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Everything posted by magz
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Usage of JC and JD as a method of delaying aerial movement has proven effective against many forms of anti-air. Edit: Regarding an earlier post, the proper bait for kuma's DP is 2D and not 2DD as is noted in Kame's video.
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Slightly better damage 5AB-D combo in corner from BANBABAN during Mix Up Night #05: 5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 5AB (0%@2987) vs. 5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737) Done on Labrys Edit: It also would make sense that the damage version of this combo would be better than what was shown in Kame's video. 5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 214C > 236236D (50%@4XXX+) Hae also did this midscreen combo off 5B (CH) into 5AB: 5B (CH) > 2D > S66 5B > 5C > JC > JBB > J8D > 5AB (0%, 3546) Done on Akihiko Alternative 25% meter damage combo from midscreen to corner carry from JP wiki: 5B (CH) > 2D > S66 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > JB > JBB > JC > 236CD > 236D (25%@4XXX) (must end in corner for 236D to connect) Does not get a knockdown but is very good damage for the meter and can be an extremely useful no-meter corner carry combo off 5B (CH) by replacing 236CD > 236D with 236C. If using 236C ender you do not need to end in corner.
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I never said anything about mashing. Connecting with the 5A after the 5C dash does rely on you hitting the 5A relatively quickly otherwise they will just tech before the 5A connects. Same thing with the 5C 214C 236236D - if you don't input those in relatively fast succession they will tech out of the 236236D. I used to be under the impression that opponent height during the 5C was extremely important but have come to the realization that cancelling the 5C into 214C into 236236D as fast as possible plays an even bigger role in the combo's success.
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Doing it as fast as possible is fine. Everything about the dash 5C > 5A > 5C 214C > 236236D is all about input speed. Note that there is a dash cancel in between the 5C and the 5A in that sequence as well so it actually is dash 5C dash 5A 5C. It wasn't noted in the original video notation but it is shown in the video itself.
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I've been thinking about it recently, but a strategy Chie can use when she is a little bit over the 25% health mark is to use her BD in a safe situation (e.g.: full-screen) to force her health below the 25% mark in order to force awakening. If you play your cards right you can regain that health anyways and gain a considerable amount of effective health in the process which can make it so that the combo which would have killed you at 26+% leaves you with a sliver or more when you force awakening. I don't really see a downside about this if you play it really carefully and don't do it from too high an HP level. Chie's BD really lends itself to abuse in this manner because it is really fast in terms of overall frame count.
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Don't get hit by things randomly as that will reduce your fate counters. If your fate counter reaches 0 do not get comboed without burst.
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Edited Throw (CH) > 2A > 5C > JB > JC > JB > JC > 236C (0%@2764) to show 236C instead of 236D which does not work.
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Good catch. I mistyped those. This does not work out as well as you might think. Usually I have to do 5DD or j9.2D midscreen as 2DD has trouble reaching the vast majority of the time save for the very last hit.
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Taken from Kame's Chie Video Regarding Notation Move names replaced with inputs S66 = Slight Forward Dash RC = OMC (One More Cancel) RCB = OMB (One More Cancel Burst) HKD = Hard Knockdown (2AB and Aerial Hit 5AB) (X%/YYYY) = (Meter%/Damage) Blue Color = Hard Knockdown Red Color = Damage Focus (236236C/D or 236C/D Enders) Video Description Tips Corner 5C > 236B > 236B doesn’t connect Try adding a slight delay to 5C. J8D Land 5AB doesn’t connect Due to JC inertia slowing down landing you should replace JC with JBB. Why do you input JB during the 5AB-C combo? To prevent an accidental air dash. It is not necessary and was thus not included in the combo notation. Why do you turn around when faking a high into a low? Because when you do an air back dash you land faster. Okizeme Standard: HKD 2DD Works on people who have 5f jabs (Narukami, Chie, Yousuke, Sanada, Aigis) Alternative: HKD 5DD Works on people who have 6f+ jabs Can be jumped out of but should still hit in air Teddie: HKD 2D whiffs 5B (CH) His reversal beats 2DD cleanly so bait it with 2D which should whiff allowing for 5B punish on his attempted reversal. Corner Mixup (Following HKD 5/2DD) J7/8/9 AD Forward 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1602) JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545) (On Crouching) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C >2B > 2C > 5B > 2AB (0%@3374) J8/9 JB > 236AB Land 236B > 5C > 236B > 236B > 5C > 5AB (25%@2319) 236AB will whiff but Chie will still glow indicating followup potential High/Low order is: JB (High) > 236B[1] (High) > 236B [2] (Low) Can use 236AB Strum B as well. Midscreen Mixup (Following HKD 5/2DD) J9 AD Forward 2A > 5AA > 5B > 2B > 2AB (0%@983) JBB > 5B > 2B > 2AB (0%@1458) 66 J9 AD Back JBB > 5B > 5C > 2B > 2C > 5B > 2AB (0%@2331) Switch facing before AD Back (?) 2A > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1636) Do not switch facing and you will land faster (but can be a dead giveaway) Corner Combos 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000) 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (0%@3129) 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095) 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718) Also works near corner 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2396) 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4756) 5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737) 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720) 5BD (CH) > 5B > 5C > 8D > 5AB (0%@2671) 5BD (CH) > 5B > 5C > 8D > 236B > 236B > 214D > 236236D (50%@4722) 214C (FC) > 236236A > S66 5C > 5B > 5C > 2D > 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432) Probably need to backdash after each 5C during 5Cx4 [*]214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (100%@5733) [*]214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (50%@5174) [*]Movie notation incorrectly shows multiple aerial moves instead of grounded moves [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[walk back] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (50%@7210) [*]Charged up 236A Fatal Counter Only Damage Variety [*]Use when you can guarantee a counter hit Midscreen Combos [*]5AB-C (FC) > JD > S66 5B > 5C > 5AB (0%@2516) [*]5AB-C (FC) > JD > S66 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (50%@4422) [*](Awakened) 5BD (CH) > 214214D > SJ8 > 236D (50%@3363) [*]2B > JB > JC > 8D > 2AB > J7 > AD (Switch Facing?) JB (Crossup) (0%@1716+400+Followup) [*]2B > JBB > 8D > 2AB (0%@1666) [*]Switches sides [*]2B > JBB > 8D > 5AB (0%@1565) [*]2B > JB > JC > 8D > 5B > 2369B (?) > 236A > 214C > 236236D (50%@3878) [*]JB (CH) > 5B > 2B > JBB > 8D > 5AB (0%@1976) [*]JB (CH) > 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4273) [*]Throw RC > 5C > 236B > 236B > (S66) > 236D (50%@3051) [*]All throws combos work regardless of direction/positioning. [*]Throw (CH) > S66 2A > 5C > 236B > 236B > 236D (0%@3147) [*]Throw (CH) > 2A > 5C > JB > JC > JB > JC > 236C (0%@2764) [*]Use if you have problems with S66 2A [*]Throw RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (0%/Burst@4416) [*]5B > 2B > 236A > 236A RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%/Burst@5023) [*](On Crouching) 5B > 2B > 236A > 236B > 236D RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%/Burst@6152) [*]5B (CH) > 2D > S66 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@5333) [*]Easy 5k off 5B CH [*]5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (50%@4216) [*]Basic Charge A combo [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (100%@5399) [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718) [*]Near corner only [*]5A > Block Burst > Dash 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4041) [*]Burst Bait [*]214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4980) [*]236236C RC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4298) [*]Video notation incorrectly shows JB instead of JBB [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > S66 5C > 5B > 5C > 5AB (0%@4740) [*]Charged up 236A Fatal Counter Only HKD Variety [*]Use when you can guarantee a counter hit [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > S66 5C > 5B > 5C > 214C > 236236D (50%@6797) [*]Charged up 236A Fatal Counter Only Damage Variety [*]Use when you can guarantee a counter hit Anywhere [*]5B > 2B > 2AB > 236236A > 5C > 5A > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (100%@5548) Disclaimer: There may be some errors in the notation/damage/meter usage but it should be correct for the most part. I didn't notice it at first, but some of the video notation is incorrect so some of the earlier combos in each list may suffer from those types of errors. All combos were tested on Chie. _____________________________________________________________________________________________________ Dakanya just linked me an amazing mixup video: http://www.nicovideo.jp/watch/sm18680585 Setup 1+2 - Double crossup off blocked 5C midscreen 5C (blocked) IAD JC (crossup from back) OMB (crossup from front) If the IAD JC hits and you combo into OMB the combo goes 5B 5C JC JBB J8D land 236B 236B 214D 236236D (50%,4764) If the IAD JC is blocked but OMB hits the combo is the same as above but for 50%, 4801 damage. The third part shows that it beats out Yu's DP (and thus probably a lot of others except maybe Mitsuru?) Burst does not get used if they DP. The 4th and 5th parts show how you can use OMC to do the same type of mixup off 5C midscreen: 5C (blocked) IAD JC OMC falling JB The followup combo is 5B 236A 236A 236236A 66 (under opponent) 5C 44 5B 5C J8D JA Next is a section about a corner crossup setup: 5AAA (blocked+pulls opponent out of corner) IAD JB (crossup) JA 66 5AA 5B 2B JBB JA JC 66 5A 5B 2AB (0%,2228) Note: I think there was some discussion on these forums about how the auto combo pulls the opponent out of the corner but I don't think it was as fleshed out as this. Last section is a blockstring ending in 236A 236A (1) OMC (only works on tall people): 236A 236A (1) OMC JBB JA JC 5B 2B JBB JA JC 5A 5B 5C 214C 236236D (100%,4036)
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Videos are now uploaded to YouTube. Individual Links: Setup/Pre-Kumite GG Casuals Guilty Gear Kumite #1 - Clark Pre-Gundam GG Casuals Gundam Extreme Versus Team Tournament 6v6 Guilty Gear Exhibition Match - Fred/Ernest as Captains Spelunky Multiplayer Co-Op/Deathmatch I probably missed a lot of the names for commentary so if anyone actually cares let me know. Notes regarding the stream: Thanks to everyone who watched and chatted up on stream last night. I realize there were issues specifically related to dropped frames/lag. I'm looking into some improvements which may help along those lines. A big thanks to everyone came out and participated yesterday. The kumite was really interesting, the EXVS tournament made me salty in a good way, Ernest's commentary during the GG exhibition had me dying of laughter and the Spelunky multiplayer was godlike - all in all a really fun event.
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Some tweets from En: 6/28 For now I'll be happy if something like 2K -> 2H -> 5H -> 2D works. (Source) They sure about leaving DOT's damage unchanged? Is it alright to leave the 5K -> DOT FRC j.H -> 6H -> 5H route as-is? (Source) Currently, Slayer has no reason to do air combos. Meter usage is rough. From 5K -> FB Crosswise you can get a knockdown. With 75% you can do so with DOT. Position-dependent 5K -> FB Dandy FB PB looks like fun. (Source) Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source)
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Accent Core +R LOKETEST CHANGE LIST Thread
magz replied to Spirit Juice's topic in Guilty Gear General
Slayer Changes: j.H: Hittable box increased. Recovery increased from 7f -> 10f. j.2K: GB- increased from 10 -> 13. 5K: Special cancellable. 2S: Active frames reduced from 9f -> 6f. Recovery increased from 12f -> 15f. 5H: Removed stagger from ground hit. Aerial hit causes ground slide. Now gattlings into 2H. Damage lowered from 50 -> 45. 2H: Ground hit causes stagger. Float on aerial hit lowered a bit. Untechable time increased from 34f -> 42f. GB- increased from 6 -> 12. Aerial hit causes vacuum effect. 6P: Lower body hitbox reduced. 6K: Aerial hit causes ground bounce. Damage proration lowered from 100% -> 90%. 6H: Hit causes ground bounce. Untechable time lowered from 32f -> 26f. Damage lowered from 50 -> 40. j.D: [*]Plummet on air hit made a little stronger. j.K: [*]GB- increased from 7 -> 10. j.S: [*]GB- increased from 6x4 -> 9x4. Undertow: [*]FRC point added just before the active frame. [*]Hit causes ground bounce. [*]Startup lowered from 31f -> 28f. [*]Float on hit made higher. [*]Lower body hitbox increased. [*]Untechable for 24f. [*]Proration lowered from 70% -> 50%. [*]Level lowered from 5 -> 3. [*]Knockback on superarmor hit reduced. [*]Hitstun increased from 24f -> 26f. Mappa Hunch: [*]Knockback on hit reduced. [*]P Mappa hitstun lowered from 26f -> 25f. [*]K Mappa hitstun lowered from 28f -> 27f. Bite: [*]FRC added 2f after the frame damage is dealt. [*]GB- increased from 6 -> 10. [*]Input changed to 236H. [*]Added 3f of recovery. [*]Stagger lowered from (at most) 19f to 13f. [*]Knockback on hit reduced. [*]Being hit out of bite causes CH. [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt. [*]Proration lowered from 70% -> 60% [originally 50% in AC]. S Dandy Step: [*]Above feet invulnerability time changed from 10~17f -> 6~13f. FB Dandy Step: [*]Added new move. -
I think I remember En saying something along the lines of going from a 5H which now causes groundslide on air hit (opponent remains airborne) into 2H in order to combo. I haven't seen it personally so it is hard to say for sure.
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Slayer Changes: j.H: Hittable box increased. Recovery increased from 7f -> 10f. j.2K: GB- increased from 10 -> 13. 5K: Special cancellable. 2S: Active frames reduced from 9f -> 6f. Recovery increased from 12f -> 15f. 5H: Removed stagger from ground hit. Aerial hit causes ground slide. Now gattlings into 2H. Damage lowered from 50 -> 45. 2H: Ground hit causes stagger. Float on aerial hit lowered a bit. Untechable time increased from 34f -> 42f. GB- increased from 6 -> 12. Aerial hit causes vacuum effect. 6P: Lower body hitbox reduced. 6K: Aerial hit causes ground bounce. Damage proration lowered from 100% -> 90%. 6H: Hit causes ground bounce. Untechable time lowered from 32f -> 26f. Damage lowered from 50 -> 40. j.D: [*]Plummet on air hit made a little stronger. j.K: [*]GB- increased from 7 -> 10. j.S: [*]GB- increased from 6x4 -> 9x4. Undertow: [*]FRC point added just before the active frame. [*]Hit causes ground bounce. [*]Startup lowered from 31f -> 28f. [*]Float on hit made higher. [*]Lower body hitbox increased. [*]Untechable for 24f. [*]Proration lowered from 70% -> 50%. [*]Level lowered from 5 -> 3. [*]Knockback on superarmor hit reduced. [*]Hitstun increased from 24f -> 26f. Mappa Hunch: [*]Knockback on hit reduced. [*]P Mappa hitstun lowered from 26f -> 25f. [*]K Mappa hitstun lowered from 28f -> 27f. Bite: [*]FRC added 2f after the frame damage is dealt. [*]GB- increased from 6 -> 10. [*]Input changed to 236H. [*]Added 3f of recovery. [*]Stagger lowered from (at most) 19f to 13f. [*]Knockback on hit reduced. [*]Being hit out of bite causes CH. [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt. [*]Proration lowered from 70% -> 60% [originally 50% in AC]. S Dandy Step: [*]Above feet invulnerability time changed from 10~17f -> 6~13f. FB Dandy Step: [*]Added new move. En's impression: Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source)
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I agree. Let's go with this.
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This stuff about Lark breaking a chair needs to be put to an end. If videos exist of Lark actually breaking a chair and/or hiding said broken chair please come forth with it already. It is a little ridiculous when the TO of NCI and the owner of Gamecenter accuses one of the regular customers without any concrete evidence. Thanks.
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Since I don't actually ever do anything useful, I'll at least repost this because only Brett seems to be reading it. It's the only way I can help from going completely insane.
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No more excuses. Time to go back to practice mode.
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I seem to be missing one black 15' HDMI cable which was in use on one of the Gundam setups on the far side of the hallway leading to the red room. If anyone has come across it, please let me know. Edit: I also seem to be short a black 12' RCA to 3.5mm cable if anyone has come across one used on the same setup as mentioned above. I am 100% sure that those cables are not mine. As for the shuttle, the BMI is more or less the same between the PCI-E version and the USB3.0 version. AFAIK, the primary draw of the USB version is the fact that you can hook it up to a laptop.
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In b4 breaking the support disc.
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Thanks Fred. I completely forgot it even though I asked you about it... I'll get Jake to upload the brackets to hopefully help sort out the videos.