SuperJ
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Idk where to put this but from my own testing here's a potential UB route after knockdown: dash mist YRC, immediate zwei YRC, deep j.214K. Works even on lvl1. You want mid MF because not only is the low MF a bitch to time, at lvl1 a brave opponent could just take the hit. Even if the zwei YRC is IB'd you have about a year of frame advantage so air mid MF should both be airtight and not whiff against crouch-blocking hurtboxes. It's absolutely fucking insane that they didn't touch zwei YRC but whatever lol. If you hit deep enough you have enough time to link a 5H, even on max stagger. Possible followups include raw coin or 2D xx coin. For the Sakos out there you could also try dash tk coin. Greedy option is dash c.S-6P-delayed tk coin. Anyways hth
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I frame skipped through the 4gamer video. some tidbits: 5S (big horizontal spin kick?) startup = 8f. extends on 10f and 12f, probably 6f active. sol actually got hit on 13f from walking into it lol. 29f duration. have a look 2S (anti air kick?) startup = 8f. Meter command grab hits on frame 18 and has heinous whiff recovery. the 0 tension version hits on frame 23 and is worse on whiff. these are the frames when sol is visibly inside the coffin, so it's possible they hit a frame earlier (17f and 22f) if the visual transition occurs one frame after the throw makes contact. reactable? unreactable? leave your comments below
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"Understand the Past, Gain the Future": Dustloop Revamp General
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"Time to Make History" Dustloop Revamp Community Effort #1
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why don't we ahve a daily column where the author asks something like "ok venom vs elpelt. you are venom in the corner. both have 25 tension. elphelt kncks you down with bridal express, pulls the pin, throws grenade yrc on your wakeup and enters shotgun stance. what do you do?" or "pot vs ino. you are pot in neutral. ino does tk note 1/2 screen away. is it safe to flick?" basically that chess/bridge column in the newspaper they always have next to the 4komas and sudoku. perks: - low effort. just take a screencap and write like 15 worsd. - low barrier to participation. simply leave a comment. it should get the character specialsts oout of the woodwork if nothing else. and hopefully these situations are common and/oir potentially game ending enough that people say out loud "I know exactly what to do" or "this bulshit happens ot me all the time and I'm glad we're talking about it now" - directly useful and appicable. this is the sort of thinking you wish you had time for ingame, the thinking you do ideally before the match even starts, the intuition that top playewrs have which lets them instantly recognize the situation and prepare the appropriate countermeasures. - inexhaustible supply of articles. and there will be enough 60 dollar arcsys expansions to make sure you don't ever run out - can write columns for multiple games. content ftmfw - can be very topical. so you can point out really cool things that hte commentators didn't notice like when nage backdashed agaist eddie mawaru to get hit airborne, giving nage an out and making ogawa's confirms more difficult - no other fgc site does this that i know. so you get to write really cool deviantart disclaimers on your original content and really mean it I was also gonna argue in favor of a forums blog feature in the vein of teamliuqid but i guess i can make taht post later. this is my favorite sentence ever written on this website. -
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the low hitstop on j.S owns. one of my favorite cheap tricks is safe jump j.S > bdc bite you want to be careful with iad j.H... ruu airthrew me literally every time I tried it when he visited last year! one thing missing from my changelog: CH pilebunker has extra hitstop. you can send them coast to coast off a RC P pile counterhit lol
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if you fdc bite with 8 jump instead of 7, you get this silky smooth gliding bite
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I don't think you can usually get better than CH P pile > 6H-P pile however there are certain characters where you can land raw 214PK > 5H-K mappa (hits meaty) > c.S. that same route is also applicable to CH P pile, so practicing it is hellllllla worth it now. works on sol, faust, zato, likely others? in the long run we'll want to avoid fishing for CH P pile too close to the corner. you want to take full advantage of its ridiculous horizontal priority and 1.1 range! slayer can CH you with a million other things so it's ok. one thing I've been experimenting with recently is corner CH mappa > 2S-2H > 5K air combo. also works off CH f.S. this particular confirm owns, but there's a lot of char specific details (will work off CH P mappa but not K mappa; crouching only; stupid combos like j.K jc dj.2KD; etc). I'll get to the homework at some point
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I was in the middle of writing this giant pointless spiel about midscreen wall bounce conditions but instead I'll get to the point. rule of thumb for midscreen CH 6P seems to be: - after CH 6P at round start distance or any closer, immediately 214KK. delay the xwise heel as necessary. really iffy on pot and bedman, but it should work on the rest of the cast. - at further distances, immediately long dash and do f.S/5H into an air combo. proration applies during RC slowdown regardless of whether you are mid-combo or not. YRC 6H (17f) will do prorated damage, but not YRC 6P (18f).
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unbelievable. this character is retarded
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@Boom Cube, IL is +5 on crouching hit, meaning you can combo c.S/2P and convert into knockdown without meter or hitting meaty. check magz's post on the last page. @tortoos, K pile > P pile is 1f timing I think. 6H doesn't seem to work, and it hits crouchers in 20f. also, I couldn't get it to work on potemkin. I think these are almost all of the changes. pretty similar to the srk list. can't confirm italic changes. 5P: added gatling to 2S 5K: initial prorate 85% -> 90% 5H: stagger increased. 5H xx P pile is a true combo. 2H: hitbox greatly expanded. recovery increased; block adv -4 -> -8. untechable time increased; can combo into 5K or DOT in corner. 2D: hitbox expanded (vertically?). on crouch, can reliably land SSSS 2K2D on tiny characters. j.H: initial prorate 80% -> 100% 6P: wallbounces midscreen on CH. initial prorate 100% -> 90% 6K: recovery decreased; block adv -2 -> +0. damage 22 -> 30; initial prorate 80% -> 90%. 2f window to hit meaty and be able to link c.S on crouchers. bite: recovery on whiff greatly increased. now force prorates 80%. stagger and pushback on hit greatly increased. bite -> DOT is guaranteed. 214PP: forward movement greatly increased. wallbounces on CH. damage 80 -> 70; initial prorate 100% -> 90%. 214KP: wallsticks on normal hit. now force prorates 85%. RISC- 6 -> 10. It's Late: recovery decreased; block adv +1 -> +3. initial prorate 100% -> 90%. Helter Skelter: jumps lower after the stomp; can now combo j.H on all characters. Undertow: untechable time increased; should knockdown all grounded characters. DOT: hitstop greatly increased. forward movement greatly increased. stun damage 0 -> 70. CH wallstick removed. recovery increased; 31f -> 39f before landing. short dash: horizontal momentum transferred when jump cancelling. neutral air tech: fixed invulnerable time; same amount as other characters now. air hitstun: hurtboxes adjusted. I did another test and it gets better. it seems It's Late is throw invincible during the active frames????????? what????????? jfc
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CH K pile, K pile, P pile RC, K pile, 5D6, K pile, K pile, P pile RC, K pile, P pile. 274 dmg on sol
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you can combo c.S into drill cancel j.K... fastest theoretical overhead j.K is at worst 14f. wow lol
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helter skelter -> j.D works on faust... so it probably works against the entire cast. what does this mean? if you have 50 tension, you can hit confirm with j.D xx DHD on regular hit, and press nothing on CH. :D bite whiff recovery got the wild throw treatment. bite -> 5K > mappa works on super wide stagger hurtboxes (may, zato, ...?). it's late prorates 90%. K pile force prorates 85%. bite force prorates 80%. who cares lol. you can combo 6K CH > c.S on standing opponents. recommended for throw baits. you can do 669 j.S on potemkin and the back leg will hit as an instant overhead! it worked in 1.0 actually but with the new dash (which is REALLY SICK btw) you don't have to do the long dash. you can harass with this midscreen, but with corner and meter you can either cancel into air super or RC j.HD. follow up with 5P-2S-2H. immediate P pile at round start will hit the opponent (!). after 2H RC, 6[K] 214KP and 66 > 2P > 214KP will both kill just enough time to end RC proration. if sol whiffs a DP in the corner: 5H-2H RC 6[K] 214KP 214KP 5H-P pile does 258 damage. mark my words... the tech will be intentional whiff P pile YRC and whiff 2H YRC. one more thing. it's late combos are definitely real. every other buff I agree with, but I'm still not sure why arcsys thought this was a good idea... previously you had to meaty the overhead which meant 1. you lost your throw inv and 2. you needed a knockdown setup. both of these points are moot now, and in fact I would say it's never worth it now to meaty it's late because you obviously want the throw CH. I am almost inclined to say merely blocking under pressure is more dangerous than getting blended by millia, and that 1.1 IL is more retarded than even AC 6K and dstep -> IL. I digress - new slayer feels really good at the end of the day. though I truly feel sorry for anyone who plays with the terminally salty passive aggressive types
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nanore does guaranteed bite > dot several times in the vid. also there's an extra stagger frame after the ->O sign disappears :v bite > 2H is black beat, but I think mashing out of bite stagger is difficult enough that it's worth going for if you have meter. i.e. bite, 2H RC K-pile 0 hitstop moves typically don't get bonus ch hitstop, and iirc bite is no different
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uh oh. you must time c.S perfectly or you'll get f.S. still, it works in spite of corner pushback > : ) and without the momentum boost from 214K > : ) other tidbits: 2H is untechable for 34f (+8 on hit), and max bite stagger is 48f (there is 17f recovery after bite deals damage).
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I predict bdc blitz will be very useful in 1.1 on account of (1) easier reversal window and (2) being able to delay your blitz timing, which when combined with the 1.1 proximity recoil could make certain blitz-proof oki setups actually unsafe