SBRJCT
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I haven't seen any rose loops with a 214p starter, so here's a little vid I recorded with a couple of combos (2369p and 214p starters). https://youtu.be/aC9I89lryrw
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I hope this is now as untechable as CH 6p. I hate landing it and not getting a combo because I'm not near the corner.
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Some of us think that the projectile BS range will be c.S range. If you're far enough to get a f.S then you're probably safe. Really, any range larger is just ludicrous.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
SBRJCT replied to VR-Raiden's topic in Sol Badguy
This is a classic fuzzy. Late jH into falling jP/jK (jK doesn't work on Millia, Chipp, or Leo) will hit if they crouch. Doesn't work on May or Faust. Get jH, FjK, land 5K-5H RC or 6P etc. for instance. Back in XX/#R, AD jPKD would fuzzy but I can't get that to work anymore. [Guess I'll just edit this post] An oki gimmick: (corner) knockdown, j214K YRC into 1) land, WT, 2) land 2K, 3) jP/jK. No. 3 is sadly not a universal overhead. jK is the easier of the two to hit vs crouch, but it only works on Ky, Pot, Slayer, I-no, Axl, Leo, and Bedman. jP is harder to hit, but it works on everyone jK works on and also (exclusively) Sin, Venom, and Zato. The overhead option doesn't work on the others. If YRC didn't eat inputs, jS would work as a universal overhead. You have to hj214K YRC to get jS to execute. The overhead option above beats holding 7. If you want to empty land out of throw range, you can IAD back j214K YRC. This has the advantage of being spaced so that if you don't YRC, the Kudakero is safe on block (standing or crouch) and beats wake-up jump. However, you lose the overhead option on most characters. Midscreen you can get some cross-up shenanigans off of Kuda YRC after VV > TK knockdown (gotta be that close). If a taller character (at least Sol's height?) standing blocks j214K, you can RC jP as an overhead. That gives you a weak overhead/low option. *-5D YRC into WT or 5K is decent throw/frame trap. So is *-2S-6H YRC dash WT or 5K or whatever if they don't jump. Since YRC loses inputs (probably 2-3F from my cursory testing) you can naked YRC someone's reversal window. -
2f to input a button. This is how I reversal, but I roll H~S for button input.
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I couldn't get it to work with VV (623S~1) or BS (S+H~1) near the reversal window. They do help if one doesn't have the timing down and starts either input too early.
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For midscreen oki, which gives more advantage post 2D, short dash disc (2366H) or roll > disc? I kinda feel like it comes down to preference, though dash disc never crosses up into SG. Also, are there any no tension set-ups that aren't jumpable?
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[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Indeed. "People" claimed this. Hence my question. In particular, I'm referring to a certain SRK article. -
[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Did it get cross-buy like people were claiming it would? -
[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Test it against May 2k-2d. Block the 2k and try and 1f jump the 2d. -
It's derived from a Virtua Fighter term. Fuzzy guarding there was the act of holding the guard button and wiggling the stick between 1 and 4 ( down-back and back) to give a decent chance at blocking low/mid with no skill. Here in Xrd it refers to the fact that you can block chained high/low attacks and switch to block low/mids safely by holding 1 for bit and switching to 4. It's worth noting that this is the FIRST time the term is used correctly in GG. I was around when the inaccurate fuzzy guard term was coined to mean an ambiguous mid/low mix-up from a jump-in where the jump attack could hit because of a bug in the transition of a hurtbox from standing to crouching guard. I recall Destin and I being quite irked by it.
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I'm reviving this just in case people in the state wanna throw down regularly.
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[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Picked up a copy from my local GameStop. They totally opened a box and sold me one of the two PS4 copies they had. -
Guilty Gear FAQ Thread - Ask your questions here!
SBRJCT replied to Kairi's topic in Guilty Gear General
That makes sense, actually. In any case, I may just pick up a converter or a new PS4 compatible board before release. -
Guilty Gear FAQ Thread - Ask your questions here!
SBRJCT replied to Kairi's topic in Guilty Gear General
Has there been any word on whether or not ASW will allow PS3 sticks on the PS4 version of Xrd? Any rumors, even? -
Sounds like you'll want to check out Slayer.
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[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
It looks like the flames on Sol's dive kick that erupt from the ground have a hitbox that could make it hard to punish on connect/safe on whiff from the proper range. I'm going off this vid where you can see the second block aura. I mean it looks like the additional hit covers the forced landing recovery. Anyone have more solid info on kudakero? -
[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Do you have another example of wall splat in Xrd to compare to? That one lasted long enough for a combo. -
[Xrd] News & (Theoretical) Gameplay Discussion
SBRJCT replied to Shinjin's topic in Guilty Gear General
Has anyone else noticed that Sol's dust wall splats in the corner? -
Looks like Roi's choice use of the DL is to do one rep into SW loop, rather than go for a couple more reps into corner KD.
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I don't think Justice will be quite as annoying/boring to watch as Bridget. Ever.
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Reposting from SRK since people here can appreciate this more: Here's the artwork for the Hori FS3 I'm modding until I buy a new case. The artwork is from the GGX OST, with reds modified to blues to match the color scheme of the seimitsu buttons I have. I drew chains to join the left and right sides together while keeping the feel "edgy/grungy",while adding a bit of depth and contour. I kept the background white to keep the image clean and without distraction. Here's a very rough mock-up of the HFS3
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Millia was without a doubt the best character in the game. Anytime she won oki or landing a move (2K especially) she got FCD H for free. I don't remember the year, but a player named FU had his team bail/not show or whatever at nationals, and he was a lone Millia player. He made it pretty damn far in the 3x3 by himself. Top 8, maybe? Johnny, Jam, and Dizzy I'd also put up in S-tier, and they were definitely the most prevalent characters used at Nationals. While Millia's and Jam's FCDs were instant round winners, they were, by their nature, unreliable so most people had a pocket Johnny with Mist Trap as their back-up since there was almost no execution requirement. It wasn't perfect, though, and there were ways out of it and had to be set up. Dizzy just did a shitload of damage with her double/triple hammer combo, but she had a relatively weak zoning and rush game. Other notable chars (A-tiers, in my memory and opinion) were May (her Iron May loop was dead easy and did like 60-70%), Potemkin (his Aegis-like super hit OTG, still did full stun damage, and floated for good set-ups and damage), Zato-1 (he had a blockstring into STRONG mix-up that guaranteed dizzy into IK), and Baiken (her oki trap game was damn good and she could escape block strings and mist trap). Without getting too granular, I'd say mid-tier I'd say was Chipp (had and FCD block-stun infinite to max out guard gauge), Anji (butterfly trap and FCD S), Venom (FCD gave him an great set-up game with the ball formations), Sol (excellent damage and FCD 2H was okay). Axl, Faust, Ky, and Test were garbage. Nothing exceptional and none of them benefited from FCD.