First Part: youtube.com/watch?v=fZtZ26Su4C0
GenericSoda
That round with the IK at the end was the wildest thing I've ever seen
First Part: youtube.com/watch?v=fZtZ26Su4C0
First Part: youtube.com/watch?v=fZtZ26Su4C0
updated 3 years ago
First Part: youtube.com/watch?v=fZtZ26Su4C0
A couple things I need to work on include not autopiloting into Midare on a successful dodge. My reactions aren't the best so I find it difficult choose the optimal option every time. Part of this will probably include looking at what resources the opponent has on deck when I'm attempting to use Spin.
As a followup to this thought there were several times when I had a confirm into Wild Assault on deck and simply didn't convert. Part of it is where I place value on WA based off of how I've used it and part of it is I'm not using it consistently enough to get in the habit of using it to rack up conversions. I need to get in the habit of just using it more to better grasp when the best times to use it are. I also fumbled some WA followups so short-term muscle memory pushed into using 5D as a gimmick from WA. It's a weak gimmick and should be be avoided.
Second, I need to narrow my neutral options - H Kabari and 2H are scary tools at longer ranges, but fS is a threat when I close the distance. I should be trying to keep my feet planted and challenge with 6P, 2S, and 2D or airdashing on grounded pokes rather than trying to play cat and mouse with jD. I got counterhit needlessly several times.
Third, sometimes I just need to dashblock. I get tagged by Kabari more times than I should just by running in and not dashblocking. Sometimes it's the simplest things that you forget.
After testing every reversal in the game, I found that the backwards moving version of Shin will cause all meterless reversals except Asuka's Aquila Metron to whiff, and while it can beat some metered reversals like Sol's Tyrant Rave, it will still lose to the following characters' metered reversals:
Ky, May, Axl, Ramlethal, Leo, Nagoriyuki, Giovanna, Anji, Goldlewis (level 1), Jack-O', Baiken, Bedman?, and Johnny.
In hindsight I focused a lot on what I was doing any my mindset, and if I do these in the future I'd like to look at a shorter set and take more of the opponent's play into account.
I've managed to work on some of the flaws I pointed out in this video, and in other cases I'm still having issues. I think the benefit of a month and change's time let me look at my issues a little more honestly rather than just doing it within a month. I'm still not the most confident in how I play, but doing as well as I did at CB lets me see my progress a bit more clearly.
I participate in weekly tournaments regularly, so if more match analysis is something you'd like to see more from me let me know. I'd welcome the opportunity to improve at making analysis.
Three of our five matches, uploaded for review purposes.
Match One: 0:00
Match Two: 2:40
Match Three: 5:07
I've been struggling with the Jack-O' matchup and recently ran a ft10 with a player from Sajam's discord.
This was my sole win from that set.
names withheld to protect the innocent
anji needs it
One thing to note in the notation, Kou when held for as short a time as possible doesn't significantly increase the height the opponent is launched, but creates a noticeable burst of forwards momentum.
0:00 cS, 2D, Kou (smallest hold possible), jS, 5K, Fuujin, Rin, cS, 5H/5D/Issei Ougi
0:12 cS, 2D, Kou (smallest hold possible), jS, 5K, Kou, 5K, jD, jD
0:25 cS, 2D, Kou (smallest hold possible), jS, 2K, Kou, jS, 2K, Kou (doesn't give Butterfly oki, but does leave you close)
0:36 cS, 2D Kou, jK, 2K, Kou, jK, 5K, Fuujin, Rin/Issei Ougi (true midscreen, not from round start midscreen)
Anji's jS can combo into cS to net healthy damage against most characters who try to dragon punch their way out of butterfly oki, but Chipp is an exception. I ran into some trouble matches last night and in the process of labbing figured I'd share what I found. I'll include the notation and specifics below.
Shitsu, short run up 5K, Fuujin, Hop, cS, 5H,Fuujin, Rin, 5K, 5H/5D/Kara Rin/Issei Ougi: Sai
-----
The trick is to do a very short run up for a max range 5K. Too close and you'll eat a hit. A running theme of each of these combos is to let the second hit of butterfly land between Fuujin and Hop.
Shitsu, Fuujin (max hold), Hop, cS, 6H, Fuujin, Rin, 5H/5D/Kara Rin/Issei Ougi: Sai
-----
Very easy combo. No tricks or specifics here.
Shitsu, Fuujin (max hold), Hop, cS, Kou (minimum hold), jD, cS, Kou (no hold), 5H/5D/Kara Rin/Issei Ougi: Sai
-----
The first Kou must be held for as short a time period as possible. Watch the video carefully to see how Anji only spins slightly. If you hold it too long you won't combo, and if you do an unheld Kou the second Kou's second hit won't connect and you'll lose your wall break. It's worth it though, this does monster damage. If you're not confident your first Kou worked you can trade in less damage for more consistency by going into 5H, Fuujin, Rin before your wall break.
Shoutouts to life jam and Sajam for inspiring me to make this stupid video, and big thanks to Shaggy and Karma on the Hoopsquad Discord for their suggestions for Shitsu and corner setups. I warn you, very few of these are optimal, even less are viable, but most of them are hilarious.
0:00 - Double Overhead in the corner to bait anti-airs
j.S, airdash cancel, j.S/Burst
0:09 - Throw Bait
Early j.D, Burst
0:17 - Throw Bait with Crossup to bait reversals or anti-airs
Delayed j.D, Burst.
0:25 - Reversal Bait, mix up with oki
Fuujin kara K, Burst
0:32 - Shitsu setup after a knockdown
Shitsu, Fuujin kara K, 88QRC jD, Burst
0:32 - Shitsu setup after a knockdown, crossup
Shitsu, Fuujin kara K, 88QRC delayed jD, Burst
0:46 - Fuujin K cancel to mix up with PRC
Fuujin, 66QRC K, empty jH, Burst
0:52 - Fuujin K cancel
Fuujin, 88QRC, empty j.P/j.K, Burst
1:00 - Fuujin K cancel crossup
Fuujin, 88QRC, empty j.P, Burst, must be done at longer ranges
1:05 - Kou setup off of oki
Kou, Burst. Can be delayed or used with PRC/QRC to cross up
1:15 - Shitsu/Kou off of oki
Shitsu, Kou. As before, can be delayed or used with PRC/QRC
1:30 - Shin setups
Fuujin, Shin, PRC/airdash. Standard Shin pressure, can be mixed with Gold Bursts
1:41 - Kachoufuugetsu
Kachoufuugetsu, 88PRC/QRC. Mostly used as insurance to call out a throw or a patient opponent's punish
Music Used: A Cheerful Bandit - Tales of Legendia OST
youtube keeps screwing the quality when i try to upload this so im just giving up and leaving it out there
Second part: youtube.com/watch?v=Lm0Bad-4P2Y
Airdash Academy: youtube.com/playlist?list=PLj34EySs1IeaAqwsVY_P43mP13AD1Pp3R
Exploring Fighting Games: youtube.com/playlist?list=PLj34EySs1IeZLdaLTIoMvkoMkxUk2l74A
This is the final. (reuploaded and edited due to video error)
With this I'm concluding my short series of videos introducing newcomers to Guilty Gear. I feel like most of the very basics got covered, and while there area few things I'm dissatisfied with in terms of editing, I'm pretty happy I churned these all out fairly quickly. I learned a lot and if I make more videos going forward, I'll be experimenting with new video programs to make a better end result.
Music Used
-----------------------
Destructive Goodwill - Guilty Gear Xrd
Just Do It - Guilty Gear Xrd
Bump - Guilty Gear Xrd
This video came out a little more choppy, but I've got more ideas about how to deal with these issues going forward. I'm planning on two more videos overall, that should cover the very basics of Guilty Gear.
Music Used
-----------------------
Django Django - Guilty Gear Xrd
Stoltz - Guilty Gear Xrd
Engage - Guilty Gear Xrd
There's been a lot of discussion and noise surrounding Guilty Gear XX Accent Core +R at the moment, and I ended up recording a lot of match footage I didn't end up editing or uploading, so I spliced it together with some footage of training mode to create a guide aimed at people who are either new to fighting games or picked up +R during a sale and would like to learn more.
I'm very new to video editing, and as mentioned in the video this is the most complex piece of video editing I've ever done, as crude as it is in comparison to professional work. I just really, REALLY like Guilty Gear, so if even one other person finds this guide useful or picks up the game because of it, then it's done its job. If you have any questions or suggestions, feel free to leave a comment and I'll try to address it.
Shout-outs to DandyDLC, Novriltataki, and Sajam, whose content all pushed me in this direction and influenced the way I presented this video.
Music Used
-----------------------
Django Django - Guilty Gear Xrd
Starry Story - Guilty Gear Xrd
Now with less garish colors. I'm improving, but there's still lots I can do to get better.
As for the beta itself I only had one issue with, that being a match just didn't let me or my opponent move after it started. If you're interested in playing fighting games, the beta will only be up for a short time, but this version of Guilty Gear is very inexpensive on Steam right now, only $3! I recommend giving it a shot, and if you'd like to ask any questions I'll answer as best I can.
Full tournament here: twitch.tv/videos/711542411