-
Posts
77 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Melo
-
Awesome! The wording on the changelog was a little ambiguous so I wasn't quite sure what it meant. I hope the current changes stay in for console. FDJC j.H is hard to deal with for a lot of the cast at the right range and the buff to the hitbox on p bunker and 2h means you can't just mindlessly mash against SL anymore. The only thing is now people may take to the air to approach SL, and as we know, SL's AA are a little underwhelming but then again I am not sure if anyone else can get close to 200 damage of a CH 5P/2S AA meterless lol
-
Mebaro, can you confirm all dashes preserve jump momentum?
-
Only the startup of IL is throw invul. A meaty IL can be thrown so you want to time the IL to hit non-meaty. Timed too late though and you can get grabbed. I always go for non meaty first to check if they mash grab. And note you will be using p dandy on oki. On CH you can do 6H k dandy CWH 6H p dandy CWH j.kd for like 200. For the meaty set-up you can link into 2k and knockdown again or go for more damage if you have meter
-
Whenever we're midscreen, and Sol does gunflame, I've started reacting with k dandy yrc. It keeps Sol from snowballing momentum with gunflame YRC and resets the situation to neutral, which is where I've found I do best in the match-up. K dandy yrc also fucks up whatever the hell they are going to do next since YRC will eat their input. The biggest problems for me are 5k and 2D. Our 2p loses to both of those and in neutral they both beat dandy (which you really shouldn't be doing versus Sol due to gunflame, but YOLO PBs is can be a stress reliever at times) and mappa. 5K being 3 frames is fucking disgusting and they can react to a dash cross up with it, which equals lots of pain near the corner. I feel a better 2H would help here but anyways to deal with those 2 currently? Also, if you do get cross up dash, you can do SSSS>5p>5k>mappa to maximize damage, but only do this if you you hit him if you are right on top of him or 5p will whiff.
-
If you think they are going to press a button, you could also Blitz on their wakeup. You can get punished either way but bs' ing might catch them by surprise if they decide to do nothing and go unpunished.
-
So i was messing around in TM yesterday with 6D dandy combos and they aren't that hard tbh. The timing to cancel the autodash into dandy is pretty much the same as a lond dash cancel. The trick was that against midweights, Sol etc., you have to delay CWH and let them slide down a bit to allow 6H to connect. Doing it ASAP puts them too high in the air. The damage isn't really better yhan the regular 6D route but it looks sooo cool. Against lights, p dandy UP, c.s, 6h, p dandycwh j.pkd is easy but does less damage than the normal route. 158 vs. 181 on millia. cwh loop was too finicky for me on lights. I think using k dandy UP may allow a 5h after p dandy cwh but did n't think to try at the time.
-
IB'ing the first rekka hit lets you p dandy pb the follow up rekka for a CH, but i think it's spacing dependent though. Like Fogel said 6P is fucking amazing here --beats his 5S, 5HS and D. His DP, just like Sol's, is annoying to deal with for sure though.
-
For anyone else having trouble doing Throw RC > c.S > air combo on Pot, I've found Throw RC, P Dandy UP > SS > j.SHD > j,2K > j.PK > dj. KD much more consistent. It looks likes we should be able to get an additional j.2k> j.D/j.PD but my execution is kind of shoddy and I haven't been able to get much more. EDIT: Thanks to Daimao for posting the P Dandy UP route post throw btw. If you are uncomfortable delaying 5H against Sol or Ky, P Dandy UP > c.S > air combo is an option and the rest of the combo doesn't require delays either.
-
King of hearts said DoT is ridiculous now in the main discussion thread so sounds like it's more ACesque now. 6P not resulting in combo even on CH is disappointing. I was hoping for some 6P iad j.H combos
-
Yes, AC+r 2S would be amazing. 5P is great but can't cover the area that 2S can. i would take a buff to 2S over any other normal. Dream changes: -2S AC+r tier -6h jump cancelable -hold s for IL -all dashes preserve momentum during jump not just long dash. -slight buff to 2h range. AC 2h was a little retarded i admit. I would be happy with the above and current changes.
-
I didn't mean to imply that nenegative was in Xrd, simply that raw dandy frc was a means to escape the UB. Sorry about the ambiguity in my post. I assume it's still possible though with k dandy yrc, just harder to be consistent no?
-
Midscreen, if you really want to GTFO, you can use bdc kdandy yrc. In ac+r, negative edge made kdandy frc a pretty easy way to escape Eddie's drill UB Midscreen (but when does that happen lol). Side note: fuck zato. His drills makes movement on the ground annoying as fuck and i can't hit him out of his flight . This is probably my worst matchup.
-
Do you generally want to do her air gatlings as fast as possible? Assuming the optimal starter and spacing of course. As an aside, May is super fun in Xrd. I've tried other characters but she is the only one to be able to make spend sometime away from SL for more than a day.
-
Do people really hate May for some reason? I usually play SL but for the past 3 days I've been using May and multiple people have quit mid match.
-
Eh, not really. In +R, you could get away with subpar neutral play because SL's damage potential and abare was ridiculous. In Xrd my neutral game has to be much more on point. Especially considering that his neutral game is a bit weaker due to the nerf on 2HS and 2S (i miss these sooo bad). And with all his links gone, it's harder to get a hard KD as well. With that being said, SL still has some great normals. 5P and 6P are my go to AA. 6P is also invincible above the knees and can go through projectiles and beats a buch of crap. 2S is ok but the lack of upper body invincibility and 10f startup makes it sort of lackluster, you need to get a a read pretty much.5k is a little slower but still has great range, is special cancellable and gatlings to 6HS. 6HS is great against low to the grand air dashes, nets you a PB and full combo on CH. 5HS has good range and can also AA at certain distances -- probably a normal I use too sparingly. 2HS is still good near the corner but feels pretty neutered . 2p you should use if you suspect their pressure is loose. Mappa and dandy are obviously crucial aspects of game but a tight neutral is much more important. I feel this iteration of slayer is much like C.Viper. You play a smart neutral game, make your opponent scared of pressing buttons by CH'ing, and then HKD into your set-play into their death if they guess wrong.
-
I feel like Elphelt is a lot like the Potemkin matchup in that she forces you to be more judicious in your approach during neutral. Predictable mappa and dandy steps can get CH by f.S and 5H. Berry having a hitbox fucks a lot with mappa and dandy step approaches as well (seriously fuck that berry). c.S is pretty godlike as an AA so you can't get too predictable with j.H 6P gets beat by bridal express but it does beat f.S. I tend to use a lot more 5p and 2p in this match. I think we should be able to get out of her UB set-up with BDC FD jump or BDC DoT but can't say for sure. Definitely an annoying match-up for SL. What do you guys go for after 5D CH or max range? SS > The Rest ? My muscle memory keeps trying to do 2p-5p > The Rest, lol.
-
Slayer's BD does have invul frames and BDC'ing adds 6 frames of invul to whatever move you canceled into. BDC 1FJ is really useful on your own wakeup.
-
I must be really confused then lol.
-
The only thing that seems a little counter intuitive behind Xrd Slayer's design is that they made him into a more footsie/oki based character, but nerfed his 2hs and 6k which were one of his strongest footsie/oki tools in +R. Were they afraid he would be too dominant if these were left unchanged? Would've also been cool if FLJ gave a hardknockdown like in #R.
-
Color 9 was my favorite in +R as well.
-
Honestly,practicing backdash cancels is probably the most important. Especially backdashing as a reversal option. I am not sure if 1FJ are still in Xrd but BD to 1FJ can get out of a bunch of shit.
-
SuperJ has said that 6p can trade with Grand Viper (lol). 6p definitely got buffed I believe.
- 105 replies
-
- Guilty Gear
- XRD
-
(and 2 more)
Tagged with:
-
Didn't even see this thread. Hase vs Ain, Mikado Casuals https://www.youtube.com/watch?v=t36juqY-6kU
- 105 replies
-
- Guilty Gear
- XRD
-
(and 2 more)
Tagged with:
-
Here's the whole set between Hase and Ain. https://www.youtube.com/watch?v=t36juqY-6kU Good stuff.
-
9:02 isn't talking about SL's absolute damage output but his relative damage output. The disparity in damage between SL and the rest of the cast is much smaller in Xrd than it was in +R. As a result, one of his mains strengths in +R has much less utility and return in Xrd.