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whatever connects -> JI 2HS j.PKK dj.KKS tj.SHS 623S/214214K This is the universal teleport combo. It requires one extra K in the dj section, so dj.KKKS, on Potemkin and Bedman. It does like 10-15 less damage than character specific teleport combos, but it's good to have a stable combo before learning 20 different variations. The first PKK is a little tight on Faust, but it works.
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Has anyone found any a bit more universal 2HS 22S combos from a 2D Rekka starter? The ones I've found are character specific, and I'd like to avoid that if possible to some degree. Mid-screen dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.K(1) j.P j.K(1) j.K(1) j.S tj.S j.HS j.623S/j.214214K - 171 Damage/215 Damage (Sol) dash c.S 6P c.S 2D 236S 5P JI 2HS 22S j.K(1) j.S dj.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Faust dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.P j.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Ky j.PKS does not work after a 2D 236S starter on Sol at least. It works on Ky after some more testing though. Corner c.S 6P c.S 2D 236S 623HS j.D j.236P 4-6-6 j.K(1) j.S dj.S tj.S j.HS(1) SRK/j.214214K (c.S/f.S 236236K) - 179/219(270) Damage (Sol) 63214S 4-6-4 c.S JI 2HS 22S j.K(1) j.S dj.S tj.D j.236P 4-6-P - 168 Damage (Sol) I feel like this combo is more reliable than doing c.S f.S or c.S 5HS because they both whiff on certain characters. Also you can end the regular dust combo with a 214214K to get knockdown and additional damage, but we have probably already covered that.
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Updated my original post. I feel like I have most of the important stuff there now, except maybe character specifics and 2HS combos, but I don't find them to be particularly vital. They are still good because it feels like 5HS has way worse hitbox now, so 6P 5HS as anti air doesn't quite connect that well, and 6P 6HS is a gamble. edit: did some moving back and forth - ATG
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Most people don't seem to have Xrd yet, seeing as how there's not even a combo thread. I'll post the stuff I have found myself so far. I don't really watch match videos so there's probably better stuff, and the stuff here isn't necessarily good, just possibilities. Also of note: In the corner Chipp can do SF4 style crossups from wall climb. If you end a combo in the corner with 2D (or wallclimb P and just do 22HS after) and cancel into HS teleport into wall climb you can just cancel the wall climb into j.HS, and depending on your timing it will either cross up or not, which also messes up their reversal inputs. So basically every knockdown leads into a 50/50 setup in the corner. Also for the time being I prefer the simpler mid-screen combos because a solid knockdown is so insanely good for Chipp in Xrd, seeing how crazy good Find Me is now. Chipp Stuff All damage is vs Sol unless otherwise stated. On block: c.S 6P c.S 6P 5HS - > Teleport -> 22HS Double-Crossup -> 22K Throw setup -> 22P -> Teleport/Gamma Blade YRC On Block: Gamma Blade YRC -> Teleport -> 22HS Double-Crossup -> 22K -> Throw/Dust/c.S -> 22P -> Teleport Gamma Blade mid-screen hit: dash c.S 5HS j.D - 92 damage If you are a bit further away dash 6HS IAD j.D can work, or even IAD j.P j.K(2) j.D, but it's weird to get it to connect, at least on Sol. dash -> Character specific to knockdown. dash 6HS 632146HS - 167 damage Gamma Blade corner hit: dash 6HS 236S 623HS j.D j.236P 46-delay P - 143 damage dash 6HS 236S 623HS j.D 214214K - 174~ damage On Hit : c.S 6P c.S 6P 2D - 102 damage c.S 6P c.S 6P 2D 236236K - 174 damage Note: You can add another c.S after 6P, but I don't recommend it as it is prone to dropping. On Corner Hit: c.S 6P c.S 6P 2D 22HS 46 -> Oki - 102 damage c.S 6P c.S 2D 236S 623HS j.D j.236P 46-P -> Oki - 155 damage Oki: -> Early j.HS (Crossup) -> Combo -> Delayed j.HS (Not Crossup) -> Combo Combo: j.HS c.S 2D -> 236236K - 168~~ damage The above combo is awful, do this instead: j.HS c.S 2D 236S 623HS j.D j.236P 46-P - 156 damage c.S 2D -> 22HS -> Oki - 90 damage Corner Leaf Throw -> Wall Climb Cancel -> Combo/Oki Combo: 46-P - 100 damage 46-P RC 6HS 236S 623HS j.D j.236P 46-P ->Oki - 159 damage Oki: Climb down -> S (Leaf Throw) Climb down -> P (Can crossup with timing) (This next combo might be slightly wrong as I'm just writing from memory.) Corner Dust-6 combo: 5D-6 6P 6HS dash c.S 6P c.S 2D - 112 damage 5D-6 6P 6HS dash c.S 6P c.S 2D 236236 K - 172 damage or 5D-6 c.S 6P 6HS Leaf Throw Reset 5D-6 5P 6P 6HS Leaf Throw Reset vs Faust. Mid screen Dust-6 combo: 5D-6 dash 6HS 236S 623HS j.D j.236P 46-P - 111 damage Note: This is the only dust combo I've found so far that leads to knockdown from mid screen. Mid screen: (Dashing c.S 6P) c.S 2D 236S 5P j.D - (92)120 damage Personally I'd rather just do a simple c.S 6P loop to 2D into Find Me, but this combo works on most of the cast I think, and does about 20 more damage. You can do AC style j.P j.P j.K(2) j.K(2) j.D combos, but just like in AC, they are wonky as fuck on most characters. Something I personally want to avoid. Note: Only one c.S on Ram. Instakill combo - Opponent under 20% health dash c.S 6P 2D 623S(1) RC IK mode -> IK This combo sucks, but it's cool. In 99% of the cases, just doing a combo into super will finish them instead. edit: i did some pointless moving back and forth and will just quote this post in the combothread - ATG
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Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Kashou replied to Pasky's topic in Guilty Gear General
I dunno if people are still watching this thread, but I can't get the viewer to work anymore. I'm using the same PCSX2 version and setup as when it did work but now I'm just getting Unhandled exceptions. I've tried everything, and downloaded everything that you are supposed to need but it keeps giving me the same error anyway. I got it to work with no issues last time, before I formatted my computer. Or does it HAVE to be the JP version? -
It's a great crossup but very risky since you have to know your spacing perfectly. Also BS does not crossup unless you do it raw in almost every situation. 5B-> BS is a crossup I think,, at least point blank, but 5B 5C BS is not, even if you are pretty much 100% on the opposite side. 6D BS isn't a crossup either. It autoblocks the right way just by holding the same direction. You can get about the same damage as from hades RCs so if you're skilled enough to hit them without whiffing it's good. If you whiff you're dead. If you hit you only get combo with RC. Only the ground version is fatal.
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You will find that most Chipp combos, even his BnBs, are extremely char dependant for pretty much every character in the game. I don't have access to the game atm but there are corner combos on the first page for Faust. Otherwise you'll just have to experiment with c.S 2D 236S and see what works after that. 5HS iad j.P j.D j.236P 5HS and try out every combination of j.P and j.K until you can either get a j.D or a j.D j.236P knockdown. dash j.P and do the above. I dunno man, Chipp combos are dumb. Merry Christmas. 8)
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Here are some more OD combos with different HP amounts than the ones in the OP. I made a cool combo earlier but turned out it used more OD than you can have and in the end it boiled down to the OD combo we already have. OD Corner Combo -> 5B 5C ODc 5C 2D dc D-SRKCOMBO j.D j.214B-214D jc.214D 214214D - 5614 Damage - Builds 29% Heat - 1-30% hp OD Corner Combo -> 5B 5C ODc 5C 2D dc 5C j.C j.214C D-SRKCOMBO j.D j.214B-214D 214214D - 6047 Damage - Builds 32ish heat (Continuous heat buildup cause 10% hp so more than that) - 1-10% hp It should be right, I got tired of rechecking. Edited this post like 9 times. OD Mid screen -> 5B 5C ODc 5C 2D dc 5C 5D(2) 632146D - 4509 Damage - Builds 22 Heat - 1-80% hp OD Corner -> 5B 5C ODc 5C 2D dc 5C 5D(2) 214214D - 5005 Damage - 22 Heat - 1-80 hp These can be good short OD combos to end the match with if your opponent still has a burst.
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Mid screen throw-> A+B 214B delay 214D hj.C j.D jc.C j.D j.DSRK - 2743 damage Corner Throw-> A+B 236D 5C j.C j.214C 5C 5D(2) DSRK - 3476 damage OD Corner Throw -> 236D 3C 22C ODc 6D 623D 236C 214D j.D j.214B j.214D jc j.214D 214214D - 5482 damage 50% heat 50% life Mid screen DPS -> 5B 5C 2D RC 5C 214A 5B (5C) 5D(2) 214B delay 214D hj.C J.D jc.C j.D J.DSRK 4000~ Mid screen Range -> 5B 5C 214A RC 6C 214B-214D 6A j.214D dash 5B 5C hj.C j.D jc.C j.D j.DSRK 3427 Corner Combo DPS -> 5B 5C 2D RC dash 3C 22C 236D 5C j.C j.214C 5C 5D DSRK - 4698 damage 50% heat Corner Combo Range -> 5B 5C 214A-214D RC (dash) 3C 22C 236D 5C j.C j.214C 5C 5D(2) DSRK This is my current combo document. I think some of it is repeat stuff because I've been using the OP as reference points. Been staying away from TK Blood Scythe crap cause my failure rate is off the charts.
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It doesn't slow down at all in the 10-30 range. But I wouldn't play anybody with higher than that to begin with. I do notice slowdowns when I play against some of the russians so I understand what you're talking about.
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There's nothing wrong with the netcode. There's something wrong with your internet connection and the one you're trying to play with. Delay is Delay no matter the netcode. Programming won't make that 30 ms delay suck less, and I bet you guys are sitting on a nice and good 50+ ms with your ADSLs and 8mbit connections. Not to mention distances.
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This is the most important combo for any justice to know. Works on Chipp AND ANJI THROW -> 6HS WHIFF FIRST HIT SUPER CANCEL ON SECOND-> 46463214HS
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Updated my post with a couple of new characters. Ky made me take a break but I'll get back to that in a moment. I'm discovering new stuff along the way so I'll go back and recheck everything later.
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Never mind, had counterhit on So you will have to make do with: Air throw -> RC 6HS j.S(1) j.D dj.S(1) j.41236HS j.HS - 173 damage 50% tension - Knockdown
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How to 22S FRC iad: 22S 6, FRC, 6 Press 6 first, then FRC, then 6 after FRC. Don't input 6+FRC, 6 or 6, FRC+6. Easy! *vomit*