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Everything posted by o Nereus o
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So far 5B and 236D still works after 6D
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Give Seth at least 9k health.. i have no idea why it's at 8k considering what he can do doesn't really make up for it. More than 9k is asking for too much.. but ill be fine with just 9k.
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Damn.. it sucks that the 6D nerf stayed. My character-specific 5.1k combo is pretty much gone now. As well as some OD combos i JUST LEARNED a few days ago.. EDIT: Wait... hold on.. if they only changed the regular version of 6D and didn't change the OD version... one of my OD combos should still work.
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Terumi - OD Super = This isn't going to be fun for my opponents... lol
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I think you meant 236D
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Some of Terumi's changes on BBCP 2.0: http://youtu.be/Mw6fQFOem6c?t=1m27s What i got from this: j.D can now be canceled into j.2D on block and on hit. Air messenga is.. easier to combo into? Not sure on this one since i barely use air messenga. Air Messenga now has invincibility? It looks like 236D lost some of it's range but has shorter recovery? EDIT: Here's the translation of the changes by SoWL: - j.D can now gatling into j.2D. - Aerial Jakyou Messenga (j.41236C) now acts differently on hit. - Jageku (236D) has less recovery on whiff. Guess it was my imagination then... felt like they nerfed the range on 236D.
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So there's no official change log for the rest of the cast so far.. correct? I haven't been keeping up-to-date with CP 2.0 so im anxious to see what changes they gave Terumi. 6D nerf
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While i was doing damage comparisons.. i must've missed the fact that it did less. Thanks for pointing that out.
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Thanks for posting.. i completely forgot to add the damage lol. I was going to add the damage to the full combo though... which i believe was around 3200+. As for the CH 5C, there hasn't been an instance to where the 623B whiffed for me. Could you give me the character or characters in which it's whiffing on?
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Two CH Routes... CH 2C (2) > 623A > 5B > 623B > 2C (1) > 214AC > stuff -The 2C route with an additional hit due to the CH status on 2C - A Bit iffy because the farther you're away from the opponent when the CH 2C hits, the farther you are when 623B hits. You can do 66 2C (1) if you're too far away after the 623B connects. CH 5C > 3C > 2A (whiff) > 5B > 623B > stuff -Tested this on normal hit... and the 214AC will not connect when doing 623B > 623A > 2C (1) > 214AC. Ill add the damage when i get home soon..
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[Xrd] News & (Theoretical) Gameplay Discussion
o Nereus o replied to Shinjin's topic in Guilty Gear General
What does this mean exactly? -
Really new to Azrael and his forums... so i apologize if this combo may have been posted already in here or his vanilla forums. This is two of the few combos i slapped together during day 1 training. Im assuming UW means his Up Weakpoint. (corner only) (UW) 5B > 2C > 6D > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D (4490) (meterless) (corner only) (UW) Throw > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D > 236236D (4877) (Requires 50 Heat) UPDATE: you can push a bit more damage to the 2nd combo by doing 6A after the j.D for a total of 5057 damage.
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[Xrd] News & (Theoretical) Gameplay Discussion
o Nereus o replied to Shinjin's topic in Guilty Gear General
Wait... what the fuck? Why is it so overpriced?!? lol the artwork is pretty awesome though -
IMHO it's a preference thing. I feel that doing 2AB works best for me due to accuracy. I'd do 22 and fastfall too late as well... i just prefer to hit the button.
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Have you guys tested out any setups after Seth's 41236D? I haven't read the Seth guide Brett made thoroughly yet so i apologize if there's a setup in there and im asking anyways.
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That's why i said "for shits and giggles" because it's not necessarily useful.. but it's a cool setup to just mess around with.
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It's really just a habit of mine in terms of writing the bnb lol. And the j.214A is supposed to whiff. You can cancel j.214A on whiff with 623C. If you do the setup correctly.. Seth's 623C will come out first.. then Gordeau's, and Gordeau will get beat out.
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I was going to post this yesterday.. but i forgot lol. Here's a Seth setup just for shits and giggles: 5B > 5C > 214CC > 6C > j.236B > j.214A > 214BB > 22 or 2A+B > Dash C > 6C > j.236C > CS > j.214A (whiff) > 623C Had the CPU do this while i used Gordeau. With Gordeau... i teched up and did 623C. At times my 623C wouldn't come out but when it did... Seth beat me out clean with his 623C. Can someone explain to me why this works? Is it because Seth's 623C came out first? Or that Gordeau doesn't have that much invincibility during his 623C? Also, i've been meaning to ask you Brett. In the wiki.. don't you think it may be a good idea to list the best combos from Seth's starters? Like for example, what to do when you hit someone with 2C etc.?
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I pretty much stopped caring when you replaced what i said with "RANT.."
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Dude... http://i.imgur.com/CeiXIHT.jpg Look, i respect the support and what you've been doing. You're a great player, but when someone disagrees with you.. you flip off on them as if they're always wrong just because they disagree with you. How about this... i11 mids are fast... i12 mids are the average... i13 mids are fast for super heavyweights/grapplers and i14 mids are the average for super heavyweights/grapplers. People are going to disagree with you.. and you have to understand this. Hell, I expect you to disagree with me in this post right now.. and that's ok. Because like i said, not everyone is going to agree with you.
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If we're talking about unplayable netplay, DOA5U wins.
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Alright.. ill keep that in mind when posting combos. And thanks for the info.
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I edited it... i meant 5B.. not 3B lol. It's pretty much the 2C BnB mixed with the 3C on CH. Im not really that good when it comes to creating combos... im better at expanding them than creating them so i apologize if this isn't "original"
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Found a 4700+ 3C CH combo earlier today: 3C > 2A (whiff) > 2C (2) > 623A > 5B > 623B > 214AC > 6C > j.236B > j.214A > 214BB > 22 or 2A+B > Dash C > j.6C > j.214A > 41236D Meter: 200 EXS required Vorpal: Not required but is needed to get the 4700+ damage Midscreen This combo is mainly ideal for punishing DP's because the AA version is a bit more strict to do (Have to delay 2C like hell). The key to to getting the 2C off in this combo.. is to delay the 2C until they get lower to the ground.
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As Tari said.. when someone throws out a normal in the air or shield blocks... it adds recovery to them. It appears i was wrong about the empty-jump then because i had Nanase shield block first so i apologize for the confusion (hence why 623C worked on Nanase). Anyways, If someone throws out let's say Carmine's j.C.. you can hit them on recovery if they whiff j.C if timed right and they can't block. I tried 5B and it worked. Also, when i mean timed right, i mean you can hit them while they're grounded. The best way to visually see this is to do a j.C with Seth.. and see how long it takes for you to block once grounded. The reason why i say this is a bit impractical, is because of the timing as well as it being reliant on the opponent itself via how quickly or slowly they throw out their normal.