Goryus
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Everything posted by Goryus
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Yes, very cool 10stars! Those resets into super are amazing. A couple of thoughts: - What happens if you have more nails? - Is it possible to jump out of that setup? - Does it also work off 6A > super (theoretically comboing because of nail rain)? - I think whatever > 2C > 6D > super is a slightly better setup, as it gets you a mark, more damage, and they get a chance to enter their tech choice before the screen freezes.
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Delay tech -> air super does indeed work to get out, but Carl can stop you from doing it by doing the loop low to the ground. There's a minimum height you need to be at to activate the air super.
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It's really good against Tager. If you do 5DD > 4DD > IAD > j.b, j.c, and you do it right, two things happen: 1) j.b hits on the left, but momentum causes j.c to cross up 2) It connects as a fuzzy guard Not sure if it's effective on anyone else...definitely something I should be playing around with more.
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Can you get it to work consistently on any other than Tager? I played around with this a while ago, but most characters seemed able to duck it for free, and many I couldn't get it to work on even when standing.
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Question has already been answered. The additional sword causes her drive moves to hit a much bigger area, making her zoning better. Her combos mostly stay the stay same, but she gets unblockables with Legacy Edge, constant meter regeneration, and vastly superior zoning as perks.
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3C is safe on block unless instant blocked (-3). The best thing you can do is just let it complete and don't cancel into anything. If they instant block it (which good players will), you can cancel into 236D late to stop them from punishing you, but the 236D itself is not safe, so use it wisely.
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Hey 10stars, I have a question about that loop you discovered (2b > j.4c loop). It only works on crouching opponents, right? If that's the case, can you make it work on a standing opponent by starting with 5C (which forces them into a crouching state on hit)?
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Very cool. You're posting up some great info btw 10stars, I'm hugely impressed. You wanna be super brave, and work on offensive barrier setups? (If they barrier guard, it removes their barrier meter, after which you can go for guard break and they can't get out. If they don't barrier guard, you guard crush them and can do combo of choice with your 50%) Not sure what good setups for it would be with Bang, though. You need +32 to make blocking the burst guaranteed. Edit: Here's a thought: in the corner, do 5B > 2B > 2C > 6D > 2142147B for nail super setup. Then, while they're caught in the nails, burst. If they get guard crushed, run up and hit them with C's over and over for tons of damage. If they barrier guard, they get barrier crushed, so you can run up and guard break them while they're stuck in the super. Maybe?
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You can, just not after a guard crush caused by a burst.
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There's a small frame gap between 5A and 2C on block, right? So an opponent can mash backdash to get out of those setups. I still really like the RC firepunch for guard crush. Can you just do [RC] > 2B > 2C instead? Or RC into another fire punch, etc?
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Heat gain is directly proportional to the amount of damage dealt. You get less heat if you start with 2A because the damage proration is so severe.
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Command grab? [Mike Z says] Shhhh...don't point out my stupidity in public. :^)
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The only real advantage to not mashing is being able to alter the timing to get around people who like to instant block the second sword. Also, it's easier to hitconfirm into stuff if you don't mash. Other than that, mash away.
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There are a whole bunch of new (nu?) videos of me playing here: http://www.youtube.com/results?search_type=videos&search_query=goryus&search_sort=video_date_uploaded
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So, I found out that rather than the 2C > 6C > drive combo followups, there's this: ...2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D Works anywhere on the screen, does 200-300 points more damage than the other versions, and most importantly, can be rapid cancelled for full drive combo afterwards (you couldn't do that except in corner with the old one). Here's a video showing it off, plus some other stuff: http://www.youtube.com/watch?v=fdizkIA3FvA
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In Austin right now Conveniently, had a business trip to Austin that just happened to sync up with the qualifiers. So yep, I'll be there, and be more than happy to hang out.
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Keep it civil and on-topic, please.
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Better yet, I'll just go through and update the links so they go straight to the section of the video in question. (Might take a few days, though.) Thanks for the suggestion. Also, I've updated the Advanced - Low combo with a much better one.
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Reserved for Character Specific combos.
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========= ADVANCED ========= The combos in this section are intended to be a logical progression from the combos in the Intermediate section. Much like those combos, they make heavy use of rapid cancels, and often incorporate very strict timing or advanced concepts that may be difficult for newer players. As with the transition from Beginner to Intermediate, these combos are a step up in difficulty, but also in power, from those found in the last section. GROUND COMBOS [VID] 5DD > act pulsar > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 4915 damageUse for punishing when far awayCrosses up ambiguously after the 5DD [VID] 3C > 214A > 2C > j.C > j.2C > 214D > land > > dash > 3C > 214A > 6A > j.DD > 214D > land > dash > 3C > 236D 4691 damageUse from very close range only [VID] 5DD > 4DD > Instant air-dash > j.B > j.C > land > 2C > 6C > 236D 3115 damageUse when poking far away from the opponent with no meter ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 5639 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadOmitting the first double jump, and doing j.C > j.2C > 214D > [RC]... makes the combo vastly easier, and much more practical, at only a small sacrifice in damage [VID] 6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 4921 damageOmitting the first double jump, and doing j.C > j.2C > 214D > [RC]... makes the combo vastly easier, and much more practical, at only a small sacrifice in damageIf the opponent is hit very high in the air, omit the first j.C, and start the air juggle with j.2C insteadCan also start directly off of 2DD [VID] 6A > 2C > j.C > j.2C > 214D > land > 2B > 2C > j.C > j.2C > 214D > 3C > 214A > 2C > act pulsar backwards 4500 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadUse when connecting with an anti air or counter-hit 2C near the corner HIGH / LOW COMBOS: [VID] 5DD [blocked] > 4DD > 236236D > 4D > act pulsar > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 4743 damageHits high [VID] 5DD [blocked] > 236D~C > 6 + [RC] > 6~C > 6DD > 2DD > j.2C > dj.C > dj.2C > 214D 4514 damageHits low(6 + [RC] > 6~C) results in dashing and immediately doing 6C THROW: [VID] Throw > dash > 2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 5014 damageNear the corner, can tack on an additional 3C > 236D RELAUNCHES NEAR CORNER: [VID] ...214D > land > 3C > 214A > 6A > j.DD > 214D > land > 3C > 236D Meterless extra damage in cornerWorks after moderate length combos [VID] ...214D > land > 3C > 214A > [RC] > backdash > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D Requires 50% tensionAlmost always works [VID] ...214D > land > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D Requires 50% tensionOnly works if you land slightly out of the corner ============== TIPS AND TRICKS ============== Omitting the double jump in the anti-air combos above makes the combos much easier, and is highly reccomended, as the damage differential is relatively slight. When in the corner, choose your enders from the list above wisely. It takes time to develop a good feeling for what times which ender will work. 5DD > act pulsar crosses up very ambiguously, and can also be a good set up for a throw. If you connect with Spike Chaser (214D), you can follow up with the first anti air combo listed for over 7300 damage!
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============ INTERMEDIATE ============ The combos in this section are intended to be a logical progression from the combos in the Beginner section. They make heavy use of Rapid Cancels, and expand on the concepts used in the last section. Like the combos in the beginner section, these combos will remain useful even at higher levels of play. Unlike the combos in the beginner section, however, they are much more complicated and do substantially more damage. GROUND COMBOS [VID] 6B > 5C[4] > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 5646 damageUse when close to the opponentCan start from 5A, 2A, 2B, or 5B, but does substantially less damage [VID] 5DD > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3626 damageUse when poking far away from the opponent [VID] 5DD > 4DD > Instant air-dash > j.2DD > 214D 2301 damageUse when poking far away from the opponent with no meter ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 4701 damageCan leave out the 6A at the beginning, and anti-air directly with 2C instead [VID] 6DD > 2DD > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 4200 damageIf the opponent is hit high or from far away, omit the first j.C and do j.2C > 214D instead THROW COMBOS: [VID] Throw > Dash > 2C > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 3881 damageTiming on dash is a little tricky, but worth it for the damage HIGH / LOW COMBOS: [VID] 5DD [blocked] > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3549 damageHits highUse when far away from the opponent [VID] 5DD [blocked] > 236D~C > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3485 damageHits lowUse when far away from the opponent [VID] 2C [blocked] > 2147D > [RC] > dash > 2B > 2C > j.C > j.2C > 214D > land > dash > 3C > 236D 3741 damageHits highUse when close to the opponent [VID] 2C [blocked] > 3C > 236D > [RC] > dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 4052 damageHits lowUse when close to the opponent ============== TIPS AND TRICKS ============== 2C, and other multi-hit moves, can be hit confirmed. If the enemy is hit in the air, or you score a counter hit, jump up for an air combo. Otherwise, continue with a ground combo. Instead of j.DD > dj.DD, you can also do j.DD > dj.2DD. Which is better depends on distance and height; dj.2DD is better at long distances, while dj.DD is better close up. Do not just run up and do 2C to your opponents in the hope of using the above close-range mixups. If the opponent instant blocks, you will miss with the 2147D. Instead, gatling into 5C first, and then proceed to 2C after a random number of hits. The combo off of 2147D can also be done off of other low to the ground 2147D hits, such as off of instant air-dash j.2DD > 214D. If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 5400+ damage!
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======= LEGEND ======= A = Weak attack B = Medium attack C = Strong attack D = Drive Attack > = Transition to next move [RC] = Rapid Cancel [##] = Allow ## hits to connect j.* = Jump and attack with * dj.* = Double jump and attack with * hj.* = High jump and attack with * 123 = Numbers match the directions on keyboad numpad ========= BEGINNER ========= GROUND COMBOS [VID] 6B > 5C[4] > 2C > 6C > 236D 3547 damageUse when close to the opponentCan start from 5A, 2A, 2B, or 5B, but does substantially less damage [VID] 5DD > 4DD > 236D 1854 damageUse when far away from the opponent ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D 3562 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadIf you hit the opponent too high, you may need to perform a high jump instead of a regular jump to continue the combo correctly. [VID] 6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D 3350 damageFollowup with j.C works on everyone, and is substantially better damage than juggling with additional drive attacksIf you hit the opponent very high up in the air, skip the first jump C, and start with jump 2C instsead.Can also be done straight off of 2DD. THROW COMBOS: [VID] Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3333 damageMostly burst-safeAgainst some opponents, such as Arakune, start with 6DD rather than 5DD ============== TIPS AND TRICKS ============== If you combo into j.214D near the corner, you can land, and then continue comboing with 3C. Any of the combos above that end with 214D can be ended with Legacy Edge (632146D) instead for additional damage, at the cost of 50% meter. If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 4500+ damage! Tager and Rachel can be picked up off the ground with 5D after a knockdown. This allows for special combos against them, and also allows you to relaunch them for big damage if they do not tech quickly enough.
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If you do gatling into Hell's Fang (blocked), [RC] > Burst, can you get a guaranteed guard crush into combo of choice? I know you get stupid amounts of frame advantage off of RC'ed HF.
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22C can't be done unless the opponent is knocked down, so if you do 3C > 22C and it's blocked, nothing happens. That's why rapidly inputting 5D afterwards works to get you the best of both worlds: if you hit them, the 22C cancel comes out, and if you don't, you gatling into 5D.
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One trick that seems to work for keeping pressure on is gatling into 3C, then do 22C~5D. If the 3C hits, you cancel into grab and get a combo; if the 3C is blocked, you gatling into 5D instead, and can dash cancel.
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