someone feel like they're rushed down by making them fear your presence, rather than actually doing a huge string of attacks. Knowing how to do this will make the lesser intermediate player reach for a predictable set of solutions... they key here is being ready for them. This is also true if you're on the defensive. Superior matchup knowledge will lead to you making better decisions, which leads to a win.
However, if at any time you know your n00b opponent is smart enough to respect you, try to turn that respect into fear. These types of players will know that certain gaps are just deceptive, and aren't a real avenue for them to stuff an attack or even escape. In these scenarios, unexpected variations in pressure will either net you counter hits, or just make you look like a rushdown god. The former gets you big combos, the latter gets you throws, which will make them twitch into giving you the former or a high/low mixup that they didn't block properly. In these scenarios, it is okay to get fancy, and try to take openings that you shouldn't theoretically have, but can capitalize on due to the opponent's hesitation.
Most players don't fall into a specific type like I outlined. Real people fluctuate between different modes depending on a variety of reasons, even n00bs. Their reactions cannot be theorized in a post to 100% accuracy, but your superior judgment should tell you how to handle the wild and crazy n00b. I leave you with some final n00b openings you can take advantage of:
1. Wakeup shit. If it's a mash-random-attack wakeup, just stuff it with a meaty normal into a knockdown combo. 2. Hop back, air dash forward. Novices will do it almost 100% of the time. 3. Over-reliance on specials, especially ones that transport a character. It's not that all specials that transport are bad, but n00bs will spam the ever-loving shit out of them. Most of these can be blocked and then punished. If your character has the means, go ahead and stuff it with something invincible which leads into a combo. 4. Obvious, repeated dash-in. Just put a hitbox in their face and combo. Not always easy to capitalize on, but good to know. This is a viable tactic across all levels of play. 5. Telegraphed attacks on their pressure: If you get knocked down, and you know they're salivating all over this rare opening, go ahead and wakeup with something obnoxious. Make sure it's REALLY obnoxious. Also make sure you KNOW it'll hit and KNOW it'll come out. 6. Not knowing what to do when their pressure ends: Novice pressure, unlike n00b pressure, makes sense, but it'll just go through a basic string into some sort of special ending that is generally safe. In this moment, remember that they have no gameplan, because their limited plans have just ended. They'll need an extra moment to formulate something new. Most of the time, they'll to squeeze in an extra attack under sub-optimal conditions. Either escape, or poke back with something with low frames and/or high priority, and get of a corner with guns blazing.
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Post by buhwhyen on Nov 23, 2007 5:19:45 GMT -5
www.dustloop.com/data/ac/ky.htmlKy frame data. Not essential to memorize, but a good idea to look at at least once. No need to memorize the start up/frame advantage of every move, but it helps to know what your fastest move is and how bad a position some moves leave you in. Some abbreviations used GB+ means how much the guard bar increases when the move is blocked, similarly GB- means how much guard bar decreases when the moves hits. Startup is self explanatory, active refers to how long the move's hit box is out, recovery is duh, SD refers frame advantage/disadvantage. No clue what TG is, but it's not important. Lvl refers to the move's priority, 1 is bad 6 is fucking good. And I was skimming the Ky beginner guide on dustloop. Granted, I didn't read the whole 2 posts, but I more or less lost interest and stopped soon after he said using stun dipper was good and you should learn the FRC. Take his advice with a grain of salt. Getting back to your question, Chip. More importantly than knowing what every character does, learn to play more defensively and analytically, like Josh was explaining, against shit that doesn't look/seem like it will be deliberate. Knowing/learning basic scrubby shit other people will do is certainly something you should be aware of, though knowing what YOUR character can and should do in either anticipation or reaction to dumb shit is also important. For example, retards that love ending block strings with really long start up special moves (see bandit bringer/riot stomp), often if you see these these coming, you can 6P them into either a knockdown or air combo. Learning what to react WITH is what I'm trying to say. What is your best anti-air move? Which of my moves has the most invincibility? Does this move have less invincibility than say Sol's Uppercut? Which moves will beat out my "best" invincible move/does this character I'm playing have one of those moves?(Who has a better uppercut/6P than me) If I telegraph a stupid predictable jump in, can any move I would counter with lead to a combo? Which of my block strings has zero holes in it so he can't mash to land a CH on you? Where might he be able to/try to mash out a super in my pressure string? Is he jumping all the time with a character like potemkin who I can beat out every single time he jumps with my j.k? (note:Ky's J.k is good air to air and actually will rape potemkin every time he jumps) Try and find some answers to these questions. If nothing else, it'll help you learn more about your moves and their potential uses.
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