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Everything posted by xlolxlolx
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air, so basically the same thing as its been its always hilarious to see what the monkeys working under mori have come up with in the 1st couple loketests anyways, writeup from jbbs and a evernote doc https://www.evernote.com/shard/s445/sh/4e427080-af64-422f-a8fb-14972c63dde9/1cef8fd137f262842ce7436321fb3577 《通常技》 ・6B空中くらい時叩きつけに。 air hit 6b knockdowns ・6Cがきりもみやられに。 6c spinning blowback ・5Dが必殺技キャンセル可能に。 5d special cancellable ・2Dが必殺技キャンセルとヒット時jc可能に。これにより、凍結済みでも2D(jc)>JCなどが可能。2d special cancellable and on hit jump cancellable. with this, even post freeze 2d>jc works ・JD後の相手の落下速度増加。めくりや5B空中重ねが不可に。空ダJ2C>JCや着地5Bがつながる。falling speed after jd increased. crossup and 5b air hit meaty impossible. air dash j2c>jc and land 5b works ・6Dヒット時、軽く跳ねるように。画面端6C(空中くらい)>6D>2C(空中くらい)>6Cなどが可能。 6d on hit, lightly pushes up. corner 6c>6d>2c(air hit)>6c etc ・投げの凍結時間減少。投げ>dc>J2Cがギリギリつながる。 nage freeze time reduced. nage>dc>j2c just barely connects 《必殺技》 ・氷翔剣の弾速上昇、CH時ダウンするように。 ice sword projectile speed up, downs on ch ・霧槍に降りるモーション追加。投げ>霧槍スカは追撃が間に合わない。 ice car falling animation added. nage>ice car whiff followup doesn't work ・霧槍追加のダメージ減少(固定ダメージ削除)、ゲージ回収も3%程度に減少。 ice car followup damage reduced(unscaled damage removed), meter gain reduced to about 3% ・凍結中の相手に雪華をすると再度凍結する。5D>雪華、6D>雪華、D霧槍>雪華、投げ>dc>雪華などが可能。 sekka during freeze refreezes. 5d>sekka, 6d>sekka, d ice car>sekka, nage>dc>sekka works ・氷斬の硬直減少。 hizan recovery reduced ・D氷斬が氷斬のように叩きつけるだけに。 d hizan knocks down like hizan ・霧槍空中くらいが画面端で壁バウンドしないように。 ice car air hit doesn't wallbounce in corner ・雪華空中くらいが画面端で壁バウンドしないように。 sekka air hit doesn't wallbounce in corner ・雪華追加の切り抜け後の距離が1キャラ分くらい空くように。 sekka followup about 1 character space gap after ・裂氷の浮きが低くなった。rehhyou floats lower ・氷連双2段目が画面端で壁バウンドするように。2Bが間に合うが、6Cは間に合わない。 hirensou 2nd hit wallbounces. 2b works, 6c doesnt ・D霧槍追加が画面端で壁張り付きせず、しばらくダウンするように。6Cが間に合う。 d ice car followup doesn't wallstick, downs. 6c possible ・OD時、D氷斬はバウンド。2Dが従来通り間に合う。 during od, d hizan bounces. 2d followup like current version works ・OD時、D霧槍追加が壁張り付きするように。 during od, d ice car followup wallsticks ・OD時、氷連双は通常時同様壁バウンド。追撃は2Bで可能。 during od, hirensou wallbounces like normal ver. 2b followup possible ・氷翼ヒット時吹っ飛ばし、壁バウンドして落ちるように。 hiyoku blowback on hit, wallbounces and falls down ・雪風2段目までのダメージが3100に増加。yukikaze 2nd hit increased to 3100dmg ・OD氷翼のヒット数とダメージ増加。単発で33ヒットの2819ダメージ。保証はおそらく1290ダメージ。 od hiyoku hit count and damage increased. raw 33 hit and 2819 dmg. probably 1290 min dmg ・OD雪風のダメージが3917に増加。od yukikaze increased to 3917 dmg ・OD凍牙の演出変更。画面が黒くなり、剣をすぐに突き刺す。納刀ポーズは同じ。 od touga cinematic changed. background gets dark, stabs with the sword as soon as it happens. sheathing pose unchanged. 《コンボ》 midscreen ①5B>5C>5D>sekka>dash 5B>5C>2C>3C>ice car>followup ②(5Bcrouchhit>5C>)6C>2D>6C>2D(hjc)>JC>J2C(jc)>JC>hizan ③throw>dc>6Bor【J2C>JC】>5B>2B>5C>3C>ice car>followup corner ①5B>5C>3C>hirensou>dash 2B>5C>2C(hjc)>JC>J2C(jc)>J2C>JC>hizan ②6C>6D>6C>6D>5B>5C>2C(hjc)>JC>J2C(jc)>JC>hizan ③6C>CT>6C>D ice car whiff>followup>2C>6C>6D>2C>6C>cOD>6C>6D>6B>hizan>walk fubuki>touga←7005dmg
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6B>6A>HJB>JC>BE>5B>5D1>GH follow up>5B>5C>5D2>DID kick 2900弱 crouch hit 5B>5C>6C>5D1>GH follow up>5B>5C>5D2>DID kick ~3900 5B>6A>5D1>GH follow up>5B5C>hjB>JC>BE>5B>6A>tkBS>5B>DID kick 3497 6DJD whiff>5B5C>hJB>JC>BE>5B>6A>tkBS>5B>5C>5D2>HF follow up ~3600 GHrc>5B>3C>madao>DS>5C>5D2>HF follow up ~3600 GH follow up>5B5C>5D2>DSdc>3C>DID kick 3105
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air hit hit ice sword>2d>j2c>5b>5c>2c>3c drops at 5c>2c, ice sword F starter rip #strongerneutral corner 5b2>5c>5d>sekka>6c>6d>5b1>5c>2c>hjc>j2c>djc>hizansen 3407 5b2>5c>5d>sekka fails to do all hits and won't freeze
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[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
well then.......see ya around in xxxrd#ac+r then -
loketest 1 hizansen sounds like it's a shitty version of air ice car from pre-cp but yeah....fc sekka sounds pretty useless since they didnt remove the proximity lock thing
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generally speaking, advantage of air moves, especially fireballs, are all relative to distance and height, the farther and lower you are the more advantageous itll be i didnt put any numbers for advantage on point blank tk fireballs because of how much character height varies in this game, generally itll be at a minimum +1 across the board, maybe even or -1 on say standing wald/merkava at point blank, in most cases where you're going to be further away so you'd still be at an advantage off a tk b fireball with dash 5a/2a etc tldr her katame is kinda like ky's
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near max range 5c>5d>ice car followup ~1.7k corner throw>dc>sekka>6c>6d>5b blue beats midscreen 5b>5c>3c>ex dp>dash 2b>5c>air combo ~3.4k 5b>5c>5d>ct doesn't reach midscreen, dunno about corner some people got 6c to combo after ex ice car followup ice car followup doesn't do unscaled damage anymore j.c>j.2c>j.d>hizangeki>2b works hizansen emergency techable 5d does not fatal, sekka fatals lol team blue
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gcod as it currently stands is broken in loketest 1, you can practically punish any non-jcable move and if their character doesn't have a dp they're completely fucked and if they do it just turns it into a shitfest guessing game off normals
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i think you'd lose too much damage unless there are new filler combo parts that dont use up freeze edit: apparently sekka will freeze if used during any freeze
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6c>214b combos, there's just no wallbounce to followup maybe the freeze keep thing will apply to other specials as well like fubuki and ice car looks like the end of 6d freeze oki though
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dogura described spin state as the blowback spinning ch fireball can be emergency teched, so no otg 2b im thinking maybe stuff like non freeze air hit 2d>ice car followup or if the jump cancel is even early enough to go for an air combo air hit 6b>hizansen doesnt work so im guessing 6b down is emergency techable hizansen landing recovery almost non-existant, probably go to corner route if ice car and sekka changes stick, maybe some weird shit like 6c>2d>iad j.2c>hizansen>dash 2b?idk apparently can only followup ex ice car and dp in corner with 2b
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he's more or less a hybrid of cs1 and cp, easy 3.5k+ off 5b>6a blah blah
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od jayoku = 5k shawn "hazama" michaels
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it's really up to you whether you want to use 2a or 5a for approaches, but 2a's got the benefit of being able to cancel into itself which is usually what you'd want personally i think 5a is better for frame traps, tick throws and catching people hitting buttons since there's not really any low profiling under ground moves in this game also 214b~a seems pretty good at keeping them honest when tossed in the bag with stuff like 5c 5a whiff, ground fireball and etc
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updated the frame data, most of the stuff is 1f faster and 1f less recovery
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2a's definitely the go-to move so 5a whiff cancel is what you'd go for, but yeah its pretty much up to you for which one you used up in the string some of the data seems to be about 1 frame off since ninoa's orie frame data was slightly off, so i'll have to go redo that later
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whiffing 5a is actually less likely because it has a slightly larger hitbox than 2a, 2c>5a whiff looks to be -2 where 5c will trade with orie's b thrust which is 15f startup a kuuga is negative on block at every distance, point blank is -8, max range roll on it is -7~8, max range dc is about -4 tk b kuuga is hard to determine since its an air move, depends on distance, whether they're crouching, and how big their hitbox is but point blank on standing linne is about +1 and crouching +3 so at a range where 5A/2A would connect at the tip it's feasible for it to be +5 on crouch block
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mostly complete startup and frame advantage data https://docs.google.com/spreadsheets/d/1I6gMUgb15ku0qDtlRIgGL-di-YUa9yUClR1egcsFkY4/edit?usp=sharing
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sounds about right, i believe both 2a and 5a are 5 frame normals which are as fast as they get in this game, i'll do some really basic testing later using data of characters with known frame data
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i think stuff like 5a>5b>5c>2c>4c>236a>214ad/214b~d>d.c>j.236a~b is pretty netpray safe, gives you years to confirm and pretty retarded damage
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Waldstein Infinite Discussion (Tournament Legality)
xlolxlolx replied to Tigre's topic in Under Night In Birth
speaking of patching, it's been well over 6 months since the last patch, if they intend on doing anything about it, it'll be in the next version when they add in the console characters -
some of that stuff is a bit off like 2c is a low and j.214b is a mid point blank to mid range 236b is -9 since you can punish it if you shield with orie and do d.b but not with ex stand, 236b looks like -6 or 7 at max range since you can still punish with shield ex thrust unless it hits with the very tip then it's probably -5
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no, you literally air dash after the chain shift, at a specific range you will be able to do a j.c and it'll hit from the front or back then you have to option to do a falling j.b or land 2b afterward try it out yourself, assuming they react to the air dash and block high they will be protected from crossup if you do j.c>j.b but j.b must be blocked high and 2b must blocked low, if you do j.c>2b the 2b is a crossup and must be blocked in the correct direction if they leave blockstun of j.c right before you land 2b from what i tested i saw shachou's linne do a simpler version of this with just an air dash land 2a or 2b from a vid about a week ago which is bypasses it completely because it's much slower but it's easier to mash out of edit: oh i didnt realize i typed tk fireball in my last post, my mistake
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crossup protection doesnt cover lows, so you can do stuff like tk fireball cs air dash left or right j.c(so you dont get mashed out) into a 2b or even a j.b before landing since they have to block it correctly if its from the front
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id say dive kick is more for mobility rather than a jump in also air fireball cs air dash left or right is pretty strong