Hintalove
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Everything posted by Hintalove
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Hey, I recently picked up Xrd again with the console release, and I'm looking for more people to grind with online. I live in hokkaido but I get perfectly fine connections to people in Tokyo. My psn name is Hintalove. Got a couple people I play with currently, but it would be great to get a wider group!
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There is also that corner carry combo off 6b. 6b 5c 2c 4d 5b 236a 5c iad ect
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Anyone want to play some BB online? Looking for a practice partner. I live in Hokkaido but I get 3 bars at least with a bud in Osaka so we should be ok as long as it's not Okinawa!
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Crimson, I don't think it's something you do all the time, but rather something you can mix on against opponents that are prone to action when they perceive a neutral situation. Not worth the stocks unless you are pretty sure they will mash out something. As for those -3+6 combos, where do they fall in the damage range?
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The mixup of x blockstring into teleport back into Astraea is good because it is fast and people that aren't used to it will move/hit a button when they see you teleport away thinking that you were trying to reset back to neutral. Astraea is also cancelable into tele on block so it's pretty safe even if you don't get the hit. Lastly, Astraea is a fatal counter move, so if you hit I assume you can get a big return. The part that is iffy is that it is going to cost you a stock just to fish for a ch.
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So is transam just a gimmick? It doesn't seem like there are transam combos here or on the jp bbs.
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After having just picked this character and game and was kind of debating if I actually wanted to play Izayoi because my friends who are long time bb players say she is garbage tier. Those vids Ichipoo posted make her look broken!
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I'd just like to point out that dipper into cse results in a non meaty cse(or dc cse) unless you burn meter to slow down time. If you choose to end the combo with ciel, you can get the proper meaty to go for more complex jumping mixups. I'll just post a couple things I've found over the week. You can get probably a rep of vt loop + a c.s ciel finisher off of air throw into the corner and rcing it into falling j.s. Combo is throw rc>falling j.s c.s 2hs vt > ender. You can also yrc dc air stun edges and get combos off them with proper spacing. The Jps are also experimenting with mid screen throw combos using gs> 3hs > gs > vt looking for a way to make it worthwhile to rc mid screen. Also rcing j.hs off if anti air combs to land and get a kd. You can also rc air vt and air dash j. D land vt into 2h vt off of air combos. Prob doesn't kd light chars though. I have another question though. Does using a super halt meter gain like rcing? If not wouldn't it be safe to assume that converting combos via sacred edge is superior to rcing in lost normal situations?
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Is there anyone in Hokkaido?
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Yeah I think the horizontal push back is the main reason as your ability to stay close enough to hit c.s is key to finishing combos with ciel. If you d 2 reps of c.s 2hs hsvt, you will get f.s like 90% of the time when you try to finish with ciel.
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I still like 5d for overhead. I was trying to say I use gs more in a footsyish way if I have a strong read because it converts better than f.s in most situations. I have a question though; how big is the window between c.s and 6k on block, and how much advantage do you get on 6k. Also, is it worth aiming to meaty the 2nd hit of 6hs, or are the gains negligible?
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Jp bbs players also saying they think gs is faster, so there's probably something to that. I'm a new ky player so I'm not to uses to it yet but I hit a decent amount of them as ch against enemies mashing low whe I have them blocking in the corner. It's especially good vs axl I think.
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Are you sure you didn't just counter hit him because he was mashing in your dropped combo? That would make a kit of sense seeing as you missed a link so he was probably just mashing in a frame or two window and got ched.
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I think the difference between 2d se rc combo starters and rcing dippers second hit is just a matter of spacing and distance from the corner. I doubt there is much difference in damage. The throw rc stuff shouldn't be character specific, but I will try it and make sure. The last thing you mentioned, is that also off a throw rc? What is the c.s after?
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You can get a kd on sol from 6hs 3hs gs hsvt mid screen but the timing on the vt is tricky to get the kd and you can't kd light chars this way. You can also follow up with hjs hjhs vt but I think taking the kd is better. You can also just do 3hs into hsvt for what I assume is a kd. You could prolly even convert it to a vt loop via rcing the vt if you wanted to and were kind of close to the corner. One thing I think might be under utilized is the f.s 3hs gatling like you're talking about. It combos on ch or crouch and you can cancel it into specials so it should be a pretty safe way to move back in during a block string. Anyway, I'll be playing again today and tomorrow if you guys want anything specific tested.
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[Xrd] News & (Theoretical) Gameplay Discussion
Hintalove replied to Shinjin's topic in Guilty Gear General
I'd just like to address some of the talk about meter options/use. Yes, fd push block is really strong. The thing you have to remember though is it kills your meter fast. If you start fdi g a string with 25% meter you'll probably run out by the end of the block string. Your opponent can also blow meter to stay in on you after you run out of meter to pus him out. I think things feel pretty normal. Maybe fding burns bar a little faster than ac. Regarding the new rc system, you have to keep in mind that while 25% Meyer uses to extend combos might be gone, RCA are insanely powerful. The time slow is insane. You can get a strong combo off pretty mush any hit. If I rc vapor thrust I have time to land and run over to catch you in a combo at mid screen because of you slowly arcing through the air. You can even combo into 5d because of the slow down off most things. Even doing something as simple as yrcing an air stun edge gives me a chance to see exactly what you're doing and move accordingly. I wouldn't mind getting frcs back, but I definitely don't feel like I miss them specifically. -
[Xrd] News & (Theoretical) Gameplay Discussion
Hintalove replied to Shinjin's topic in Guilty Gear General
They are red. -
[Xrd] News & (Theoretical) Gameplay Discussion
Hintalove replied to Shinjin's topic in Guilty Gear General
We don't have the hard frame data yet, but I'm working on the assumption that yrc frames are from start to last frame before active frames begin, and the red purple window begins there. You can yrc projectiles and have them come out and hit, but there is no situation where a move would combo and still have a yrc window. You can however do yrcs in resets and guard strings. An example would be ky doing a string that ends in f.s and canceling fs into cse. He could get the yrc because his opponent will leave block stun before the cse yrc point to yrc it so the projectile comes out, allowing him to continue pressure. -
I tested a lot of stuff since my last post. Ride the lightning actually wall sticks them at the end of a normal vertical dust combo so you can't get a kd from those it seams. Haven't really tested it mid screen because the only time I would do an air combo is if I was certain it was going to kill. Also I couldn't get any kind of ID combo to work. In regards to 6d combos in the corner, I think for now ideal combos are going to start with 6d > 66hs > 6hs > 3hs > hsvt(maybe gs>hsvt on pot to get some height) into vt loop/ciel for dc cse oki. You can combo into 6d via rc due to the slow down, like after se rc or maybe even moves with less hit stun because of time being slow so long after red rc. That said I think it's too slow to combo off itself, and even then I would bet it only wall sticks on a standing opponent. There might even be special rules stoping multiple dust launches in the same combo. Hitting ciel on a standing opponent really feels a lot like block head buster(hos 236p). You can do some cheesy combos like x>6k>ciel>662k>6k>ciel. You can also combo sacred edge after it and in the corner it wall sticks and you can vt loop off it. Some interesting stuff with the new yrc system: you can yrc cse off of a blocked/hit f.s to continue pressure in the corner. I'm not too familiar with ky's frame data from past games but this might be possible/better off other normals as well. You can also yrc greed saber before it hits in most block strings, which leaves you in the air infront of your opponent with your jump options intact. You can shin akuma, but I'm pretty sure it requires a yrc. If you don't yrc air stun edge the recovery lasts until the ground I think(at least when shot from around the peak of a normal jump. if someone runs under a slash j.se then you get punished so far in my experience). If you do yrc it you can shoot another se if the first one dissipates/hits in time for you to be high enough to shoot another. So you could do like jhs se yrc jump back se again if the first one hits soon enough. Sadly yrc does not replenish your jump options in this game. Also worth noting that you can do a hs se after jd and have it hit the grinder if you jd with upward momentum. Like jump back > jd on the way up> jhsse. You can combo off ch vt pretty much from anywhere in any citation if you rc it thanks to the slow down. I think the jpbbs was saying its easier to combo off svt ch if you can't burn meter. As for ky's strength in the game, he is generally ranked just under the current s tier characters of zato, faust and axl. Sorry for the long post.
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I noticed it was hard to hit 6p on sol when he was air dashing at me as well. There is like no vertical hit box on it. Also if you are going to Gatling out to far slash to combo into dipper remember that if they are crouched you can Gatling into 3hs > gs > hsvt. Worth taking the time to confirm. Have they confirmed if ride the lightning is a kd from air combos yet? It might be be good to combo into that off random mid screen gs hits/anti air. Lastly can we do impossible dusts? Is there going to be a feasible way to knock down off of a mid screen dust?
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lol at the most recent blog post. Makes me remember the days when I used to go home in the mornings and would always end up passing out on the train and waking up in random parts of the kanto region at the end of the line. Curse the Shinjuku line for turning into the Keio line going the direction my house was in. Also, you dirty lech. Leading on that innocent maiden like that. Innocent maidens totally hang out at international parties you know. And how wierd must it have been for that Jason guy? He thinks he's going to get lucky, and it turns out he's stuck listening to the tales of your awesomeness all night long.
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Dude, congrats on making it into the 23v23 team for Tokyo. That's pretty baller. I look forward to reading more about your beastings from the main tournament.
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R.I.P. my awesome metal hair. I now have the G3 era JP haircut. Oh well, G3 era JP was badass, so maybe this is how I take it to the next level.