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Everything posted by Snatcher
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I've been out of the game for a while, but I was random stuff on Sol today and I got a combo off 2K,2PSH and I explored Tanabata's Gunflame IAD jD punish. 2K, 2PSH, 5K, JK, J2K, dJSHD, J2K, jPD 146 In Tanabata's punish video, the Gunflame he punishes is canceled from a normal reasonably close to Slayer, this allows for a substantial punish as you're in range for an extended air combo. I did a slightly different combo than Tanabata that does a little more damage (can't remember exactly how much). Vs Gunflame (close) IAD jD, J2K, jK cS, jSKD, J2K, jPD Against further out Gunflames, I couldn't get anything too substantial, but this at least knocks down. (130 damage, if I remember correctly). Vs Gunflame (far) IAD jD, J2K, jK, 5P, jP, jK, djK, jD
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https://www.youtube.com/watch?v=lyhJk4u4GIY Hage with the Blanka palette. Only two matches, but there's definitely stuff to be learned here!
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Did you transcribe the combos in those videos?
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The way I see it right now, and I'd appreciate any correction: 6k is currently -2 on hit, with five active frames, so if it hits on last active frame it would be +2. If they're removing 2f recovery, perfect meaty 6k would then be +4, and accounting for the extra frame for hitting a croucher (because who's hitting an overhead on standing opponent?), you'd get +5 and have link options. It could even lead to combos like 6k,cS, fS, cS, 2D or something. Again, if I made a mistake, tell me so.
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Did you account for the extra frame of hitstun versus crouching? If it's +4 max meaty vs standing and +5 vs crouching, you can link cS off it into something meaningful.
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There's no combo listed for 50 meter off 2k,cS, fS xx Mappa RC for Ky in the corner on that Evernote. Here's one for 176: 2K, cS, fS xx Mappa RC, dash, 5h, 2h, cS, jS, jH, jD, djK, jD.
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Some defensive options available to Leo. http://www.nicovideo.jp/watch/sm25167408 https://www.youtube.com/watch?v=WmBUj4NqMvU&feature=youtu.be
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https://www.youtube.com/watch?v=9wsN1AfS_lE Combos by KennethBR. http://pastebin.com/cYriAgDE Text transcript.
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I was in the process of coming up with optimal (or at least passable) BnBs off particular hits (RCs, 2HS namely), but I don't think I'm going to finish the project. Here's what I have so far: http://pastebin.com/uDuXRSwz
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I'm currently in the process of working on combos off corner 2HS, Mappa RC and throw RC on the cast. I'm approximately halfway finished now, I'll pass along my findings. Currently I've found that Sol and Venom are surprisingly bothersome for being comboed.
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Transcribed two random videos. Lord knows whether or not these combos are good, but whatever, gives people a place to start. Video: https://www.youtube.com/watch?v=VC-ReNXq5B8 Transcriptions: http://pastebin.com/mZksZ8rF https://www.youtube.com/watch?v=zWZkuUMIfxg Transcriptions: http://pastebin.com/yJ8Tqk0d
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- Guilty Gear
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I had success by doing a slight delay between the initial jH->jD.
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[Xrd] News & (Theoretical) Gameplay Discussion
Snatcher replied to Shinjin's topic in Guilty Gear General
Game is up on JP store for non preorders. -
That 6B, 6B ODC, 6B, 6B xx super combo got me thinking. What's Tager's max amount of 6B he can do in a combo now? I'm thinking eight might be possible. *Tager cornered* (air hit 6A?) 6B, 6B ODC, 6B, 6B xx spark bolt, collider (opponent now cornered), 6B, 6B xx MTW, rapid, 6B, 6B xx gadget.
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Science thanks you, TagerTime! Also, regarding jC CH combos, they are possible now, but I really think they adjusted the time in which jC can be chained in to other normals. Unless Tager has fully recovered from jC in the second clip and is linking the jB.
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You need to microdash into 2A, 5B(1), 2B, 2AB xx ender.
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Above video on YouTube https://www.youtube.com/watch?v=xB2ExndCPOs
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@Kikuichimonji how is the combo failing for you? Are they teching because the 5C is whiffing due to their height? Or is the 5C too slow to reach them? Can you provide a video of some of your attempts? @Yoru13 high altitude 2B,5B(1),5C is pretty reliable. Medium altitude and lower, I usually do 2B(1),5C. Off AA 5AA, do 5AA, 5C, 2B(1), 5B(1), 5C. Those are all applicable off CH air to air jB, choosing the appropriate one based on their height when you land, naturally.
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Yeah, that was a typo, it's 2B(1),5C, 2C. My bad.
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You should do FC 2C,(5C) xx 214B, 4B, jA, 2B(1),5C,2C,5D xx 236D, into whatever.
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Hitting them low off the wall with 5C makes it more consistent if you ask me.
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Yeah, fails on Sho's and Yukiko. 4AB,2A path fails on them (and Kanji too).
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I just want to say that you should generally use dash 2A, 5B(1), 2B, 2AB xx 214B, DP, jDP (except on Sho's and Yukiko, who get 5AA, 5C xx 214B, DP, jDP). Three ways to set that up are: OMB, 2C, 5D xx 236D Throw, OMC, backdash/jump back, 2C, 5D xx 236D There's also the FC route with: FC *whatever* xx 214B, jA, 2B(1), 5C, 2C, 5D xx 236D, 5AA, 5B(1), 2B, 2AB xx 214B, DP, jDP If there are others, I'd really like to know them.