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Not gonna embed all the video since there are a lot, but: Playlist of how to setup (aka how to combo the air combo after kickloops) the meterless, reversalsafe H-Ball oki vs all chars except Bedman, Dizzy and Faust (its simply not possible as far as I know).
- 9 replies
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- kum haehyun
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Praise the lord for universal knockdown after throw <3 throw gets infinitely stronger with this and allows for ball okizeme on every character. Also I had the feeling that Air Hayabusa got buffed as well? Only punishable with IB it seems and no longer in throw range when blocked? I had the feeling that blue hayabusa was nerfed as well, but red hayabusa was buffed in contrast. Blue seems to have way less reach now while its faster to get to red? I could just be thinking things though. I know for sure though that there are ghost patches in there. EDIT: Btw, 2 things in the Wiki: First, it says about 5D that it can absorb 1 projectile during the red portion of the animation. That is NOT true. It can absorb infinitely many hits until the red character disappears. Please correct. Secondly: Sometimes there are benefits to not OS the throw with 6SHS: Some of the backdashes of many characters go pretty damn far, and 6H is the most reliable normal to hit these with a corner carry, which means that when you expect a backdash but want to attempt to throw anyway, in some MUs it might be useful to input the throw raw (which admittedly is quite risky). Using the option select CAN result in you getting c.S which will for sure whiff the opponent or leave you in a punishable state/disadvantage. Using K will give you the low hitting 6K and using P gives you the very punishable 6P. So unfortunately Kum does not have a very good OS for his throw even though he might need it a lot. I would generally just advise you to to a backthrow instead, its the safest option imo and catches jump outs and denies punishes. Just FYI.
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Doing a rejuggle 2H doesnt allow for DP loops. The hitstun is too low to charge the dp properly. Most of the time just going for 2H, jump combo is whats best after a backturned clap.
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What you were primarily missing was getting good confirms into knockdown and being too shy about pressing buttons in neutral. Also your punishes were not on point. For Confirms im primarily thinking about your 5P anti airs (which you also used sparingly) - when you hit you never jump cancelled or retried into 5P for a jump cancel knockdown combo. You should definitely use way more f5S as a poke/neutral tool. Especially against Faust it works amazingly well (it can beat his f5S clean). Other wise I would try to be more frantic with the movement - Kum is fast and has good reach, which is something that can work in his favour. Use that advantage to catch the opponents by suprise (IAD j.S for example was something you never did). Vs Faust specifically I would not rely on Haehyuns Projectiles at all. Faust can simply crouch under and still poke you in the meantime - you dont gain anything by doing it. Instead poke more into Hayabusa and just be patient. If Faust does 5S into item throw on block, you can punish with 6HS - its a counter hit so you get a very good knockdown, corner carry AND since you use 6H you avoid a lot of possible items (unfortunately not all items). And even if you get hit with an item (i think it has to be hammer) you get way shorter recovery, which means youre more flexible with your Oki regardless of screen position.
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I found interesting that you can use j.2K to land earlier when jumping. Maybe interesting for some overhead/low situations from a jump.
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I dont think she is easy to use as in its difficult to open up people with her who block patiently. Her normals and her strings are fairly straightforward though, and her combos are all a matter of practice, nothing too difficult. I would say she is easier than let's say Chipp, but more difficult than Sol or Sin. Basically you have to try it out though, I felt comfortable with her after 2 hours tbh. . This of course excludes advanced knowledge and/or setups since I am still labbing her for tech. EDIT: I forgot to add: Her projectile game is not that difficult to handle. People who touched Eddie will have no problems whatsoever controlling it I think, but even without the Zato EXP its very managable imo. You basically dont control the projectile but the projectiles velocity, which gives you more flexibility controlling both independently. With that being said - it's really important for her neutral game to control the ball correctly imo. Especially her H-projectile is a very nice tool to start the offense or force the opponent to do things. For example: Vs Venom, the Projectile doesnt clash with the balls. This means you can let Venom shoot the balls while you cast your projectile, avoid the balls so your orb stays on-screen and then force Venom to either jump or block the projectile, hindering him from setting new balls. This is quite possible in most matchups so yeah, important
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This MU is interesting because Sol pretty much has an answer to anything that Sol has. Fafnir is beaten clean by 2D, Break counters anti air attemps, IAD are punished by AA Throws, 2S into runup WT is prone to the very fast 5K and a lot more. Observing and being patient and knowing when to press what is really important in this matchup in contrast to other MUs where Sol wants to get rolling (in my opinion).
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You can run under HCL. Else use a lot of YRC to slow her down in Neutral, her HCL, STBT and Notes are only very annoying because they cover the screen quite fast. You also don't need a lot of meter for Setups and Hitconfirms since she lacks a really good reversal meterless, so you can opt for jump in->airdash/2K even without gunflame. You might give up a little bit on damage with not spending meter for confirms but it's completely worth it in the defense and neutral.
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entnervt reacted to a post in a topic:
[Xrd] Sol Badguy Combo Thread
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Antaiseito reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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KenDeep reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Blade reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Xrd option select, special move or faultless defence!
KenDeep replied to Shinjin's topic in Guilty Gear General
Anyone here that can quickly test this as Sol? 6234+P+HS, K Idea here is that you do the Proxy OS with VV, and should FD come out, use the buffer of the 623 for a Wild Throw instead. I hope my understanding of the Input Engine is wrong/not efficient enough and that this doesn't work. EDIT: Ok, its official. It works. Its tight to press tho. https://www.youtube.com/watch?v=z9vICQsWJQ4&feature=youtu.be This principle can be applied to all characters. This way you dont just have a "special move or faultless defense" OS, but also possibly a "Special Move A or Any Move B" OS. -
So Oros charge-move from SFIII 3S is a dragon punch and should thus be called dp just because it looks like a dp? Things like these are important.
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Yeah, the knives. It is possible to slightly delay it, and from pure eye-sight it seems that the opponent always sticks to the same height.
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Seems like you could use the Fastfall for agito to do an infinite. I haven't confirmed it yet, but it seems like if you do j.S for fastfall, the knockback is not high enough for any coming knives to miss. I'll update later. In theory so far, it would be like this: cr.C, f.A, [jf, j.S]xX
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I thought it was kind of obvious for it to be like that, since he is a grappler. So I tried 360 in the air because I was too lazy to look for the command list and found him triple jumping. Then I solved the math by playing a little bit. Only to find out other people have found out too!
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Agito Combo s.B, f.A, j.C, j.S, V, j.B, qcf.C, V, [s.C, j.C, j.S, V, j.B, qcf.C, V]x2 That's as much damage I could find with him meterless.
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True, but I thought it would be important to list it here, as nobody has mentioned it yet.