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Everything posted by daymendou
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CH K Mappa > c.S f.S > 5K won't combo on standing Ram since 5K doesn't hit immediately Corner 6P > c.S f.S > j.SHD2K > j.KD > dj.KD MI > c.S j.SHD MI CH Helter > 6H K Pile All but heavies, needs corner or to be a non-crossup that is also spaced otherwise K Dandy will slide too far Spotted Tanabata using c.S f.S or c.S > j.D2K j.D, some of the characters possible are Zato, Potemkin, Slayer Should test with CH UP, 2K starter, and a second c.S/fS. Maybe a relaunch or double jump route is possible. If you catch a backdash/jump with 5K, I think the best easy followup is j.KS dj.SHD. Haven't tested yet but I think it will allow j.2K jD at the end.
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If you're not getting consistent confirms, it's pretty difficult to make players online respect you. Your big counterhit moves should be doing at least 150 damage with knockdown, smaller counterhits should give maybe 75 damage and the occasional knockdown. The other problem I think a lot of Slayers have is relying too much on high reward moves like 6H, dash c.S, or Dandy Step, which are easy to disrespect. I feel a lot stronger when I slow down and rely more on 5K Mappa or Throws. Try to experiment with all of Slayer's normals. The important thing is to always assert yourself; your opponent needs to be afraid to trade with you and unsure of their defensive options. If players punish your oki or blockstring once, you have to be willing to try again.
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I don't believe there's a backdash OS if you're going for High/Low mixup otherwise Slayer would be a lot easier to play. 2K is especially easy to wakeup backdash since it only has 2 active frames. If you're willing to spend 50%, you can do UP > 2D RRC for about 150 on hit (convert into c.S f.S > j.SHD) or another UP mixup on block. If you really feel you need an OS, maybe try 2K~4412367P+H? For BDC Mappa or forward jump on whiff to beat 2K/Throw or cancel into 6P/Mappa on hit/block
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I think I figured out the weird Stun values. Listed values: 2H: 13 stun, 48 base damage Ground Throw: 34 stun, 68 base damage Air Throw: 30 stun, 60 base damage Bite: 72 stun, 0+72 base damage P Pile: 50 stun, 70 base damage K Pile: 60 stun, 80 base damage Dead on Time: 70 stun, 140 base damage I think what you do is use the stun value in the bear stun formula instead of base damage. Should be a good starting point for testing. Estimated stun modifiers: 2H: <0.25x Ground Throw: <0.5x Air Throw: <0.5x Bite: 1.0x P Pile: <0.75x K Pile: <0.75x Dead on Time: <0.5x Although Bite might actually be 72 stun for the 0 damage hit then more stun from the 72 damage hit
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The listed proration changes to IL, Helter, DOT, and EW are definitely wrong, at least in 1.1 console. 2H frame advantage is correct. 2H and Throws don't add stun.
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Updated Frame Data with values from 4gamer wiki List of new data: * 5H maximum stagger length 39F, frame advantage +17~-3 on hit * 2H Attack Level 4 -> 3, frame advantage -10 * 6P invul listed as 1~6 Upper Body, 7~23 Above Knees instead of 1~23 Above Knees * Bite whiff recovery 35F -> 42F, maximum stagger 49F, frame advantage +32~+7 * It's Late Throw Invul 1~13 -> 1~19 (covers all active frames), initial proration 90% -> 100% (was 100% in 1.0) * Helter Skelter, Dead on Time, Eternal Wings no longer have proration values listed (may be incorrect) * Dead On Time recovery 31+21 -> 36+21, frame advantage -41 -> -47 (I think -41 was incorrect and should have been -42) * Stun modifiers listed for 2H, Ground Throw, Air Throw, Bite, P Pilebunker, K Pilebunker, Dead On Time. Pilebunker having a penalty to stun doesn't make sense to me so we should check before adding this
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A few weeks ago someone pointed out to me that empty K Dandy allows certain combos to work. I was shown K Dandy 2K 2PSH on I-No. I also just did K Dandy CH K Mappa 2SH on standing Sol. Just something to experiment more with. Edit: K Dandy cS fS 2PSH 5K jK2K jK djSHD2K jPD on crouching Chipp
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Yeah short dash c.S can be jumped out of by a few characters. I was thinking of making an oki thread, but I'll save that for winter break. I'll definitely study what Hase goes for after j.D vs. after 2D. Meaty 6K/2D oki does have a few advantages over UP oki. First, some frame data: P Dandy - 30F recovery, 15F fastest followup Under Pressure - 5/2/12 or 20F fastest startup, fastest cancel to IL on frame 8 (after 1st recovery frame), It's Late - 14/6/10 or about 36F fastest startup, +3 on normal block and -1 on IB 2K - 6/2/8 or about 39F fastest startup after UP whiff, +4 on normal block and +1 on IB 6K - 20/5/9, meaty combo requires 25F startup on standing and 24/25F on crouching, meaty is +3/4 on normal block and +0/1 on IB 2D - 9/21/9, meaty combo requires ~27-30F startup (maybe different by weight class?), meaty is +6-9 on normal block and +2-5 on IB It's Late has the best CH damage but is less likely to be challenged. Since the CH confirm gives much more damage than the non-CH confirm you can't afford to autopilot the normal hit confirm either. It's hard to visually confirm whether it hits meaty, which makes it harder to confirm into knockdown via 2K 2D. The non-meaty crouching confirm can be unstable, for example failing if IL hits meaty or from too far away, and has more variants than 6K confirms. However, its other strong points are the ability to RRC into K Dandy or Dust on normal hit for good damage and the 20 RISC on block while 6K only adds 10. 6K is challenged more often, usually by Throw OS on wakeup or after block (Sol 5K, Elphelt c.S, and various 6Ps stand out as problems). Its meterless damage is much higher than IL in the corner with 2PSH confirms, especially for characters that only allow IL cS 2D or Faust, and the midscreen c.S f.S 5K 2D crouching confirm is universal, but IL has better damage with RRC. The CH confirm is the same as the non-CH confirm as well. Lastly, there's almost never a situation where you get f.S instead of c.S after 6K, but this can occur with meaty IL. Of course its biggest weakness is that it requires a 1-2F oki timing, but this also makes it harder for the opponent to confirm that you missed the timing and punish. Because meaty 6K hits on later active frames, it generally recovers earlier than IL, which makes it harder to backdash > Throw. 2K is obviously much weaker than 2D (unless you can confirm CH 2K > 6P in corner) and harder to hit meaty. 2D is more vulnerable to reversal Throw but the higher number of active frames forces the opponent to hit the reversal window everytime or eat 200 damage. IIRC 2K c.S turns into f.S if they FD 2K while there's no downside if they FD 2D. The setup for meaty 6K/2D can be several things while the setup for IL/2K has to be P Dandy UP. While UP whiff is flexible, it's harder to make small spacing adjustments compared to 6K/2D. UP oki is also much slower than 6K/2D, which is particularly important if you're going for 6P or 6H or IAD. The 4 high/low options, 6K, 2D, IL, and 2K, are pretty vulnerable to backdashes but IL definitely has the best reward out of the 4 (meterless knockdown). Basically, you are choosing whether you want a stronger Low or a stronger High and go from there. I find that once you are able to use both UP and 6K/2D, the opponent has a much harder time reacting to UP.
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Yeah May and Elphelt both have the same annoying backdash, which is a pain in the corner. If you delay IL to catch the backdash, they can just jump at the low risk of 50 damage and another knockdown. Instead of UP > 2K, you can do UP > delay c.S or even 2S. If you're really feeling May won't block, you can go for Crosswise. Don't think I've ever seen a May wakeup 5K though, that's not a good response to any of Slayer's oki options... 6P will beat j.2H very easily but I'm not sure about j.S or j.H. If she does IAD j.SH, you can IB both for what feels like a guaranteed ground throw.
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Sign 1.1 profile: http://www.ggxrd.com/pg/member_profile_view.php?user_id=10128 Revelator profile: http://www.ggxrd.com/pg2/member_profile_view.php?user_id=1251 Nagano player ranking: http://www.ggxrd.com/pg2/ranking_view.php?mode=exe&type=psr_rank&pref=34&character=all&pref=32 At ARC Revo, his team got eliminated 2nd round by Unusual (Machaboo, Dogura, Inoue). Once ARC Revo starts getting uploaded we'll have footage but otherwise it's impossible to tell how good he actually is.
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So it seems c.S f.S c.S f.S > 5K 2D and c.S f.S > 5K 2D both allow the same meaty 2D/6K oki setups c.S f.S c.S f.S > 5K 2D > Long Dash > meaty 6K BE Meaty/CH 6K > c.S f.S > 5K 2D > Long Dash > meaty 6K BE Hopefully they are exactly the same instead of being different by 1 frame, etc. Also noticed that the earliest UP -> IL cancel is on the 1st recovery frame of UP, so fastest P UP -> IL is 35F (15 + 7 - 1 + 14). In other words, meaty IL > 2K needs 36-40F timing. We should check if meaty 2D setups also count as meaty IL setups.
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CH 6K > c.S 2D All > c.S f.S > 5K 2D Crouching: All. Standing: BE PO KY EL LE > c.S f.S > 5PK 2D Crouching: BE > c.S f.S > 2KD Standing: FA > c.S f.S c.S f.S > 5K 2D Crouching: KY (maybe LE?) Haven't checked meaty 6K yet. > c.S f.S > 2PSH doesn't seem to work on anyone. Meaty 2D/6K timing c.S 2D > Short Dash > 2D FA c.S 2D > whiff 5K/Short Dash > 6K CH RA MI (perfect timing allows 6K > 2K on crouching RA MI) Note that 5K has frame data of 7/3/8 or 18F total, same as Short Dash. c.S f.S c.S f.S > 5K 2D > whiff 5K/Short Dash > 2D CH RA MI VE Tight on Venom, but really easy on the other 3. 5K will hit Chipp OTG so use Short Dash c.S f.S c.S f.S > 5K 2D > whiff 2P > 2D MA AX SO KY SI SL IN ZA PO Other possibilities: Seems like the window for meaty 2D is at least 4 frames. 5P whiff cancels into 5K, which isn't a problem with 2D but does make it difficult to input 6K. 2PP whiff should be slightly slower than 5K/Short Dash. Long Dash is 6F slower than 5K/Short Dash so there should be some corner setups for BE EL FA LE VE, maybe CH MI RA c.S 2D > Short Dash > 2D is too slow for Bed, probably because of his weight. c.S 2D > Short Dash > 6K is too fast for anyone. It would be nice if there were timings to loop meaty 2D/6K combos on every character.
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I will be entering SCR this weekend. I'm in Inoue's pool on the other side of the bracket and I feel there's a decent chance I'll play him. Any character he plays will be out of my league so I wouldn't mind if he didn't pick Sol. Whatever happens, I'll try my best to put Slayer in Xrd top 8. It won't be easy from losers side but I think I can rob my way past top 16.
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It's not clear in the video whether it cost 75 or 25 meter. Obviously at 75 it's pretty useless, but I think there's the possibility that it could refund the 50 used on super like the DI YRC trick. The c.S j.K fuzzy might be to beat c.S IB backdash/throw? No clue
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Interesting air super YRC tech from Taka https://youtu.be/yI1njsp62oo He does dash jump into air super YRC and gets the tail hit on standing Zato. Since the tail is a projectile, Slayer bypasses hitstop and can guarantee Undertow (mash Blitz did not come out). I'll test it a bit tomorrow. Could be useful if it only costs 25 meter but it might need 75.
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Watching the Baszoo video since that's one of my problem matchups too. You had issues in the beginning but adapted pretty well after the first 3-4 games. Work on your CH confirms. After 5K air hit should be 6H or P Dandy. After 6H should be K Dandy. Your improvised air combos need work. It seems that if you don't get a standard starter you have a hard time extending and getting knockdown. Stroke is super annoying. If you can react, 5H or 2H or forward dash for counterhit is great. I think BDC Bite is ideal if he has meter to YRC but that's difficult. 2K gives the most time but only adds 2D. If you're in the middle of Dandy, you have to YRC or Helter. After breaking stagger, you can AA 2P > 5P air combo if he does hover dash. Backdash is probably safest in case he does Stroke again or dive. You're using a lot of j.K and it whiffs many times. I'm pretty sure her 5P can beat j.K and S so try more j.H or D depending on height. 2D > Meaty 2D timing needs to be earlier. Basically can only tap left or right once before 2D on Ino. Also need to mixup with 6K. Wakeup Stroke will beat 6K but you can punish wakeup Stroke with meaty 5H > K Pile or possibly 6P to also beat super. Probably should FD more. I think against hover dash, normal block or IB j.P and FD the rest. Mappa/Pile RRC into Undertow whiffed everytime he used FD so pay attention to that. Probably go for Under Pressure mixup instead. You could probably get more Bites in corner pressure since he doesn't VCL or jump out that much. Should be a good 150+ damage with RC. At 37:30 you get 100 RISC and hit with IL but you do 2 K Piles when RISC was flashing. Should do 5H K Pile 5H K Pile or 5H K Pile K Pile. Work on your Bursts. IMO it's safest during VCL or dive loops. Really do not want to burst beginning of hover dash or ground strings because of Stroke. I would try K Dandy YRC midscreen to deal with dash pressure. You can't always get a punish after but at least you stop her mixup and meter gain for a bit.
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I spent way too long trying to get Bite > 5K and never got it on May or Zato. The cornered Bite > 5K is useful to know though, thanks. Important discovery about Corner CH Mappa > 2SH > 5K: You can use the same routes as 6K > 2PSH > 5K. Those routes are pretty optimal so I guess we have this optimized now as well. K Cross > 6H I-No, Ramlethal, Jack-o Noticed this when Moga was in training mode against Jack-o. Unfortunately, P UP/Cross and c.S/2P are too slow so you only get Pilebunker. Probably has no use over K Cross > 5H, which leads to j.SHD or EW > 6H K Pile. P Cross followups P Cross doesn't move forward as much as K Cross so P Cross > 5H > j.S doesn't work most of the time. It seems like at far range, you get nothing unless 5H > K Mappa works (Zato, Sol, Chipp, Sin?). Maybe straight into K Mappa on some mid/heavyweights? At close range, you can get something like 5H > j.K2K > j.K > dj.KD or 5H > c.S > j.SKD Between those 2 ranges, you can get f.S > j.SHD2K > j.D on light/midweights or f.S > j.K2K > something on heavy+Ky. It seems that characters with fatter air hurtboxes allow the normal K Cross routes.
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People who know the matchup don't always want to play the BDC guessing game. In JP play, you sometimes see people backdash after getting hit by K Mappa to make c.S or BDC Bite/P Mappa whiff. You even said it yourself, if Sol presses 2D you can beat it with BDC. If you see him do that everytime, just BDC everytime.
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K Mappa as a combo ender is just 1 option and it's not awful. Don't think too hard about the frame disadvantage, scout your opponent to see their reaction. If they don't know Slayer, chances are they won't press anything or they'll mash throw/2P. Defaulting to backdash everytime obviously makes them feel safe to jump out. BDC Bite and c.S are relatively safe to try. Even consider forward dash, which can beat moves that catch backdash. If they're in the corner, you can BDC IAD. It's not really possible for Slayer to prevent jumps completely. Just accept that they will escape sometimes.
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Updated Evernote Added sections for IAD, 2H, Airthrow and Universal combos. No more 7 Pile etc. combos on every character page Cleaned up every page the best I could Still adding in combos, up to page 11 of this thread Does anyone have every CH/Meaty 6K > c.S combo written down? I know it's generally c.S f.S 5K 2D or c.S 2D. If you have Standing/Crouching and Meaty-only/CH-only figured out that would be great. I would also like someone to confirm Bite > 5K works on May, Zato, or Chipp without 1 frame walking. I'm removing it if you can't combo it easily.
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Thanks for those. Also, would anyone want to see moves that 6P tends to lose or trade with? Stuff like Millia f.S, Potemkin 5H, etc. Shouldn't be too much effort to include I'll be spending time tomorrow to test a lot of stuff. Definitely been noticing more 6P use in every matchup from JP Slayers.
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6P is one of Slayer's biggest and easiest Counter Hit starters in Xrd. This list will attempt to include all the moves that Slayer's 6P will avoid or beat. If there is some timing or spacing necessary for 6P to win cleanly, it will be noted. Some moves will tend to clash if spacing is too far. If a Counter Hit is guaranteed, it will be noted by [CH] Please contribute or make corrections if you can! Axl [CH] Mid Sparrowhawk Stance - If you block the Low hit then immediately 6P, you will beat the incoming Mid hit. Good knockdown but no followup.Bedman Task A (fireball) - Avoids hit, but beware of 1/2/3H or Deja Vu specials if Bedman is on the ground.[CH] Task C (flip and slam) - Start 6P as Bedman is coming down.Chipp Elphelt f.S[CH] 5H - Can't be too far away or it will clash. Usually preferable to do 2H or 2D if Elphelt doesn't have meter for YRC.[CH] Aerial Bridal Express - Difficult because Elphelt will often pull Pineberry or double jump to alter timing.Genoise (bazooka Super) - Easy to avoid on reaction by itself from about 3/4 screen but it's often paired with Pineberry.Faust 5Kf.S - Faust's main ground zoning tool along with his Items. You will need to react to the different Items and guess whether Fauust will use 2H instead.5H[CH] j.2K (drill) - A key component of Faust's high/low mixup and pressure. 6P tends to be too slow to punish and Faust can choose to make it whiff and land faster depending on height.[CH] Re-re-re Thrust (fishing pole) - Easy to react to but the longer startup compared to f.S can throw you off if you try to 6P early. You may not be able to get any damage from fullscreen.I-No Antidepressant Scale (note) - You will have to make a guess whether 6P is a good option. I-No can control the note's height, so you will get hit if it goes to the ground. If she dashes in afterwards, 6P will probably beat whatever attack she attempts and give you knockdown, which is fine since note does not knockdown[CH] Chemical Love (horizontal) - Easy to avoid and if I-No chooses to YRC she can't get too aggressive.Longing Desperation (ground super) - I-No's reversal super. Must start 6P before the cinematic.Ky f.S - Ky will tend not to use this move unless he's in range for 2D to hit or for Stun Dipper to hit twice, both of which will beat 6P.5HStun Edge (regular and DC versions)[CH] Greed Sever - Clashes at farther ranges.Leo f.S - Leo can choose to transition to his Guard Point, f.S~P, which can allow him to punish with 5H.5H - Just like f.S, Leo can transition to his Guard Point, 5H~P, although this is slower than the f.S version.2D - Leo's 2D hits slightly above the ground, right above 6P's hurtbox. 6P likely has to be timed close to or slightly before Leo's 2D.S Graviert Wurde (fireball) - Can be avoided, but 6P must be started long before the fireball reaches.May 6P[CH] j.2H - Almost guaranteed to whiff even if you start 6P extremely late. Try to react to the startup since she can only cancel it with PRC.[CH] Mr. Dolphin (all versions) - 6P will win if it is close to finishing startup by the time May reaches you. Dolphin's startup is quite fast so you should consider 5P at closer ranges or from blockstun.P/S Applause for the Victim (dolphin hoop) - Start 6P once the dolphin starts moving. Beware that May can run up 3K to beat 6P.[CH] Ensenga? - Not used very often, but 6P will win as May is falling.Great Yamada Attack (whale super) - Easiest in corner. Since the whale is so long, you need to be close to 6P active frames but far enough that you still have invulnerability.Ultimate Whiner (hands super) - May's reversal super. Since it has long strike invulnerability, 6P will probably clash.Millia Potemkin Hammerfall - 6P needs to start relatively early. Hammerfall will whiff and Potemkin can only PRC if this occurs.Ramlethal f.S[CH] Sword j.H - Has a big hurtbox but Ramlethal can alter her timing by setting or reequipping swords. May be easier to use 2S. Sin f.SBeak Driver (red stab) - Will almost always clash unless you are within your 5K range or so. Beware that Sin will probably already have inputted Elk Hunt and might cancel into it immediately after clash.Slayer 5K[CH] 6H - If 6H hits from far away or 6P starts earlier, 6P will win.[CH] Mappa HunchFootloose JourneyDead on Time - Can clash sometimes. Other times, 6P startup will avoid Dead on Time completely.Sol f.S[CH] Bandit Revolver[CH] Bandit Bringer - Cannot be too far or 6P will clash.[CH] Riot Stamp - Really easy, you can start 6P extremely late and win. In corner, if Sol tries to do Grand Viper instead, 6P will trade.Venom f.SStinger Aim (horizontal shot)[CH] Mad Struggle - Venom can stop alter his timing by setting balls. May be easier to use 2SZato [CH] f.S Revelator characters Jack-O Jam Johnny
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Corner Dust > K Cross > 6H K Pile Sol Spotted in the Hase footage from Fogelstrom but it's Revelator only. I tried in training mode and it works on lightweights at least. I set dummy to Burst on Dust or 1st hit of Crosswise and always got hit by Burst. Fuzzy j.S2K RRC > j.H > 5H > j.SHD > dj.(K)SHD Potemkin Making use of j.S fuzzy on Pot, doesn't work on other characters vulnerable to j.S fuzzy unfortunately. Can work from point blank c.S, otherwise you do need to be within Bite range or so for j.2K to combo. Adds 80-100 damage after RRC, which is great. More stable variant, minor damage loss: j.S2K RRC > j.H > 5H > j.SK delay D > dj.PSHD Easier variant, more damage loss: j.S2K RRC > c.S f.S > j.SHD > dj.SHD CH K Pile > Dash Jump > SDD I wanted a midscreen CH K Pile conversion without using RC and IAD Footloose didn't reach. Input SDD at the top of your jump. You land too far for Under Pressure oki with normal jump, but if you do Dash Super Jump SDD you land next to them. (Crouching and in corner) CH 6K > 2SH > c.S May We know point blank 6K > c.S works on May and Venom so I was hoping this would work as well. Couldn't get it to work on Venom but it does on May! Big damage boost since we skip 2P and get c.S > j.SHD (Crouching) CH 6K > 5K All but Pot, Bed (Leo?) 2P RRC is pretty much a dead end. You have maybe 15 frames to work with at best. Anyone have a meterless followup when K Pile wallstick is techable? I really hate having to guess if they can tech or not and Dash j.K is barely out of reach.
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Definitely the best play I've seen from Hase in ages. Some near perfect confirms and great BDCs in the singles tournament. Video 1 Singles Tournament 0:00 Hase vs Haneya Elphelt 3:00 Hase vs Keiichi Venom 5:45 Hase vs ??? Axl 7:45 Hase vs Karinchu Johnny 11:30 Hase vs 2rio I-No (3 matches) 19:45 Hase vs Karinchu Johnny (4 matches) 34:15 Hase, En vs Haaken Sol (9 matches) 1:09:00 En vs Shodai Sol (2 matches) 1:15:45 En vs Saryu Ramlethal 1:19:45 Hase vs ??? Jack-O 1:22:30 Hase vs Shodai Sol 1:27:00 Hase vs Azesuke May (4 matches) Video 2 0:00 vs Keiichi Venom 4:30 vs Mugen Sol (7 matches) WATCH 24:30 31:30 vs Azesuke May (5 matches) 57:00 vs Roi Sol 1:01:45 vs Ashihana Bedman (3 matches) 1:15:30 vs Roi Sol 1:22:15 vs ??? Slayer (2 matches) Video 3 0:00 Moga vs Jonio Johnny (3 matches) 10:30 Moga vs Shodai Sol (3 matches) 19:45 Moga vs Keiichi Venom (3 matches) 32:00 Moga vs Jonio Johnny 36:45 Moga vs Keiichi Venom (3 matches) 3v3 Tournament 47:45 Hase vs Keiichi Venom 50:10 Hase vs Koichi I-No 52:50 Hase vs Koichi I-No 55:15 Hase vs Shodai Sol (2 matches) 1:03:15 Hase vs ??? (Hohiko?) Ramlethal 1:06:40 Hase vs Taro Potemkin 1:10:45 Hase vs Hasegawa I-No (8 matches) 1:41:30 Hase vs Gazou Faust 1:45:30 Hase vs Hasegawa I-No 1:48:20 Hase vs Mogura Ky 1:51:20 Hase vs Gazou Faust (3 matches) 2:02:30 Hase vs Mogura Ky 2:05:15 Hase vs Kamego Venom 2:10:15 Hase vs Jonio Johnny 2:14:15 Hase vs ??? Jack-O 2:17:20 Hase vs Jonio Johnny 2:22:30 Hase vs ??? Jack-O 2:26:30 Hase vs Jonio Johnny 2:29:50 Hase vs ??? Jack-O (2 matches) 2:38:15 Hase vs Jonio Johnny (2 matches) 2:47:10 Hase vs Teresa Leo 2:50:10 Hase vs Jonio Johnny Note: Hase often teams with Shodai and Azesuke for Mikado 3v3s, En teamed with Saryu at Arc Revo
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May and Ram and Heavies are generally easy to do the extra j.PD on as well, sometimes Elphelt too. Do the combos work from 5PP starter? Weird request, but does anyone use any 2P RRC combos? Hoping to get something like Long Dash c.S for corner swap