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Everything posted by VR-Raiden
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I see you've already got 2 Sol's but if one of them is unable to make it, I'm going for sure. SO - VR-Raiden - VA - Fri-Sun
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You have to be reserved with your blockstrings or you'll be eating ID all day. Probably notice it more because who would know better where the holes in his blockstrings are than another Ragna player.
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Yeah they can, but at least usually when you end with ID it's not after you did a double jump so you can air dash back or jump again after it. I don't see how it loses to quick wake up anti airs unless you did it from really high up (like not after 5D).
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Huh? I always RC/FRC with K+S+HS and that never happens to me. I think that only happens if you accidentally hold kick too long after the RC. and yeah only people this combo is weird on is Pot and Johnny. I never remember til I try for it and it misses at least once actually if I recall correctly, it does work on Johnny but you have to do it immediately after the RC.
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My apologies, then let that be directed to those who aren't still playing GG that complain. Yeah, I know I'm biased, but I've always had the feeling that the games that get super popular are the ones that tend to give people the illusion of themselves being any good, or having an idea of what they're doing in the game.
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Or you could play GGAC.
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Something similar has happened in my area. A lot of people do seem to think it's not an easy game. I try convincing them it's not nearly as complicated as it looks, but alas.
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Pretty much just treat it like any other reversal type move, don't do block strings with gaping holes in them. If they're doing it at long range in anticipation of a poke and you don't do one, you can probably whiff punish it. If you want to figure out how to react after blocking/seeing it whiff just record her doing it in training and see what you can both do (I'll probably try it myself and see what exactly can happen later). also it's not invulnerable until frame 5 apparently so you don't need to worry about it on their wake up if you're timing your attacks right.
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Been catching some people with this lately. After you do ID>214D ender in the corner, if you do BE it hits them if they stay down too long. If they don't emergency tech from that, it will do the bounce and you can do some extra blue beat hits. If they neutral tech in time so the BE whiffs, they rightfully assume they can attack. but then you do Inferno Divider BE whiff > ID is a silly trick in itself that's worked quite often actually. EDIT: I'm also gonna steal Asdferty's post from general discussion (hope you don't mind) and put it here, since it's a worthy addition to this kind of stuff
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If that's true Date being in would be too awesome to be true I guess.
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I just tried that on those characters, that's pretty hilarious. All 3 of them can 5B it too, but I highly doubt that would be someone's first reaction to it.
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That would be insanely awesome.
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That's bullshit.
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I don't have much experience on the match, and all of it is online =/ but I can say at least be careful about poking with 5B all day, as her 3C will go under it. Also goes under 2A. As it was said above, 5C can hit her out it, and so can 2B. Other moves can too but those are the most likely to hit at the range they are likely to try doing it. and this should be obvious, but block/hit her out of her 6B on reaction, you'll be taking a lot more damage otherwise. It seems like one of the easiest overheads in the game to see. In general it feels like it did in CT, but a lot easier.
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Exactly, they are DP's so you shouldn't be able to block them on reaction, they are meant to hit you for attacking. You have to anticipate them and punish on block/whiff. Try to figure out when they like to do them and instead of attacking, block or dodge them in some way, then punish. To figure out what to punish each DP with in any situation, just record Jin in training mode doing the DP's then blocking, and playback to find the best punish.
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I just learned that when the opponent is on the ground, there's a gap between j.A > j.B, even on normal block. Also a gap between j.B > j.C. Only way to chain air moves on a grounded opponent and have no gap is j.A repeated or j.C > j.D. Kinda sucks. But anyway this is a little mix up off a low j.C/j.D blocked from one jump, other than doing air GH. - low j.C/j.D blocked (RC) > air dash j.B > j.C > 3C...etc - low j.C/j.D blocked > 2B EDIT: just occurred to me, this can be applied after 6D > j.D. Just another way to hit them if you've got extra meter. The air dash j.B works, assuming they block low after thinking you can't do anymore air moves because you're so low to the ground. You can also just do air GH after the j.C/j.D for less damage and no 22C ender, also misses at certain heights/ranges so be careful with that. If they IB the air move (and you did it low enough), there is no gap if you 2B, but a small gap if you try for the RC air dash j.B or air GH. If you double jumped or air dashed into the air move, you can just do air GH for an overhead. Unless you manage to do this funny set up, - jump over opponent > low air dash back j.B(RC) > j.B/j.C...etc - jump over opponent > low air dash back j.B > 2B
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j.B after a 5D dash cancel is for when the 5D hits an airborne opponent. but 6A will still work on all characters except Arakune and Carl (any others I'm forgetting?) for slightly more damage. After the 6A from a 5D hitting an air opponent, you do 6A(HJC) > j.C(JC) > j.C > BE for it to connect. If you aren't sure if 6A will connect after hitting an airborne opponent with 5D, just go for j.B. It works on everyone in any situation.
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(corner) 623C > 236C (RC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 2877 Heat: 30 (after RC) Best damage I could find off a corner ID when you need to kill off it. Better damage than what I'd seen previously of RCing the last 236C into a j.D/j.C double BE combo. Do the 236C add on fast for the first j.C to connect. also, I added other starters (other than CH 5D) for the same combo I posted in my previous post. EDIT: Well I found a stronger one but it's a lot less practical because of how difficult it is. You'd have to be pretty awesome to land this in a match. (corner) 623C > delay 236C (RC), delay j.214B > delay 214D, 5B, 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 2989 Heat: 47 (after RC)
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In that vid, it looks like you were too far away for 6A to hit. If you hit 3C close enough, the 6A will hit him. If you did hit the 3C from far like in that vid, normally using 5C to start the air combo would work, but it doesn't hit Arakune. You have to stop at 3C and launch by continuing with 2B > 5C in that case.
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0:27 was my favorite
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CH 5D (DC), 6C (DC), 5D (DC), 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 4449 Heat: 62 or with j.B, j.C(JC), j.C instead of 6A etc: Damage: 4361 Heat: 62 Doesn't happen too often, but it has enough that I figured I would find out the best damage to get off it. Works if 5D hits them grounded or in the air. EDIT: Can do the same combo from CH GH. CH GH, 6C (DC), 5D (DC), 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 4378 Heat: 59 or with j.B Damage: 4280 Heat: 59 EDIT2: Might as well say everything else this works off of. (hits high) CH 6A Damage: 3237 (only works with j.B) CH 2D (with 22C end) Damage: 4030 (with j.B, 3945) CH 6C Damage: 4268 (with j.B, 4182) CH 3C (with 22C end) Damage: 4707 (with j.B, 4602) CH 623C (RC 1st hit) Damage: 3204 (with j.B, 3124)
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Yes double BE is possible with that combo. I don't know the exact reasoning behind being able to do a double BE, it's not as simple as number of hits because j.C into that combo works, but 5A/2A into it doesn't. Someone that knows can enlighten us. But in general you'll just have to remember when you can do it or not, and if you aren't sure, it's safer to not go for it than to go for it and drop it.
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