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- Birthday 04/05/1990
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Montreal
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specone23
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Finishing combos on lighter characters like Elphelt with GMY allows them to tech when closer to the corner, probably he was trying to ensure hard knockdown.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
Is there a tournament at Otakuthon this weekend? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
this is actually so close to me :0 -
I was wondering what are some good and easy combos to use with black hole. I've seen Nage do a few interesting things such as IAD jPK GMY 5K... but I wanted to get your guys opinion, thanks!
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FDC JK is now the fastest overhead in the game so you should be using that as much as possible with 2K for a real cheap 50/50. 6H is reactable but even good players will still get hit by it if they arn't looking out for it... good to use during pressure eg cS > 5P > 6H... same applies to 5D
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Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
ggs everyone on friday, feels great to play offline again will do -
Something I don't quite fully understand with the update is how its possible to now block metagiri after the first hit. How does this occur? my understanding is the move activates if the first hit will connect (they are in a throwable state) so then the next hits should subsequently combo. What is happening such that the move activates and they are able to block after?
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some 1.1 stuff courtesy of Mark of the Gear: https://www.youtube.com/watch?v=Tgu3OXl4D1Q looks like jKjc2K combos into 5H more easily (due to lower height I guess) And also Backwards pogo strike / ground flower give an interesting combo. Makes sense to the following changes: Backward (from Spear Point Centripetal Dance) Float of the opponent on hit changed. Attack damage reduced from 40 to 24. See? I’m a Flower! Untechable time increased. At first I thought reducing the damage on "Backward" was kind of dumb and arbitrary since it isn't particular useful or powerful, but I guess they were aware of the combo loops. Interesting =)
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after watching some gameplay stream today of 1.1, I saw a Faust player (Nage I think) use the 2K > Drill whiff at close range > Command Grab mixup, so this is still a thing
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unfortunately this combo will no longer work in the patch, since they are adding an additional 5f recovery to command throw.
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The door move is rarely a threat (its not actually a mixup), as up-back + FD beats all its forms and will get you a punish on from-the-back or from-above I'm pretty sure Door YRC is completely safe unless you guess, and mash a quick normal before its 6f startup.
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With the increase of knowledge being dropped in the Faust gameplay and combo threads, keeponrockin and I have decided that the time has come for a Faust Skype group! The purpose of this will be to discuss Faust tactics, matchups, videos, etc in a more active way so we can all become masters of this character. post your skype ID here, or PM keeponrockin or myself if you want in!
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spec reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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If you're able to sneak in a jump after IBing? Sure, but I'd end the jumpin combos with Sweep rather than f.S. Or simply super jump > air dash to gtfo out of the corner.
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He got mostly nerfs... so did everyone else in S tier. Chipp isn't a bad matchup, neither is I-No. 2-3 knockdowns and they are dead, while 2K beats most of their shenanigans (especially Chipp). 6P destroys May. Milia is tougher. Picking up secondaries to compensate for bad matchups is almost always less rewarding than learning the matchup for a single character you stick with, except at the highest level of play.
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ah ok, thanks
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