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Everything posted by Wirya
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Super awesome changes. Makes all the sense in the world. It no longer bounces on CH, so why should it prorate?
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YRC-ing a projectile is perfectly acceptable in this game. RC-ing a command grab just to follow it up with a barely decent combo is an entirely different story.
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The tail had normal untech time in #R (meaning that if the part that hit last in a 2-hit SDD was the tail, you could not combo off it). Maybe you mean the head?
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The old pre-Xrd 6P was like that; a midscreen CH combo was doable off it but you shouldn't airdash too soon or else the screen would move and screw things up.
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I guess I praised ASW way too soon, lol. These changes are making less and less sense.
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Dang!! -_- They nerfed p pile's damage, but they didn't make it any more combo-able? I hope that will change soon! -_-
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Yeah, more recovery on bomb bag isn't that much of a problem, since you can just YRC it.
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What? I thought they just buffed 6P?
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Yeah man, I thought it would work like in #R. I guess it'd be too much of a buff, lol. But still, P dandy pile should be better than in vanilla xrd since they nerfed its damage.
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He was referring to CH P dandy pilebunker wall bounce.
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Wait, how about k dandy pilebunker? What does it do on counter hit? Is it the same as on normal hit (wall stick)? 6H doesn't combo after a ch p dandy pb doesn't worry me at all. In #reload and slash we could already deal massive tensionless damage with c.s f.s relaunch.
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P-P-PEANUT BUTTER JELLY TIME
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Yeah if undertow ever needs to be buffed, then making its startup a lil bit faster by 2 or 3 frames would do it (I think it'd be broken if it's as fast as in previous games (30 startup frames) due to yrc).
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No, if you get hit by its first hit, you get hit by the next hits. But if somehow the move comes out but its 1st hit doesn't get you (I'm not sure if this is possible, lol, but then again hack n slash isn't a true grab), then you can block it.
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No I mean try using it on the opponent's wakeup. You can let it hit, YRC it before it goes active, or YRC it at it's active frame (in case your opponent backdashes). Yeah still a gimmicky mixup, but not bad to do once in a while, lol.
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I think bite having more recovery only means that there will be less reward for not RRC-ing it, though 90 damage is delicious (RRC-ing it will lead to about as much damage as any of his other 50% tension combos).
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Undertow is already decent enough now (as far as a gimmicky move go, lol) if you YRC it, I think.
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Wow p dandy pilebunker wall bounces on ch? It's happy #reload time, guys. The changes look decent. You really don't want to get CH'ed by Slayer now, and that's how I like it.
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Good idea. You can even YRC the 5D if you want to cut the animation, lol.
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Well yeah we already know (since #Reload days) that 6H deals a special untech time. What I meant was K dandy CWH. K dandy step's animation (unlike P dandy step's) is so long that the opponent already touches the ground before CWH comes out of it. (Well at least that's how it went when I tested it, but apparently Onakira proved I was wrong, lol.)
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You can do 6H > K dandy CWH? lol I thought K dandy CWH was too slow for the combo to work.
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Combo video: https://www.youtube.com/watch?v=VyjmxzjOmPo Some nice combos, including CWH loops. On Millia starting from 0:36 I saw what seemed like an old-school CWH loop (meaning not using the new K dandy CWH that deals more hitstun): It's Late (CH), P dandy -> K, 6H -> P dandy -> K, air combo. That P dandy CWH link into 6H should be really hard! Or was I mistaken and it was actually a K dandy CWH? (kinda hard to tell since it was a corner combo, lol)
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Well, my previous example (41236D~K) is a sliding input one. In previous games you would see a visual cue that the Dust had been kara-cancelled into the Rerere Thrust.
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EDIT: damn, nevermind, I got "meaty" confused in my head, lol
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You can YRC a meaty? @Lynxfort: In previous games, yes, each item had its own chance to be summoned. It should still be like that in Xrd, though I don't know the probabilities.
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