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    GameKyuubi's Guilty Gear XX Slash (PS2)

    [January 13, 2007 04:27:12 AM]
    Managed to save it!

    It was brought to my attention that some explanation is required in my further logs for this game. Guilty Gear: The Midnight Carnival XX Slash is the third revision of the Guilty Gear XX fighting game series. Being such, there will be a need to explain certain moves and conditions and how they are performed. Let me attempt to clarify. I will be using numpad notation for unnamed moves (from the 1p (left) side of the screen. This notation references the numbers of the numpad as if they were directions on the D-pad (e.g. 6 is right, 5 is neutral, 9 is the diagonal up/right, etc.)) I will also be using the following button notation: P K S H and D. P being punch, K being kick, S being slash, H being hard slash, and D being dust. While this may not be the most descriptive method for people who are unfamiliar with the game, a proper rundown of every move and move property for every character would require easily 100 pages of text, not including the situational reasoning for which each move may/should be used. I will, however, do my best to clarify and describe as many particularly important scenarios as possible. If you have any questions, please comment with them, and I will be happy to answer.

    Anyway, today I had a fun time introducing two of my friends to the game. Both of them being Street Fighter 3rd Strike players, they became relatively proficient relatively quickly. It's actually quite surprising how well one can successfully learn a new fighter once becoming knowledged in a staple of the genre, even though said games are quite different.
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    [January 12, 2007 07:43:25 PM]
    So I played some more with John, and things are looking up. I managed to straighten the May/Sol win ratio to 5:5 (even). I did this mostly through punishing May's blocked dolphins with a 5S -> 5H quick poke, as he forces me to block the dolphins quite often and mixes up the high dolphins with low sweeps hoping for an opening. He seems to have caught on a bit however, and now FRCs (False Roman Cancel: A technique performed by pressing 3 of the face attack buttons (P, K, S, and H) at the same time during a very specific, preset time interval (usually around 2-4 frames) that occurs during one of your attacks that, if performed correctly, will cancel all lag and allow you to follow up immediately.) the dolphins when he can, but can't seem to follow up correctly yet, so I figure I still have a day or two to figure out a way to counter this. Other new developments include confirming that Fafnir (41236H) does indeed go through May's hoop setup, and if done correctly, will set up for a huge-damage combo. I got a few Reversals (Attacking on the first frame of your wakeup (getting up after being knocked down) while being pressured during wakeup) as well. It's a bit easier than I thought it would be, actually. I have another entry that I typed out on my PDA, but I'm having problems with it and may not be able to recover that entry. I'll certainly try, however, as it is quite revealing about the Guilty Gear series and move notation for those who are unfamiliar with such.
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    [January 10, 2007 01:05:53 AM]
    Man, John's May got crazy good while I was gone. Sol's got some dolphins to cook. Gwehehehehe. He's incorporating Dust into lots of things now, like he'll try to clip me with it after it looks like he finished a block string, and he'll use it to try to overhead me when I think he's gonna land. Just when you think you're safe, you go flying into a dust combo for 40%. Lame. I'm glad he started using the air dust though, as it's easy to punish if I see it coming, and if the hit counters, I get a free air combo.

    I think I'm figuring out how to counter his dolphin spam. If I Instant Block the dolphins, he lands close enough for me to counterattack. I'm still not sure if Fafnir has enough range and speed to punish in this case, but if it does it's definitely better than just a Slash. Maybe I can even combo afterward if I FRC it. That would kick ass. Still, the dolphins have so much speed I'm not sure if I can Instant Block them on reaction...

    I'm beginning to think Fafnir goes through May's hoop setup. It looked like it did the past 2 times I tried it, but I'm not positive it will work every time. If it does, Fafnir would be a nice punisher every time he calls that damn hoop up. I used to think Fafnir was worthless, but I think its uses are beginning to show...

    Wild Throw is pissing me off. Whenever I do it on wakeup, it misses! Apparently I'm doing it too early, but I feel like I'm waiting an eternity before I pull it off already! Speaking of grabs, John has learned how to throw quite well. He grabbed me by my sword while he was waking up into my attack. Ridiculous.
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    [January 10, 2007 12:47:29 AM]
    Man, John's May got crazy good while I was gone. Sol's got some dolphins to cook. Gwehehehehe. He's incorporating Dust into lots of things now, like he'll try to clip me with it after it looks like he finished a block string, and he'll use it to try to overhead me when I think he's gonna land. Just when you think you're safe, you go flying into a dust combo for 40%. Lame. I'm glad he started using the air dust though, as it's easy to punish if I see it coming, and if the hit counters, I get a free air combo.

    I think I'm figuring out how to counter his dolphin spam. If I Instant Block the dolphins, he lands close enough for me to counterattack. I'm still not sure if Fafnir has enough range and speed to punish in this case, but if it does it's definitely better than just a Slash. Maybe I can even combo afterward if I FRC it. That would kick ass. Still, the dolphins have so much speed I'm not sure if I can Instant Block them on reaction...

    I'm beginning to think Fafnir goes through May's hoop setup. It looked like it did the past 2 times I tried it, but I'm not positive it will work every time. If it does, Fafnir would be a nice punisher every time he calls that damn hoop up. I used to think Fafnir was worthless, but I think its uses are beginning to show...

    Wild Throw is pissing me off. Whenever I do it on wakeup, it misses! Apparently I'm doing it too early, but I feel like I'm waiting an eternity before I pull it off already! Speaking of grabs, John has learned how to throw quite well. He grabbed me by my sword while he was waking up into my attack. Ridiculous.
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    Status

    GameKyuubi's Guilty Gear XX Slash (PS2)

    Current Status: Playing

    GameLog started on: Thursday 20 April, 2006

    Opinion
    GameKyuubi's opinion and rating for this game

    Very fast, balanced, combo-oriented fighter.

    Rating (out of 5):starstarstarstarstar

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