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Everything posted by koufdell
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- 105 replies
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- Guilty Gear
- XRD
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(and 2 more)
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the problem is 6p ch has to hit from a certain distance depending on the character in order to get SDD tail > 6h to link so i am trying to find a setup for that distance (after a certain number of attacks on hit or block for example)
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i am talking about the spacing in order to get enough time to link 6h .. you will c it in the vid
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i will upload a vid showing how to do it ... but i still need to set it up somehow...u can count on me to find a pratical way to use it in matches...thx for the feedback
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in corner 6p ch > TK sdd(tail) > 6h > kpile > 5h >2H > cs > jSHD (sol chipp may ino axl bed) jSKD (sin) jKD(ram) 300+ DAMAGE!!!
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p2 match start position millia ch 6p > long dash > 5H >j2k k >jc SHD 2k PD 207d ch 6p > long dash >cs fs > jSHD jc PSHD 2k PD (needs delay)sol 194d ky 195d chipp 242d axl 200d bed 175d pot 175d fa 187d cs fs > jSD jc PSHD2k PD sin 204d jSHD jc KSHD 2k PD ino jSKD jc PSHD 2k PD 192d
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added normal 6P on some characters - counter hit 6p setups in corner for everyone except zato-1 ve if anyone has revelator test the new comers for me i will update the OP i will make a vid for visual clues
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added some dhd setups i found recently using dash jump 24/042016
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ok dhd combos easy on some tricky on others set dummy to jump then dash jump > jPK >jc SH SDD(2) works on sol elp sin fa leo as a charm very easy for 190 + damage (sol) in the corner DHD goes straight so RRC cs fs > air combo is possible ok visuals ... https://www.youtube.com/watch?v=vtSVe_SsNv4
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so about IL > cs fs >EW i was able to do this one time on sin (some 1 frame shit i guess) start position : 2D > k IL > cs fs >EW > kmappa > cs but i guess air combo will be very short not practical but possible also meaty EW >6H is a thing i'm digging these days so i will update my post with more but basicallyas an example on zato in corner you do 2k (hit)then 2H > 5k > EW > 6h > kpile = damage
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so did anyone tested this combo in corner i saw hase do : set dummy to jump , set yourself in the en of p2 tension bar and jump in the same time as the dummy jPPKD 2K D footlose(1) >cs air combo i saw it on jack-o so i went to the lab (i don't have revelator yet) and turns out it works on a lot with some adjustements and it's the most damaging air to air combo i think tested on : elph mil ino ram ve fa sin ky chipp ve zato1 at 8:23
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tribute to the boss
- 105 replies
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- Guilty Gear
- XRD
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spoiler alert the combo on faust is ....
- 105 replies
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- Guilty Gear
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https://www.twitch.tv/joniosan/v/59461963 the hase vs mike match at 4:11:00
- 105 replies
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- Guilty Gear
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dhalsim fang for me mixup city bro
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the pot combo with 2 p D DOT -_- speechless i must be
- 105 replies
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hase at 4:02:34 http://www.twitch.tv/joniosan/v/44357478
- 105 replies
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- Guilty Gear
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we also have after 2d , K dandy IL > cs fs > EW in corner so far works on sin fa ve and wow just realized that i was in daymendou evernote for slayer thank you man
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best case scenario against characters without reversals in corner 2D knockdown > undertow yrc if backdash rrc on hit then go for air combo stick a 2PS os and you get air combo if they backdash
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https://www.youtube.com/watch?v=EKchBcQSXIQ
- 105 replies
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- Guilty Gear
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after seeing hase , everyone is unimpressive
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thx for your work keep them coming as much as possible
- 105 replies
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AFAIK you can tail hit standing zato-1 with TK sdd but you ahve to be close so ... i do't see the tech here sorry taka
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01/10/ 2015 updated with a vid for ch k pile
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so ... about double hit dandy or DHD i will try to gather as much information about it as possible posting the most pratical ones i know but first my thoughts about it since it's not used by slayer jp monsters in matches i came up with the fact that DHD becomes useful after fullfilling certains conditions : hitting with a counter hit 6P (corner) or IL or 6H K crosswise or helter skelter you are midscreen where k pile is not possible to splat being in hellfire state (does more damage than any combo with tension especially midscreen) you need fast damaging combos before they can get burst changes in jH hitbox ( ithink?) made setups for double hit easier than it was in 1.0 enough chitchat , here it comes midscreen CH IL > jH DHD works on mil fau pot sin > step jSH DHD works on axl bed > dash jH elph sol from p2 start K crosswise heel > jSH DHD works on elp fau sin >jS(2)H DHD works on pot bed axl leo > jPK DHD works on mil air to air dash jump > jPK > SH DHD on sol fa sin leo elph axl difficult on milia ram corner the use of DHD is surely questionnable but still has it's uses against certain characters . normal 6P 6p cs fs hj sh dhd on milia(very near to wall) faust 6p cs(start tension bar) s(2) H DHD sol slayer axl 6p cs s(3) DHD elp set up a CH 6P when they are stick to corner witth 2P 2P (block or hit) CH 6P > 5H > jH DHD sol CH 6P > 6P > 5H > jH DHD axl ( way easier than 5H TK SDD air combo and not far damage wise you can't miss it) with 2P (block or hit) CH 6P > 5H > jH > DHD slay pot bed sin mil(delay the 5H) bed (very close) CH 6P >6P >5H > jH DHD fa CH 6p > 6P > jSH late cancel DHD sin(tension bar range) ch 6p dash jump SH dhd chipp may ino ram sin elph leo bed (from tension bar range,delay sdd as late as possible) pot(tension bar range) mil(max range ch 6p do everything fast) PK ky (as fast as possible) CH IL > 6H > pCWH >6H >p CWH > jD > DHD on FA > dash jH DHD on axl elph ino , ram , chipp and may in corner if distance between to opponent is equal to timer corner distance ,zato-1 (tail hits last so he can tech) from p2 starting position to corner CH K pile > long dash > jH DHD works on faust ino ram may chipp sin leo axl pot zato bed elph slay but timming is different (easier on some , tricky on others) CH 6p > dash jump > jS(1) 2K K >jc SH DHD easy on chipp ky hard on may CH IL > dash jSHD 2K k jc SH DHD on axl meaty 6p(very last active frames) > dash jPSH(dhd 199d or D 2k K jc SH DHD 202d) faust hope you like it , i'm trying to put the easiest and most guaranteed ones