I’ve been doing jc jb jc throw no matter what came before it, because you usually have to compensate for distance when you sweep them (ie having to only do one hit of the 5c or two).
Unfortunately against Satsuki, if you do 5C after 2C, you can only get 1 hit without botching the [j.B,j.C]x2,throw air combo. I’ve tried it almost a dozen times. I don’t know if it’s just me but her hitboxes are so damn small when she’s air comboed. HIGHLY annoying.
As for colors, the only one I’ve ever used is 6. Haven’t seen anyone else use it but if they even think about it, I’ll fight them for it in a mirror match.
a pseudo quick action setup. i mapped E to be A+D, and i think im sticking to this. if i ever play in the arcades i dont think ill be any better or worse off if im practicing w/ this setup.
edit: it was below C when i typed it by srk took away the spaces… inserted x’s (X is not mapped w/ anything)
I keep tellin’ you fools, its all about Default Colors!!!
and i think the proper layout is supposed to be guilty gear-esque:
[ A ] [ B ] [ C ]
[ D ] [ - ] [ E ]
good to know more players are converting to stick for this game. I’d hate to hear excuses should there be an sbo-qual event for this. (look who’s fucking talking :rolleyes: )
edit: orka beat me to it but whatever.
and i too agree with the lvl of lameness that pertains to this macro-dodge.
i actually like default the best too (who doesn’t?) but since the odds are that so many people already use defult colors for each chars anyway i decided to be original instead. D:
besides, the color schems are in ver. b arcade so it’s alright. not like i’m using sp color in gg or anything (although i did play suiseiseki dizzy for a while).
Well, defaults are best because they’re…default. I choose a different color because aside from the fact that defaults are popular, it’s the only color that the AI ever uses. =| And the only other game I know off the top of my head where the AI uses colors at random is ST.
over the summer, whenever i went to a tourney NOT EVERYBODY HAD SP COLORS FOR ALL CHARS UNLOCKED on their ps2 memory card. it was annoying as hell. it was like that at omc. mwc was the same too.
:crybaby: srk took away the spaces in my post… it looked like the gg setup when i typed it out… i edited it. in any case, i wont be able to to 1+E dodge with the way i have it mapped.
i think ill have my camera for the NE gg tourney. ill try to record as many of the mb matches as i can.
also, if youre midwest ill be running a gg and mb tourney in champaign IL nov4. the tourney link is in my sig.
I think I said this before(probably in the GG thread), but if you’re coming here to be a stupid spamming whore I can make it easier for you to go somewhere where that is accepted.
Actually I’ll just make it so you can’t post here anymore. w/e
Yeah so I was talking to Ikusat yesterday and we discussed a few things with Hisui.
The japanese got their hands on his Hisui basics vid and took notice of the super double jump invulnerable landing thing she has going. Well somehow they went and broke her further and discovered her double jump foward is also invulnerable.
We also got to talking about the actual specifics of using 4B to drain meter. Remember how early in the thread I mentioned that the wiki basically said the water just has to intersect / overlap the opponent’s sprite just to drain their meter? Well I went and tested it yesterday and realized that isn’t the case at all. I tested on Nanaya and Chaos and found that the actual GRAPHIC of the puddle where the water lands needs to be touching your opponent, even if it’s literally just kissing the opponent’s feet by TWO PIXELS, it’ll drain. Bring it any closer and it’ll knock them down as well. The same is true for jumping characters, they have to be touching the puddle somehow.
Also I got to fucking around with her 2C as something stupid to use as another option for oki / whatever after throw. You can either put chair out, land meaty, then throw / mix up, put bento out, meaty, throw / mix up, or you can cross up with 2c, which imho works well in the corner. Basically right after you throw them do two consecutive 2c’s EXTREMELY LOW / CLOSE to the ground, like as quick as possible. The first one will always land infront of them, but the second one will either cross them up or keep you infront of them based on how high you 2C. Works against everyone, leads to possible counter-hit (obviously not to be done if the opponent has meter), and is something to go with in the corner.
Yeah maybe it’s just horribly stupid but it’s something I like working with, that 2C is horribly underused / underrated. I’ll for sure make vids tonight showing what I’m talking about water / 2c ;p.
Chibi, you have to remember that Hisui’s j.2C was significantly slower (with a screwed up hitbox too) in version A. That’s why you don’t see Japanese players use it.
Define screwd up hitbox (I guess that means in a bad way ;p)?
And yeah, you’re right, it’s way faster in ver. B. It’s pretty much my air to air normal of choice that 90% of the time leads to counter hit --> air combo (it’s got great priority). It’s probably my favorite move in the game XD.