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Everything posted by Shinvergil
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Guilty Gear XRD Revelator Idea's and Speculation!
Shinvergil replied to noct76's topic in Guilty Gear General
Regardless of characters, game needs Forcebreak, Grab escape and hardcore system like Slashback or something like guard string blitz even if just for meter building. Game is too vanilla now. I hope we get more characters who look like guilty gear originals rather than how Jack-o or Ram looks like, scratch that, I hate the whole character art direction. I respect counter opinions though.- 72 replies
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- Guilty Gear
- Zappa
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Thank you so much . Moreover, Shinkirou gives you auto install after landing because you can jump afterwards. Also when YRCing or RRCing air alpha you get auto install.
- 260 replies
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Kindly help. I don't know how to input Jump Install just 2HS into 22S or 22HS. I'm sure it can be done as I watched someone do it. Tried 2HS to 28S does not work for some reason, or am doing it wrong? I have no problems with plain 228S or all other JIs.
- 260 replies
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I wont keep it to myself anymore, I too am a pad player on PS4 and in the early days of xrd I confirmed situation based (and not 100% of the time) input error and captured it. But I agree with Locked's reply. I learned how to deal with it. In my opinion it is because of the pad in general. It is still manageable and better than the horrible input and negative edge memory in PS3 ggxx and 3rd strike. I can also confirm that while playing the two mentioned games on Ps3 with more than 2 controllers hooked to PS3 (for example one Stick and two Bluetooth pads), I noticed some weird input reads. Heck 3rd strike got so bad once, the inputs were remapped when one of us paused middle of a match. unless you can replicate the problem with most players all the time, people wont care and ignore you until they get affected and notice it.
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[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
Shinvergil replied to VR-Raiden's topic in Sol Badguy
Regardless, thank you VR and Ultima for further clarification. The other characters' examples are useful. I tried replicating this with Bandit Bringer but with no luck. I am looking for more applications like these. -
[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
Shinvergil replied to VR-Raiden's topic in Sol Badguy
I would like to disagree Ultima. I clearly hit the opponent with the Gun Flame and Fafnir and then YRCed. After Fafnir hits you should always get an RRC. I know that in this case the recovery gets changed and that is why both of us get YRC, as I mentioned in the description of the video. Just like the Dead angle YRC OS. Can you share a link of this kind of thing, in which you preform a projectile, then another move resulting in changing of the recovery? Moreover, are you implying that we should change the name of "Impossible Dust"? Coining words, especially if they have similar usage, isn't a matter of right and wrong. -
[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
Shinvergil replied to VR-Raiden's topic in Sol Badguy
Still its a situation that should not give you Yrc. As you saw, Fafnir hit the opponent. I hope i have put this in the right topic. -
[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
Shinvergil replied to VR-Raiden's topic in Sol Badguy
I'm not sure how to explain why this happens or its usefulness, but it counts as an option for sol and it intrigued me. Did not test it with other characters yet. Try this on a blocking opponent: simply Gun flame, yrc, Fafnir yrc. If you time it correctly, it changes the opponents recovery and gives you YRC instead. https://youtu.be/7fCewO_hx-M -
What are your thoughts on full QV charge after throw? I don't see jpn players do it, but I think its a good option. You can easily do the following: Throw, (dash or not), 5HS (or 6HS), charge P or K QV to your liking. You can also have a fully charged one ready by opponents wake up and can YRC QV ball release before it hits. It can be set up out of throw range or in and then bait the throw.
- 380 replies
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- Guilty Gear
- XRD
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Bishop Runout is an underrated OD. I use it often to get used to it and truly believe its worth the tension. Semi correct use basically scares the world out of those who experience it. No need to only use it inside combos. I can imagine its effectiveness increasing with the new patch. The only issue to beware of is that it can be Blitz rejected, although its an OD (ridiculous). I hope it gets fixed.
- 380 replies
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- Guilty Gear
- XRD
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Kindly elaborate and explain. I am all for FRC to make a comeback as I am an old timer ggxxac fan. However, using YRC like this in a real match is not easy at all, nor is it a one tool to defeat all options. I think some of its applications are harder than any frcs or slashback. With the way xrd is set up now, it is hard to see YRC removed.
- 20 replies
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- Guilty Gear
- XRD
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Then, I am glad. But I hope it does not get patched. That is why I've written advanced. It is not impossible, especially when you know your match-up and opponent.
- 20 replies
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- Guilty Gear
- XRD
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Xrd - Just YRC I hope this has not been mentioned before. This is a simple video that I made. http://youtu.be/8VWyv-D1ip0 The hardest thing to do correctly on reaction save for some reaction based clashes. The main rule is to time it right to get the 2 active frames invincibility 1- You can just yrc from any yrc but you have to keep in mind the timing. 2- In many cases its better than backdash, backdash yrc, etc... 3- Some characters have the advantage of instant air move Just YRC. 4- No penalty to counter attack like with Blitz. 5- Can be cancelled with blitz to reject 3rd active frame you can read about the frames in the wiki. I have never seen anyone do it in a match or heard anyone mention it, that is why i posted it. In my opinion, usage of this tech (however specific it may be) will lead to the moments with the epitome of hype.
- 20 replies
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- Guilty Gear
- XRD
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It is very easy. Everyone can do it, do not worry about it. I personally think that it is better to safely YRC command grabs most of the time, especially against good players.
- 7 replies
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- Guilty Gear
- Potemkin
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Thank you for the link. I thought this page was it http://www.dustloop.com/wiki/index.php?title=Guilty_Gear_Xrd_-SIGN- Regarding low blitz, the idea presented is that most players will use moves which are pretty fast for an accurate reaction based blitz. So, if you are throwing a blitz and are not sure if the opponent will hit you low or mid, low blitz will take care of these two options. an example presented is Sol with his far 5S and 2D. If you are sure that the opponent will hit you mid or high, then of course standing blitz is better.
- 11 replies
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- Guilty Gear
- Ky
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Fun mechanic but very risky to use. Things to consider not on wiki. Your opponent will get a free counter if you miss. Takes 25% tension but, If it connects, you get almost 50% of the used tension back. Brief invincibility when it connects. Can be used continuously (tension based) in the invincibility period. It can be done as soon as you wake up in what seems to be one of the most challenging timings in the game. On wake up, I found crouching Blitz shield easier for some reason. Useless to input just before landing, won't work. You can reject Instant Kills. Can be used to interrupt your own air dash (reminds me of slash back air dash cancel) for a chance to reject reads or guesses. Rejecting an airborne opponent will only make the opponent vulnerable while in air. http://youtu.be/tWU2XvRR6DA Since most moves are medium (can be blocked standing and crouching), crouch rejecting is the better option in most ground cases if you want to risk it. Any tips?
- 11 replies
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- Guilty Gear
- Ky
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Greetings. Command grabs can be almost instantly YRCed as an option. While Ram needs a little delay others don't. http://youtu.be/pxdY9d44gZ8 Are there any more options in XRD? other than the universal grab one?
- 7 replies
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- Guilty Gear
- Potemkin
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