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Everything posted by Mirasantika
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Wont those multiple 236c trigger same move penalty and make the combo blue beat? Anyway this combo work for me Corner 41236b (fatal) 3c 236c 214c OD 2c jc j236c j214a (land) 236c 214b j214a need to hit when OD activate to make the ground slide, fatal counter starter make the last 236c same move penalty still can be comboed
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I tried the alaioune setup myself (sol, with elphelt as dummy to record the setup), and I think there a little gap after blocking the grenade, if you mash jump after blocking the grenade, you will get hit by the rifle but the grenade explosion will whiff Correct me if I wrong though, only did a short test yesterday, maybe I did some mistake on the setup lol Anyway, is there any new combo that is a "must learn" in 1.1? So far I only did her old combp and it seem work just fine
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the last 5d wont hit? and 5c after wall stick often whiff for me too lol Perfect, damage loss is fine as long I can maintain the H2, let them fear the 720 power! Edit: After testing thing out, it turn out the combo I stated before is also work with 6a and 2b starter, we need to do straight 6a/2b>5c, my habbit is 6a 5c 3c and 2b 5b 5c so I thought it wont work lol Thanks for the combo anyway, Corbenik combos seem lag friendly
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Is there any meterless H2 to H2 combo on corner without the side swap? Im not really comfrotable with it I have 1 combo but it only work if I start with 5b or raw D, the combo goes like this (I think I stole it from 1 of the combo video but I forgot which one) 5b 5c 5d miquelete 236d 6c 2b 6b hj.c jd snap hand IAD jd Need more universal starter combo like from 6a/2b/jc
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Rival tag will show their ranked match win rate and their square color on the main menu (pressing square after you logged in on network mode) To make a player/friend as a rival you need to put them on the "good player list" first, go to player list (the one that show your previous match log), pick the player, check their d-code, press L1 to put them on good player list (R1 will put them on bad playes list), then on the same menu go to the good player list tab (switch tab using the L1/R1 on the match log), check their dcode from that good player list, then press.... Square I think? (I forgot lol) to make them as rival Extra: Putting player on good player list will show you how much is your win rate againt that player Putting player on bad player list will make their name purple colored (so you can reject them if you ever meet them again on ranked or kick them if they come uninvited into your room)
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I would like to know too Usually I just use the basic gattling (5b 5c 3c bunker), and if I have meter I will use her old super ball combo (5b 5c 3c 214214b 6c jd jb land 22b 6a ray hit 236d 6b 236b)
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Will try that, thanks
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I tried this combo, and my 5b after 22b often whiff into side swaps, how to prevent this for happening? Is there any move before the 5b that need to be delayed? I often to input them as fast as possible I currently use the simplifed version (~22b 5a 5a 6b 236b), but I want that swag corner carry lol
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There are elpet 1.1 footage on goldenrody channel, the day 1 mikado, sharon, fumo, and 2 other elpet
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[XRD] Japan/SE Asia/Australia PSN ID's
Mirasantika replied to qwerty's topic in Guilty Gear Online Play
Username: Mirasantika | PSN ID: Cylera | Location: Indonesia | Characters: Valentine sisters -
Will the adachi vs marie team be streamed/recorded? Id like to watch and steal some technique, my marie need to lv up from her jc spam lol
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Just keep spinning and mash D, blazblue is very lenient with mashing input lol
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Mirasantika replied to Kurushii's topic in Kokonoe
Oh wow fully charged 6b after a dash will net bounce damage? Gonna try this out, thanks! -
Thanks for the input, the differences between 5b 6b 623c and 6b 623c is ~100 dmg, 6a 5c and 6a [5c] is also ~100 dmg, I think I'll just stick with my old habbit Well shes not changing that much, guess I'll focus on kokonoe lol
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Havent playing bullet much post patch, still doing her old combos but I do just fine on casual matches, are there any new bnb that I need to learn?
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Mirasantika replied to Kurushii's topic in Kokonoe
Anyone know the optimal combo from black hole when the opponnent hit by fire ball before getting hit by the blackhole? I mean after the set up that involve ~xxxx jc j9d j236d land 22b 5c 214a 5c blackhole, if the opponent choose to late tech and roll forward they will get hit by fire ball before got hit by the blackhole What I got so far is a very short combo dealing less than 2k lol, need to find a better combo -
About blackout on H2, do we still get he option to do it the old ways (H1+100 heat)? Wake up od 720 on H0 100 meter saved me a lot of time and make my opponent salty, Illbe sad if we cant do it anymore lol
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Mirasantika replied to Kurushii's topic in Kokonoe
Ouch thats hurt, so I take it that we will have a very limited meterless bnb cornercombo route on non coruching opponent as it will end afer 236a... Uncancelable blocked 5c and jc not being overhed will take some.time for me to adjust lol -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Mirasantika replied to Kurushii's topic in Kokonoe
"A Broken Bunker (236A): recovery on hit increased. time to followup on corner hit reduced from 8 to 5f." Does it mean we cant follow up with 5a anymore? -
Thats sucks about kaguras dp, I always need to respect his wake up :v And I cant be greedy aiming for 5c FC againts growler huh, I'll use 5b then I mean mid screen, last time I played I scored a lot of raw H0 snap hand mid screen, and I dont know what to do after that lol Need to try these out, I usually do 5c(fc) 5c 6c jc 5b 6b jc jd since thats the only combo Im confident with 90% success rate lol
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@everyone who answer my hazama question Thanks, so its a safe thing to do right, I thouhgt that its just that my friend dont know how to deal with it lol Some random rant and question: -Kaguras dp.... hate it so much, is there any way to punish it if its blocked on air? (Or a way to beat his dp when we anticipated it while jump in/air to ground situation) -Azrael growler absorbs 5c hit :v, is it just me that not close enough? Or 5c is 100% projectile properties on all of its hitbox? -Any way to do combo after H0 snap hand fist? -Me and a friend messing around with unlimited char recently, and bullet full screen lock on is so much fun lol, anyone know optimal unli bullet combo? So far I only notice flint shooter buff, did any of her other move changed? (added wall bounce, longer hit stun, stuff like that)
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My AH combo Back throw->AH H1 in corner, 5a 5b OD 5a 5b 5c 5dd (wall stick) AH H1 in mid, 5a 5b OD 5b 5c 41236c 236d dash 6a AH (sometimes it whiff, dont know what factor make it whiff, probably character specific or proper spacing) Got some question myself, is it a smart thing to do milquete capture againts hazama 5d? Is its 100% safe or can he do the swing follow up and punish? So far it work well againts my friend hazama 5d zoning if I do it at the right range, and looks like he consfused on what to do lol
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I see, oh well, guess I'll just use the jc land 5b 6b route after OD I rarely use 720, like once in 5 match, but when I do it people always jumping out of it :v My usual set up: -wake up OD>720 -5d/jd hold (either from dash, blocked 5c, or oki)>cancel (4)>720 -2b/5c>720
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Weeee I did the dash 720 on pad! Well its like 1 success in 10 attempt but at least I manage to do it once lol I just realized that the start of bullets dash can be jump canceled, no wonder I always jumping when I input 720 too fast, and that 0 bullet also utilized it for approach/cross up since the jump cancel on dash momentum make the jump goes further Some question, did the game restict the use of jd only once in a single aerial moment? I tried jd>rc 3rd hit (the enemy will float for a while)>od>jd, but the second jd wont out, it work if I used D on the ground as starter, so I suspect when in air jd can only be used once