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Everything posted by Kobayashi
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FB Bomber recovers in the air, so no need to JI. 2H still has its FRC. Doesn't it?
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I JUST FIGURED IT OUT. After I posted this, I couldn't recreate it using my own instructions. Then I turned on CH, and it worked. The extra hit pause due to CH gives Axl enough time to land before the enemy starts sliding away.
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Just a very short dash.
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Regarding the 63214S trick with the enemy sliding towards you: A pretty reliable way to get it to work is to begin at match start position in training mode (or reset), do 3 backdashes and take a half step back. Do 663214S, and you'll usually get the trick to work, tested on Ky. I couldn't recreate it without an initial dash, which makes me believe you need the forward momentum to land on the other side. Couple that with the fact of how far away you must be to successfully pull off the backwards Raieisageki (that's what I'm calling it), I don't think there are any really viable setups for it. Most feasible situation I can see that happening is when the opponent is throwing a projectile and you happen to be in the right range.
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[#R] Official #R PC Online Play Thread
Kobayashi replied to koogy's topic in Guilty Gear Online Play
It won't let me check/uncheck it. -
Rensen FRC, and TK Bomber, by far.
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If you're talking about the three AX v PO matches between two unknown players Hellmonkey posted a few days ago, it seems the vids have already been taken down. I've uploaded them here, however, this should be in the Help thread.
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Whatever happened to the Index of Links thread? I want to try searching for newly posted vids myself when the posting runs dry in the video posting thread, but I don't know where to look!
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Is that true? How?
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So that's how it is. Thanks.
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Posted just today, and they're already down. Anyone have? Hellmonkey, perhaps?
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Someone have a youtube vid or something for this in action? EDIT: Okay, I tried out the Rensen FRC to 63214S as B-loop ender in training mode against Ky. I got the 63214S to connect, and Ky went into sliding animation. I charged the Rashousen while doing this and delayed the input a little bit so that it would be meaty. It connected, but the thing is Ky teched out of the sliding animation, landed, then got hit by the Rashousen. Assuming this is not how it's supposed to be done, because if they can tech, they will just double jump over the Rashousen, I tried to get the Rashousen immediately after a regular 63214S at the wall, no combos before it, just Ky standing at the wall. Rashousen did not hit Ky while he was in sliding animation. So does anyone have a video of how exactly this is done?
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WHAT. I knew about the cross-up Kokuugeki at the wall, but I didn't know you could do a j.H before it and not have it cross up. D:
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So, because Sol is a bitch, and the regular Bomber loop into Rensen -> 2 follow-up doesn't yield knockdown, I tried some various stuff to get a KD but maximize damage. I actually landed the regular Bomber loop into Rensen -> 2 follow-up and got the KD. It did 180 flat, but I wasn't able to replicate it. So for all intents and purposes, the combo doesn't work on Sol. Here is the new one I found: [178 dmg, at wall or near wall, on SOL] 5K, 2D, Rensen (3 hits), FRC, run up, 2S (2 hits), JC, j.D, Axl Bomber, TK Bomber, HS Benten Gari, Axl Bomber Basically tried different variations given in this thread including KDX's idea of using Raieisageki after Rensen FRC, using 6K after Rensen FRC, and CrazyDazed's idea of TK Bomber mid-combo to see which one sacrificed the least damage. This combo sacrifices 2 points, with the possibility for more if you get lucky with your Rensen. Cheers.
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Have yet to try these things against human players, so I'm just playing theory fighter: -For IAD pressure on oki, use the standard j.P,K (j.K,P,K for tall characters) then land into 2K, 2D Rensen, or follow-up j.K with AB -During B-loop, hit 2S for two hits, JC and air throw the tech. Then go for cross-up Kokkugeki at the wall (you guys know this one, right?). Should be especially useful against those who mash tech. -TK Bomber on oki. This one I have actually tried against people. Holy fuck, it's cool. Whiff it while they are still invulnerable during wake up to try a throw -> B-loop setup, or meaty it for high frame advantage frame trap (or get B-loop if you're playing n00bs).
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n00b question. Is there any way to save the vids posted on a-cho?
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GG official art and sprites (and chibi GIFs) thread
Kobayashi replied to Nekich's topic in Zepp Museum
Originally from the Ask Koogy: AC! thread, -
Nice match. Jam player seemed like he had never played against Axl before. More, pls!
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What is the XX wakeup frame data? I want to know data regarding wakeup, too. Particularly, invincibility.
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[#R] Official #R PC Online Play Thread
Kobayashi replied to koogy's topic in Guilty Gear Online Play
Kobayashi | Kobayashi | Urbana, IL | Delay 4 -
Titan: If you are referring to using HS + some attack to buffer in a throw before you FD, then no. To my understanding, using FD with HS is 1 frame timing. Lax when using other attacks. So no, option select isn't really used in general in Slash.
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What's the matchup on Axl? From what I've been told, the matchup in Slash is in Axl's favor. I'm not sure why. Apparently Eddie is supposed to have trouble with Axl's range, as he can kill Little Eddie easily and for little to no risk, and can keep him at bay with 5P, which also preempts H drills. In my experience, drills beat 5P if Axl does not hit before Eddie summons it, and killing Little Eddie is not an option as Eddie only summons it when he gains a knockdown. If the matchup is in Axl's favor because he can keep Eddie away for a while, I would not believe that. Axl cannot keep Eddie, or anyone for that matter, away from him all match long with his pokes. Once Eddie finally gets in (flying directly over Axl means he cannot anti-air him with a 2S anymore), its gg. So looking at it this way, Axl has to play a much more careful game, and cannot make ONE mistake. Letting Eddie in once, or getting hit by drill once means the round. Thus Eddie is the one who can afford to make mistakes in this matchup, because what happens if he does make one? A knockdown and ~30 dmg at best, and with virtually no okizeme, Axl poses no threat to Eddie on wakeup. This matchup can't be in Eddie's favor when considering all these circumstances. Axl has to play way too carefully and one mistake means the game, whereas Eddie can seemingly play recklessly without nearly as much risk as Axl. Is there anything I am missing here?
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KDX vs Garrett. Sadness.
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http://www.combovideos.com/page.php?id=515 You need to have an account. It's free to create one.
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Yeah, it seems all the vids are down. Can't wait to see them, though! Very nice recording so many matches!