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Everything posted by NecroTheReaper
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Is Sol the only character that safejump j.S doesn't work on properly after a task B ender? Also, is sj.882j.P/K/S fast enough to safejump? I love safejumps over task A' sometimes because you get more mindgames.
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Eh... yeah you shouldnt spam A' vs potemkin, but PB shouldn't be what's killing you, because a blocked A' is gapless into 2P, 2K, or c.S. Unless you're talking about Hammerfall. FBD is the reason you dont wanna abuse projectiles vs Potemkin though, cuz its free pressure for him if you teleport INTO his projectile. PB will beat wakeup Helios though, that part makes sense to me
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Still less than a lot of characters, but enough to see how Bedman changed. His gameplay didnt xhange much, but his rewards got muuuuuch better.
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Looking at some of the combo videos daymendou posted, Helios now has wallstick in the corner. Maybe worth confirming into early in a corner combo for new double (or even triple) seal combos. And dust can be ground combo'd on some characters now thanks to new 6 follow up
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f.S>886>air string has been a thing for a quite a while, as well as f.S>tk task A. Dunno how you missed f.S jump cancel since its integral to some combos
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His specials, unless he's using too much HS stingrer, aren't very good to be dashing into imo. Guard point still counts as a blocked move, so he can still do whatever safe option. Balls are only as safe to dash into as the move he hit them with. You'll get plenty of chances to use dash in this MU, but a lot of places dont get you a punish
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
This was just based off current 1.1 footage. I havnt seen any other GOOD Bedman players in 1.1 yet, and seein one that has worked out all the combo theory is great to have thus early. If we get some Shu or Tsubu footage I might change my mind, but till then. Also, anyone notice the angle that j.236S knocks down now? My dreams of midscreen tk236S combos is dead, but corner might be a thing still. Wonder if you could even loop it... -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
You can get this combo to work decently right now that is kinda like a bootleg 1.1 combo that goes xx>1H>RRC>c.S>sj.PS>j.236HS. If anything changed, j.236H has either a different knockdown animation or is just all around more +, cux I cant get 2P to connect after it -
Sorry, I thought you said BB xD; but even then, BR has 9 active frames so it could be -5, could be +4, but you have to have some good eyes to tell 100% of the time
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Frame data says its neutral on block with 6 active frames o.o
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
j.S has always been able to combo into air task C, its just not practical because your usually not high and close enough to your opponent to get it to hit. Someone in the combo thread posted a grab combo on Bedman himself that ended with j.S>j.236HS -
I understand the difficulty of using a 6P as an AA. 5P, j.P+HS (grab OS), and sometimes j.236S (careful here) can deal with people who like to dash recklessly. Also, typically IAD pressure has at least a 5f gap, so you could try dashing into it. Just be careful on the spacing and what they're doing cuz it wont mean much if they grab you
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
If google can handle simple words, his name is Moon, and he probably has the best 1.1 Bedman I've seen so far. Air task C combos look legit, but he only did it on Millia -
f.S is already jump cancellable. What's your preferred DV seal in neutral after throwin a task A? Task B is easily spammable and fast, but task C is huge
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If you got 75 meter and wanna screw his wakeup game, do reversal Helios and YRC it>grab. I got it to work twice because the huge cinmatic is essentially a "COUNTER THIS" billboard that Leo's really wanna punish
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Thats definitely good. Maybe its because there's some technical BS in the teleport effect that counts as invincibility so we dont get rejected? Idk, but this was a big concern of mine. Glad to know it doesnt kill task A' oki. Now that we have confirmation of jump cancels though, do you guys think 2HS oki will be good?
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Thought so. As for sin's dp wiffing, I'm assuming that the bounce back after doing tk task A pushed him just outside Sin's dp range. Its not that big to begin with so I dont doubt that moving a tiny bit back makes it wiff
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6HS looks the same to me, anyone else think that 30f startup nerf got removed?
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I didnt mean instant in the sense of <13f more than I meant it in the sense that it immediately sets you up for either a falling air normal or land>2K. Anyway, with new footage, seems like we did get some nice new confirms and pressure options since we can indeed jc 1/2/3HS on block. I also saw 1HS>sj.S>9j.P>j.S>j.236HS on stream which dropped, but I'm gonna be hopeful and assume its a real combo that was just dropped. Did not see j.S>j.P at all, so I hope that people just forgot
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Does BR hit really late in its actives or something? Played a ton of Sol's today, and Bringer is easy to deal with, but I feel like I'm missin something with Revolver. If the first hit wiffs, is it safe to hit 5P/c.S on? I was tryin to do some math, and its got 25 frames before th3 second hit goes active
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Playing a low tier character is no reason to disrespect a good player. I bet if you were to never let a Millia player hit you with high-low, they'd think you were a god even if you dont have a strong offense. Back to some oki setups, here are a few safejumps that I use: j.S>2K j.S>pause>grab j.S>land>j.D j.S>land>6H j.S>j.236P j.P>grab Also, anyone ever seen anyone use tk task A yrc (before projectile) to set up instant high-low mixups beyond just instant j.D?
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Core Skills That Every Great Player Has Mastered
NecroTheReaper replied to thekiyote's topic in Guilty Gear General
How long before we start getting into gaming pedigrees? I'm gonna laugh if we're gonna have purebred FG players some day because of this. Weren't we givin the person something to work with and not to be born with? -
I don't like it because it doesn't help you get in even if you hit em. Some characters that havr limited mobility I can see it workin on... but this is GG. The most limited we have is Pot and Leo, though I get few good players of either of those characters. Otherwise, they superjump>airdash on reaction to your bed throw, they get in for free on wiffed 3H without meter, which I personally find lacking and very precious
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I personally dont care much for 3H. The patch might change that if the jump cancel is still there, but its personally to risky for my liking, without enough reward. It doesnt knockdown on regular hit (I know none of them do), its possibly the most dangerous move on wiff in the game, and there's no real reward other than getting a task A out. I think 3H>task C RC>j.S might lead to something, but still not my personal preference
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Lets get this started Found out the other night how much of a nightmare CR pressure is. Do his pressure strings have any real "mash here" points? I feel like tk MS can be mashed on with our 5P, but finding good Venom's is hard to do. Also, as for his neutral... it seems like we have a whole lot of "bad" options against him. 2/3HS sound usable, but projectiles get nullified pretty fast against him, and dash parry doesn't seem very effective against him.