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Everything posted by GodPress
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[Xrd] News & (Theoretical) Gameplay Discussion
GodPress replied to Shinjin's topic in Guilty Gear General
http://wiki.4gamer.net/ggxrd/ under the character tabs you'll find the colours. -
Wouldn't be able to tell you. It doesn't look particularly tight and you can always replace the IAD with just a regular jump; you do lose a lot of corner carry though.
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It does indeed work without the IAD, not entirely sure why some Japanese players do it over the IAD but I'm seeing it used fairly often so I thought it'd be worth jotting down. Whacked the IAD part in though. You're definitely correct on the 6P>c.S AA. I'd assume 6P>623S RC is viable if you don't get CH to 6HS them. Agreed on the Mad Struggle combo, alternative would be to c.S(2) route into 2D which gives you the option to just go for say K oki for spend meter or stinger RC. I'll whack in some more viable (less standing) versions. I think you're also right on 6HS enders.
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Damage values on those select combos are taken from the 4Gamer wiki. Differentiated between f.S and c.S; good call. Yeah, definitely should have mentioned the c.S(3) not hitting on crouchers. And you might be right on the S/KQV, I'm basing it off of what I think I've seen in match videos and the seeaawiki seems to correlate with it.
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So prior to home release and the imminent combo thread I thought I'd try to bolster that as soon as possible: https://www.evernote.com/shard/s432/sh/e2a07045-67ce-432a-bd11-34ca0b649385/131a39dffad3db405b2afff6950d4080 Its poorly formatted, poorly worded and probably wrong but whatevers usable can kickstart the combo thread.
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[Xrd] News & (Theoretical) Gameplay Discussion
GodPress replied to Shinjin's topic in Guilty Gear General
As far as I'm aware there is no dual language. Outside of the main menu all options and so on are in Japanese. -
Yup, you can also do the same thing in #R and AC. PK formation.
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Feel free to add them to the wiki.
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So I don't spam the page with images here are the ball formations: P Formation: http://i.imgur.com/r0d4JF9.png K Formation: http://i.imgur.com/2TjtExk.png S Formation: http://i.imgur.com/kUfAa6B.png HS Formation: http://i.imgur.com/UExIr2u.png
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Excellent. Looking forward to the coming combo thread.
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Might be of use; I 'translated' the 4gamer Gatling chart. I've most likely gotten something wrong in that, feel free to correct me. For reference, SP = Special cancel JC = Jump cancel CH = Chainable because I couldn't think of a better word for it. Grounded chart: Air chart:
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4Gamer has been updated to provide taunts + colors. If you're too lazy to meander on over to the wiki here they are 1-6 and the mirror color: Badly spliced together by myself, source from: http://wiki.4gamer.net/ggxrd/
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You can absolutely perform well with Venom consistently, as with every other character. However, the amount of work you potentially have to put in compared to the reward you get is probably not in your favor when you look at alternative characters like Ramlethal. If its of any use, as far as I know Fino has started to use Zato-1 as his mainstay rather than Venom in XRD now.
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[Xrd] News & (Theoretical) Gameplay Discussion
GodPress replied to Shinjin's topic in Guilty Gear General
Well its slightly relieving to hear that they're trying to keep Europe in the loop. I think I'll probably just grab the JP digital download on the 4th though. -
Added it to the document however, I personally couldn't get the second repeat of J.A>J.B to land.
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Use charge to bait them to coming to you or walk them into the corner with the threat of your normals (5b/2b etc) use assault sparingly. 2A has the same startup and a better reach, other than that getting out of the corner with no meter requires patience and good use of shield.
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Yeah the J2C combos I completely omitted,good looking out. I've added in Shadow's combos. You can also combo off of B+C if you catch them close enough.
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I don't blame you for missing it, especially if you're just skimming through the document. Just for clarity, the reason there are abbreviations like that is just to economize on space to keep a consistent(ish) layout throughout. I still need to spruce it up a bit and add other things like metered 2a/5a, veil combos and so forth.
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It does indeed do slightly more damage like 50/60.
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Whoopsy, I'll change 'em asap. edit: Got em, I think. Let me know via PM if I've missed any and I'll whack em in.
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Completely forgot about the crossup protection. That said, playing with it some more, there's a huge gap that they can just walk it. The crappy little document I've been working on https://docs.google.com/document/d/1ZJC7XzNXCjWW5uTUv9hF6k_SCcxXMXLLQWNilfQYM5I/edit?usp=sharing. Might be useful for some of you, its basically just a compilation of this thread; the layout sucks and it needs a lot of work but hopefully its some use to a few of you?
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Not sure the use of this yet but doing Jump back B will allow you to use assault before you hit the floor, if you get this at a close enough range you can j.assault C crossup. Doesn't work on the smaller characters (Linne&Vatista). Oh and on corner combos using the route of 214A>5A>214B from A or B starters after the 214A you can Dash then A to put yourself closer to the corner. In situations where 5C>3C in the combo would drop dashing forward gives you just enough range for it to hit.
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SonicboomBrad went over this a little in page 1.Unfortunately, there isn't a whole lot of options Wald players have on corner defense without mechanic advantage of meter, grd blocks or vorpal. I've found in situations where I'm forced to block because I have no easy way out I aim to use shield a bit more aggressively looking for the opponent to recognize this and go for a grab, at which point if you successfully tech you are at advantage allowing you to attempt to work your way out of the corner. I'm also currently trying to compile (mainly for myself to keep track of things) the current listed combos into a document, if anyone wants it give me a shout and I'll link it through. Bare in mind, its messy as anything at the moment.
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Whoopsy, misread the wrong normal. Good looking out.