-
Posts
41 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by GaoGaoGao
-
[CF] Nine the Phantom Combo Thread (Updated 3/18/16)
GaoGaoGao replied to Monarch's topic in Nine the Phantom
Some combos I saw on the nanajo stream: Midscreen: 5B > 6C > JC > j.A > j.C > j.FFW, falling j.A, 6A, JC, j.A, j.WWW, falling j.W, 5C > 3C xx 214A seed oki DMG: 3kish 5B > 5B xx 214A, RC, 5A > 6A, JC, j.A > j.WWW, falling j.A, 5C > 3C xx 214A DMG 3kish FFW > 5A > 6A > JC, j.A > WWW, falling j.A, 5C > 3C DMG: 3kish grab > 5A > 6A > JC > j.A > j.WWW, falling j.B, 5B > 3C > AAF DMG: 2.5k fire rain oki Corner: WAF, 2A > 2A > 6C > JC, j.A > j.C > j.FFW, falling j.A, 6A > JC, j.A > j.WWW, falling j.A, 5C, 3C > FFW, 5C > 6A > JC, j.C xx j.214A, WAF hits, OD 236236C DMG: 6.3k Some things...the last part of most combos is falling j.A, 5C > 3C xx 214A. I feel like it can be changed to be falling j.X, 5X (maybe not 5A) > 3C/5B xx 214A in order to get most 3 element spell after 214A knockdown. They are a bit far after the falling j.X so I dont think spells with two waters will be obtainable. As for that nephrite combo...probably not something that will happen, but what this does tell me is that either OD 236236C has pretty insane minimum damage or nephrite has reverse scaling. -
You also get a longer guard break the longer you charge it, so you probably can get a 5B if you charge it for as long as its old startup. Speaking of the startup, im hearing most character's instant CT are under 20f startup.
-
Apparently CTs have faster startup now, but you get a shorter guard break the less you charge it. Meaning most characters cant combo off of an instant CT...but we have a frog so this sounda pretty good for Rachel. Just another mixup we have now.
-
So ivy basically lets us tack on 1k damage at the end of our combo...assuming there will be combos that let us setup ivy. Sounds like there already is in the corner.
-
It sounds to me like its just Liz's 2D except you can blow it at them, and more bats on them = more damage but has a limit.
-
j.2C is an overhead again...welp. Also, new move sounds like something thats going to seldom be used just like all new moves she gets.
-
Hoping for a move that actually adds something significant rather than being some move that you might use if the opportunity presents itself.
-
Xrd option select, special move or faultless defence!
GaoGaoGao replied to Shinjin's topic in Guilty Gear General
Yeah, the first vid wasnt clean, but I made a revised version. I did it with the dummy this time so the input is the exact same both times. https://www.youtube.com/watch?v=KYE16jNVfH4 I cant get it to work at just neutral though, only after I do like a block string or something, which is weird cause im technically at neutral after the blockstring in the vid. I did a little test setting Leo's j.236H into stance D and j.236 into nothing on two separate recordings and having the playback set to random. Its a bit harder to do the OS as a reversal, but more often than not I would get DP when Leo did stance D and FD when Leo did nothing, which means Leo can bait it out with stance D. -
Xrd option select, special move or faultless defence!
GaoGaoGao replied to Shinjin's topic in Guilty Gear General
Just wanted to make a quick video showing this off. https://www.youtube.com/watch?v=iJF6zpby5Jw This is really useful for Leo because he can put the opponent in a lot of situations to take advantage of this. -
Hello, I was wondering if there are any scenes in England. Just moved here recently, and would like to play offline. Im located in Alconbury. Ill play anything except persona pretty much.
-
Ah, I meant running into j.S, not air dash j.S. Its weird, it seems like in the video posted earlier about the unblockable loop they opponent has less time to tech than when I try it. Oh well, just gotta practice.
-
Soooo, trying to get the unblockable loops down. I do: dash j.S unblockable > TK SG > RC > TK SG > 5D But the opponent techs before they even get the sit down animation after the second TK SG. Is there some sort of specific height I have to keep them at or something?
-
What are some good blockstrings to use? I always get people chicken blocking or mashing through my stuff.
-
Was messing around with anti Gordeau stuff. Midscreen if you do 421A on his wakeup all of his reversal options whiff. In the corner EX Grim Reaper and EX command grab whiff. You can also punish EX Grim Reaper and EX command grab with 421C after the super flash. Dunno how viable the 421A stuff is since it assumes the player is going to wakeup super, and I honestly dont know how punishable 421A is. Made a crappy iphone video to show what im talking about: https://www.youtube.com/watch?v=fy1t37pXrqc&edit=vd
-
Waldstein Infinite Discussion (Tournament Legality)
GaoGaoGao replied to Tigre's topic in Under Night In Birth
Despite what people are saying, its actually pretty hype right now at this stage of the game. Right now, you could be playing at your local scene and when someone lands the infinite the room is going to blow up. Its obvious that this will be patched out, so I say no to banning it, because by the time it gets stale it will hopefully be patched out. If it takes too long to patch it, then maybe we can have another discussion on whether or not to ban it because by then we will definitely have more information to work off of (stuff like if its going to be the deciding factor of most Wald matches). -
So...how the eff do you fight Gord?
-
Have you tested this combo? I mean, I understand how SMP effects the untechable time, and I have gotten the combo to work with a 2C starter, but with 6B(2) > 5C > 2C starter the opponent literally techs on the exact frame that j.236D hits leaving no room for 236B to connect.
-
So I dont think this combo works: 6B(2) > 5C > 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B , 6C > jc > j.C > j.9D > j.236D |> 236B SMP enables the opponent to tech right when j.236D hits. Instead I have been using this: 6B(2) > 5C > 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B > 6D, 6C > j.214X Also, I cant seem to get 5B to connect on Jin after 2C > 5D. Is the timing more strict or does it just not work?
-
So its seems like 2B is very very very low profile. So far in random matches ive found that it goes under Bullet's reversal, Litchi's Guard Cancel and Mu's Guard Cancel. Im going to do some testing on other stuff in goes under.
-
Yeah, thats why I said it was a bit risky. However, there have been times when it did not autocorrect, so its still out there as an option.
-
If you do a 2B at all after a 5B in your string the opponent will be too far for 22B to hit. As for other spacing situations, its most likely character specific and you'll just have to witness it yourself when playing people. If you do meaty 2B or j.C, they cannot mash. Just gotta practice the meaty timings. It loses to DPs, but you still have to respect that even with 22B oki. The launch from 22B is nice, but a crouch only combo does sooooo much more damage. You probably get more off of 2B because of the launch, but Id rather have 4k-6k damage off of instant j.C than 3k-4k off of 2B. Also, the 2B/6B mixup will be pretty easy to block once people get used to fighting Koko. 6B is also not JC able and negative.
-
I think this has potential to be one of Kokonoe's worst matchups. He is one of the only characters than can get out of the blackhole setup for free, growler beats a graviton fireball approach too. His grounded buttons are really good, while Kokonoe's arent the best. A little gimmick you can do when you know Azrael will growler your fireball oki, is to do 4D, 236B just before the fireball hits. He will try to growler the fireball, but the 4D will pull it away while you get to land a 236B on him (236B actually covers a ton a ground plus the 4D is pulling him towards you). 236B is really unsafe so this is a bit gimmicky, but it might make him start blocking your fireball oki if you hit him with this. Your 6A beats his air approaches, it even beats his 6C clean. 22B will force him to approach cautiously. He cant do 236A (which is +1) because a whiffed or blocked one will get him hit by 22B. You really dont want to be blocking him. His 5BB is +5, 6C is +2, 236A is +1....his normals are good, fast and positive while yours are short ranged and on the slower side. There is a gap between 5B and 5BB, so you can teleport there but its still a bit risky. So pretty much, force him to jump with traps and stuff to get that 6A on him while trying your best to not let him get in your face.
-
If you keep the string short, like 5B > 5C > 3C, its a lot harder to hit confirm. 3C is -1 and not JCable so id rather not end my strings on that. And again, even if I keep the string short 22B is still a little inconsistent because of various spacing situations in an actual match. Honestly, 5D oki has been working a lot better than 22B oki in my matches. You can do an instant j.C off of 5D oki into a crouch only combo because it keeps them grounded rather than going for 6B which has a 24 frame startup. Instant j.C > j.236D can lead to either - ~4k damage corner carry with fireball oki (j.C > j.236D, land, 5B > 5C > 236A, 3C > 236B) - ~3.5K damage back into the same oki situation (j.C > j.236D, land, 5B > 5C > 236A, 3C > 5D) - ~4K damage into the blackhole setup for another 4k-6k (near corner: j.C > j.236D, land, 5B > 5C > 236A, 3C > 236B, 5C > 22B, blackhole) - ~5.5k damage with a super ender. ( near corner: j.C > j.236D, land, 5B > 5C > 236A, 3C > 236B, dash, 5B > [6A] > 6B > 214214A, 5D, 236C) Thats all off of an instant overhead, which is pretty invaluable imo. Off of 2B you get - ~2k into the same oki situation (2B > stuff into 5C > 236D, stuff into 5C > 3C > 5D) - ~2k into corner carry with fireball oki (2B > stuff into 236D, 2C > 236B) - All the other stuff you can do if you hit 236B near corner.
-
Yeah, I know it works if you keep the string short, but even then ive found it to be a little inconsistent during matches because you never know what kind of spacing situation you will be in. So ive pretty much stuck to using it in the corner and using 5D midscreen.
-
Ive found that a lot of times after a 3C > 22B the opponent is too far away to even get hit by the 22B after they get up, which is why ive been doing 3C > 5D instead. You have to be really close to get oki off of 3C > 22B, so hit confirming off of jump attacks and A attacks will usually cause it to whiff midscreen. In the corner though, 22B seems really good because it catches them if they try to side tech out.