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felirx
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triplepost
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dustloop was being funky, doublepost
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Jack-O does have some fun execution available when the situation presents itself, but it's somewhat rare because the Minions mess everything up. For example, on a no minion screen, this works on standing Axl and many other standing characters. For example to punish blocked Axl DP or Potemkin Hammer if close enough. c.S>6H(2)>js.IAD j.P>j.S>j.H>land>c.S>ender. I have to test if I can actually get a second rep of IAD with something like c.S>5H>sj.IAD j.P>j.S>j.H>c.S>6P, of If I have to be contet with just ending on 2H. Something like 2K>c.S, 5P>5H>sj.IAD j.P>j.S>j.H>land>c>S>ender also works on standing confirm on Potemkin if the minions are not going to mess it up. On crouching, you have to be content with 2k>c.S>2P>f.S>3H which is also fine. There are also dustloops to learn if you are so inclined, and easier versions of the dustloops with 6H jc late j.2D.
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I am not claiming these are optimal, just what I've found this far. On standing punish (Axl dp for example) you can do c.S > 6H(2) > sj.IAD j.P > j.S> j.H(2) > land > c.S > ender. This should be closer to 200 but I'm not sure yet on what the optimal ender is. Not particularly easy to do though. On crouching punish (Sol dp for example) I've been doing c.S > 6P > c.S > jc j.K > j.S > dj.S > j.H(2) > j.4D. This is around 165 or so on Sol. In the corner c.S > 6P > 6H(1) > jc delayed j.2D > dash 6H(1) > jc. delayed j.2D > j.K > j.S > dj.S > j.H > j.4D. This should be well above 200 in the corner and I'm not sure if you can get more reps of dustloop or a better ender. If you have minions up, then you have to ad lib really. The standing IAD combo is easily messed up with a minion hitting on the wrong time. The simple aircombo should work though for the most part.
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To get safe jumps, you need to know your opponents wakeup timings relative to what distance and where you got the knockdown from. To safejump leo, is relatively easy. His DP is on the slower side and his wakeup timing is fairly typical. Try this for an example: Hit Leo with HCL from about max~close to max range. This is an example of a range where you typically can't get a meaty note without meter. Go Hoverdash~Hoverdash j.K. While you're doing j.K, hold down 1 so that you will block. If you time it right, your j.K will hit meaty and it will also hit pretty low. If you do this from too high, it will not be a safe jump. Now. Record yourself doing that setup (pick Leo for p1, I-no for p2). HCL > Hoverdash~Hoverdash j.K (hold 1). Play Leo, and try to DP on wakeup after you get hit by HCL and wake up from it. The j.K should "wiff" because of the invulnerable frames on Leos DP, but I-no will land and be able to block before the active frames of said DP. Now, run the record again, but this time, only block as Leo or don't block at all. The j.K should hit you. This is what a safe jump is. Once you have the timing and the concept down, you can run safe jumps from pretty much any knockdown that gives you enough time for a meaty hoverdash>j.K (or j.S/j.H). When you're doing the j.K (or j.H/j.S), you need to confirm fast that the opponent did not DP and run whatever you wanted to after it. If he did DP, run your max punish. For Axl, it's typically Hoverdash>j.H. For pretty much anyone else, it's (walk to close gap)c.s>6P>5H>iad bnb.
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Here's my random collection of basic mixup / Oki setups I-no can do that I've taken notes from JP match videos. May or may not be helpful. Probably organized horribly. Random Basic Primer
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Antaiseito reacted to a post in a topic:
Guilty Gear FAQ Thread - Ask your questions here!
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Seems like you can get jump forward j.H->c.S>6P on wiffed Potemkin buster from most spacing.
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It might help to practice c.S > VCL loop with the j.D starter combo listed in the original post. This should give you a pretty good hand on the timing between VCL and link to c.S. Learning this is very, very useful when the opponent makes a bad high burst in the corner, or gets hit with the second hit of 6H when option selecting throw in the corner and he tried to jump out. j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive
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I was testing out burst punish combos for a bit. These are for blocked burst. Midscreen 5H (air hit) > (sj)IAD j.K > j.S > FFVCL > usual character specific ender for midscreen FFVCL. Corner 5H (air hit) > (sj)IAD j.K > j.S > FFVCL > VCL > c.S > P. Dive loop. using 6P > 5H to start the combo loses a bit on damage, but the timing is slightly easier. Are these practical, or should I be looking in some other direction for punishing bursts?
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Things seem a bit broken here and on Twitch. I can't seem to get time stamped URL's to work right, so they are in a bootleg format and you'll have to manually seek to them. From Semis. EVO Hasegawa (IN) vs Koichi (MI, IN) ( http://www.twitch.tv/srkevo6/v/7928359?t=4h7m41s ) EVO Hasegawa (IN) vs Dogura (SI) ( http://www.twitch.tv/srkevo6/v/7928359?t=4h56m27s ) EVO Hasegawa(IN) vs Zidane (LE) ( http://www.twitch.tv/srkevo6/v/7928359?t=6h15m59s ) Those were at least streamed in the main stream. However, I don't think this is on youtube yet, so you will have to make do with Twitch Vod. I don't know if there's more of these. You would have to dig through the Pools Vod to find more. From Quarters EVO Koichi (IN) vs Marvisto (KY) ( http://www.twitch.tv/srkevo6/v/7928359?t=2h47m8s )
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Punish for Axl DP now with the increased recovery frames: On all distances that is not at the absolute tip, you can connect a hoverdash j.H. Corner: hoverdash j.H>6P>5H>IAD j.K>j.S>FFVCL>VCL>c.S>j.S>j.H>p.Dive>dash>j.H> ender. Either p.Dive>Land note oki or VCL>6H>HCL~D. This should deal about 240 in the corner. Midscreen: hoverdash j.H>6P>5H>IAD j.K>j.S>FFVCL>j.P>j.S>JC>j.S>j.H>HCL~D should be 199. I think these are pretty optimal for hoverdash j.H starter on Axl? On the absolute tip, you can still connect a hoverdash j.K at least from my testing. Regular hoverdash j.K>.j.S>6P combo should be the go to.
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Some punishes If you end up blocking a grounded Task B, It's -13 so it's pretty easy to get a c.S > 6P > ... punish. If you're not confident on the punish, you can always Throw. Air Task B is only -5 so going for a throw punish is probably the safest. Wiffed Task B has 8(?) landing recovery frames, so it's possible to get a c.s punish. Most decent Bedmans will not go for a Task B unless they have 50% meter to RC. Against I-no, you will see a TK Task B done every now and then, as a sort of air control tool to stop things like hoverdashing. Sometimes Bedman opt for a K version of Task A in their blockstrings to try for a pressure reset. React to this with something like 2s > HCL or similar. I'm not sure how good the next bit is, but it's a thing I suppose: If you end up blocking a grounded Task C (Didn't react in time to antiair, no meter to blitz, etc), It's around -2 on block. Bedman can go for a 2P here which is a 5 frame normal to try and continue pressure. If he goes for a 2P, you can poke out with a 2K and it will combo in to at least 2s > HCL. However, If Bedman goes for a 5K instead, 5K actually has low body invul frames from early on. This naturally will crush the 2k option. However, 5K is a 8 frame normal, giving a 10 frame gap. Nothing is really guaranteed though, since it's only -2. Bedman could jump out or whatever. Sort of a similar case to Instant blocking Sins slide. Both have options left.
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You can trade 2p with SparrowHawk stance low/mid(?) pretty well after the changes. This is maybe(?) the least risky option to stop it aside from just blocking. Does not give a punish or anything really. IB 2p should also still work for the low/mid(?) version, but you need to be really fast with the 2p after IB. 6P in 2H > 6H is free when spaced close enough if you didn't IB 2H. Will lose to further spacing at least without IB.
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Only took ~10 minutes to get j.S ~ j.DFDC j.K to combo now. Switched to using holding method and I just input j.S with j.S~K if I'm going for this... It also feels, much, much easier on my hands since I don't have to piano D~KS (D~KP does not work for me at all). I'll still use the old method as well, especially for things like using it from hoverdash, escaping block pressure etc since it's much faster to do from a neutral hand position. Looks like I'll have to relearn all my mixups with this. Not that much of an issue though, I was a Zato main before this...
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I'm looking for tips on how to get j.dFDC working properly. Namely j.s j.DFDC j.s so that it combos preferably. j.ks j.DFDC j.k again comboing. I've spent several hours in the lab and I can get a poor version of this somewhat reliably, but it does not look like anything at all like Osca does in the training mode video. I can also get the j.s j.DFDC immediate land 2k working pretty well. What factors should I be taking in account? I've found that if I delay the time between the jump cancel and the j.DFDC, I get extra height. If I don't delay it enough, the j.k or the j.s normals never come out, they will simply wiff or not start at all. Is this simply a matter of finding the right delay between jump cancel and the j.DFDC~k/s press, or am I missing something? Am I doing j.D~KS too fast?