Eddie
Yeah I was kinda hoping someone here would have a similar setup.
What??? So even though I got a STANDARD TV it’ll still lag regardless of the pelican converter?? I do have the latest firmware if that means anything.
Yeah Im exactly same way. playing her on the PS3 with the pelican converter just feels kinda off compared to when playing her on the PS2. I seem to land it WAY more on the PS2.
Playing against Pot/Eddie with Faust isn’t gonna be that much easier than when using Slayer. Zone, zone, and more zoning is what Faust needs to do like 85% of the time. If the opponent gets in your face and starts pressuring, that’s when you’ll really feel helpless with Faust. You’ll have to be very patient and up the defense game.
FDC is very easy when you get the timing of the button presses down. It’s like drumming the button presses in order. J.2k with your index finger (hold kick), tap and hold punch with your thumb right after.
FDC is one thing but doing FDC j.k jc j.2k into whatever is alot harder.
Yeah. That’s my problem.
I just started on Faust yesterday, but I can FDC half of the time. It’s why I sad there was no significant use for it yet considering how high I’m off the ground when it gets done.
Oh, and I didn’t think that Faust would easier than Slayer for sake of those matches. Well, maybe a bit, especially since Slayer seems to also get raped by Testament, but I really just don’t want play Slayer any more because so many people are jumping on him. The same thing with Testament.
well, fdc’ing somewhat high of the ground with j.HS is very annoying for people, because it shuts down any kind of air thing they might be planning. So, keep working on getting it instant, but make sure you put yourself at the right height to do what you want with it.
If you’re too high off the ground get into the practice of FD canceling faster. Tap and hold punch as soon as you j.2k.
When you consistently FDC low to the ground you can also use it for certain anti-air (depending on the distance and spacing), cover the space in front of you with FDC Hardslash while you have chibi faust on the ground, quick overhead after knockdown or even empty FDC and command grab.
And even if you can’t do it low to the ground for now, you can still use it to delay your fall (i.e. throw off timing) in situations where you’re in super jump with the opponent trying to cross you up by running under you. There’s plenty of uses.
If FDC j.k jc j.2k is difficult it’s just as good to do FDC j.k, 5p - 2D for the overhead into knockdown. In fact in certain cases the 5p after the jc j.2k will whiff because the j.2k pushed the opponent out of range.
I can FD cancel pretty damn quick with Faust, now I just need to find a way to implement that in my game. I also just found out that I can cross up with Faust’s HandSlap FB. Dunno how useful it can be since it is somewhat situational but I think I can use it as a part of my mixup.
And how do I IAD after hitting the HandSlap FB? I’ve done it a few times by accident but don’t know how to do it consistently.
I believe I remember hearing that converters lag by at least one frame regardless of the converter, since the signal’s getting converted through the converter to whatever system it converts to. So a one frame difference could be pretty different regardless.
I would test out this myself, but since pretty much all of my fighting games outside of VF5 are on my ps2 and it’s a lot easier to transport to people’s houses, I just keep it on my ps2.
out of curiosity, what character requires the most character specific knowledge for combos
yay finally got a capture card!
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- Have they changed the leniency in the execution for this game compared to #r (the last version I played seriously)?
I remember being able to mash out simple shit like slayers 2k into mappa but I cannot even do that in AC. The execution seems to be really tightened up, but maybe its because I haven’t touched GG in years.
- this has probably been asked a zillion times but…is the american release arcade perfect?
I would probably say Millia and then A.B.A.
It’s more perfect than the Japanese release. All of the really serious bugs have been fixed, but I’m not so sure about some of the more minor stuff (Bursting from venom’s throw, etc.) as I haven’t spent much time with the US release.
Someone said something about Johnny’s killer joker transport not having auto-jump install, but also said that Japanese one didn’t either. I don’t even know if the arcade version did, to be honest.
-9
There’s nothing changed with the actual execution for moves in the game, that’s more a new Slayer-specific thing. He can’t actually do that now, and to cancel mappa from 5p and 5k you have to tiger-knee the mappa to get it to come out. You don’t need to with 5s or 5h though.
He’s also turned into 90% links, so his ground normals require timing for them to come together.
Finally going to get it today :woot:.
WTF. slayer used to be such easy dmg/execution. was this done to nerf him?
also, can someone explain to me how the basic gameplay in guilty gear is structured. for example, 3s is heavily footsies, mixup oriented while GG’s movement system, namely double jumps, air dashes seems to eliminate or greatly reduce the zoning aspect. so is it strictly upclose, mixup fighting?
i think that’s the one thing that bothered me about gg the most, how random it felt because of all the crazy movement opportunities. i haven’t really played mvc2 so i can’t comment on that.
His changes have made him into a combo machine that can take off 60% and greater for the opponent making one mistake. His new tools Big Bang Upper and Dead on Time on counterhit, along with his normal changes make him insane. His links are also really good for hit confirm combos, and are relatively safe on block.
Just check out this match vid for a bit of what Slayer is capable of now.
http://youtube.com/watch?v=CcDYc77NKl4
There are a bunch of combo vids on youtube and in the Slayer forums on dustloop, so you should probably check those out also.
All known bugs from the Japanese version were fixed in the American version. The only one that didn’t seem to get fixed was Johnny’s auto JIed Killer Joker Transport. Even I-No’s panty glitch, which had no effect on actual gameplay, was fixed.
No GG is very zoning oriented for many of the characters. Turtling is just as big in GG as SF. But as a result of the things you just posted, Guilty Gear is ALSO much more rush down (pressure, block strings etc.) oriented than SF as well. Its a mix. Mix-ups and cross ups are a must in order to do well in this game. Don’t think only 3s is mix-up oriented. Its because of the double jumping and air dashes and the movements alike make mind games and mix-ups possible.
Any other questions. =)