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Everything posted by stickystaines
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Ping is to get to the destination and back, so the theoretical minimum is: ping / (frameTime * 2) or ping / 33.334 and then round up if we assume 60fps. So 4 frames would be 133.336ms. However a constant might be added to the ping to guard against borderline cases. Consider when ping is 100ms, you would get 2.999940001199976, this could easily take only just a bit longer to reach and then you would have to skip a frame because the input hasn't reached you yet. So becomes (ping + constant) / 33.334. Then they might an extra frame to guard against packet loss, so it becomes ceiling( ((ping + constant) / 33.336)) ) + 1 So now, if we assume a constant of 5ms for example, someone at 30ms becomes delay 3 instead of delay 1 if you just did 30 / 33.336. That said it's not like i know the exact implementation of Xrd's netcode but something like this is possible.
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This might not apply to Venom c.S, but isn't the other way of doing it is to press 3 buttons after your attack with one of them corresponding to the next attack you want to do? So you could like Venom j.K j.PKS(j.S) j.KSH(j.H) j.KSHD(j.D)? Not sure if Venom has reverse gatlings in the air, that might fuck it up depending on priority.
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Only thing about 214S > 214K > j,6H route is that on some characters the j.6H will put them on the other side. You still get a combo but you're not going towards the wall at this point.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
Are you sure? Because i'm trying 236H on a jumping opponent and it doesn't wall splat. Also tried 236K > 623S > 236H (small charge, not enough for [H]) and doesn't work. -
Yeah i know, but what difference does it make? I implied that with the fact that i mentioned you would have to guess which comes first; high or low. I don't see how that makes using BS to get out of the situation impossible. If the invul is longer than a few frames you should avoid the next hit.
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I feel like what the delay says is pretty accurate, so if it says 2f delay then its 2f. The problem just comes from fluctuating delay and higher then typical delay for the expected ping. Granted, it is typical to add a frame extra to guard against packet loss. I'd like to see the delay display in Blazblue as well, to see how it compares.
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[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
http://twitch.tv/mixupnight Dogura & Woshige -
Since blitz shield grants some invul after, can it not be used to stop Eddie unblockables? I heard before that it wouldn't work since you would just get hit by the other attack right after but that doesn't make sense if it has invul. You just have to guess whether the low or the overhead will hit first.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
This is if you want to leave your blockstring at 6H but they get hit anyway, you can then confirm in 2P. If you want to go that route you have to at least commit to 236K, which isn't bad but might not be what you want. Its just another tool in his arsenal now. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
I believe his defense is at least weaker than Sols. Found another combo route on certain characters. 6H > 2P 6H > 2P > 5S > 5H(1) > 6H > sj.KS6H > j.236H - (Elphelt) 195dmg 1kcal Don't need CH or anything. Just found it against Elphelt and haven't tested against other characters yet, i assume its against lighter weight characters. This route seems good if you like to do 6H in your block strings and they get tagged but not necessarily CH. Edit: It is now the lady killer combo Elphelt May Millia I-No Ramlethal While i'm at it, tested 6H against characters crouching too. Cant hit with 6H in neutral: Faust Chipp Millia Cant hit with 6H in combos: Faust May Fuck Faust -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
Not a problem in the corner though, since you can do 3K 6H 236K 623S -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
For the air combo, it seems better to do 6H > (nj or sj) > j.K > j.S > j.6HS > j.236H It's not that much less damage in most situations, you save 2000 calories so you don't need to eat after and there are some situations where if you go for the the double route into j.214S > j.236H they can air tech where the above route will grant a knockdown. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
http://www.nicovideo.jp/watch/sm25060401 Need to see how viable this is but this seems pretty useful if its reliable. (You in the corner) 632146H 4H 4H > 623S(crit) > You know the rest -
http://www.nicovideo.jp/watch/sm25062092 Basic Combo video (not the same one as Arc put out)
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
I just realised, since 214S is a grounded move then it cant be blocked in the air. Since it covers so much air space and leads to so much damage, are there any tech traps we can implement to make use of this? Tried off 2P 2K 2S 236K 623S(no crit) (small delay) 214S and it catches neutral techs pretty well. Catches back air tech but you dont get 236[H], just uncharged and forward tech catches but maybe unsafe. Something to think about in the lab. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
Just still a bit unsure what i should be going for when i get in close. Not too fond of his gatlings.. Wish we had frame data for him. Might do some quick and dirty frame testing with jump technique just to see if anything is + or neutral. -
Doing the Zato mission was probably the hardest for me to complete. Not only is doing reversal blitz shield a ballache, when i did get it i would miss the reversal throw a lot of the time. Just managed to barely pass that one.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
So how are people approaching neutral at the moment? What range are you trying to be in? What kind of gatling pressure are you going for? -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
As in when you performing the leap if you hold forward you will go further and if you hold back you pretty much stay in the same place. If you do 214K > [6] for instance you can attack someone who is right on the other end of the screen -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
So i only just found out that his Leap is controllable. Could this not be good for crossup oki? If you crossup with the first hit of j.H only, it will force stand them and they will be pulled toward you. So you can do the following: Leap > Crossup j.H(1) > 2K > 2H(3) > 5H(1) > 6H > j.SPS > dj.S > dj.6H > j.214S > j.236H - 210dmg (sol) 3000 cal Leap > Crossup j.H(1) > 5K > 5H(1) > 6H > 623S(crit) > 214S > 236[H] > 214H - 212dmg 5000cal (Near Corner after crossup) Leap > Crossup j.H(1) > 5K > 5H(1) > 6H > 623S(crit) > 214S > 236[H] > 214K > j.K > 5H(1) > 6H > 236H > 214H - 244dmg 6000cal -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
Wow this lesson mode is sick. Teaches you safe jumps, burst throwing and options selects -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
I feel like this has already been brought up, but does Xrd use Guts AND a non equal health bar (like BB has) or is it just Guts? -
Is everyone blind or what?
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http://blog.asia.playstation.com/community/hk/en/playstation_network/playstation_store/blog/2014/12/02/whats-on-psn-this-week--2-dec Be prepared for the breathtaking action when “Guilty Gear Xrd -SIGN-” (English/Japanese Ver.), the latest entry of “Guilty Gear” series, comes to PlayStation®4 and PlayStation®3 on 4 Dec. (PS4™ ver.: HK$421; PS3™ ver.: HK$358). Download the game before 17 Dec to get an additional character "ELPHELT VALENTINE".
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
http://youtu.be/giLe-X9h0EM?t=3m44s j.D also seems to stop his air momentum, allowing for an overhead as well.