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Everything posted by DaiAndOh
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Karl don't put it on youtube, ASW cops will get it, use a different video site :P
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Really...you can Blitz it? I never knew.... But yeah, people tend to act like idiots around it. Fear in their hearts, etc. Still don't like that you can get gain tension during it (changing, albeit slower tension gain) and that I can get 2 stupidly powerful YRCs for the cost. The combos aren't anything noteworthy now, but depending on damage/situations may be very strong in 1.1....
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On the 6HS stuff: I don't think it's very practical, I could only see it used in a punish situation and even then, it's situational. The damage is strong, but doing a bnb with a starter that's not prorated can be almost as strong depending on the circumstance. Even sacrificing 50 damage: If it doesn't kill, at the very least you'll have 50 meter+ you wouldn't have had before to help your next pressure sequence/confirm. It's not completely useless though, I'd maybe test doing a safe jump, then seeing if you have time to P set and then still punish (safe jumps mostly done with HS ball oki). On stream/video, certainly, I'd be down to help if you want.
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Honestly, I think I'll leave this one to the case of "Let's watch 1.1 videos and maybe ask the Japanese players on twitter after it drops". There's still a lot everyone here needs to work on for 1.0, especially since we have no clue when 1.1 is coming to console.
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IIRC, the invincibility earned from a successful Blitz has the rest of the Stinger pass through harmlessly? Either way, multiple blitzes are not needed. Read some posts up...
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50 Minute set between Mugen (SO) and Sanma (VE) https://www.youtube.com/watch?v=hwwJXOInlTM
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They're blitzing the projectile to put you in rejection this version, since the projectile can be blocked high or low, it doesn't matter.
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Double posting for clarifications: Dark Angel may only be 34 hits on the first use in addition to while Venom is in Hellfire (ok?) Fino feels that the changes make Venom really fun, but with changes to Blitz Shield, he can't evaluate Venom's overall strength.
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I tweeted to Fino and he listed some stuff out (had some translation assistance). https://twitter.com/fino_077/with_replies Dark Angel is now test 1 status (34 hits) You can go into ball summons the old way as well (manually cancelling into each other). You can now gain meter during Bishop Run Out (slowly) He also lists 2 combos with Bishop Run Out I have to say sounds....quite something....I'd have to see their damage or if it disables burst (for hitting with overdrive constantly). He also says this looks like an extremely fun version of him.
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I'll throw it out in a string every now and then after when people are conditioned to mostly expect S Carcass, it catches backdashes and up backs. But only if I have meter to RC or I have a good life lead and they would die getting caught raw.
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Surprised 2D loses to pilebunker...maybe it's the nerfed low profile, but pilebunker is risky to start with.
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Footloose Journey YRC also helps him get in and punish summons from the midrange. Can't recommend DHM as a roundstarter. Maybe 2D though? It beats Mappa and a few other options.
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I have to personally disagree unless they're close to death and have meter. I feel like this character needs to make the most of his momentum he earns and give as little chance for others to fight back as well. I suppose it may also depend on what you've seen from the player themselves and how they're dealing with zoning setups?
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I do use a pre-buffer or have a ball out in the right positioning for the 5HS pushback to hit it, but if they're standing, then run up c.S(3) > 5HS Carcass should work I imagine?
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Oh hey I said that line in the signature. And I was subject of Redefnition's signature... Basic corner pressure meterless are mostly strings into Carcass (version depends on spacing and their options), S Stinger, or QV when spaced further. YRC The first 2 to all but guarantee getting back in. Most pressure starters are TK Mad Struggle/2K (high/Low), jump in/airdash normals (from cover/okizeme situations), or c.S (all purpose 5 frames, guard bar crank, anti-jump with throw OS)
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Yup, you'll see it as such in vids. -4 isn't the best but it gets a ball out and used correctly, you'll have Venom in a position where he can poke or hit the ball and still end up on top in most situations. Corner helps too of course. PQV although it has lesser range puts the ball in front of you for 5P/2P taps and 2S. The changes to 2S and P ball in 1.1 should prove interesting for this... I tend to favor HSQV spaced far and teleport to get back in. SQV can probably work. Space it, then jump backwards, which is space that many characters can't get to easily. Depending on how they react, you can use the appropriate air normal and go from there.
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Venom's space control with balls can stop him from setting up his zoning game to eliminate seals. In addition to Task A prime stuff, Blitz helps against bedslams that can be tricky to guess which side he's on...
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Really? I mostly do c.S (immediate 2) 5HS 8S. Using the prior move to get enough charge from a c.S(2) (similar as to how 2K, c.S(2) will give you enough time to charge a Carcass). Will look into that I suppose...
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If Potemkin flicks a projectile, his recovery becomes invincible. Wasn't sure if it could hit ODs. When Dark Angel was good, it wasn't to be used in situations where it would be flickable (in near gapless pressure or on his wakeup).
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Isamu used this hash tag to discuss the Sol matchup...translations would be godlike... https://twitter.com/hashtag/%E5%8B%87%E3%82%AD%E3%83%A3%E3%83%A9%E5%AF%BE?f=realtime&src=hash
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TK summons and backdash are also quite useful for avoiding Slidehead. My favorite trick as of now against flick is to summon HS ball and teleport past the FDB. Obviously can't be too predictable with it but if you see Potemkin is not in a position to predict or punish it.... Note that QV cannot absorb the FDB projectile (and you'd probably eat a slidehead for your efforts anyway...)
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Funny story, that was my thoughts when I saw that posted. No Ramlethal ever tried that on me nor did I ever see it in a video until last weekend where I got hit with this opening twice lol. I'd recommend starting matches maybe with backdash or maybe neutral jump (Ram's don't seem to try projectile as an opener?). Most common attack I see from her is f.S. If you can't beat her in the air when she flails, like Pomparomp said, stay on the ground and AA. Summon YRC can be a useful tool to force her to block. Able to launch at the appropriate angle to touch her.
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His 2D also stuffs seemingly everything start of the round and hits you from starting position, as I found out the hard way at Winter Brawl. As far as I know, no way to tell which side. Blitz can be useful in dealing with it, but Chipp players can also land and go low.
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You can OS air throw with normals other than D. So j.6PHS for instance works like 5SHS does on the ground. I don't think it works with special moves.
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You can't airthrow during or after an airdash. I imagine is generally done because of the advantage you have from a blocked S Carcass at that range, getting in like that if you can is going to be more productive than ground dashing. But airdashing like that without cover of frames + respect or projectiles is just going to get you killed against almost anyone.
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