Guilty Gear 101
When are air juggles garunteed? Is it only garuanteed by a standing Dust attack? How can you link a standing Dust in a combo, do you have to RC it? It seems like damn near everything is Air techable. And the only good combos are that of on the ground and with added RC’ing.
An air combo is guaranteed when your attack puts them in an untechable state for long enough for you to land a second attack. Nearly everything is air techable, yes, but certain moves have different windows at which you can tech. Also, counter hits extend these windows globally for the move that CHs.
There are basically two ways to start an air combo. One is to do a move that launches in to the air from a ground attack (Dizzy’s f.h, for example) Then, you usually jump cancel (JC) the move, and continue a combo.
The second way is to just meet someone in the air, and win on a joust, then start a combo.
Standing dust does work. . . but it’s a really slow, punishable move. The only reason people ever use it is for its overhead capabilities. Everyone’s standing dust is an overhead, no exceptions. The air-tech properties for standing dust are wacky. . . You can not air tech after getting hit by a standing dust for all of the upward arc of your character, even if you get hit. I think the tech property is on a timer after the dust, so if they have you in a stupidly long combo that is normally easy to air tech, you wont be able to until that timer is over.
I think that’s all accurate. If there’s anything else, lemme know. Honestly though, for Combos and stuff, ya may want to look in to like, Ky, he is more dependant on strings and stuff than Dizzy is. She involves almost constant retreat (turtling), and if I remember that’s something you don’t like :-p
The only time I can -ever- rush down with Dizzy is if the person really isn’t paying attention, or isn’t very good at the game.
FRC 101
FRC stands for False Roman Cancel. I’m sure you’ve noticed that during the RC of a regular move (Hitting 3 buttons whilst in a move), red rings appear around your character for a few (30?) frames, and you lose half your bar.
FRCs are only on certain moves. Every character has a few of them. The most famous one is Sol’s Gunflame. FRCs cost only 1/4th of your tension instead of 1/2.
How do you know if a move is FRCable? Go in to training mode, and enable command input display (not sure what it’s called exactly, but it’s that gray bar at the bottom that shows you what buttons you’re pressing as you press them). When you do a move that is FRCable, that bar with flash blue quickly. That is when you have to hit the 3 buttons.
Sol’s gunflame is what people usually start with. Enable the bar I mentioned, then just do gunflames, you’ll see the bar flash blue at about the point Sol lands his sword on the ground. Most FRC windows are 3 frames. . . Think of it as a Just Frame in TTT or SC2.
Hope it helps.
And yeah, Tarkan . . . give me the teacher’s email if this still doesn’t work, I just did a report on the history of arcade games, from Pong to Present, and the teacher LOVED it. She read it, then we talked about video games for the rest of class. No joke.