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Everything posted by xlolxlolx
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gaku's vid https://www.youtube.com/watch?v=LGpWaJNh5ic you can do a fifth if you're close enough but doesn't make much of a difference
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incredibly stupid dust homing dash combo thanks to gaku dust>homing dash>delay charged beak>charged beak x3>k hop>j.hs>2hs(2)>beak>slide>elk>beak 218 on sol
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
xlolxlolx replied to Ventus Tatshima's topic in Sin Kiske
sin's dp when it hits close up does a critical hit which has more untech time using it to beat wakeup reversals might be ok every now and then depending on how active it is, but either way you'll probably die if they backdash going by the wiki though i can imagine some retardedly high damage combos off it if there isn't any sort of initial or forced prorate stuff like critical dp>bash>charged driver wall stick>stuff>driver>stabs -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
don't like it? then don't fucking buy it -
her only kinda scary move is j.b but you can roll through it easily, air dp is capable of beating almost all anti air attempts, you can safe jump all her reversals, she's pretty free
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her j.b is pretty strong, block or dp spears you should be able to jump/high jump j.2d during her recovery
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i dont think this is just me but i feel the trade off of damage to meter cooldown isnt good enough to make it worth spending 25 meter, especially early in a round, also the metagame is primarily to try to do as much damage as you can before they enter awakening so you blow your meter and whatnot to kill i find myself doing burst combos much more often
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well i typically do b rekkas into it, max delay pretty much always works best
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5a>4a cant delay as long 5c>sweep gatling removed 5c ground bounces, combos into 2c anti air 2b>5b>5c>2c>5d stuff did ~3700 j.d/5d/j.c recovery reduced sb metsu>2a combo is easier, 5b pickup works on everyone too b shou's float changed, easy for them to fall behind you and drop the combo if you don't hit it properly on airborne opponent b metsu hitbox changed, right next to opponent after hitting, has very little recovery, a sen>a shou>b metsu>2a~ pressure doesn't end j.b(1) downward hitbox alot weaker, attack level decreased, air hit ch untech time decreased can pick up if low in air ground throw doesn't down, throw>rc>5c>2c stuff works ground dp doesn't down on normal hit and floats higher, comboing into c rengoku floats really high trajectory changed slashes horizontally now, increased recovery on air dp, cant easily enter awakening c rengoku startup slower? getsumen fatal recovery c and sb mugen superflash only happens on successful counter, recovery is pretty short and hard to punish on whiff d mugen fullscreen strike like akihiko's mahaziodyne lol this character, this game
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ill translate them soon tm.....though i barely touch this game anymore
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[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
frame data translations complete https://docs.google.com/spreadsheets/d/1bLI6KFcuPKRMJydrWQSRS8OYJom-qq4XxJtyQp2YH7I/edit?usp=sharing -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
https://docs.google.com/spreadsheets/d/1bLI6KFcuPKRMJydrWQSRS8OYJom-qq4XxJtyQp2YH7I/edit?usp=sharing WIP, sol and ky are done.....ill get to the rest in the next few days -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
oh man full frame data, ill probably convert it into a google doc or something in the next couple days since ive been really lazy about finishing up the stuff kedako did -
on hit it'll queue it up even if you press it early, on whiff it won't iirc since you're still in whiff recovery
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[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
ky is faster than minazuki in every situation you can think of -
you wakeup, block the gunflame j.hs, and pray you fuzzy jump whatever comes next
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yeah that has to be a fairly high up 5aa to allow for that combo, but it's not bad to do the dash 2a anyways since some people dont want to tech immediately and you're completely fine on whiff
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if it's a random air to air j.b that didn't counter hit and you were able to 5aa off it, auto combo rekkas or 5d into 236c/d on counter hit you've got a good amount of time to adjust and do a full combo like 5aa>2b>5b1>5c>sweep>rekkas general speaking its safer to just auto combo since you might be slow to react with 5d and then you're stuck in whiff recovery for ages
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there's actually a timing you need for air hit 236c>dash 2a, too fast and it'll just whiff depending on how high you hit them with 236c, normally it's safer to 5a because of massive hitbox but some combos dont allow for it, a microdash is a 0f dash so you're literally sliding forward during the startup of the move
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its pretty risky for her to do anything at all against minazuki when he's in 5a range, one confirm and she loses over half life
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40-60%, highly unlikely because everything after it would be minuscule in terms of damage
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can you dash sweep?
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you only have about 10f off ciel stagger against real people, and you're usually within poke range so i wouldnt use that too often
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sorry really late responses fc combo route it's mainly the delay j.a and delay 5c, i can do it consistently offline but if its netplay ill just do 2b(1)>5d if you're like exactly p1 position you can connect dash 5c after dagger whiff, most of the time youll be at ranges where the dagger will hit when you throw out 2d at the ranges it's actually decent at anyways, if you want to be a baller you can do fc 2d>whiff 236a>5c>2c>iad delay j.b(1)>2b(1)>5c>2c>5d>236c>5aa>2b>5b(1)>214a>4a>4a or 5c>sweep>dp>air dp for more damage than the standard route, and you can also 5c>2c>j.d>236c>2a on everyone but the four i was 1f off on testing the ex teleport combo safe jumps, it only beats 10f and slower, so it loses to akihiko's dp
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im talking about just ending with rehhyou since they look like they get launched about the same height and the move itself has less recovery, im willing to sacrifice some damage for a better situation