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Everything posted by shadow_nobody
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If you take out the 2HS from those combos you can get more. The scaling isn't as bad and you can get 5S>623S>214S>236[HS] after the first one.
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GGXrd -Revelator- Jack-O Hype Thread
shadow_nobody replied to Soudabuki's topic in Guilty Gear General
Dunno if this has been said before, but after being hit the bags have a brief period of invulnerability. I hadn't noticed it in jiyuna's videos. 2D took meter on the second time when it knockdown. I just think they didn't tech. It definitely looked like j.D only fires one without meter and has more recovery maybe? Was hoping to be able to Organ yrc, but it seems that the effect doesn't happen until the animation finished. -
Gonna put a bunch of random sin stuff here Beak Driver RC combos against standing opponents. All damage is on sol and at different calories used. You guys can figure out other stuff I'm sure, but this is what I got. None of these work on Faust or May. [9k Cal] 236HS > RC > iAD j.S > j.6HS > 5HS > 6HS > 623S > 214S > 214P/K > (j.S) > j.6HS > 5S (omit with j.S was used) > 623S > 214S > 236[HS] > 214K > j.S > j.K > 5HS > Eat (197 Dmg) [8k Cal] 236HS > RC > iAD j.S > j.6HS > 5HS > 6HS > 623S > 214S > 214P/K > (j.S) > j.6HS > 5S > 623S > 214S > 214P/K > 2HS > 5HS> 6HS > j.K > j.S > j.6HS > j.236HS (197 Dmg) [8k Cal] 236HS > RC > iAD j.S > j.6HS > 5HS > 6HS > 623S > 214S > 214P/K > (j.S) > j.6HS > 5S > 623S > 214S > 214P/K > 2HS > 5HS> 6HS > 236HS > Eat (195 dmg) (more consistent for only 2 less damage) [5k Cal] 236HS > RC > iAD j.S > j.6HS > 5HS > 6HS > 623S > 214S > 214P/K > (j.S) > j.6HS > 6P > 5S > 5HS > 6HS > j.K > j.S > j.6HS > j.236HS (187 dmg) [2k Cal] 236HS > RC > iAD j.S > j.6HS > 2HS (3 hits) > 5HS > j.K > j.S > j.6HS > j.236HS (159 Dmg) [0k Cal] 236HS > RC > iAD j.S > j.6HS > 2HS (3 hits) > 5HS (2 Hits) > Eat (125 dmg) 5HS 2nd hit stuff that I'm too lazy to write out atm. On Faust: CH 5HS (2nd hit) > 214K [4] > j.S > j.6HS > 5P > 5HS > 6HS > 623S > 214S > etc~ on Potemkin: [3K Cal] CH 5HS (2nd hit) > iAD j.S > j.6HS > j.214S > 5HS > iAD j.S > j.6HS > j.214S > (5H > iAD j.KSK) x 2 > 5HS > 236HS (201 Dmg) CH 5HS (2nd hit) > iAD j.S > j.6HS > 5P > 5HS > etc~ (Side switch)
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Alternatively this works as well https://www.youtube.com/watch?v=ei5GO4fvFY4
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Going to put up some tips I got in this match-up. 6p- Start of the round 6p beats out most of Leo's buttons except for 2d. 5k- Trades with Far S and either beats 2d or causes it to whiff. If you get a CH on these then cancel into Elk Hunt for the knockdown and play your game. Be cautious when you see Leo whiff 5s and respect the 5Hs that's coming because you'll get CH A lot. Its best to just wait it out and see if 5hs whiffs and use that to punish/take your turn. When you're pressuring with 5hs/Elk Hunt be wary of using 2k due to Leo's 5k having low inv. Instead use 5k/5s/2p
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
If you're that worried just back off, jump etc. Mix up your buttons and moves if you're going for the same thing every time the opponent is just going to catch on. Learn what distance you're at and the distance of your opponents normals and know when they'll whiff you'll be surprised unfortunately there is no end all be all to the situation so you gotta make do. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
Better start getting the timing of your button presses down then so you don't get beat because Sol Far S loses to basically each button press. 2D will be beat by 2k, 2s, 2d take your pick And 5k it won't be hit by 2d. Vs slayer you should technically beat his 2k seeing as yours will come out first, but if he goes for 2k you can also just wait and hit your button after his because his will probably be too far to hit you as well. Same with Ky's 2d if people are low profiling your 5s stop doing it and do 2s instead. Hit your button earlier too. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
What normals are exactly beating yours? Even if 5k,2p,2k whiff if the opponent does nothing they'll generally beat any button press the opponent has to make. It's like how vs Leo when you end with slide you don't want to do 2k because he can just 5k right over it and hit you, but if you do 5k instead it'll hit him trying to hit a button. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
When sin doesn't have any Meater left he's not completely useless he still has some really good normals. When you run out your opponent will definitely start being more aggressive so look out for that, but you in no way need to resort only to defense because this results in narrow minded neutral. Obviously what I'm going to say is pretty obvious and basic, but you shouldn't be afraid just because you can't BD or HB. When you're low what I usually look for offesively: Far S/2S- On block just wait or Leap in. On hit apply more pressure with normals, inch your way closer to get a hit into knockdown, or leap in for more pressure. j.6hs- A great way to control space while not approaching and leads perfectly to pressure on block or a combo ending in eat. 6p-Look for that anti-air! Far S/2S are still great space control normals on the ground and I find a lot of characters would rather try to approach from the air so this is your chance to either force them to FD/back off/get hit. 3K>6hs- You're + so just another pressure tool to get the throw or hit in. Air throw/Ground throw- You're going to need these a lot if you want to open someone up reliably on the ground without your normal pressure tools. Remember to be aware what you can IB in the air that will allow you to throw the opponent. Leap- Even if you don't have access to a lot of specials there is still one you can do without any calories. Leap, leap, leap. Blockstrings into leap can take you far as long as you're not obvious with it. Always doing 5S/2S/2D>Leap>J.s/j.h whatever is a good way to get air thrown or AA'd. Mix it up with 214P[4] to bait and then using j.6h to bring them right back in or airdashing to try and open them up. Other options like empty Leap into throw are great. YRC - you're thinking why not just Eat yrc? And thats because a lot of characters won't give you the time or space to even get eat out and you'll find yourself either YRCing to early or getting hit out of it. However YRC in neutral to react to whatever the opponent does is an amazing way to get a hit, end in knockdown, and eat. YRC air throw is pretty important especially for sin. Defensively I just look for blitz, FD, IB airthrow, Dead Angles. If you have to burst remember that the opponent will try to airdash in so be mindful of that when thinking about eating after burst. -
Ok so I was messing with what you can get off of 5hs second hit and it turns out a lot. against may/elph 5hs (2nd hit)>236k>623s>214s>214k/p>j.6h>2p>5s>5h>6h>623s>214sEat~safe jump Against a vast majority of the cast you can get 5hs (2nd hit)>236k>623s>214s>214k/p>j.s>j.6h>5s>5h>6h>623s>214s>Eat~safe jump -Inconsistent due to spacing or something its difficult to do on: I-No/Ky/Zato-1 -And requires 214k against Slayer and Sol Against Faust/May/Elph/Sin(hard)/Sol(hard)/Millia/I-no/Ram 5hs (2nd hit)>236K>623S>214S>236[h]>whatever
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Oh I got one in the corner side switch. CH 2B>Whiff j.C>(Dash if needed) 5B>236BB>5B>5C>2C>2AC>j.C>5B>2B>j.2C>214A [3745] or if they're too high CH 2B>Whiff j.C>(Dash if needed) 5B>2C>2AC>j.C>236BB>Dash 5B>5C>2C>2AC>j.2C>214A [3471] Alternatively after 236BB you can do dash 5B>5C>2C>2D [3493] The meter usage can be after the 236BB doing 236236B (best option if you think you're too far for wall bounce) or after the wall bounce you can do 5B>5C>236236B
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[P4AU] Tohru Adachi Gameplay Discussion
shadow_nobody replied to Antiquarian's topic in Tohru Adachi
Idk about you guys but the characters that give me the most problems are probably Yosuke, Yu, Minazuki, Sho, Yukari, and Yukiko Having faced enough Naotos to really say how I fare. Also I kind of wish 5B on whiff didn't go into the subsequent hits or if it required 5BB instead. Gotten punished badly on a lot of dropped AA 2B combos :[ -
[P4AU] Tohru Adachi Gameplay Discussion
shadow_nobody replied to Antiquarian's topic in Tohru Adachi
Yeah it seems to take a lot which is only one of the many reasons he can't afford to be on defense. I'm also not too fond of his normals especially in the mitsuru match-up where it feels I can't press anything ever. -
Yeah I was messing with a 5C route too because of that. 5B works just as well but your 5C>2C route is probably the safest confirm. It also works on other hits like 214C/D which is great. I was also thinking combos to do if say you had a cloud out and did AoA and they get hit by the cloud.
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236D>2B>5C>2C>2B>236A>5A>5C>j.B>j.C>jc>j.B>j.C>236AB [3603] A little harder to do but not impossible once you learn the spacing of it. Midscreen only, corner it's probably better to do yours or maybe if there's something else. You can combo off 236CD the same way too as long as you dash 5B>5C to confirm it.
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[P4AU] Tohru Adachi Gameplay Discussion
shadow_nobody replied to Antiquarian's topic in Tohru Adachi
Well when cornered: CH 236236CD>Dash 5B>5C>2C>2AC>2C>214A 3.7k Alternatively CH 236236CD>Dash 5C>2C>2AC>5C>2B>2C>214A 4k If you have the meter when you're cornered 236236C>OMC>5B>2AB>236BB>5B>5C>2C>2AC>2C>214A for 3.7k 100 SP but hey its safe. Dunno if all this is optimal but its what I came up with. He does lack some defensive options, but the stuff he does have lets him take corner pretty easily. -
2A also combos after 1A so I'd go for that just to be sure.