SuperJ
Members-
Posts
220 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by SuperJ
-
[May 23-25, 2014] Ultimate Fighting Game Tournament 10 (UFGTX)
SuperJ replied to Chris Chaos's topic in Archive
what days are you staying? i have my own room for thu-sun but i'd prefer to cancel my reservation and room with someone else if possible. ...although if demand exceeds supply, i suppose i could throw out the same offer :3 same hotel, same price (~$100 a night after tax), just me atm. pm me if you still have (or want) a room! -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
XX johnny sounds ridiculous in xrd without hella tweaking lol. meaty coin, (Y)RC ensenga -> (hit-confirmable on RC) low airdash mixup; shitty non-enkasu downs still guarantee mist with 50% because of time slow; RC mist -> time slow blockstring in case they disable YRC mist; 5H coin -> dash YRC; 25-49% lvl1 K finer YRC OS; divine blade YRC puts the opponent in a year of blockstun unless they reduce the level... i would love to see baiken and anji in the next iteration as their mechanics ruin the 'different RCs depending on opponent state' system -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
i don't see why that sol combo wouldn't work unless there's a limit on tumble KNDs. fafnir appears to prorate pretty fiercely though. i do wonder - did they change fafnir from force prorate to initial prorate or am i perceiving incorrectly? like CH 6H xx BB > faf > etc is pretty much a slayer combo -
https://www.youtube.com/watch?feature=player_detailpage&v=a6NzHWzGDrs#t=3399 each subsequent stance chain does more and more chip. the last one is ridiculous. 1/4 of the damage in that round was probably chip :|
-
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
YRC low/throw is likely much better suited for characters with command grabs because 1. mashing is a liability during time slow unless your mash is exceptionally fast. like <5f 2. time slow means your pre-jump lasts longer so it is easier to hit not-yet-airborne opponents with a low. particularly bad if your jump startup is >3f 3. your best mash (throw) is outranged by command grab which means the opponent is more compelled to choose less safer options like DP or backdash. of course if you're aiming for YRC mixup you dictate the timing which is even worse for the opponent because the opponent doesn't necessarily know which of his inputs will be eaten by RC flash tangentially, under the current frame data format, startup includes first active frame so a move with N startup actually has 2N-1 startup during time slow. just a thought -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
i would have 6H'd and whiffed lol. great reactions on his part you can do a max of 6 stance chains. i haven't seen (i.e. don't think?) axl can gatling into the same chain but otherwise there's no limit. re: the earlier convo, i don't think BS'ing axl chains to maybe get in is worth 25% versus this. stance spam eventually causes negative penalty eventually fwiw -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
YRC screen freeze has 6f startup. post-flash is a bitch to measure; my best guess atm: 16f of actual screen freeze and 3f where you are recovering and the opponent moves at half speed. so YRC is effectively 6+1. i can't guarantee the accuracy of this. also i haven't checked how much extra slow you get once you're able to move. ~10f? of course you should still easily react to a 25+4f overhead what i'm really trying to say is when's the mook -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
so apparently the meter loss from YRC is not instant. it doesn't seem to be consistent either; for gunflame YRC i saw the meter deplete on both frame 3 and frame 4. (my sample size is very small atm, maybe there are cases where meter is depleted frame 1?) point being you can YRC just before getting hit and not only remove CH-state, which YRC startup doesn't have, you get to keep your meter. rofl (edit: proof, source (nico footage is 60fps)) might actually be practical against supers with predictable post-flash startup -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
clearing up some things: you can be hit (and lose the 25% you spent) out of YRC startup because it's not instant. it's like 6+0 for YRC, 1+0 for red RC, and 16+0 for PRC? a kind fellow posted numbers way back but things get lost real quick around here. also the RC freeze defeats the premise of haircar mixup. i.e. the early FRC j.K part re: pacing, hitstun and hitstop are the same as XX with a couple of exceptions. kedako tweeted it sometime back? fafffffuniiiiur hitstop is half a second though lol. run acceleration does seem nerfed but human perception is so fickle! re: fafnir, it used to be 17f startup and +3. it's now 18f and +4 from what i can tell. i think it also beats low profile. or at least it inexplicably hits OTG -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
i guess being exhaustive doesn't hurt you can't safely meaty characters with fast (<5f) DPs like you could with FRCs because YRCs have startup now. mixups where you FRC something before it goes active are either gone (testament 5D, stroke the tree) or different (whiff FRC throw) because of time stop. combine the two and millia doesn't have guaranteed haircar 50/50 anymore. DP FRCs (beta blade) are definitely out. it can also be argued that the loss of certain FRCs which are more useful for frame advantage than combo extension (rensen, hammerfall) affects those characters in a way that is hard to compensate. and then there's shit like tk restive rolling and +R slidehead. all other uses of FRC i can think of are covered by YRC. or you get an even better combo for half the cost but that's gone. oh well doesn't seem like much freedom lost compared to what YRC allows? -
i wonder if you can set a ball, make contact with a normal, then YRC that normal once the ball is launched? like YRC j.H ball in neutral sounds nasty
- 380 replies
-
- Guilty Gear
- XRD
-
(and 1 more)
Tagged with:
-
something interesting to note: http://www.youtube.com/watch?v=l6Lm3wnQynQ#t=1128 slayer has enough untech after K mappa to link 5P. new frame data is 14/6/15 (from -3 to -2). is untechable for at least 24f (slayer hit on the 3rd active frame in this example) and i'm assuming he's retained the air hit pushback buff from +R. i wonder if you have enough time to link something afterwards even on a non-meaty hit? i remember seeing another video where he followed up midscreen against zato at one point i also saw super meaty 2D link to SS on non-CH vs. millia. recovery frames might be buffed?
-
according to my frameskip, undertow frames are 39/3/20 39f startup means you can't cheese someone with mappa RC undertow. makes sense since slayer GB+ is ridiculous (i'm assuming you can combo meterlessly off CH undertow). if you can get them to FD a lvl5 move in the air, on the other hand... also 6K looks to be 20/5/11. -2 on block, -1 on IB when perfectly meatied. feint is like ~30f total, i don't remember. basically worthless without meter.
-
The Brain Box (Boston, Massachusetts and parts of New England) Thread
SuperJ replied to Troll Badguy's topic in East Coast
orange line who's coming to pax? -
fwiw in the 2nd example jonio remarks "pb cancel" so it's safe to assume it's a thing as opposed to... just randomly YRC'ing for the time slow incidentally, may can YRC ohk when she's otototoototooto'ing. kinda fucked up if may can YRC her meterless comboable midscreen grab and pot can't lol.
-
do j.K, j.K-2K, dj.K, j.D-2K, j.K/D on baiken. you should have plenty of time to double jump between the j.2K and the third j.K. baiken's air hurtbox is fucked up in general (BBU > 6H is tough, etc) you can link into BBU from 2H, deep j.K on standing opponents, crosswise heel, CH under pressure, CH it's late, CH (under pressure,) it's late, CH 6H, bite FRC... during air combos you can BBU after close to the ground j.K/j.H, 6H (you should FB pile instead if possible), 2P (1 frame link!), even 2D if you hit really late during the slide. as always, experiment
-
The Brain Box (Boston, Massachusetts and parts of New England) Thread
SuperJ replied to Troll Badguy's topic in East Coast
can't make it, working late. i'll try for next week -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
SuperJ replied to Troll Badguy's topic in East Coast
i might show up with jap bbcp and an asus tomorrow. gotta work on the farmer's walks. -
when i was looking at jonio's 60fps footage a couple of weeks ago i noticed flick was sped up to 19f startup. 6K is still lvl5 though. carry on
-
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
BS->IK would be interesting (braindead?) as a 62.5 tension option when the opponent is at low health if IKs ignore shield. so probably not lol i also wonder how BS interacts with unblockables? i.e. undertow, slidehead, faust spring, bedman super... -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
if console xrd let you turn off danger time, would you turn it off? -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
i see kedako YRC'ing overhead kiss during the whiff animation. i'd absolutely love to be wrong in this case; am i being fooled here? -
[Xrd] News & (Theoretical) Gameplay Discussion
SuperJ replied to Shinjin's topic in Guilty Gear General
https://www.youtube.com/watch?feature=player_detailpage&v=f-bj462DNB8#t=982 i thought they removed this bullshit as a system-wide rule? -
randomly messing around and i have no reason to keep this tech... after 5K>2S>2H HFB ~ sj.P>P>K>S>delay H on midweights, the gravity modifier (from all those air hits) hooks you up and lets you 2H xx heat. you also enough untech to do 2S xx heat. it turns out 2S and 2H have the same startup; therefore if your timing is great and you can get both j.H and the opponent as close to the ground as possible, you can plink 2H~S xx heat for consistency. not to say that lowest j.H is easy by any means, but reducing 1f (?) links in combos is usually a good thing. you probably need a different variation for heavyweights and axl. probably impossible on lightweights.