STenSatsu
Members-
Posts
1,171 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by STenSatsu
-
Will repost my CH OD combos from earlier in the thread: Also, the newest combo vid in the video thread has some OD combos in it, though most are not 100% iirc.
-
You lose the option to air zettou then so I don't think it would normally be worth it.
-
[CP] Amane Critique thread - Show me your dance moves
STenSatsu replied to DerQ's topic in Amane Nishiki
I only watched the second LK set, but I think you should have thrown a bit more. I hardly ever saw you go for throw in that particular set so you basically never hit a fatal 6b. You also go 236a>j.b3>j.a every time it seems. Outside of those 2 pieces and working on CH confirms under pressure, the matches seemed quite good and beating LK's Litchi is quite the accomplishment. -
That was simply amazing. Wonder how much of that is practical.
-
[Xrd] News & (Theoretical) Gameplay Discussion
STenSatsu replied to Shinjin's topic in Guilty Gear General
Probably just added them to the game with this build so it's more of a bonus while testing bedman and zato -
Some pretty nice gameplay so far. Also, Yukari's black color is amazing.
-
Ah, I thought you had 5b3>6a because I saw you were using j.5c1 later. So ya you are right, it is the one you posted. But you can use j.5c2 for slightly more damage. I'll go edit that for proper credit.
-
Thinking about these Gekiren resets made me realize that multiple times per match I am hitting jumpers with 5c1 non-ch. I've found it really difficult to get anything off that because it seems like you can't really hit confirm the 6c to follow it up. However, now I'm thinking that any time I get into that situation, I can just pause a sec and Gekiren to punish air teching. Gonna have to test this out now lol. EDIT: Nope, severely underestimated the natural Gekiren distance. Only works if they back tech. On the other hand I realized that I was probably just canceling 5c too early and missing the second hit because I'm getting 5c2 much more often than in my matches. And it leads into a nice 4k punish combo even on non-ch goddamn! EDIT: Midscreen Gekireset = grab>236b>j.b1|>5b1>5c1>6c2>214a>j.b3|>5b3>delay 623c. Catches back and neutral tech everywhere besides corner. Corner reset: grab>5b3>236c>6a>623c>2b>623c catches the forward/back techs. Really nice corner combo that smoothly goes into all the resets with fairly few hints: grab>dash 6a>623c> and then 5b3>6a>623c for 3400 damage, 2b>5b3>623c to catch forward+back tech, or 5b3>5d until 13 hits>236d~a>6d for drill reset. Also, with Dangaboy's last combo from last page, you actually can use j.5c2 for a bit more damage and heat (4483-4517/32). On Koko you do have to use j.5c1 though. On Tager you need to do sj.b3 after the 6a instead of regular jump. Helps if you jump cancel straight up for the first 2 j.b3 moves also.
-
[CP] Amane Critique thread - Show me your dance moves
STenSatsu replied to DerQ's topic in Amane Nishiki
I feel like if they let you play the distance game like Jin was, then using your C normals more than you were can be very beneficial. For the Bang match, you really need to learn to recognize whiffs and punish openings when on defense. You let probably 9-12k damage slip away for not punishing those 6c whiffs hard. Another thing against that particular Bang would have been to get into Hariken stance and then cancel to try and make him whiff a wakeup D move since he had done wakeup D to get out of drill pressure once already. You should also work on converting CH j.b air-to-air. The easiest thing is just going into j.2c2>j.236a/b>j.b3>dj.jb3 if you still have the options>j.2c2>j.236c. Sometimes you can also land into 5b3 and get full ground combos too. I agree with Derq that you likely could have played a better ground game against the Bang since he loved IAD and likely would have eaten tons of CH 6a. In general I think you should work on your ground game since you spent almost all of both matches in the air and I feel that will hurt you in the long run in some matchups. -
Dat Shadow Kanji, goddamn lol.
-
How are you linking j2c into j.b?
-
Basically, if you are looking for max damage, just attempt to hit with as many C moves as possible while getting as high as possible. I'd be pretty surprised if you couldn't further optimize the damage on that by getting into the whole j.c>j.6c>j.2c>j.214a>j.b>j.c>j.6c>j.2c route somehow. Might screw around with it later. Wonder if you have enough time to do 6a>jump straight up j.b3>jump back dj.b3>dj.c2>etc as an alternate ender to Danga's combo. EDIT: Well, got close to Eshi's but couldn't quite beat it lol. Best I did was 4810 with Danga's combo up to j.2b>236a>j.b3>6a>j.b3>dj.b3>j.c2>j.6c2>j.2c2>j.236b>j.b3>j.236c.
-
IAD airthrow is a BB classic.
-
[Xrd] News & (Theoretical) Gameplay Discussion
STenSatsu replied to Shinjin's topic in Guilty Gear General
Technically no unblockable setups in GG. You just have to switch guards within 1 frame and correctly guess whether high or low is coming first. IIRC physical attacks get priority over projectiles in the instance of same-frame contact. So if Eddie fish+5k on the same frame you would block low then high within 1 frame. This is just going off memory though so it might be inaccurate. Really happy they showed a character that doesn't look like it will be anyone from the fighting game portion of the series. Nice to confirm it's not all old hats. -
Find out whether the Koko you are facing likes to chuck fireballs first or do graviton first and whether they like to do it from the ground or air. Will help you decided between preemptive 5c or 6c. Another way to beat wakeup superball may be 3c>236c since 236c should push you far enough into her to miss the fireball, haven't actually tried it yet. Practice IBing at least the second hit of her 3c vacuum. Too many Kokos will go right into another normal on block and it is -4 on IB. You should be able to beat her normals afterward with 2b or 6b. Be careful with drill oki since she can probably 22c right out of it and punish you hard. Also, make sure you run through all your BNBs on her since her hitbox is wacky. I don't think it should affect much, but if you use the 6c2>236a>j.c2>j.6c2 extensions a lot they can be finnicky hitbox wise.
-
GGs to the guys in the FKO and Zeromus lobbys late last night. Gotta get more practice with Amane. Especially Koko and Haz experience since I got bodied by ctrlalt and aiuren lol.
-
Decided to test some 100% OD combos off common CH hits. All midscreen at 100% hp: ch 6a>jcc OD>5b3>2c>6c2>2d>236b>j.6d>j.236a>j.6d Best I've gotten from it is 5435/38 heat but you basically always get 5k+. Ideally you let them drop quite low after the JCC OD. You'll know if you do it low enough if they skid in front of you after 6c2 instead of going behind you. Let them skid on the floor a bit before doing the 2d for max damage. fc 6b>ad OD>j.b3>5b3>5c2>6c1>236d~d>2d>236b>j.6d>etc. Best I've gotten so far is 5177/37. Only works if you are about 1 char length or less though when you hit 6b. ch 3c>236d~d>OD>2b>5b1>5c2>6c1>236d~d>2d>236b>j.6d>etc. Does about 5173/36. Works at any distance that 5c hits twice at. ch 3c>236d~d>OD>2b>5b1>5c1>236a>j.b3>5b1>5c2>6c1>236d~d>2d>236a>j.6d>etc. Does 4022/28. Works at max distance that 2b picks up which is basically start of round distance. EDIT:Ticks me off a good bit that C starters are all short starters. Was able to do ch 5c2>236a>OD>j.2b>j.236a>j.b3>5b3>5c2 but then they fall out before 6c hits =(. Would have been a sick 3/4 screen ch 5c confirm.
-
[Xrd] News & (Theoretical) Gameplay Discussion
STenSatsu replied to Shinjin's topic in Guilty Gear General
I think #R Johnny mainly relied on x>5h>623h>h>frc with JI in there somewhere to start his damage. Been a while since I played #R though. -
What do you mean? Jump cancel canceling into 22c?
-
Seeing as you are listed as NY, I recommend checking out the Team StickBug tournament thread in events forum. Also look for your area in the matchmaking forum and introduce yourself there. Quite a few people play online as I usually see about 30-60+ in the US arcade lobbies. Lots of East Coast do the netplay thing iirc.
-
Since I saw a lot of good combos ending in xx>236b>5c>oki I figured I would explore some true midscreen combos that don't require knocking the enemy into the corner. Only optimized 3 atm but I'll keep working on them. Tested these on Makoto/Arakune/Jin/Noel for different hitboxes. 5b>6a>5b>5c>6a>5c>3c>oki (2612/18) Most consistent 5b standing combo I could find. 6b>22a>dash 6[a]>2c>6c>j.5d>j.b1|>6a>j.b2>dj.b2>dj.2c>j.236d|>6[a]>6b2>oki (3373/24) Haven't tried doing the 22a>6[a]>6b2 finisher after the last 6b2 on this yet. ch6a>2c>6c>j.5d>j.b1|>6a>j.b2>dj.b2>dj.2c>j.236d|>6[a]>6b2>22a>6[a]>6b2>oki (4133/29) Last 6[a]>6b2 is pretty tight timing. bc>dash 2c>6c>j.2c>j.236d|>22a>6[a]>6b2>oki (3567/25) Basically Mihe's throw combo with 22a added in. bc>7d>2366c>2c>6c>j.2c>j.236d>6[a]>6b2>oki (3798/27) Swag out for optimized damage. Can do 7d>6b1>236c on most chars for 100 less damage and a much easier combo. Works as sideswitch in corner but unsure if you can followup 6b2 with 236b>5c>oki or not. Looks hilarious. Just from observations it seems like the 6c>j.5d>j.b1 path is best when you can't corner carry and the 6c>j.b2|>6a path is best when you can corner carry with dj.c>dj.6d>j.236d.
-
The latest Kurono vid actually shows him doing 3c>214214a>8d>214a>22a and then like 5d>236c for 5.1k off 5b on midscreen standing.
-
Bleh, should have just ordered JP version instead of being fooled by Play-asia's Asian version advertising.
-
Just thought of something, does having the asian version mean I can't use JP PSN DLC either? Like if I get Kokonoe, do I have to buy it from the HK PSN store also?