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Everything posted by Ice Cube
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https://www.youtube.com/watch?v=88qzHg-T-hE Interesting combo route that's pretty much impossible to pull off during a match.
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https://youtu.be/Gl4mbMf3xPU?t=1m17s Seems like a new change not mentioned in loke test patch notes. May did hop on dolphin and then immediately cancel(?) to jH (there was no airdash cancel animation). This resulted in an ambiguous looking jH. Potentially a strong high low tool. (mix with land 2D)
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stun combo (corner) 5D > 6 > 6P cS 6[P] 2H > HS-VD (corner) 5D > 6 > 6P cS 6[P] cS 6H > P hoop (doesn't work on Millia, Ky, maybe more) (corner) 5D > 6 > 6P cS 6P > Whale > dash 6P 2H HS-VD
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S-HD moving faster might be a bigger buff than it sounds if it means max range 5K > f.S > S-HD combos now. Better reward for May footsie and really good conversion with meter (S-HD RRC dash 5D). Looking forward to Loctest 2 changes.
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[XRD] Japan/SE Asia/Australia PSN ID's
Ice Cube replied to qwerty's topic in Guilty Gear Online Play
Username: Ice Cube | PSN ID: IceKyubei | Location: Singapore | Characters: Leo Trust me you're not. We had ArcSys games at SEA Majors last year http://shoryuken.com/2014/06/22/south-east-asia-major-2014-streaming-live-from-singapore/ and this year as well. I will be posting for some of my local scene friends without dustloop account: Username| PSN ID: willarc | Location: Singapore | Characters: -
Kedako seems to be confirming my hopes about HS-HD in corner in this tweet https://twitter.com/kedako_faital/status/563176384969719808 , according to Google Translate. Something about 2D > HS-HD working more consistently from further distances as well. His twitter listed lots of hidden May changes as well. So far I have made out, from Google K > 2K gattling HS and 2HS longer cancellation window. jHS air CH floats lower and more untech time. S-HD moves faster OHK whiff recovery 42f -> 45f Hit stop added to ball jump (easier to confirm maybe?) Applause for the victim works like little Eddie.
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One can only hope that the HS-HD attack level increase means more wall stick time in corner, which means meterless IAD combos will work at further range (rather than the strict point-blank requirement it has now). That would be a huge buff to her damage, which May definitely needs.
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Midscreen hoop oki combo: https://www.youtube.com/watch?v=WcZN92YG2Mk K hoop YRC 6[K] ]K[ AD j.K/j.S j.H 5S 2D > P hoop/ball or S-HD K hoop YRC 1D S-HD ]K] AD j.SH > 6H P hoop or air combo works in corner as well but less damage than P hoop combos. However, you do get to airdash cancel Dolphin Hop on block, which gives you extra pressure and frame trap. Ky/Venom P hoop corner combo: P hoop YRC 1D ]P[ HS-HD IAD j.PKH > 6H P hoop or j.KDDE
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That setup works on normal block but not on FD. I uploaded a tighter version that works on FD here http://youtu.be/Co1u568M3zM, takes meter to convert however. The non cross-up version (IAD j2H) also doesn't work against normal block, best bet is just do 2P 5S 2D.
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http://youtu.be/67RCAcJG1KQ Some ball jump crossup/non-crossup on oki. It has huge gaps though so not a very solid setup.
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http://youtu.be/2ILWwPnTaEs Saw Kazuki doing this fuzzy guard a lot so I thought I would make a video. Input notes in description.
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It doesn't exist as an universal mechanic but using May's hoops (63214[X] -> ]X[ )and Zato's shadow moves are still considered negative edging. Here I meant I can't hold the hoop and do 5S 2H HVD properly on pad. It's pretty easy on stick with enough practice though.
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couldn't record this since I can't negative edge on ps4 pad, but it's worth exploring: dash 5K 5S 2D [P] hoop RC dash 5S 2H/5H HVD delay ]P[ AD j.H land 6H > P hoop oki
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came up with a side swap combo https://www.youtube.com/watch?v=d85cwJtW1r4
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My mixup/gimmick videos http://youtu.be/7BSfJhVEiVQ http://youtu.be/xbBHXi1UyBc http://youtu.be/GaiDyJlw6_Y (the OHK is actually much faster and less telegraphed than this, I couldn't do it well on ps4 pad) Huge thanks to Kyle for the dash OHK stuff. Really useful.
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Full frame data, if anyone wants to add to the wiki.
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Speaking of which, 236X>6B (blocked) > CS > FF j.B/ land 2B seems a pretty solid CS mix-up. About as close to real 50/50 high/low as Nanase can get. Similarly, you can do corner throw > assault > late FF j.B / land 2B / land block reversal. Both setup takes around 40 frame from before you can press B (from training mode counter), so they should have similar startup.
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Would be nice to test if you can j.A to fuzzy a if ppl crouch after j.2C. I have no access to the game atm.
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Well thank the gods this is not Melty Blood if you have to input directions to get the shield out. I guess you can 6D / reverse DP on reaction... right?
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What is this about Nanase having NOMIXUP that I keep hearing. http://youtu.be/CXPiE5mXICo
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j.236A and j.A. The in between range is where her air to air sucks the most, and unfortunately there's no way around it. Best bet at that range is j.B.
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midscreen 5B > 2B > 5C > 236B~6C, dash j.CB2C, dash 3C j.BB2C, 2C > 214A~A = 2.8k
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corner 66C > 5C > 3C > B+C > j.C8CBB2C >2C > 2B > 214A~A = 2227 corner 66C > 5C > 3C > B+C > j.C8CB2C > 3C > j.BB2C j.236B = 2007 corner 236B~6B > CS > 5C > 3C > B+C > j.C8CBB2C > (2C > 2B > 214A~A) or (3C > j.BB2C j.236B) = 2302 / 2115
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Nanase throw gimmicks: In corner: Throw > whiff throw > whiff throw > throw Throw > whiff 2A 5A 2A > throw (mix the order up) Throw > crouch 4 times > throw Mix any of these with a meaty 5A/2A (or better yet, meaty 5A > tick throw). Or just block reversal. Both corner and midscreen: Throw > whiff 66B > throw (mix with 66C of course) Throw > assault whiff j.A (or any jump attack) > whiff 2A > throw (delay 2A to meaty for mix up) Midscreen only (this is legit, no gimmick) Throw > forward B+C > land cross up 2A or Throw > forward B+C > glide back > fake cross up j.B even better Throw > forward B+C > land (on the other side) > back throw. even even better Throw > forward B+C > glide back > j.A > land throw Keep them throws coming.
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midscreen 5B 2B 2C 5C j.8C j.[C] j.BB j.2C 3C B+C j.B j.C j.2C 2C 214A = 2921 must be pretty close to work