Tomo009
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midscreen I just do like 5D 9 j.D j.D 9 j.D xx 236K Doesn't work on everyone though, for example replace the 3rd j.D with j.HS on Millia. In the corner 5D~6 j.HS j.D land j.D xx 214S c.S xx 214S 5P 5S 29 j.S j.HS xx 236K This probably isn't optimal at all but it is consistent for me.
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Don't autopilot, 5K c.S is plenty of time to confirm hit (my reactions are abysmabad and I can do it). 6K would be better most of the time, because I'm pretty sure it is quite +. seems to allow pressure resets anyway, but 5HS isn't exactly a wrong decision to go to on block either, just gives more raw blockstun I believe if you want to go for something else as a cancel, it will be harder to mash out. That could be wrong though, just what it feels like to me. Honestly I pretty much always go for 5K or 2K as well, incorporating more 5/2P would probably be a good idea for both of us. It is hard to say doing things with Leo is wrong, because pretty much everything seems so damn safe! One thing I will say from your videos and it is an issue I have across multiple games at times too, is that you don't make as much of good situations as you could. Such as when you land a flash kick and don't do anything with the knockdown. The blockstring where you caught the Zato after 6HS was good, mix it up with stance pressure sometimes, would be a good option. Don't push buttons after 236S, it isn't a pressure starter, you do this a few times over both games. It works out once or twice but it shouldn't. You gave up a really good advantage against May while you were in stance by cancelling into 236S, then got yourself hit by pushing buttons, should hammer in a couple of my early points. You autopiloted 5K c.S into 5HS on an anti air hit, you could have just jump cancelled into a combo AND you got counterhit for it, this is a habit to get out of as soon as possible. You were pretty much forced to burst after May's 5D, but generally that is a very obvious (so bad) place to burst. You should have lost the round there, but the May messed it up. Second round against May really went your way, the pressure here was really good. You did 236S here, but it isn't so bad when you have your opponent respecting you, in fact it can be ok to do this if you don't think they aren't ready to react to it because they may react by pressing buttons too late. Something general, you should sometimes end your combos at 236HS instead of doing the whole series. I feel like you end up in a stronger position after that than the full string. Dorito gives you a knockdown but not a super advantageous one and outside stance. With meter it is probably a good idea, but even then ending at 236HS and resetting will keep your opponent on edge and likely to feel they need to disrespect you, which Leo is well equipped to deal with.
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I am almost certain you can't get them to block a note after a high up HCL ~ VCL without RCing it on the way down. They could just jump out/backdash out and you are at neutral from a long distance then pretty much. 1/2/3 96 for super jump, but yeah you can do that. The SJ IAD j.K j.S xx fast fall 214S works on everyone, the followups CAN be a bit character specific but generally I will do either j.P j.S > double jump > j.S xx HCL ~ VCL or just j.S xx HCL ~ VCL on characters that I can't do the former. The oki from this is really poor though, you can go for the HCL YRC BobMan mentioned, but that is not something to rely on as an oki setup most of the time, it is easy to get out of.
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Just super jump for everyone, makes it more consistent amongst the cast anyway. I'm finding now that I pretty much will go for sDive instead of the BnB though.... because I'm not very good at making use of high up HCL ~ VCL knockdowns. I want my hard momentum.
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This exact thing is PERFECTLY consistent midscreen, you just need to dash before 6C and after it for spacing. EDIT (And throw in a 5K for most characters before c.S I believe) Longer confirms wont allow the double jump so if it was a 3/4 hit string before rekkas, just do j.K j.HS xx 236HS Also, in the corner you could probably do a Dorito combo, will test right now and see. EDIT: yep throw xx RRC 6[HS] S xx 214S 2P c.S 9 j.K 9 j.K j.HS xx 236HS EDIT 2: Midscreen throw you can do a full: throw xx RRC 66 6HS 66 5K c.S j.K j.S(2) 9 j.K j.HS xx 236HS
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Leo seems really hard to get off you when he starts pressure. I think blitz shield/DP are the main things we will have to look for, because we can pretty much constantly frame trap with our chains, 6K,6H,6[H] for pressure resets and [4]6S YRC for dirty stuff, [4]6HS YRC for REALLY dirty stuff when they are expecting a normal pressure reset. Leo has to work for his mixups (now that I've learned j.D isn't overhead, he really has nothing outside stance) but he has a lot of tools to force the opponent to respect him. You can use that pressure to sneak in a stance change and then your opponent is in trouble. Or a HS sonic boom and they are REALLY in trouble. Getting my opponent to block a HS sonic boom has been in the back of my mind while playing Leo, it feels like a really powerful situation, almost comparable to getting an opponent to block my I-No note.
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A bit disjointed but here is some BnB-ish stuff, don't have the game with me right now for numbers though. STANCELESS typical low starter: 2K c.S 5HS xx 236S xx 236HS (xx214S) 2K cS 5HS 2D j.D starter j.D 2P cS (5HS) xx 236S xx 236HS (xx214S) j.D 2P c.S (5HS) 2D 50% tension extension for Rekka combos midscreen 214S xx RRC 66 6HS 66 5K c.S j.K j.HS xx 236HS STANCE (K S) HS (S HS) S xx 236S xx 236HS (xx214S) Pretty much explains a basic stance combo, do a chain link to S, if you are close you can do 2 loops. 214HS (hits) 5K c.S j.K j.S(2) 9 j.K j.HS xx 236HS D (catches) 66 S xx 214S (corner extension) 5K/2P c.S j.K j.S(2) 9 j.K j.HS xx 236HS OKI OPTIONS ok well this is the main thing we should expand on because this character ends up in a lot of different oki situations. Rekka Oki: (End at 214S) Safe Jump 669 j.K[1] Pressure [4]6S xx YRC 66 Corner Stance Mixup [4]6HS xx YRC 5[HS] (whiff) If they respect you midscreen you can even do [4]6HS xx YRC 236HS which will crossup and you will have plenty of frames for a stance mixup, pretty sure this can be escaped by everyone though as it wont hit meaty (End at 236HS) D to get them to respect you K to catch throws/bad mashing/hit low HS to catch overhead when they respect you 66 5K/5P to cross up when they respect you 2D Oki [4]6HS xx YRC 236HS > D to get them to respect you K to catch throws/bad mashing/hit low HS to catch overhead when they respect you 66 5K/5P to cross up when they respect you j.236HS Oki D to get them to respect you K to catch throws/bad mashing/hit low HS to catch overhead when they respect you 66 5K/5P to cross up when they respect you yeah this is all super basic stuff, just wanted to get it out so people can expand upon it and we can get some real things moving
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He has above average normals, a sonic boom, a REALLY good and RELIABLE 6P, a flash kick and 6K/6H to turn a blocked poke into pressure. His solid neutral is one of the reasons I can't see him being worse than low tier even if he doesn't develop tremendously. I do struggle against overly jumpy players and runaway projectile playstyles with Leo, though. Have the get a HS sonic boom YRC out or something, so you can make up some space in those matchups. EDIT: For pressure, you have a flash kick, you can use it. Zato is a problem for ANYONE when you are blocking him. The idea when playing against Zato with ANY character is to never have to block his pressure and when you do find yourself in that situation, dead angle at the best opportunity.
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I would never play a US or really even EU player in any online fighting game. Even on GGPO it is straight unplayable. With ASW code? not a chance, VIC to QLD is barely doable.
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Do you mean flash kick? There is no secret you just charge it, press 5K and quickly input up + HS. Don't delay the pressing until 5K has hit, just d it immediately.
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https://www.facebook.com/groups/232050816955244/ and https://www.facebook.com/groups/ggxrd.oceania/ Recent patch apparently messed with netplay a bit but it should be fixed. It pretty much feels like every single ASW fighter online.
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If you mean hover dash > air dash. You can either do 66(5)66 but it isn't fastest timing, you need to get to minimum airdash height OR 66956. I do 6666 on 1P side and 66956 on 2P side.
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I think what you are probably doing is not getting a fast fall chemical love. When you do VCL with air momentum, it should quickly drop you downwards, if you are popping up and then slowly falling after it, you are doing it too slow and need to do the chain into it much faster out of the airdash so you maintain the momentum and get a fast fall VCL.
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I use a lot of j.HS and sonic boom, usually S sonic boom followed by down charge or... jump back j.HS some more, but I also HS sonic boom YRC a LOT. In fact I think 90% of my meter is going towards HS sonic boom YRC. I think his stance super is also great but I haven't really played around with it too much. RC combos don't quite seem worth it to me, he gets more damage from weird things, yeah, but unless you got a non counter hit S flash kick, most things lead to at least some kind of knockdown and you could either 236HS to pressure or HS Sonic Boom YRC for throw a fireball on the corpse oki, or at least neutral coverage from lesser knockdowns. Also off far S, I'm mostly just chaining right into 5HS then 6[HS] for stance pressure. It does suck that you really don't get anything off it though. An alternative is to buffer a sonic boom and react to them jumping with a command block, but I haven't really had the presence of mind to use the command block in game yet.
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He seems like probably the most basic character in the game. He is Guile with a Rekka and big normals. The only thing that complicates him is stance, which only has 5 unique moves and a counter that is so active you can be really really sloppy with it and still get results. He will develop over time but I don't think there is anything complicated about him at all.
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I like the angle Xrd took, simplify most aspects and ease up execution a bit but KEEP REVERSALS TIGHT. Being able to braindead mash reversals easily in every situations is one of the critical reasons I hate SF4 and would drastically reduce my enjoyment of GG. Yes Reversals are still a thing and people who are good will get them often, but in high pressure situations, they are still difficult to pull off for experienced players and you could always hit them OTG to mess with them completely and set up an alternate oki path. IMO execution during neutral and combos should be relatively easily achievable, but there should be room for awkward/optimal conversions that are very difficult and reversals should be difficult. That would be my preferred design.
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A little thing: whatever into 236S > 236HS > 214S xx RRC 6HS xx 236HS [2]8HS Does more damage than doing an air series does after a rekka with meter. Not sure if the knockdown is comparable to the situation after Siegsparade but it also carries a significant distance backwards from where you started. You can sneak in a normal before flash kick but as far as I've seen that lowers damage because you don't get every hit of flash kick and raw flash kick seems to be less character specific.
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Oh man this character is fun to play. Simple, but fun. I wont main him because i-No is my fighting game extension of fighting being, but definitely going to be playing him a lot.
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My BnB Combo/Blockstring in one is(2K) or (5K 5S) 2S 5HS xx 22HS You can RRC it and keep up pressure, you can call Eddie under the drill and Nobiru or whatever, you can call Eddie at yourself to confuse your opponent and get Eddie out with advantage as they probably try to kill Eddie popping underneath them.
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I'm Writing Words About Learning Guilty Gear. Feedback Appreciated.
Tomo009 replied to Pichy's topic in Guilty Gear General
Actually that isn't really true, his corner D combo is a reasonably tight link into 6HS. Also combo into 1HS xx 235HS only works from absolutely point blanc. More often confirm into 236S or just sweep. -
I'm literally just jumping into the corner and doing it, it is working fine for me. Sometimes it is tricky on the unblockable > unblockable combo, but off the normal hitconfirm into D combo and off command grab I have pretty solid consistency with it now.
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Safe haven for people who actually play Skullgirls
Tomo009 replied to Domo's topic in Misc Fighter Central
And that is going to be any different here? Anyway, I play Skullgirls and I'm on here too, splitting the community is never a good idea though... -
Right, I forgot that, which is odd because it has messed me up quite a bit. Annoying, but I guess it would be a bit dumb for Zato to be able to YRC a drill and probably puddle summon Eddie.
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I think you need to do it really early then YRC before they wake up? The drill is incredibly active anyway so it will hit meaty.
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Thank you! Someone really needs to make a video guide of this showing every input at every point in real time and slow motion in good quality because the combo is soooooo much easier when you know all the little tricks. I feel ready to BS people now! just need a bit of practice to get the unblockable timing well, actually unblockable.