Flick
Members-
Posts
169 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Flick
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Flick replied to Ventus Tatshima's topic in Sin Kiske
hmm, you guys forgot about OS backdash, a Sin in my local got blown up by me alot by getting CH 6H. I play Pot -
I think because of the horizontal hitbox, it looks not different from previous version
-
Kisshi difinitely hasn't able to do it completely, but i swear i saw 3 dolphin actually combo, and iad jP after 2 dolphin actually combo too. So i think it's highly possible And regardless of the input, i think you need to do a run up H-HD to make the combo work. Saw him did it after a few failed tries and it actually worked quite well
-
I saw Kisshi loop like 2-3 reps after c.S>2D>46H and then and it with a iad j.P into ensenga route knockdown
-
Anyone watching Jonio's channel today. Kisshi show off some sick corner H-Dolphin Loop
-
yeah got it, ty
-
Wait, 6HS bounces downward - what does this means. Is it AC's 6HS
-
This is the matchup i play the most lol =))). You don't want to be in the air outside of safe jump. You don't want to be cornered too. Use YRC OS HFB when you want to pressure. On offensive, once you knock the other Pot down, use either 1 of these 2 safe jump: 1-High hit meaty jS>jP. the jP works as a second overhead.If you do it right, and end up hitting a crouching Pot, the jP will wiff but the hitstun still allow you to combo into standard BnB(2P>2K>S.f>2D). If he block all, just continue pressure with 5P. If he backdash you can confirm and hit him with 2K/5K. Mixing this with jS>landing 2K or delay PB for the mixup. 2-Deep hit jS. this is for 2 purpose: catching backdash and fish for CH. If opponent notice the gap in the safe jump, he will: -backdash (you OS 5K to catch this). -attempt anti air (the gap is not enough to allow him to this, so you'll get a jS CH). -blitz (you can let him get away with this one time, and than bait for a 2H/6H CH - which is worth a round).
- 6 replies
-
- Guilty Gear
- XRD
-
(and 1 more)
Tagged with:
-
IIRC, there's no OS to guarantee punish his backdash(especially BDC 1f jump FD), you have to be creative to make him scare. depend on the distance and position you can try any thing. I saw FAB do safe jump OS 6H and catch Hase(or Taka i don't remember) BDC Dandy step and instantly take the round. I saw FAB do safe jump OS 2H in the corner and take take the round too. Or you can OS Heat if the slayer is BDC 1f jump happy(saw FAB did this too) However, the first thing you should do is to tighten your meaty jS timing, 2f reversal backdash is not an easy thing to do though
- 5 replies
-
- Guilty Gear
- XRD
-
(and 2 more)
Tagged with:
-
Yeah definitely
-
eh, jK after patch is lv2 in Xrd~equally to lv3 in previous game, But i don't think jK(jc)>jS work in +R, you can check that out if i'm wrong. And jK>jK connect if opponent are not too higher than you(that's why i mentioned the JI stuff, super jump will help we get the height we need). But jK(jc)>jK works only without untechable decay. So i think figure out the new air combo route will be not easy
-
I don't think Pot's air throw has auto JI. and jK(jc)>jS doesn't combo though, only jK>jS does. If air throw has auto JI, i think airthrow(RC)>jK(jc)>jK>jH>IPM would be very nice
-
Right now, i'm think about many possible things we can get from those changes, i can list some so that we can have something to discuss: -6P: i don't know if you guys noticed or not, but even on normal hit and the opponent is not floating high, we can link 5P after 6P normal hit. So chance that we can get things like 6P(CH or not)>5P>f.S>jP>jK(jc)>jK>jH>ICPM(or 5P(JI)>S.f>sj.P) to get the corner knockdown. Or 5P>S.f>Heat for damage and meter. -The buff on S.c hitbox: If it's significant we can have things like 5P>S.c(JI)>S.f>sj.P>jK(jc)>jK>jH>ICPM. Which is very nice. -I've tried 2H>HFB>sj.P and it works, though it's tight link. But things like 5K>2H>...looks not so possible because of the lack of 2S vaccuum(2H's horizontal hitbox is awful, IIRC point blank 2H doesn't hit Faust). But at least we got things to go into after a normal hit 2H
-
you guys shoulda see this =)) https://pbs.twimg.com/media/B_bJ3EAUsAEcWfO.jpg
-
right now, the fastest poke we have is 2P which is 6f and cannot combo into f.S, and doesn't have a good hitbox. But 5P is level 2 after patch, and have a very nice hitbox allow you to anti air AND hit crouchers. That means we have a 5f jab(5F JAB bro) which can lead to nice combo on both air and ground hit
-
I've read some Jap player's tweeter and found some interesting info of loketest 3 bro(from Ain's tweeter) - nothing is sure, but here comes the news =))) -Trisula untech time decrease, 6K>trisula cant loop for 3 times. -EXTEND UNTECH TIME INCREASED, CAN GET KNOCKDOWN FROM LONGER COMBO. -J.K LEVEL UP, CAN COMBO INTO J.S. -5P REVERTED TO PRE XRD a.k.a HIT CROUCHERS the hope is reallllllllll Ninja'd: Konsome even thanked Arc for these things =)))
-
No
-
practice fuzzy guard and using backdash throw/6P help me a lot in this matchup. Also try using 5P more frequently when's she's outside of her 2S/sweep range.Don't afraid to do a 2H especially when you have 25-49% tension to OS YRC. 1 CH 2H can help you seal the round
-
it's actually a good matchup for us. it's worse than before but still a good matchup. just remember the burden is on him, not on you.
-
you can practice using HFB to close the distance and still maintain advantage. Things like 2S>HFB(+0 on normal block), 6K>HFB(+2 on normal block) is what you want to do. In corner when you've conditioned them to jump after a delay 2P, you can even get a full combo from 2S>6K>HFB, and it will make your opponent scare of jumping. Pot doesn't have a reliable overhead now, so the only mix-up you can take advantage is PB/low. At first, make your opponent respect your pressure, then you can sneak in some PB or 5D. Personally, i usually use 2P>2S>6K>HFB, 2P>2P>6K<HFB, 2S>6K>HFB
-
actually you don't need to RC the hammer if you're already in or near the corner, the 6K itself push opponent to the corner for you. RC is only needed if you're too far
-
Have you ever played #R Slayer =)))
-
feel stupid
-
It will combo into f.S
-
I think hitbox can be counted as move's priority though(same with hurtbox, startup, active ...) =))). Bigger hitbox definitely is a buff to priority