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Everything posted by xlolxlolx
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5c and 2c unlikely to be any better at neutral compared to how it is currently, j.c on the other hand is far superior at neutral now
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sweet spot bull bash is definitely the strongest oki but it's somewhat difficult to setup and 2hs blocked 50/50 works on everyone, including faust on the rising j.hs but not sure if you can even hit the rc j.s on him afterward, might need j.d startup rc
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the point of doing low food combos is to preserve momentum by allowing you to go in for a mixup after knockdown, even air combo beak ender will let you get a vault in safe jump at the very least when the opponent is under around 30-40% youll want to do more rtl instead for damage because of how poor his damage scaling gets on chars with 3-5 guts
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I'm running a Kickstarter, and looking for input
xlolxlolx replied to ThaddeusScherzo's topic in Beginner Mode
i thought the sarcasm and "this is unbelievably bad" was literally screaming from my post, but ok. the ms paint art is a pretty great way to have people throw money at you quality assured content of greyfaces interacting with greyfaces -
I'm running a Kickstarter, and looking for input
xlolxlolx replied to ThaddeusScherzo's topic in Beginner Mode
it's been a while since there's been something of this caliber here -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
real question is why bother giving them an option to do anything if you've got them blocking for a guaranteed mixup that actually nets damage -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
why would you ever do slide rc when you can get slide>rtl 3 ht>pickup anywhere on the screen -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
his backdash is strong but because of its duration it drops your tension pulse like mad, so you dont actually want to use it that often if it can be helped -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
6p is jump cancellable in 1.1 iirc 6hs is pretty limited outside of combos, plus on block but sin's too slow to do anything with it really -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
if you vault during pressure....you'll get air thrown just so you know -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
exactly, guard bar grinding is probably one of his biggest pros that's why actually doing stuff that makes them block stuff like 2hs and other big +gb moves is important getting them to block 2hs is pretty damn important because it sets up pretty much a 50/50 of sweep stuff or j.hs rtl but they should be fding it so avoid having to deal with j.hs anyways -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
seize is a really good move in general, low enough it should be slightly plus on block i personally like doing beak enders into a late k vault air dash j.s seize or land sweep slide -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
im talking more about loops like these https://www.youtube.com/watch?v=8Rm0Xjh6usE iad loops involving j.k are much worse as the damage from those is pretty poor and number of hits building more burst meter for the opponent has been a thing for a really long time -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
i dont think you understood what i was referring to, it's fine to do say 2 5hs iads in a combo but after that you're not getting much damage off subsequent loops and you're giving the opponent a ton of meter and cranking their burst meter back for them, -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
5hs loops arent very good because the damage vs meter and burst your opponent receives is pretty bad past the 2nd 5hs -
certain normals like his 5k, 5hs and f.s feel like they got quite a bit stronger, whether they actually changed them or not is a mystery to me though ky's 6p nerf makes it absurdly difficult to anti air his j.hs again, having to worry about whether he can punish you for trying to bait a gf with a super late yrc, stable and high damage return off random max range pokes with rc not to mention his new corner combos makes it hard to burst safely, ive just been saving my bursts for the rc combos
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vr's actually one of the more tame sol players out there the sol ky matchup is definitely slightly in sol's favor this time around but it's still pretty even
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midscreen disc oki cannot be challenged if they do a sliding meaty 2k, will catch jumps, low profile both dps, recovers fast enough to catch backdash etc, if they have you respecting it then they'll start doing other stuff like tk bm or sweep j.p is always a good air to air, learn where to use it against pretty much every char if she tosses pin like a retard, sit on it with j.d, cse/powered up cse and etc learn where to s se yrc, makes it much easier to anti air her if she's jumping around like a monkey, this is very big because it's what makes this matchup not garbage for ky this time around have to be more wary about how meaty powered up cse is for low air dash/empty jump mixup she takes damage like a bitch from dust and gs so use it to fuck with her
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ky has to outplay her pretty hard to win, your best move against her is j.hs, if she comes in with her j.hs try your best to run under it or get out of the way and then punish you have to play aggressively and not let her run away so she can't set swords, iad yrc is good against her, se and cse yrc just outside of her f.s range, sweep into delay forward jump low airdash/empty jump mixup midscreen
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tk hs se is mainly to hit him while dodging f.s if you're in it's range se yrc and cse yrc makes this matchup quite good for ky actually, one of the better characters against faust this game but because of his low ass crouching hitbox it's hard to get air tight low air dash mixup and he gets a couple more frames to react to gs
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based on what i talked about with ruu on this matchup he thinks it's about even or slightly in ky's favor in xrd since he subs ky and woshige taught him the matchup about some of the things brought up here so far xrd ky's oki is very strong, incredibly strong 2 way mixup off dc cse, however millia has a slight advantage in that it's difficult for ky to set it up to work properly on millia without a yrc, leads into the exact same setup on hit xrd greed sever is invisible, confirmed by pretty much everyone in japan his 6p is actually quite a bit weaker than his ac 6p, hitbox is nowhere near as strong, strong anti airs against millia are 2hs and j.p mainly, svt and greed sever(anti jump) in some situations very dangerous for millia to be in the air when he has 25 meter late pin is probably the easiest and safest way for millia to get damage and knockdown early on along with midscreen disc off sweep, secret garden might be more worthwhile in certain situations from about mid range if he didn't yrc his s se, s disc yrc to kill the se and run in for a full combo
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- Guilty Gear
- Millia
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i was referring to confirms into emerald rain which do around 200 on average with a pin 6hs ender, up to 207 on sol to be exact to convert off a random hit she definitely needs meter but any random hit into knockdown that allows for hs disc or secret garden will shifts momentum in her favor, definitely not as significant as a full combo into corner mixup of course no question that her damage dealt to taken ratio is the worse, overall i just don't think she's that low in terms of damage on average compared to most of the current characters
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millia actually has very high damage output and becomes even scarier once she gets 50 meter and can get 200+ off any random f.s, considering she doesn't need to spend meter to do anything in general millia has a bit of a harder time once guts starts kicking in though since her individual hits don't do that much lowest damage character currently is most likely axl because he can't get much damage at all for spending meter
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not to mention vt loops now pretty much give you a free cse frc
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it's reload 6p, the hitbox on it is pretty sad personally f.s feels a little shorter too, might be just the 16:9 resolution