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Everything posted by Wirya
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I kind of doubt that damage is still Slayer's big selling point, though.... Yes his damage output is still top class, but it doesn't seem to really matter in Xrd, for some reason.
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Don't forget Undertow. I haven't tested it yet, but it might be strong when YRC-ed.
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Wow I forgot about RC's time slow. Yeah, I think aiming for a CWH loop is a good thing to do, since you can confirm visually if it's possible to go for it or not (the 2nd hit of CWH looks delayed). And if it isn't, you can just follow the CWH with a standard air combo.
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So I've heard that his Undertow has armor now. But apparently it doesn't?? (I've tested it myself.) Still, YRC-ed undertow might be useful, like for baiting a reversal backdash on the opponent's wakeup. Are you sure it's practical now? (Since like Maho said, it was extremely situational in #R, and AFAIK it doesn't get any easier in Xrd.) But if that's true, then yeah, swag! :D
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Basic dust combo since forever, but... damn, only 126 damage?? AFAIK it did more or less 160 in #R. :/
- 131 replies
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- Guilty Gear
- XRD
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Damn, roman cancels really prorate now, don't they?
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I think (5HS -> jump cancel, j.HS) was a tight link in #R or even impossible, since 5HS caused 18 untechable frames on aerial opponent, and j.HS had 13 (or 14?) startup frames, and his jump also had some startup frames, so.... In #R days people usually did (5HS -> jump cancel, j.K), anyway.
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I want to know if Faust's 6P is as strong as in #R. It was nerfed in Slash and I hated it, but in #R the move was pretty sick. Not just as an anti-air, but you could even trade hits with a grounded opponent and get a free combo afterward.
- 312 replies
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- Guilty Gear
- XRD
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lol I'm not gonna close this thread so soon
- 312 replies
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- Guilty Gear
- XRD
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Let's discuss about ways to play Faust like a pro here.
- 312 replies
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- Guilty Gear
- XRD
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Let's post and discuss combos here.
- 131 replies
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- Guilty Gear
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Let's post video links here. Discussions should be done in a separate thread relevant to the subject (if you wanna discuss about combos shown in a video, then use the combo thread, etc).
- 30 replies
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- Guilty Gear
- XRD
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There was this combo that I really liked. Basically it was a zero tension way to deal more or less 50% damage to a grounded opponent, ANYWHERE on the screen. It was pretty boss in Slash since Slayer's air dash was very short and fast and scary in that game. iad.S-K, 214K (should hit twice), land, 5K, jump cancel, air combo. The change to footlose in Xrd makes me happy and sad at the same time. It now deals more damage but also has more landing recovery frames. I don't know if we can still do that iad combo; probably needs to burn tension for RC now.
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Well it's likely that Crosswise has more untechable time now, because if it's like in #R days, I'm not sure Hase would do the loop and take the risk of failing it in a real match (unless, like I said, he's that badass, lol). :D
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Thanks, SuperJ. Yeaaah. What...? I hope the 2nd hit launches, or else.... Yeah this would be sweeet.
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Hello, guys. I've been wondering about something in this video.... https://www.youtube.com/watch?v=t36juqY-6kU At 06:11, Slayer (Hase) does Crosswise Heel to catch Ky mid-burst. Not a strange thing, I know, because we've been using Crosswise to bait burst since forever. But what Hase does right after that should make our jaws drop.... He directly links to 6H after the Crosswise. DIRECTLY. Without RC-ing the 2nd hit of Crosswise. This was possible back in #Reload (not anymore in Slash and AC, AFAIK), and it was known as Crosswise Heel Loop. So basically depending on your opponent's character, you could do {214P, K, 6H} x n. The thing is, the loop was REALLY HARD to do. Linking the 2nd hit of Crosswise Heel to 6H requires PERFECT timing. I myself NEVER saw it in any match videos back in #Reload days, only in some combo videos. So the question that's been bothering me is: Did Hase perform it because he's so freaking badass, or did something happen to Crosswise Heel in Xrd (probably it's air untechable time got lengthened)?
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AFAIK, 2H was always special cancellable.
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Very good, guys. :thumbu:
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Isn't that a disadvantage?
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PB has 3 startup frames, and FB dandy would (if it's actually possible) give 2 invul frames, meaning that there's still one startup frame of PB that's vulnerable.
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Good to see a new GG player. Keep playing!