edollarports
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Everything posted by edollarports
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Hit buttons No I'm serious If you don't want to commit to 2S against 5H, FD brake or whiff 2P/2K outside her effective range also just hit her
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Does this do more than an RC 214P route of some sort?
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Yeah, when I said antiair, I meant 6P. It beats bedslam clean, and it's usually a deep CH too, which is good damage. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Is Bed stamp, the downwards slam? You can just antiair. You can run past daisy wheel if he doesn't yomi to stop your approach. You can 214K over all sorts of stuff. Just hit him. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Wait, a timer scam? I *HAVE* to learn this. If anyone knows anything, please share! ;n; As for Nemesis, Sin's more basic combos like the one you listed are very easy and can be confirmed off of all sorts of stuff (RC pretty much any special for starts lol) If you want it meterless, you'll need a midscreen H starter probably. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Potemkin matchup: Just poke at him. Pot has very few options to beat beak driver/catch Sin flipping around with command jump like a goofball. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Space 3K. It's nice. -
j.6H goes into near anything. It doesn't really hit most crouchers though, so probably works best for punishing stuff such as throws and the like
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
Off a decent wallbounce you can do 236H CH whiff 236K get a followup. Midscreen you can confirm into 236H charge, or 236K whiff 5S air combo. I'm assuming you meant off the high bounce hit. 214K~6 works too, depending on spacing/timing. Sin's jump ins aren't the greatest for confirms. You kinda have to land the deep hit or the double hit to get a combo off of jump in afaik. -
Northeast Championship XV Anniversary in Philly. Home of Anime
edollarports replied to eric's topic in Archive
I'm bringing a setup. It's got everything besides like...blazgreen Mostly I just wanna play gundam doe -
Miyuki has incredibly high performance and reward DPs, but otherwise suffers from a lack of close range options. Her large moves have big blind spots and her other moves have way smaller hitboxes than they would appear. She's very good at getting a knockdown for meter, but meterless knockdown is hard to do. Her combos are kind of specific but she has flexible confirms and can confirm off of lots of stuff, and she can cover angles and options no other char can. But despite her DPs, when they dodge a normal or you mess up once, her lack of actual performance anywhere other than near-fullscreen could make you instantly lose a match lel
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I think it's good to note though that if you DO need the damage, you can ziodyne/RC the ziodyne/idk how much meter you actually have to follow 236B/AB midscreen, in order to grab a kill
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Wait are you being serious Narukami works by existing. Just hit buttons, they're all huge, many awesome options on block, superior hitconfirms, easy life, easy love, totally fine oki and mixup set up damage by doing the following 1. hit them 2. spend some meter 3. they probably died
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have you tried just doing it twice possibly close to the ground
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
who needs meter when you have GAINZ -
I once DPed, and they blocked it and I was horribly punished. Obviously not a good idea (B+D). You can use sweep instead of 214C, just lacking in range, but sometimes you have to remind Mitsuru that she's not safe from the Lord at any range
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After certain knockdowns (B lion, C car, CH DP, other stuff) you can time a jump-in (usually j.B) that will stuff all wakeup attempts but allow you to block if they reversal. Obviously this doesn't work on all reversals but it's a good way for Narukami to start his offense.
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Narukami's existence is a frametrap
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66C teleport can't give you a safe jump, I think (maybe corner? but I doubt it). You need to earn that mixup.
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If this Lab were in vanilla, she probably would be stronger, if only slightly. The way the game evolved wasn't very kind to her though.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
I'm super excited for this character, although I don't understand all the HOS parallels. The character looks more like ABA to me than anything else. -
[P4AU] Rise Kujikawa Gameplay Discussion
edollarports replied to RurouniLoneWolf's topic in Rise Kujikawa
Fuzzy j.B off of deep j.A is a thing, you can combo off of it with j.C scanned oroboros, and possibly other stuff. Haven't looked into it too hard. -
5B 5AA is one of Gord's better strings, even on block, moves back in. As for neutral, I was being serious earlier
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hit buttons don't whiff big buttons grim reapa
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Yeah the only way i can dash mortal slide is through a hold or at the end of 6AB, but there's no way to carry the momentum.