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Everything posted by xlolxlolx
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it's not the j.2c that hits them, it's the j.214b probably her best meterless starter outside of ch 236b corner combos ill post some combos in a little bit http://pastebin.com/GVXcu86Z mostly max damage stuff ending with knockdown
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hmm, the blocking low thing wasnt true after all then....guess people just arent blocking after the j.2c i tested a little bit and the j.214b seems to beat a decent amount of normals and reversal inputs get butchered so i guess it has its uses even if it isnt a real crossup
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uh....that's j.2c>j.214b>2c>5c>3c>623a>5a>3b>214b>2c its almost a 50/50 because j.214b can work as a real crossup if they block low which is not under the crossup protection from what i know its a decent wakeup mixup since there's a couple frames on wakeup where you can do fuzzies and you can milk it for a bit more dmg with 3b pickup>air combo>d.c>214b>2c
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all forms of teching are completely invuln from what i can tell, and after a certain amount of frames of being downed you enter a completely invuln state until you stand up regardless of whether you tech or not best practical reversal punish ive found so far is ch 4c>fj.214b>(dash)2c>5c>3c>623a>3b>5c>214b>2c for 3.2k or so
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don't end combos in double 214b, it lets them tech backward for free assuming you mean j.214a/b, j.214b is pretty good on block at j.2c height and catches some people off and if you crossup with the j.2c the j.214b is slow enough to actually hit them as a real crossup....which works once in a while if they're asleep into 3k+ a orb is awful, never use it because it's a free roll tech out b orb is alright once in a while but it suffers from roll tech because you have to run further or be in command jump animation for longer which makes it pretty much neutral depending on how far you were when you did sweep, also....roll tech backdash gets out of the whole setup for free outside of the corner
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if you do everything as fast as possible 5a link should be no problem if you know when dp recovery ends, a rule of thumb with mid height dp pickup is that 5a/2a are almost always interchangeable, 2a is faster so try that if youre still having trouble 3c 623a link you have to know when 3c recovery ends and the 2c>5c>3c has to be as fast as possible on ground hit most of her links are all pretty lenient once you get the feel for it
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no point in doing a overly complicated route when there are easier routes that do more and better knockdown 5b>5c>2c>3c>2c>4c>623a>5a>5c>214b>2c>5b>236b 5b>2c>5c>3c>623a>3b>delay j.a>j.b>j.c>d.b>214b>2c>5b>236b
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her tools at neutral arent very good considering the metagame consists mostly of half screen pokes i wouldnt blow 100 meter on ex orb because im pretty sure you can backdash it during the superflash cut-in pretty much fish for divine thrust confirms into ex divine thrust, use j.214a and j.214b sparingly to control space
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well then that's a different story
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current max meterless midscreen? ch 236b>5c>3c>623a>3b>delay j.a>j.b>j.c>d.c>214b>2c>5c>4c>623b 3831
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what you mean i didnt do it right? its a basic bnb son, you can milk it for like 50 more damage with 6c instead of 6b also
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works just fine on hyde
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j.b and j.6b order doesnt matter
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hayashi actually started playing bbcp recently haha
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unlikely that he'll return to ky in this version of the game since he's wants to play to win at the moment rozu's doing pretty well along with ain, hayashi went back to +r after the first 2 months i believe, syo's just a guy that plays all day, you should look out for chonari's ky in monte carlo and a-cho vids ......stop trying to rtl it? all this tells me you don't actually know how to play against sol
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it's because the fact that he's still ky in the end, as in that no matter how good they make him he's still gotta work harder than most to win because he's straight forward and also he lost many of the tricks he gained in AC and +R when machaboo said sol is pretty much a stronger ky in xrd he wasn't joking, his otg 2k>gf yrc oki is as good as or even better than ky's otg 5k/2k>cse yrc, and let's not forget the new almighty fafnir ground fireballs are too low to pass through rising j.d im assuming the gunflame thing youre talking about is it trading with rtl, cuz yeah that wont happen anymore but it's always been a terrible idea to reversal super against sol anyways the cse frc glitch didnt really contribute much, some characters just duck under it and you give up crossup options iirc if you burst at the same time of the startup of super it will still go off
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the hitbox is a little larger but the projectile hitbox goes away as soon as youre hit or block something so it wouldnt trade or hit them out like it used to, but it does have utility if you want to get more damage against like sol with new j.hs>j.d gatling and stop him from doing dive kick after teching or against lightweights
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[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
yrc has the least slowdown actually, prc is inbetween the two. and all roman cancels are subject to 80% forced proration during the slowdown -
herro iad DID>rc>od>gh>ka>3c>madao>ds>5c>5d(2)>bs>5c>DID kick>j.d>air bs>cs 6741
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i do j.2c>dash 5b(1)>5c>6c>delay 2d>6c>ice car>5c>sekka>5b(1)>5c>sekka sometimes ice car>5c>6c>ex ice sword for freeze oki
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[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
we'll get a barney pbs segment with the inclusion of testament soon™ -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
^uhh, no? it'd end up being a ps4 pad only tourney most likely if it were to happen -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
theyre throw invuln when blitz shielded, you have to delay it a bit -
[Xrd] News & (Theoretical) Gameplay Discussion
xlolxlolx replied to Shinjin's topic in Guilty Gear General
tension pulse is most definitely still in the game, best example is a successful blitz shield which pretty much brings tension pulse to max -
6/9 Ruu(MA) vs Di(RA) gachi http://www.nicovideo.jp/watch/sm23747233 http://www.nicovideo.jp/watch/sm23747260 http://www.nicovideo.jp/watch/sm23748180 http://www.nicovideo.jp/watch/sm23748238 http://www.nicovideo.jp/watch/sm23748277 http://www.nicovideo.jp/watch/sm23748351 http://www.nicovideo.jp/watch/sm23760566 http://www.nicovideo.jp/watch/sm23760590 6/8 Sega World Fuse [GGF -come taste the game-] Part 1 - Takumi(6 dan+): https://www.youtube.com/watch?v=DKa_Eb_rIDM Part 2 - Ikusa(red & white): https://www.youtube.com/watch?v=YLfKdUIhid8 various player gachi: https://www.youtube.com/watch?v=kwhxaNnmjOc https://www.youtube.com/watch?v=lrc8AYU-mEE