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Everything posted by OneSanitarium
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[Xrd] News & (Theoretical) Gameplay Discussion
OneSanitarium replied to Shinjin's topic in Guilty Gear General
http://www.twitch.tv/joniosan Well, hopefully it stays up longer when it gets back up. -
Can you try c.S>f.S>j.2K like how you'd do SS>j.D>stuff? Blue sparks may have been a blitz shield if you were hitting S+H. Also, does 2S>2H combo on standing hit? And I assume 2P>2S is still a thing. Does 2P>2S>2H>stuff work? If you get the chance to try.
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5H>2H may have a place in a wall stick combo, maybe doing 5H>2H after they've slide to the ground into the crouching state. At least, maybe. It seems they decided to give 2H launch properties in return for making it really unsafe by removing the push back. Do you know if they are too high to connect with a 5K after it? I'd imagine so, but that would be nice for spacing.
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It's another reference to Alberto from Giant Robo. I've not seen the show, but I've seen a clip from someone else where he does the same swipe animation.
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Nah, it only seems like Mappa air hit follow ups are CH only.
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http://www.youtube.com/watch?feature=player_detailpage&v=g5EOWV3K2jE#t=8890 Almost a full combo. j.K>c.S>6P>41236S>5K>214K-214S RC>66>j.H>j.236P and then stops. edit: http://www.youtube.com/watch?feature=player_detailpage&v=g5EOWV3K2jE#t=8990 Much more complete combos. Black beats once, but who knows, maybe it was just a mistime and not an actual tech point! edit2: Video seems to be a higher quality version of something 9TNine posted.
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http://www.youtube.com/watch?feature=player_detailpage&v=g5EOWV3K2jE#t=6234 Still a hitbox for the orb on DHD. I wonder how much damage both hits do in this game.
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Yeah, Bite>5K is apparently mashable.
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Oh wow, I thought that only happened after a Dust, and wall sticks otherwise were like we expected in AC. Well then. That's fairly odd.
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I'm sure you can, it's just crouching and/or meaty only. Not easy mode cool style like AC. No idea about 2K, 2H atm.
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[Xrd] News & (Theoretical) Gameplay Discussion
OneSanitarium replied to Shinjin's topic in Guilty Gear General
Well, using that I made a video. If I did it wrong, I'm sorry. http://www.youtube.com/watch?v=1xwJFgCst8Q Same combo after different health percentages, first at 100% and the next 3 going past 31% at some point. -
http://www.youtube.com/watch?feature=player_detailpage&v=fzVHD-MN_0I#t=1807 Pretty good video overall. Time is at CH AA 5P>j.P>j.K>j.P>j.K>dj.S(2)>dj.K>dj.D-2k>dj.D If it's anything like #R, you can at least get a j.P after an AA 5P so this isn't too bad. edit: 1:33:45 2S>2H is a gatling. I wonder if 2K>2H is. Probably not. 5K>6P is a gatling. Would be cool if it combos on crouchers like in AC.' It seems like 5H and 2H have no pushback on block. Probably Pretty punishable. 5H>2H didn't push Slayer back at all. 51:39 Did Throw RC>6H>Pile and did about 20%, with, I think, the 6H being after guts.
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[Xrd] News & (Theoretical) Gameplay Discussion
OneSanitarium replied to Shinjin's topic in Guilty Gear General
He jumped over the stomp right before it was active and threw Slayer's hop into the air. -
Oh really? Well, I apologize for remembering wrong then. edit: Trying not to double post. I wonder if he can RC and combo after his airthrow. That may be pretty cool.
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6H>Pile is/was actually pretty tight to do, so it's possible he just messed it up. edit: Since instant j.2K hits standing, I assume there are fuzzy guard setups for it. At the very least, c.S>f.S>j.2K could work like how you would do j.D>Super after it.
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I think Dust has always been feint-able. It is in #R, so it probably still is. He still has AC style Dandy mixups (actually having an overhead option from it with H, unlike #R) so he's still good on the knockdowns. I really don't like Crosswise as a start because of how unsafe it is on block. And I for one have never wanted any game beyond HnK to have bounce combos.
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[Xrd] News & (Theoretical) Gameplay Discussion
OneSanitarium replied to Shinjin's topic in Guilty Gear General
Yeah, IIRC it's to show them trying to RC a move that you can't. I think it's only on DP's, ElvenShadow may have reported on it a while back in a loketest. -
[Xrd] News & (Theoretical) Gameplay Discussion
OneSanitarium replied to Shinjin's topic in Guilty Gear General
Do 6H instead of 5H -
From a post in December, "Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed " They could well have changed since though.
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Since, at least on the last round, if the opponent is in HELLFIRE state, Instant Kill's can be comboed into, I just wondered if Eternal Wings would launch them high enough to let you combo straight into it. I might be wrong on the exact setup for IK combos though. Glad to hear all the updates. Sucks about bite. Hopefully they buffed BDC a little bit to compensate. So 2H does launch on normal hit? Thanks for trying stuff out. edit: No, can't feint Mappas since that was a Slash and on thing.
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It's true. doragonkoroshi posted on the previous page about it.
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STBT on CH doesn't seem to give a combo, or no one has really tried to get one. The float seems to be too low to the ground. Maybe you can get 5K>HCL off of it.
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I actually wondered if the 5H>IAD j.K stuff would be her staple meterless midscreen, with meter being saved for corner combos or as much corner carry as possible. Meter gain seems pretty strong in this game. So you can do HCL stuff like in #R? As in stuff>HCL>2P>5K>HCL sort of things. If we can get a slight hitbox buff to CL and see some optimized for damage combos, I-no could be pretty terrifying!
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Air j.H CH just causes a slight float I think, and maybe a slightly slower decent. Things to maybe try: stuff>236K RC>6H>Pilebunker on standing opponents. Crner 5D>6 stuff. LIke maybe 5K>6H connects because of the wall bounce effect from that dust. 6H YRC>Bite. Does it work like this and how amazing is it!? lol Can j.2K be FD canceled? Assuming 2H does actually launch on normal hit, can anything beyond 5H gatling into it? Does stuff>Mappa RC>5H>2H allow follow-ups? Again, assuming 2H launches on normals hit and its not out of range at that point. With the opponent in HELLFIRE status, and in an comboable IK state, does Eternal Wings (236236H) allow for a combo straight into IK? All I can think of being tested right now.
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I've seen 5K>6H, and I'm sure c.S>6H is in as well. Also, 5K can be hit confirmed into P Dandy, even in #R. It's not easy, but its possible. Are you sure 2H launches on normal hit? 6H, I don't think, is Jump cancelable. I feel like I saw a Bit>5K not combo. I really hope that's not the case. 5H>Pile black beats, but I'm sure 6H>Pile doesn't. At least, not on crouch hit. And I FEEL like DoT is 0f after the flash from a few instances I saw. I've seen a Slayer reversal BDC Mappa through a Ky's 6H Oki. Seems decent invincibility. Oki wise, I wonder if there will be Short dash>Mixup and Long Dash>Whiff bait/punish. edit: It'd be interesting if the longer dashes have more invincibility when transferred. I'm really excited to see how this character grows. I'm sad at 5P being #R status stun. I think there is even a chance 5P>j.P his hard/impossible for an AA.