koufdell Posted March 23, 2015 Posted March 23, 2015 hase variation and combos on milliahttps://www.youtube.com/watch?v=TG9_5nDbruM edit:man the struggle to get the last one
Dark_Z Posted March 25, 2015 Posted March 25, 2015 Hi guys, I'me kind of new here in the forum. Wanted some feedback on this combo video I made, I'm from Guilty Gear Bolivia Community ( Yes, we play GG in Bolivia :D ). I also play with Zato and Venom, still training those chars. I'm one of the evangelist of this game in my country along with some other friends. https://www.youtube.com/watch?v=8Z-pa0WTuIc Any critic and feedback is welcome. Some combos are char specific, haven't tried yet in the entire roster though. Thanks!!
koufdell Posted March 25, 2015 Posted March 25, 2015 more stuff for hase variationhttps://www.youtube.com/watch?v=eU2zEocz1zM ch k pile dhd stuffhttps://www.youtube.com/watch?v=1mB4pF3N0R4 enjoy edit: on sol ve you can do trow rc (wait) <5H >jSHD 2K PD (land) cs > fS >jSHD(KD for ve) for 151d (easy) zato-1 162d on leo throw rc > 5H > jSHD 2K KD > land cs > fS > j SHD for 153 d
daymendou Posted March 30, 2015 Posted March 30, 2015 (edited) Impossible Dust style combos from Hase. Might be 1.1 only 6D > j.K > dj.SHD-2K, D-2K, PD > c.S > j.SHD I-no, May, Sin, Elphelt 6D > j.K > dj.SHD-2K, KD > c.S f.S > j.SHD Chipp, Potemkin. Axl, Bedman Edit: Thinking about it, it probably is 1.1 only, made possible by the dash momentum change Edited April 5, 2015 by daymendou
Onakira Posted March 31, 2015 Posted March 31, 2015 ^ I saw the taunt you did during the NorCal Stream. Not sure if it was accidental or not...but it made me laugh a bit.
koufdell Posted March 31, 2015 Posted March 31, 2015 Impossible Dust style combos from Hase. Might be 1.1 only 6D > j.K > dj.SHD-2K, D-2K, PD > c.S > j.SHD I-no, May, Sin, Elphelt 6D > j.K > dj.SHD-2K, KD > c.S f.S > j.SHD Chipp, Potemkin. Axl, Bedman extension of my work hhh https://www.youtube.com/watch?v=we1z8aQaDJY
Uncivilized Elk Posted April 2, 2015 Posted April 2, 2015 So here's a simple and dumb question since I've been too busy to play for over a month and neglected Slayer a bit prior to that, and my memory is super bad at the moment: From (cSfS)x2 mappa RC CWH 5H jSHD, can you continue into j2KP djKD (or whatever you're supposed to do that ends in the D)?
fogelstrom Posted April 9, 2015 Posted April 9, 2015 From (cSfS)x2 mappa RC CWH 5H jSHD, can you continue into j2KP djKD (or whatever you're supposed to do that ends in the D)? No. And since RRC has 80% forced proration it's a waste of meter unless it's for the kill and then you should add j.214K after the j.D anyway. You'd be better of going for 2D and spending the meter for mixups or if you are in Hellfire just c.S, f.S, c.S, f.S, DoT
SynikaL Posted April 25, 2015 Posted April 25, 2015 AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162) Any tips on this combo? Seems inconsistent as hell? I'm new to Slayer and j.S in general feels inconsistent it feels like its highly dependent on where it connects in the air to allow j.H to land. I'm also having trouble connecting the second 2H.
Wirya Posted April 27, 2015 Posted April 27, 2015 Well the thing is, j.S is a level 2 normal and so it does 13F hitstun on an airborne opponent. On the other hand, j.H has 13Fstartup. So, yeah, mistiming your j.H by even just 1 frame can cause it to black-beat.
probe Posted May 10, 2015 Posted May 10, 2015 Not sure if these are already posted but did some corner relaunch combos against Pot and Bedman in 1.1. For Pot: 5Hxx2H>SS jc>j.SHD2K>j.KD>land SS jc>j.KD (if you get raw 2H you can end in j.SHD) 6P>SS jc>j.S(2)HD2K>j.KD>land SS jc>j.KD Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD For Bedman: 5Hxx2H>cl.S jc>j.S(2)HD2K>j.KD>land SS jc>j.KD (alternatively, you can do 5Hxx2H>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD though the SS is a bit harder to land, but you'll get a few more hits in for better damage at higher guts. Also seems you pretty much need to be hugging the corner otherwise the second hit of j.S won't connect properly or something). Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD Hopefully I wrote all these down correctly.
koufdell Posted May 10, 2015 Posted May 10, 2015 Not sure if these are already posted but did some corner relaunch combos against Pot and Bedman in 1.1. For Pot: 5Hxx2H>SS jc>j.SHD2K>j.KD>land SS jc>j.KD (if you get raw 2H you can end in j.SHD) 6P>SS jc>j.S(2)HD2K>j.KD>land SS jc>j.KD Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD For Bedman: 5Hxx2H>cl.S jc>j.S(2)HD2K>j.KD>land SS jc>j.KD (alternatively, you can do 5Hxx2H>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD though the SS is a bit harder to land, but you'll get a few more hits in for better damage at higher guts. Also seems you pretty much need to be hugging the corner otherwise the second hit of j.S won't connect properly or something). Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD Hopefully I wrote all these down correctly. flashy first combo but better one is 5Hxx2H>SS jc>SHD jc KSHD2K PD 222 damage i'l stealing dat 6p combo hhhh sorry
Noahthority Posted May 10, 2015 Posted May 10, 2015 Is the combo list on the first page updated for 1.1?
Loli-Zero Posted May 10, 2015 Author Posted May 10, 2015 No, it's been like 3 days. Most everything on there will still work but is not optimal since most confirms can go into pilebunker loops now. Also, it might make sense to just make a new thread once enough combos have been figured out. For lack of confusion. Sent from my iPhone using Tapatalk
Onakira Posted May 10, 2015 Posted May 10, 2015 ^This. And just for shits and giggles: Midscreen CH 6P>K pile>RRC>iad>K Pile>K pile>P Pile>RRC>K Pile>5D[6]>K Pile>6H>P Pile Does 318 on Millia.
koufdell Posted May 11, 2015 Posted May 11, 2015 7 pilebunkers in a combo is the max as my testing goes after 5D[6] you can go for 2 K piles then p pile .... ridiculous exp CH IL > k pile > k pile > p pile RC k pile > 5D[6] > kpile > k pile > p pile 280d on venom edit : character specific as i couldn't get the last k pile to hit on ino
ApertureBlack Posted May 11, 2015 Posted May 11, 2015 Figured this would go here as well. Compiled a large amount of combos that are now possible in the 1.05 patch. Did it on Sol for a good base. Here: https://www.youtube.com/watch?v=akSZqPy5-UQ
KPileKPileKPile Posted May 11, 2015 Posted May 11, 2015 From round start position 6P > KMappa RC > KCross > 6H > KPile > 5D > KPile > 6H > PPile . 242 damage on Millia. Works on all the girls + Faust. Edit: Works on Sol and Slayer a bit further away from the corner as well. Edit: Better combo. 6P > KMappa delayed RC > KPile x 2 > 5H > 2H > c.S > j.KD Works on everyone. 259 on Millia. End with j.SKD on Potemkin and sj.SKD on Axl. First combo works from further out though.
koufdell Posted May 13, 2015 Posted May 13, 2015 in corner stay behind the tension meter on milia CH P pile > TK EW > jSHD 2K k >jc SHD 2k PD 306 d edit works on sol with SHD 2K K jc SHD 2K PD air combo 270d seems to be universal testing ....
daymendou Posted May 18, 2015 Posted May 18, 2015 1.1 Evernote Some miscellaneous combos need to be tested before I copy them in. I'll fill in the character specific section as combos are confirmed. I will probably reorganize things. The 6P page in particular is getting huge. At the moment, a lot of these feel impractical, especially when compared to what we actually see in videos. Just need to grind super hard.
koufdell Posted May 19, 2015 Posted May 19, 2015 5D [6] k pile IAD D DHD cs fs cs fs k mappa 221 on zato
koufdell Posted May 24, 2015 Posted May 24, 2015 1.1 Evernote Some miscellaneous combos need to be tested before I copy them in. I'll fill in the character specific section as combos are confirmed. I will probably reorganize things. The 6P page in particular is getting huge. At the moment, a lot of these feel impractical, especially when compared to what we actually see in videos. Just need to grind super hard. just wanted to clarify that in the 6p section , the sdd(2) means the tail hit i thought it was double hit (that would be awesome ... )
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