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@Pomp_a_romp
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Pomparomp reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Fightcade is random emulated games that haven't been optimized for rollback, SF5 netcode is so shit that I have a more stable experience playing a romanian friend on 300 ping than sfv on 5 bar. Good rollback is nothing like either of those, see KI, Skullgirls.
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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bears talked to me about spacing, f.s and taking advantage of an opponent already committed to something. It's probably basic stuff to longer FG players but it was really enlightening to me, so here it is mostly unedited. https://docs.google.com/document/d/1Js_kqNJzyB7gM8O2hcAqe2KxaVYcNkMHIMMmRbCWETw/edit
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everyone's on steam until revelator comes out and forces us back to online playing like it's online
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https://giant.gfycat.com/GlaringLargeFluke.mp4 c.s(3) xx k qv > s qv > 5p,6h xx h set > s carcass raid > f.s xx teleport edit: https://giant.gfycat.com/PointedLimpingIrukandjijellyfish.webm c.s(3) xx k qv > s qv > 5p xx p qv > 5p xx h qv > s CR enough charge time that you can actually meaty CR, a LITTLE more damage, but you have to be extremely close or h qv will whiff.
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i thought i posted this yesterday, but I meant 6k as a followup to c.s. I was thinking about it earlier though and I'm probably just thinking about it too much in a vacuum, Venom probably shouldn't have big damage combos off normal hit antiairs when no one but like elphelt (:v) can reasonably contest the zoning. Just having something simple and universal like 6p -> 6h to at least guarantee they can't try to tech forward into your face on normal hit would be nice.
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I've been playing a bit of +r and god dammit i really want 6k back. 6p is a strong antiair but the lack of reward off it compared to most of the rest of the cast is really frustrating
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I'm really sorry to break this to you, but as far as america goes FGC is synonymous with capcom and a lot of those people will not ever seriously branch outside of capcom games. The amount of times I've had some marvel or SF player say "yo that game looks sick," buy said game and then never play it frusstrates me to no end. Also,
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dash is 0 recovery, but j.d has enough blockstun to be safe if he blocks, and it's an ambiguous cross up depending on your j.d timing i was a little excited to figure this out edit:if they crouch block and it doesn't hit meaty j.d can whiff. You can use this for a throw set up if you see it coming and you've built respect? Counter hits lead to full combos, but your window of opportunity is pretty small so you have to be on your game.
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j.k
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it seems a lot easier on sol specifically without the microdash jump. Sol falls out 90% of the time I try that, whereas I have that down pat on a bunch of other characters.
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I started using c.s(3) > qv > j.kshd > 6h on sol, and it is as much easier as you told me Dai, but why is he pushed too far back for 6h sometimes? Am I hitting the gatlings to fast when that happens, or am i launching from too far?
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How do you efficeintly punish a failed or predictable burst?
Pomparomp replied to ViolaSorel's topic in Guilty Gear General
RRC or jump cancelling to bait a burst is something you do on reaction, don't guess -
I used to get OTG on slayer and sol a lot until i stopped doing anything until the ball connects so they're floating just a little bit higher. :shrug: I've never actually used it, actually forgot it existed until now, but s cr 669 j.kshd is a microdash right? I considered talking about those but i figured they were outside of the scope of someone still getting down the basic IAD combos. I know it took me a long time before I was able to wrap my head around them, at least. I'm at least gonna make annotations for new characters until the theoretical time when we have new bnbs. edit:added a couple of notations to be safe.