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Everything posted by zaeris
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Maybe you are already using but often I would record my own combo and oki and reply it to see what the gaps are or escapes in training. Anyway, just need more experience, it's the key thing to improvement. In my opinion i don't like dashing 5 a but it does serve a good purpose of getting throw reject miss
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I guess this might have been mention but the mid screen dp whiff has some great potential for mix up. Your backs towards concern some non meter combo into Oki 5bb> 5cc > 236c j214b whiff> Land 5a>2c>236b214b>22b whiff The next part is quite interesting Near corner 5c 2cc 7236a standard j236a oki or Full screen away 5c 2cc 9jc j236a j214 this gives you the lowest point for j214a to hit sending Them flying and air forward tech to ground then you simply air ash jc or air air dash jcc on a grounded opponent or an advantage vs a air Tech recovery air dash opponent. This should put you near corner with a jc hit into something like 5b5c or 5cc 22d. Guess I should see if it's truely safe perhaps not. Lol. Edit Seems like its works better if opponent forward tech. A neutral or back tech would make avoids this, guess will test further
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[Xrd] News & (Theoretical) Gameplay Discussion
zaeris replied to Shinjin's topic in Guilty Gear General
Well you know arcsys doesn't think often from a financial point of view, the game was done in 2d high resolution sprite for a long time with each frame hand drawn. Just the sheer quality alone is gorgeous. -
Guess I will ask, since I can't quite grasp tsuabki okizeme beside j236a ended which great and safe jump after 3c. What exactly would you do with 22b ender i find it quite annoying that delay tech and dp great against tsuabki making you whiff b or c into maybe another bb or cc adding more recover. So yeah is there a way to encourage my opponent to auto tech instead, cause i don't want to just mash a and get a low return from it, when I feels other characters can do much more.
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i believe yes there has been a few move that has an overall damage decrease but overall the number is still nice. the only problem is our throw combo cant use 2x 412d236d
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well i didnt want to quote this but i was refering to this, since its quite long, this is what i meant by double 6c combo since the damage and everything else is samish lol. only thing i would change for others is who wants an easier path is 5c ch>6c> 623cj214d because doing 6cc makings it harder to 623cj214 d to connect without using delay but would cause issue with the 6cc 236b harder to connect. the only other difference is less untech time going double 6c path which can be quite small. and the double 6c path compared to 236c 5c 2c pick up has quite similar damage.
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Well I actually find 2 a hard lol anyway it kinda makes you think why go the hard route of 236c 5/2 a pick up when you can do 6c twice.
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It's kinda impossible for ragna to mash 5b after ct if you're 3+ since they will need to barrier block 10 - 3 : 7 so basic tsubaki 5b is faster than ragna 5b by one frame since his is 8frames even if data calculate ct on block base on barrier it would 0. 5c is a good button and option are not that bad and beside range and distance, if people mash like your ragna scenario here you would get a rather fat combo if he button. Since that is sure to beat 6frAme 5a. The real draw back of ct isn't on block but start up since that is where you can be punished. Edit Wiki says it's calculated on barrier block so tsuabki ct is 2+ on barrier block Against ragna 5b it is even depends so who ever mash faster wins, will need to look at hit box to see if it trades lol 5c would win clearly since 8 - 2 means it be the same as a 6 frame move in 0+\- block.
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barrier block does add 1+ frame of block stun anyway 6c command throw and 6c ct are good option to mix around since it would discourage mashers if you time it properly and ct on block is 0 or +1 cant remember but you drain their barrier in which tsuabki has a better AA game so it works out as well. 6c delAy C lol rc if its block the gimmicks are everywhere
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from what i notice with 5cc 421d236d d it does work on kokonoe when at the corner anyways 5c 421d 236d is the universal. approach
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You can always play izayoi Hakumen + tsubaki What more could you want
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I'm jut wondering if you could punish Kokonoe ja neutral with 3cc if he is fishing for air to air.
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I thought that 2a goes under it, unless its changed in bbcp?
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Hmm against tager it is about disrespecting his tools lol, but at the same time just being a prick in this match up. You simply don't brawl with tager but beat him out in neutral and charges, meaning you aim to get as much charges as you can and poke him out with 5b ectera. A tager players once told me that he doesn't have much option against a 3 stock tsubaki since you could just dp his block strings and most of his option and win a slow victory with just charges and dp lol. That is usually how you fight tager but it can be boring and slow, I don't know a gung-ho method since you're in inviting tager in rather than keeping him out since his main gAme is just getting in and knocking you down
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Unfortunately I don't have enough match up experience va azrael Better to refer to the match up thread or go to the tsubaki vid section and watch tsubaki vs azrael matches to see what they are doing
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traditional AA beside 2c are air ja or jb if you anticipating of course with 2c as slow as it is it is an anticipating AA anyway and not something use for reactive. you can add air throw if there enough time or dp lol. overall 2c works but if people are baiting or cross over you can use ja jb approach. in corner situation well it depends who you are up against. overall it is about reading gaps or block string and know where the dp gaps are or block and punish if opponent goes for a riskier overhead. or knowing where to ib and punish. normal option counter assault, dp rc, dp 2 stock follow up, delay wake up, well i guess there is no overall answer to when your in corner being pressured or oki but these are workable option
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with j214 d you wont need to rc for combo and the 623 c delay j214a path into 5c2cc 236 c path becomes avalible. of course its more of the point is is using 214 a gurantee punish for catching something reactable or else just go the jd falling jc for standard oki after j236a
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i think it will only effect the 3 plus stock mugen combo lol of course the damage on the 1 and 2 stock is quite good already although you wont be seeing triple 26d>236d x3 again lol
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seems like this will be my semi final post in the combo before the new patch comes out: After reading Airk post about SMP I kind of understood the combo system a bit more, although I wish someone had one had showed me earlier lol, maybe I should back track the thread to see what people wrote earlier. Anyway, damage aside all combo path is the same given they start with an 'N' prorate starter, since we're using the time system, most button has a value of 1 for simplicity and few moves are worth 1.2-1.5 (e.g. 6b, 3cc) instead of course you can use total frames but I will just make it simple here. Okay for max number of action (button, falling, D cancel, ectera) for each path, N>X>X>X>22D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B Requires 4 action, N>X>X>623C>j214D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B. Requires 3 action using N starter is the maximum. (e.g 6a>5cc, 5b>5cc, 2bb>5c,5b2bb) N>X>623C>delay j214D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B. Requires 2 action using N starter, factoring time to delay j214D. (e.g 5b>5c, 5cc, 2bb, 5bb, 2b5c) N>X>X> j.214d>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B, Requires 3 action e.g. 5b>2cc, 5b>jb.j,c, jb.jcc, j.c j.d jb, in general most combo will follow these path, however shorting 6c, from 6 hit to 3 hit can help make combo easier if you have extended the time using 6b for example e.g 6a>5cc>6b 22d path doesn't seem to work, but if you shorten the time on 6c>CT it will combo. Anyway, I'm just wondering what is the optimal path into j236a oki path.. will write more later.
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So I started playing around with 6c j.d and well landing recovery frames kinda sux (well it is going to go away but I guess should be explore abit), this also applies to j236a oki. anyway I was wondering what is the best route? corner: 6c (block)> j.d> j.c >5a>5cc>22d>6c> CT> 5c>2c>236B ectera seems like standard stuff although j.d j.c I notice is quite punishable via DP and since you have landing lag, you will get hit regardless if you commit to a j.c or not. 6c (block)> j.d> j.b >j214d> 623c> j214a (delay) > 5c>2CC>236C>5a/5c>2c>236B ectera is poissble > 5c >2C >236B>214B> 22B> 5d>5c>2CC>j236a is another route. and finally j236a oki, I think the IAD Jb.jc>j124d>623a>j.2124a route seems to be the better one.
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well good luck, although I find her weakness more glaring as I continue to play her and match up wise it is often an up hill battle.
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beside from roll, it is better as auto-air tech traps, the difference between 5b and 5c damage is not significant as far as damage goes. Anyway I'm starting to feel our air/roll punish needs to be up more, I find myself using 5b to AA sometimes, lol. few notes that using j236d>j214d> 6c can be difficult on same character e.g. hakumen, but I assume its something to do with height and hit box, to simplify things, 5B/5C/2C>2CC>j.C>j236d>j214d> 6c is another alternative however you do lose the extension to the combo.
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seems like you can apply the same combo pattern to both 5b and 5c AA hits, so something like catching forward/backward tech roll, E.G AA 5B>2CC>J.214D>6C>CT>5C>2CC>236C>(5A).5C>2C>236B>214B>22B anyone got a strong roll catch punish lol, always looking for way to put on the pain so my opponent doesn't tech roll ^^, part two~~ after being annoy with CP 2C, AA I quite miss CS2 2c. Anyway, 2C on air hit/(CH air hit/CH ground hit) can be combo into the 623C> j214D>6C>CT combo path near corner. part 3. 5b/5c > 2cc Air hit mid screen to corner, 2 stock (J.C)>5b/5c>2cc> j236D>J214D > 6cc > 236c>214B>22b easy 5b/5c>2cc>j236D>j214D> dash (5c)2CC> IAD jcc>5c>2C>236C>214B>22B hard. the easy path does more damage and is quite reliable, but the harder combo has been corner carry with same-ish damage easy path extension: (J.C)>5b/5c>2cc> j236D>J214D > 6cc > 236c>214B>22b (whiff)> 5c>2CC> j236a/air ender (jc ectera) I guess you can use this to punish mid screen rolling into good damage, otherwise use the easy path, since it very lol easy, an air ender j236a oki is quite nice also.