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Onakira

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Everything posted by Onakira

  1. Tried to make Slayer more like Slayer again, minus the tools he lost.
  2. Oh nice. Good to know.
  3. I can't view this cause I don't have an account, but I'm almost positive it's on Jonio's stream right before Hase starts showing off some combos. Edit: I posted the link in the combo thread.
  4. I know, right? Hopefully it's not character specific. Ha. And I'm sure consoles will get a patch since they haven't included any brand new/returning characters with the 1.1 update. Edit: Actually, Taka starts quite a bit before 8:55:00. Around the 8:36:00 mark.
  5. Yes Sir. Haha Edit: And a meaty 6K>c.S>f.S>c.S>f.S>5K>2D vs. Ky at the 7:49:35 mark.
  6. Hase demonstrates some juicy stuff (w/ meter) against multiple characters here: http://www.twitch.tv/joniosan/b/640021863 Starts around the 01:15:00 mark. Mid-screen CH 6P and CH Pilebunker, 2K>2P>2S>2H, Meaty 6K, and Corner CH 6P. Edit: Oh, and I forgot to mention....Get Hype! Cause there's a decent mix of Slayer gameply in there too.
  7. http://www.twitch.tv/joniosan/b/639553598 Stream containing the 5 vs. 5 Slayer team that daymendou kindly informed us about. Starts around 1:08 into the stream. Decent footage...until a Sin player runs through 3/5 of the team...
  8. I must be blind. Nice!
  9. ^ Where is this posted? Cause I'll be happy if it's true. The notes I read for the 2nd location test stated it was removed, and changed back to still being 70% http://shoryuken.com/2015/02/13/arc-system-works-reveals-second-round-of-changes-for-guilty-gear-xrd-sign-update-set-to-launch-in-march/
  10. From what I understand, K Pilebunker still has forced 70 proration and P Pilebunker has forced 90. I haven't heard any word of those changing. And those were the notes from the 2nd location test.
  11. ^This. I'm pretty hyped with some of the Slayer stuff I saw on Jonio's stream last night. 2H = Welcome back. And holy shit. Ha. And the forced 70 damage proration on Dandy K > Pilebunker makes more sense/seems acceptable to me now. Especially when you see 3-4 of 'em in one combo now... I could be wrong cause I was half-asleep...but I think I also a CH P Pilebunker > 6H> P Pilebunker on Elphelt at mid-screen distance from the corner.
  12. We call it "The Hase". But "Slayercoaster" does have a nice ring to it. Haha
  13. I find RRC> 5H> air combo inconsistent on Faust due to the positioning after 5H connects. But it could just be my timing. These are pretty easy vs. Faust: -c.S> f.S> DOT> RRC> c.S> j.SKD> j.2K> j.PK> jc.SHD for 221 damage. -c.S> f.S> DOT> RRC> c.S> j.KSK> jc.SKD> j.2K> j.PD for 224 damage. Edit: My bad. I thought we were talking about DOT> RRC> 5H from full-screen distance.
  14. I think every Guilty Gear player misses FRC. Hahaha
  15. I was hyped after reading about some of Slayer's changes on SRK. And now....I'm scratching my head.
  16. Good stuff. Hase did something similar to this a while back that involved RRC> j.H> into c.S or P> air combo. It's pretty consistent across the entire cast and always ends with hard-knockdown. I decided to lab it out after I saw him do it: -c.S> f.S> DOT> RRC> j.H> c.S> j.SKD> j.2K> j.PK> jc.KD on Axl, Chipp, I-No, Ky, Leo, May, Millia, Ramlethal, and Sin. -c.S> f.S> DOT> RRC> j.H> P> j.PKD> j.2K> j.PK> jc.KD on Elphelt, Slayer, Venom, and Zato. -c.S> f.S> DOT> RRC> j.H> c.S> j.HSD> j.2K> j.PK> jc.KD on Pots and Bedman. You can squeeze a little more damage with the combo you posted for Axl by doing: -c.S> f.S> DOT> RRC> 6H> 236K> P> j.PKD> j.2K> j.PK> jc.KD for 243 damage and hard-knockdown.
  17. Still doesn't feel like it. But we'll just go with the majority. Btw, for anyone who is interested with the CH It's Late combos Hase recently posted on Twitter vs. Faust/Slayer, and is struggling with them...here you go: http://youtu.be/X3ET8yDpMYI
  18. Then it must not feel like I'm delaying anything at all due to muscle memory. The ONLY thing I ever know I'm delaying an input on is 5H before j.SHD. Yeah, sorry dude...but unless there's some sort of visual cue to confirm delays that I don't know about, it doesn't feel like I'm delaying the initial j.S AND j.D in these 2 combos whatsoever = http://youtu.be/xr7xKdREDDo But like I said, maybe it's just my muscle memory kicking in and I don't realize it.
  19. What launcher(s) are you trying to combo from outside of the corner? I usually resort to 5H> j.SHD> j.2K> j.PK> jc.SHD after Crosswise Heel and CH It's Late outside of the corner vs. Sol. And I never find myself having to delay j.D.
  20. Hase proved us wrong, not me lol. I just confirmed it works on Slayer. I knew it worked on Faust, but not anyone else.
  21. It is if you're as god-like as Hase haha. But all jokes aside, it's not too bad. The 6H> 214K,K just feels kinda awkward on Slayer IMO. I figured you'd have to delay the timing of 6H>214P,K after CH It's Late on Slayer due to the difference in size between him and Faust in order to link 6H> 214K,K...but you don't.
  22. I did after about 20 minutes of figuring out how the hell to combo 214P,K> 6H> 214K,K on Slayer haha. It does 245 damage and it guarantees knockdown. Used FD against Under Pressure.
  23. Replace sj.SKD with j.D> jc.KD on Faust and you'll get 261 and a guaranteed knockdown.
  24. Nice. I realized this works a little while after my last post. CH 2HS> 6H> 236K> JI> c.S> hj.SHD> j.2K> j.SK> jc.KD for 200 damage vs. Sol at mid-screen. That's the best I could find without meter. Easier Version: CH 2HS> 6H> 236K> c.S> j.SKD> j.2K> j.SK> jc.KD for 194 damage *EDIT: I was still half asleep when I posted.
  25. Some meterless CH 2HS tested on Sol at mid-screen: CH 2HS> 236K> c.S> j.KPD> j.2K> j.PD = 157 CH 2HS> 236K> c.S> j.KPD> j.2K> j.PK> jc.KD = 165 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.KPD = 154 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.HSD = 157
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