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AtTheGates

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Everything posted by AtTheGates

  1. frame traps: 236s, minimal delay 236S (counter hit) > link 2D > 236S or 623HS, continue combo (usually a gray combo these days, very useful anyway) close slash, pause, close slash... close slash, pause, 2K > S.... chain into 2D,236S, pause, far slash > anything (for example, another 236S) when they get used to 2D > 236s, use 2D > 22P teleport > 2D (counter hit) > ... FDC drop, see first post (stuff you should know) the higher you connect the j.HS, the earlier your opponent will recover, like with all other jump-ins. Adjust your timing and delay it a little. A later j.HS however means they will have more time to anti-air you.
  2. ninja edited first post.
  3. edited first post with stuff.
  4. the answer to 2D might be 2S, although i'm not sure about spacing and situations when you can perfectly use it. both S(f) and 5K get beat by his 2D, badly.
  5. well, since it's so silent here, i might as well... - JD on counter, shorter rolling distance, non-techable: hopefully this affects j.D CH against airborne targets, which gave ridiculously short slide before. j.D CH against standing targets was fine, which would mean it's a nerf, but at least it would be untechable, then. - Alpha blows opponent higher: sounds pointless, except if it affects air alpha as well, which would make instant air alpha combos very slightly better. - Alpha-plus, bigger hitbox: nice change, alpha plus tended to whiff if you combo into ground alpha a lot, and you had to time it perfectly. - S teleport, appears at higher position: this should settle whether S or HS teleport is affected by the height change (both are). - Kunai-super, bigger hitbox, slower acceleration timing for 2nd kunai: what magaki said.
  6. my two most desired changes would actually be way less recovery on whiff for 6P, and less startup for 5HS.
  7. more thoughts on new 22HS: the changes will affect his corner oki in some way or another - hard to tell if it is a buff or not. + lower startup and higher height means the 228HS, wall cling, down dash, airdash back oki will hit earlier and will be a bit easier to perform. +he will be able to wall cling faster, which means more time for the oki - however, the higher teleport height will change the angle of the down-dash, and could make it even harder to connect an instant 2D after it (even without the change, 2D > 236S after the downdash was already impossible against eg. venom).
  8. i forgot about the height change. yeah, the fact that it takes longer to fall sets off the quicker duration (probably to give the opponent more time to react). it remains to be seen how it affects air combos. if this change also affects 22S teleport by the way, it could make running 22S tele crossups be a bit easier / more reliable. we'll see.
  9. i wasn't going to open a new thread for this, but now that we have one, we might as well discuss the changes here. my thoughts: first of all, keep in mind that these changes are likely not final, as is standard procedure in arcsys loketests (chipp's 2D had jump cancel at some point in a loketest...) 2S counter hit stagger: sounds very, very useful, although it somewhat depends on the length of the stagger. The only other option to get stagger in the rekka pressure was a delayed second 236S, and the stagger time in xrd has been reduced to make the link into 2D really hard without the enemy recovering. With 2S stagger, anything into 2D, 236S > link 2S now is a legit and dangerous frame trap. Dashing 2S as an alternative to dashing S(f) is also more interesting now (even though it did have its uses in older GGs, since it beat several specific normals). 22HS now as fast as 22S: not much to say here, other than that it is a nice buff i was hoping for. We can now combo 2HS into 22HS, which is nice for positioning. new invis GFX: remains to be seen, but it sounds like a (probably required) nerf to me. 623HS blow away on CH: don't know what to make of this. It doesn't sound like a buff, but should be one, considering that "dry" 623HS were really risky and not used very much to begin with. 632146HS DMG buff: Well, nice to have, but his other supers are still way more useful - j.214214K to get knockdown and 236236K to block burst and kill. Granted, 632146HS isn't used in the same situations than the other supers, but the situations where you can land a 632146HS aren't very many.
  10. a quick note about roman cancel damage proration: make sure to delay your followups after a roman cancel slowdown, if possible. this is especially important for: Gamma YRC or RC into 6HS Alpha RC into 6HS Air Throw into 6HS if you max delay the 6HS to the end of hit stun after the roman cancel slowdown, you will get much higher damage. examples: air throw, RC, 6HS, dash S©(ji),2HS,22S, j.K,S,dj.S,tj.HS(1), beta(1): 133 on i-no without delay, 159 with max delay. please note that if you did the air throw very low to the ground, there will be not enough time for the slowdown to end before the opponent hits the ground, preventing you from getting the non-prorated 6HS.
  11. don't have much time at the moment unfortunately.
  12. you could also use 6236P+HS to circumvent getting the GV, which is the correct high block / srk option select - didn't write it down properly before.
  13. a lot of stuff, too much to list all of it for now, but here are some very basic pointers: - use dash, FD brake a lot. you can bait whiff normals with it or fake out your dash-ins -> punish afterwards or dash again to close the gap or take it to the air from there - use running jump from far away, then simply airdash back to make them nervous / catious / impatient. as an alternative, use running jump, then FDC, and while you drop decide what you want to do (airdash back, double jump, airdash foward etc) - abuse 22K YRC > if they jump airgrab, if they stand, dash up, start pressure (throw them if they are afraid) - use 22H against opponents that can't easily option select anti air it and you are confident they don't have time / will not react in time to air throw you. "option select" anti air simply means stuff like crouching anti airs or anti airs that do not need a directional input, such as axl's 2S or venom's close S can be problematic because they do not have to react to the side you appear on) - use invisibilty whenever you feel the need to / whenever you can - be patient. this doesn't mean that you should always let your opponent come to you, since our 6P has been nerfed so hard, but just try and pick the spots when you attack carefully. - j.HS is your jump-in of choice, mostly out of a running jump as a crossup, after several jumps or after an air dash that is not a "simple" instant air dash and therefore predictable. use j.HS except if you expect them to anti-air you or airgrab you early, in which case you need to use a risky, early j.D. - a risky but useful way to close the gap is instant airdash > j.K,K,S,HS(2), land > continue combo or pressure. it's risky because you simply land if your first j.K whiffs, and it will only connect on standing opponents. - wall cling -> wait can be a viable option when you are cornered, simply because you have a variety of options and opponents very often like to jump to reach you, in which case you have time to escape with 9-jump, 6- jump or do whatever.
  14. try a very short dash after the j.hs(2) and before the close S - i don't know if that's always enough to connect the 2HS though. Personally i'd rather go for a combo into 2D for the knockdown and the oki options that come with it.
  15. i would advise anyone trying to incorporate stuff from the mixup vid into their gameplay to test it out in practice first. You should be the opponent, and the dummy recorded to do the mixup. i say this because: the j.S crossup can be crouched. drill kick okizeme is notorious for losing to faultless defense > grab (since you will be pushed back during the drill kick, and anything past the first hit will whiff). some of the stuff from the vid looks like it could be blocked either left or right, since it is too meaty (there's a crossup protection in guilty gear on the first few frames of waking up) ...and so on. this doesn't mean those mixups aren't good, on the contrary - as long as you make them the exception, not the rule, they will probably work quite well. But there is a good reason (well, the reasons above) why you don't see them being used by top chipp players.
  16. added a "stuff you should know" section to the first post detailing the j.2K faultless defense cancel. hope that stops the questions once and for all (it won't)
  17. - our 6P is horrible in this matchup. It loses to Venom's j.HS outright, and trades with j.P and mad struggle (or even outright loses). Try 2HS or even 5HS instead. 5HS worked exceptionally well against mad struggle in older guilty gears, but now that it is slower, it's very risky. The counter hit we get with it though is really good for us. - Venom's 6P on the other hand works very well against j.HS and often j.D as well. Be careful with your approach. - use alpha blade to go under stinger aim, both empty and in blockstrings. be very, very careful though - alpha will lose to carcass raid and you will eat a counter hit into a knockdown combo. - as a match starter, Venom's 2S is tricky to beat - you can use 5K, but it doesn't lead into much, and will lose to stinger aim. I suggest jumping back more often than usual at match start.
  18. yeah those have been around for a while. you can actually S,HS, 236236K after landing from the air super, since the kunai ground bounce.
  19. edited the first post.
  20. pretty much, yes. think of it more of a pointer in the right direction. be careful with gamma blade, it's just too risky in pressure strings now.
  21. i'm not sure myself FS, but at least in the last trial the key is to be higher than your opponent to get him to bounce off the wall. i can't say if that alone is enough or if it is a matter of when the alpha blade hits after the j.D wallbounce. against some characters,you will almost always get the "bounce out of corner" behavior if you go for launch > S,HS > j.S > dj.D, alpha. i put some of it down in the combo thread.
  22. i don't really understand how you can go for an air grab after 623HS - the opponent should be really far away. also, when do air dash, after the air grab? i'd rather go for FDC drop or invis. if you mean an air dash after 623HS, that's generally what i do to apply more pressure, but there's no potential for a crossup, since your opponent will simply air tech. FD totally destroys these blockstrings by the way - it's one of chipp's biggest problems when trying to apply pressure. i'd use 6P (CH 6HS against riot stamp for damage. i don't know about bandit revolver or fafnir, but personally i prefer 6P against bandit revolver, it's quicker and has the added invulnerability. i can't imagine 2HS working against bandit bringer in all situations (depending on your blockstun and range etc.). does 2HS beat fafnir clean if both hit on the same frames? a trade isn't really in our favor.
  23. found some stuff for you guys: first of all, you will always have landing recovery if you 6-dash off the wall if you did an alpha blade before the wall cling. this is probably designed to screw with our relaunch potential after air alpha > wall cling (you could just 6-dash, land, 6HS otherwise) and also screws with the instant air alpha into wallcling after knockdown oki - it renders the land > 2D option useless. the airdash into wall cling option after a knockdown seems a good alternative which will both give you the let go off wall > j.HS crossup or 6-dash, land, 2D options, but i haven't tested in a match yet how much time the opponent has to act before you hit him. what's also interesting: if you do the wallcling into crossup j.HS(2) > S© > 2D, your opponent will be knocked down and you will be in the corner, which is of course not the best of situations. to make the most of it though, you can then immediately to 7-6-4 to backjump into wall cling. from there you can: 1. 6-dash off the wall, immediate airdash j.HS or j.K,K,S,HS(2) for overhead. you can shortcut the 6-dash into airdash by simply using 6-6 2. 6-dash off the wall, land, 2D > 236S > 5P... 3. let go off the wall to bait reversals (probably not gonna happen though) 4. 9-jump over the opponent, airdash back j.D or j.HS. totally not meaty and unsafe. 5. wall genrouzan. super slow and shitty, and players will either 1-frame jump out or try to backdash this oki anyway. 1 and 2 seem like good options, but i have yet to test them in a match and against backdashes and such.
  24. will take a look at it in about 20 hours.
  25. just edited in some damage numbers for Leo. He has the same defense as Sol and the other "average" characters. His hitbox is also quite big it seems - he is easy to combo, almost all of the high damage j.S stuff works against him easily.
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