hedgeshot
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Corner Ky: 2K > 6P > 5H > IAD j.K > j.S > FFVCL > (land) > j.S > J.H > P Dive > airdash > j.H > FFVCL > (land) c.S > sj.S > sj.H > P Dive > airdash > j.H > P Dive > K Dive 153dmg, ~55% tension (222 with 5S starter) Corner Ramlethal: 2K > 6P > 5H > IAD j.K > j.S > FFVCL > (land) > j.S > J.H > (fall slightly) P Dive > airdash > j.H > FFVCL > (land) > j.S > sj.H > P Dive > airdash > j.H > P Dive 155dmg, ~50% tension (222 with 5S starter), P Dive hits really low so good oki
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corner against Ramlethal: c.S > 6P > 5H > IAD j.K > j.S > FFVCL > land > (delay) VCL > (delay) 5S > 5H > j.S > j.H > HCL ~ VCL Does 223. Timing seems tight because Ram needs to fall a bit for the 5H to hit. Is there a more damaging combo I could be doing?
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Cool, thanks a lot.
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Haven't posted or played BB in a while. I uploaded these a while ago, not sure how useful they are : Litchi (5600) Tager (5941) Tager Corner (6461) I guess I didn't really note in the Tager one I actually end with 22C, 669C(2), 236C. You can do that on Litchi as well but the spacing/timing seemed kind of strict. Pretty sure the corner Tager combo works midscreen. I guess I'll give that whirl.
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If GGXX is any indication, we can expect to see revisions to BB. No one really knows how those revisions will be carried out. I tend to agree that balance revisions should not be rushed to give tactics, counter tactics, counter-counter tactics and so on time to develop. Your idea that games should remain as is now and forever and that we "man up" is just as flawed as players that hop aboard the buff/nerf train during the first few months a game is out (or as soon as SBO is over for that matter). BB has now been out for a while now and I'm sure arc has plenty of changes to both gameplay and balance in store for us. More on topic: Did any new/interesting tactics/loops/combos emerge from SBO?
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I'll give that a try, thanks.
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The corner one is something like: 3C, (22BC) x5, 66C, jC, 236C = 6048dmg or 3C, (22BC) x5, 66C, 236236D, 66C, jC = 7852dmg
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Alright, thanks a bunch. I wasn't sure whether the greater hitstun of the HS version was better than the earlier frc point on the S SE.
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I'm trying to do some ground stun edge frc combos. dash in, S, 6P, HS, 6K, SE (frc), dash in, S, HS, 6K, SE... etc. Q1) Does s,6p,h,6k put you too far away to dash in and combo? Q2) Should I be using S or HS stun edge?
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The stun dipper FRC seems pretty good for getting a throw in. I could probably make better use of it though and get the guard bar even higher.
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Since there was some talk about block strings earlier. Is it bad to use a lot of 6HS in block strings? I like to try and crank the gaurd meter. Here are some block strings I use : 6HS > S > 6P > 6HS > 6K > SE 6P > 6HS > S > 6P > 6HS > S > SE 5K > 6P > 6HS > S > 6P > 6HS > 6K > SE 2P x n > 2K > 2S > 2D > SE I don't always end on SE but I like having the option to RC and dash in, but you can also stop those strings and do 2S > SE and so on. Are the gaps in those block strings too big?
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Are TKed VTs useful(practical) in combos? Can you give some combo examples?
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My first attempt at a art/mod on my HRAP. I think it turned out alright. There is a clear edge around the picture. I'm thinking about just taking a black permanent marker just on the edge to see if it will reduce the visibility.
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So how far have you ever gotten in Survival Mode?
hedgeshot replied to Blade's topic in Guilty Gear General
545 with regular ky. Seems like the AI never blocks ky's 5K after a knockdown.