Tomo009
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Delay the VCL as much as you can. From higher hits, it is quite hard to get follwoups but from instant j.D or hoverdash airdash string into j.D the link is pretty lenient when you delay VCL.
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Ah, wiki said 22 so I just ran with it, it does seem faster than most dusts to me. So if noone ends up playing games with me today, I might do some labwork for I-No/Leo, anything anyone want me to test?
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If I;m understanding the frame data right, would 5K c.S f.S xx 236HS leave you at the correct distance for a +1 block? If so that would be a very nice option. Even if it isn't a true blockstring [4]6S would be a good option to catch mashing, - on block, but if you get the frame trap you could keep pressure up with them hopefully a little more scared to push buttons. Leo's dust is fairly fast (22) and SAFE (-1). it is one of the better dusts in my opinion, though it is rather short range so you need to use it at appropriate spacing, I highly doubt 5K c.S f.S 5D would conenct. I've caught people with it quite a bit and it leads to a nice j.236HS stance position even at midscreen. I like it a fair bit, for a dust.
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Probably not ky j.D 6P is your go to for pretty much everything, the invincibility is buffed in Xrd so it is very consistent, do it late and chain into close S for an easy short jump combo confirm. 5P is good when you don't have much time, not great for deep jumps but it is for IADs. 5K is good for low angle distant anti air, but not if they are deep. You could 6HS... but I'm not sure I recommend it, whiffing it is death. VCL is an option for high jumps and it leads to a pretty easy confirm from most heights. j.P is a pretty quick air to air.
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Hadn't seen frame data until today, [4]6S is indeed negative on block. Not sure how much from that range, probably still a good -5,-6. However the idea isn't to have it blocked. The situation is rather complicated, so mentioning the counter for everything might sound good, but in practice there are so many variables you wouldn't be able to do so every single time. 6HS > 5K c.S 5HS should not be in throw range. Haven't tested all characters but even if it is in range for some, you should be able to change the string slightly to push back further. Flashkick is indeed a really risky option to just throw out there, I don't think it would ever be advised haha. Unless you are desperate for some reason on your own pressure and have 50% for a RRC. I'd use everything my character has, Leo has so many moves that leave him +, plenty of ways to go about pressure, don't need to just keep looping 5HS 6HS. Frame data lists so many different values for 236HS. If I am reading it right, a 236HS that hits in the front will be +1 while one that hits behind will be -ve? Brynhildr stance 236HS also +1 no matter what? If this is true finding good ways into that would be nice. A Chipp jab is 3 frame startup, though.
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I would say the 3 main things I would see meter being used for right now 1. [4]6HS YRC 2. Anti air combo RRC for corner carry 3. [2]8 RRC when blocked for safety Other things would probably be dead angle (especially against Zato/Millia/maybe I-No but flash kick) other random YRCs and perhaps the occasional RRC/Stance super for combo extensions/kills.
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Predictive blocking and feeling like you are reacting because the thing you thought would happen, happened, probably. The pure randomness of Millia blocker is catching you out because there is no context preceding it that tells you she is going to 6K right then and there. Even just knowing the situation it is likely to occur will help you, because the timing will be ingrained into you by now, Millia blocker delays by a random time and has no tendencies, so it is much harder to react to.
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Well P and K are throw invincible if that is what you mean P and K cancel between each other, S is the heaviest special cancelable move and HS has enough hitstun to easily link into S or stance super @Pwnzor You were correct, I should have just tested it myself instead of going of what I thought I remembered haha
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Yeah back turned normals are normals. HS isn't special cancelable though.
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6K being throw invincible is indeed a great property. I can see why ASW wouldn't allow 5HS 6K to be a thing, Leo's pressure would be pretty disgusting if that worked. I think a good goal with Leo's pressure is not to aim for more strings as such, but to aim for a throw counterhit > conversion or a [4]6HS or a transition into stance. If they start trying to mash throw (even fast OS like Sol 5K) you could end at advantage and do a 2K or something to catch them with a counterhit instead of dashing in for another string.
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What do you guys have for midscreen dive knockdown? Apart from just superjump j.S j.HS xx 236S, right now all I have is ? 6P 5HS superjump IAD j.K j.S xx 214S j.S 9 j.S xx 236S Works on: Millia - 138 from 2K - 194 from j.S Slayer - 109 from 2K - 153 from j.S - 132 from j.K j.S Elphelt(normal jump IAD instead of super jump, delay the j.S on rejump) - 117 from 2K - 162 for j.S - 142 for j.K j.S ? 6P 5HS superjump IAD j.K j.S xx 214S j.P j.S 9 j.S xx 236S Works on: Potemkin - 107 from 2K - 152 from j.S - 128 from j.K j.S Leo (much easier from normal jump IAD, delay the final j.S a little) - 120 from 2K - 166 from j.S - 143 from j.K j.S Bedman(super easy from normal jump IAD) - 107 from 2K - 152 from j.S - 128 from j.K j.S Ky(easy from normal jump IAD) - 120 from 2K - 166 from j.S ? 6P 5HS superjump IAD j.K j.S xx 214S superjump forward j.S xx 236S Works on: May (struggled with this one, j.K j.S may be possible but I haven't landed it) - 113 from 2K - 158 from j.S Ky - 135 from j.K j.S Chipp(seems tricky) - 142 from 2K - 197 from j.S - j.K j.S seems impossible Ramlethal - 114 from 2K - 158 from j.S - j.K j.S seems impossible I-No - 114 from 2K Millia - 159 from j.K j.S =( Sin, Faust, Sol, Axl, Venom, Zato Any help in my endeavours would be greatly appreciated, struggling with some characters to find anything.
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If you look back over this and the general discussion thread, yes that is EXACTLY what you should be doing in the corner. You can hit 5K 5S usually, as long as you don't hit 214S too low in which case you may need 2P. The followup depends on the combo, sometimes you can only get the j.K j.HS, but from some starters you get a full air combo. Some really nice RC extensions in that video, also nice to have a video compendium of which 236H air hit combos are easier one what characters. Some pretty crazy corner carry in those, might actually be out best of RRC, saving them for anti air confirms.
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What does this mean? 5HS xx [4]6S done normally is a true blockstring, you have to delay it slightly. How could it possibly be beaten by Leo's slow 5HS? If you mean you are getting thrown, you did the blockstring such that there wasn't enough pushback. 5K 5S 5HS even with dash momentum as long as you DON'T dash up to point blanc before 5K, pushes back far enough to be outside throw range.
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I don't see the problem, after a blockstring, 5HS doesn't drag them in far enough to be in throw range, you can just frame trap with a [4]6S. 5[HS] also is still a good option. Doing a D afterwards will beat anyone without a 3/(maybe 4?) frame startup move and VERY good timing. Yes characters like Sol and Chipp could beat it, but with very strict timing. And that wont be a problem in all matchups anyway. If being throwable made it bad, Ramlethal's Dauro would be bad, you can throw that during blockstrings too. I don't think think Ramlethal's Dauro is bad. If only you could do 6K from 5HS, then it wouldn't even be a thing we would have to combat. For now I'd say if they keep throwing you out of 5HS > 6HS, the main ways to beat it will be S sonic boom or flash kick, which is also possible to do out of 5K 5S 5HS with proper charge buffering and a little gap between 5HS and the flash kick.
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Doesn't j.K > 9 > j.K j.HS do more damage than j.S > 9 > j.S j.HS ? Haven't really found a situation yet where you can't do Dorito RRC > dash > 6C dash > air combo What is the situation where that doesn't work? Just too many hits before rekkas?
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There are more strings than that.... 5K 2S to catch them with a shorter string 5K 5S 5HS xx [4]6S probably catches them trying to mash out of 6H 5K 5S xx [4]6HS YRC to catch them in the middle with a deadly setup, can go into stance/whatever mixup you want if they block it 5K 5S 5HS 6[HS] now you are in stance, can punish any mash attempt with D 5K 5S 6[HS] same thing but at a timing they aren't trying to mash 5K 5S 5[HS] does this even have any gaps???? Just for a few. Hell, what is 5K's frame data on its own? You could probably even 5K 5HS/5[HS] or even 5K 6HS/6[HS] I think you are looking at him in simplistic terms. Lots of different moves that are + on block and lots of different options of things to cancel into for frame traps mean good pressure, you don't have to just autopilot the "optimal" string every time Uncivilized Elk.
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On Sol I managed throw RC 66 > 236S 5H j.H xx 236P 66 j.H xx 214S 5S 29 j.S j.HS xx 236P 66 j.HS xx 236P 152 damage to Sol, 4 hit note As usual with those superjump combos though, getting the knockdown off P dive becomes difficult.
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I found the second one way easier. Like I can do it with pretty good consistency whereas I haven't landed the first one once. Testing on Sol though, so the first just may not work on him.
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Safe haven for people who actually play Skullgirls
Tomo009 replied to Domo's topic in Misc Fighter Central
So Skullheart has ACTUALLY gone to hell now, yet noone is posting in here it all. What is up with that? -
That tension meter is being decimated. Leo is a mini dark angel in disguise. I think you caught a lot of the important ones DrakeAlden, but [4]6S YRC and especially [4]6HS YRC are also options you can use to go for something dirtier once they are in that position of respect. Also, I managed to parry a burst on my first day of offline casuals, was pretty fun and hilarious at the same time.
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For a bit more damage than what S.D mentioned but for basically the same thing, I do stance D walk forward a bit S xx 214S 5K c.S (You can land the 5K even after a ground counter) j.K 9 j.K j.HS xx 236HS If you could cancel stance and get 6[HS] from a higher splat, do that, because you could do the exact same thing for more damage.
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2S being +4 is interesting, another pressure tool we have. I guess throwing during long pressure strings might be a staple way to get some damage and transition into stance oki, with all those + frames it wouldn't be hard to sneak in a dash > FD brake > throw.
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It is mostly bad because you pretty much have a ton of other options which are + and could then be cancelled into 236S if they hit anyway. The big ones being 6K and 6HS, which seem really really good.
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Against DP characters it is probably risky to go for pretty much anything, so you will need to get them to respect you. Against other characters though you could probably close to meaty a 5K against them and start pressure from there.
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Flash kick knockdown isn't very good, no. [4]6S YRC is indeed what I would usually go for. Or simply dash up pressure, probably risky on a lot of characters but Zato with low meter isn't one of those. 236HS I'm not sure, I think even is about right, but we have stance D or stance backdash if you aren't feeling risky, which are both really good if you aren't sure whether you have your opponent's respect. The idea isn't to end at 236HS all the time though, it is to mix up your offense so your opponent can't get hard reads on you, fill up their mind with too many variables. If your opponent is watching for 1 thing, they will respond much quicker than if they are looking for 3.