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Everything posted by Justice7541
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It's not really a psychic airthrow if you're using it on reaction to their jump-in.
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I've actually been playing a guy on US West Coast from EC and only been getting 4f delay. The netcode is actually amazing, just seems lke some people are having issues with specific things. And yeah, he's JP and I'm US.
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Anti-airs in Xrd seem generally worse than in AC so I doubt he'd get his old 6P back. In fact I'm willing to bet that's exactly why Arcsys reverted it to Reload 6P.
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Which of the standard combos don't work on Ramlethal? She seems pretty easy to handle overall.
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YRC and Blitz Shield probably help, although I barely played AC so I can't speculate on how his various options compare to what he had/didn't have in +R.
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Input 866, vertical jump takes you a bit higher than forward jump. On lights you still have to delay it a bit to make it work but it's a lot easier in general than trying to do 966. Do 966 for the Carcass IAD combo though.
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QV 5P IAD doesn't always work, it's somewhat dependent on the opponent's air hitbox and weight class. I honestly wouldn't worry about it a ton unless you're really looking to optimize in a specific matchup.
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QV loops are fun. Looks mad swag too.
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H Carcass YRC is always a safe bet for zoning. Stinger Aim YRC for pressure resets, etc. If you want to get balls out fast from the air, air ball set YRC land ball set is also a good way to get a couple out quick from a position that might be hard to reach. Haven't tried teleport YRC, not sure if there's any point to it really.
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I think it's weight + hitbox, since Bedman is both heavy and fat so he both falls faster and has less distance to fall before he touches the ground, compared to Elphelt who is also fat but doesn't fall as fast.
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Actually yeah I got to practice and I guess I was overestimating the j.S hitstop. Got the IAD 100% by mashing j.H after j.S rather than trying to time it lol. That said the IAD string off Carcass seems really tight on Bedman since he's so heavy, the j.D otgs. I'd probably still prefer the throw > Carcass variant against the big fat characters like Pot and Bedman.
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A lot of the time j.D doesn't come out before I land. I think the window to hit j.S after the airdash "recovery" is pretty small and if you hit it too late the j.D drops? It is possible it's just me inputting the gatlings too slow, I'll test it later if I have the chance. For other confirms (i.e. c.S launch) you don't actually need to IAD so it's a bit easier. I do c.S(3) 866 j.S which gives me a slightly higher airdash so the j.SHD string is much more consistent. It's just the specific Carcass > IAD j.SHD string that always botches for me. Especially on netplay lol.
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The damage proportions are off is what I mean. The IAD j.SHD deals proportionate damage relative to defense on Pot, but the Carcass dash 5K combo does less than it should on Pot even with his additional defense factored in. Not sure why. Also @ Eshi I have problems with the IAD j.SHD portion lol. Airdash too high and the j.S drops, too low and the j.D doesn't come out fast enough. I don't mind dropping 10% damage for an easier variant that also works near corner.
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Found a good easy universal alternate throw combo: Throw > SCarcass dash 5K c.S(2) jump delay j.KSHD 6H > oki Does 78 on Ky (compared to the 2H Carcass IAD combo which does 87). For some reason it does less relative damage to Potemkin (67 vs. 78) and I'm trying to figure out why.
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What's the gap on shotgun > reload > shotgun? I was trying to 2S out of it on normal block but I kept getting counterhit even though the gap should be 6f. I know it's fast but it doesn't look like it should be beating out 2S? Maybe I'm just getting netplayed.
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Millia gets pretty boned by netplay IMO, dropping setplay etc. due to lag fucks you cause your health is crap and her mixups were already pretty hard to block even without delay, so it's not like you get THAT much benefit from it become true unreactable. By comparison Ky gets high damage with low effort combos that are really hard drop even in netplay (DP loop lol) and his mixups that were easily reactable before become unreactabe, so he goes from being generally whatever to being an extremely stable damage machine with really strong mixups that lead into huge damage. He's like netplay Minazuki.
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Unfortunately there's Ky "my overhead becomes unreactable in netplay" Kiske screwing and there's Venom "chargers no longer work because of dropped inputs" screwing. TBH I'm kinda surprised I'm not seeing more Ky cause he's sorta godly on netplay.
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I'm at work too unfortunately. I should probably write these down when I'm actually in front of the screen with actual numbers rather than the day after when I'm bored at work, but IIRC I tried both variants and 2H Carcass 6H doesn't do much damage at all. I'm not quite sure why but 6P seems to add a ton of damage to combos in general. EDIT: Tested on Ky: Throw > 2H SCarcass 6H = 64 Throw > HQV 6P 6H = 68 Throw > 2H SCarcass IAD j.SHD 6H = 87 Also I just found out that throw > dash 6P 214P 6P 6H also works for 71 damage. There are other versions you can do like c.S(1) IAD j.SD 6H etc. but ultimately I don't think anything beats the optimal Carcass combo.
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If you can't pull off the Carcass Ride > IAD throw combo (I can't do it consistently) you can either do a dash jump j.KSHD (doesn't always work and the dash jump itself is kinda tight too) or: Throw > HQV dash 6P 6H Way simpler and easier but you lose about 20% damage potential vs. IAD combo. I'm not really sure if there's anything else comparable in damage that would be easier than Carcass IAD and still gives oki, I'll workshop it a bit.
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[December 27th, 2014] #TSB - Team St1cKBuG's Christmas Miracle
Justice7541 replied to skd's topic in Archive
That sounds horrifying. -
Working as intended obviously.
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I was playing with a PS4 guy and he reported seeing 2-3f delay on his end. I had 12f delay on my end and it may not have been quite that bad but it was definitely still pretty bad. I was trying to jump forward low airdash with May and I couldn't even get the airdash to come out even if I input it from like two character heights above the ground. I had to buffer the airdash almost at the top of the jump to make it come out before I touched the ground.
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IIRC they float too high for 2C 236B 4AAA to be consistent. You can do 236B 4A 214CAAA instead, it's more consistent and you get more damage/carry/GRD drain.
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12f thing is a bug I think. I have no idea why it's doing it but it seems to be locking a lot of games in at 12f for no reason. Hopefully Arcsys fixes it soon cause it's pretty much making netplay unplayable.
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That might not be a bad idea in general, but in the meantime, a couple of others I've found are: P > [K] > j.K = two balls moving diagonally forward. Venom hits the further-forward K ball then falls into the further-back P ball a few frames later so you get a pretty nice stagger. Time required is about the equivalent of a 3-ball setup so it's more of a midrange zoning pattern rather than something you do on oki I think. P > K > 5P> jump forward j.K = Venom hits the lower P ball forward then jumps forward and hits the higher K ball downward. Faster than the above and you have time to do another jump-in the way down from hitting the K ball, but I think they can airthrow or DP or do other stuff if they can avoid the P ball. P > S > H > immediate 5P = 3 ball zoning pattern. Goes in 3 directions so it basically covers the entire screen. [K} > j.D = Ball goes down at a pretty steep angle then back up. Looks kind of like Carcass Ride. K > S > H > immediate 5P = two ball pattern. You get the S > H pattern initially and K ball goes a bit further out so it doesn't trigger immediately. If they try to close in on you the two moving balls will keep them in block and then you can use the still-placed K ball to do teleports and stuff. If they stay at range the moving balls will eventually hit the K ball and make a 3-ball pattern that covers a lot of space.
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