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Everything posted by qwerty
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[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
And then there's Justice. -
[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
Knowing arcsys, america will forever be a year behind. -
[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
The most popular characters, huh? We can expect Testament and Justice soon, then. -
[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
Chipp hasn't been a popular character even in +R, from my observation. I think people tend to gloss over him is all. -
Ah, I see. I too think GS is best used like this. c.S cancels in to 6K, so if it's not airtight it's pretty close. I don't know how much of an advantage 6K puts you at, since I always cancel in to ciel. I don't know about meatying the second hit of 6H. Most people just sit there after 6H anyways (can't tell you how many times I've done 6H xx 6H for oki).
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I just use 5D when I want to hit overhead. As long as you're not so far away that it's obvious as to what you're doing, most people confuse it for CSE.
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Well keep in mind that even if the recovery is shorter, there's way more hitstop now which makes it easier to block confirm. It's kind of like Mark of The Wolves where a lot of moves don't have much recovery, but are punishable due to hitstop.
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[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
That's kind of what I'm getting at. -
[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
Though, I wouldn't be surprised if in the next game they make some moves YRC'able on hit. We'll burn that bridge when we get there. -
It seems to be about the same speed. Recovery is probably a bit shorter, but it doesn't cross up anymore and doesn't lead to much on its own without RC. To get the high bounce needed for VT loop from a normal hit, you have to hit them with 3H first.
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[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
The last time I was at Mikado, Satou was the only person playing +R. Take that for what you will. -
It was fully extended as I was moving forward during 3H, and it looked like it was going to beat it. It could have just been hit boxes, but it really seemed like I should have been hit. It's worth testing, that way we have a better idea. Sent from my PTL21 using Tapatalk
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So I dropped the 6H xx 3H link against an Axl player, and he mashed 2P in between. To my surprise, 3H beat it clean! So it probably does have some kind of invincibility. I'll have to play with this sometime.
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[Xrd] News & (Theoretical) Gameplay Discussion
qwerty replied to Shinjin's topic in Guilty Gear General
I'm still trying to figure out what they did to 6P's in this game. Sol, Ky, and Venom's (possibly others as well) 6P have like no vertical hitbox at all. But the really weird thing is that 6P usually won't lose to jump ins, it'll just cause both moves to whiff. Zato's 6P doesn't seem to have this issue, so I'm lost on any reasoning for this. -
If this game even has force prorate, I haven't seen it drastically reduce damage for anyone. I think you're best off focusing on spacing after a knockdown moreso than damage.
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You can combo stun dipper after ground seal at just about any distance, you just have to link it. I was playing around with 6K -> ground seal yesterday. It's a decent way to set up oki I guess, but 6K will only connect after c.S.
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I just practiced two 6H's in to 3H. It is indeed quite easy. 5D 6H x2 xx 3H GS HVT c.S 2H HVT (vs PO, end with 236D after HVT) Also tested looping 5D, doesn't work. Also, against Faust, you have to delay your first 6H slightly, otherwise it'll whiff. Lastly, Air Stunedge doesn't cancel in to anything, and j.D -> Air Stunedge is actually a link, albeit an easy one. Sent from my PTL21 using Tapatalk
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It scores a wallsplat in the corner, and while 6H isn't hard to connect afterward, they actually can tech out if you do it too late. I doubt the initial hit forces enough untech time to land another dust. You can do two 6H's (the first one sending them to the ground, the second one while they're on the ground), as others have pointed out, but you'll be too far away after the second to land 2D. Stun dipper might work, so I'll test that out, but I'm not sold on doing two 6H's, myself.
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I see. Fitting name, lol. I don't think either of those are possible in this game, though I was wondering yesterday if Air Stunedge can cancel in to j.D. I'll have to test that sometime. It is possible to get two 6H's, however, at least from what I've tested you'll always be too far for 2D to connect afterwards. Given the proration on 5D, I'm satisfied with scoring a knockdown. The one I do that works on everyone is 5D -> 6H 2H 2D -> meaty CSE. It doesn't do a ton of damage or anything, but it gets the job done. So far, I find DC (or what I've been calling sealed Stunedges) to be pretty strong, but not without its weaknesses. Namely that when you're using them for controlling space at neutral, you have to be absolutely sure that you won't get punished for setting it up. The ground seal + startup on either Stunedge (especially CSE, but that goes without saying) is longer than it may seem. Using j.D instead of the ground seal does mitigate this somewhat, but you're still taking a lot of time to set it up. I find sealed CSE to be much more useful than sealed Stunedge, both for oki and at neutral. The issue with sealed Stunedge is that outside of a fullscreen situation, it doesn't do much that regular Stunedge already does. In fact, I actually find regular Stunedge to be better in certain fullscreen situations; the way I deal with Axl's stupid Level 3 Mist Finer, for example, is I block the first hit and then throw a Stunedge, because even if I have the frames to do a seal + Stunedge, it doesn't give any additional benefit in this case. For oki, I don't see much use for sealed Air Stunedge. If anything, you're best off doing Air Stunedge YRC and doing an AC-style mixup off of that. Now sealed CSE is a different story entirely. For oki, it's basically perfect. You really can't ask for much more than six hits and frame advantage. At neutral, it's a little situational due to the startup of CSE, but very strong nonetheless. As I've stated before, it does have a vertical hitbox that extends behind where the seal was placed, which makes it pretty difficult to jump over. If they decide to sit there and proximity block (meaning they're holding downback but aren't actually getting hit by it), then you can just run up and go nuts. It really opens up a lot of opportunities at neutral, you just have to be in a good enough position to get it out. What you described in the beginning should result in the sealed CSE hitting meaty, so I'm a little confused as to what you're getting at here.
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Fairly certain you can't throw out a stun edge when a sealed one is active. The example of using CSE to set up a seal and then do a sealed CSE YRC is totally possible, though. Pardon my ignorance: what's shin akuma? Sent from my PTL21 using Tapatalk
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I could get another 6H to land, but I couldn't follow it up with 2D afterwards. I won't say it's impossible because it probably can be done, but doing 6H xx 2H is much easier. Sent from my PTL21 using Tapatalk
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I also played with forward dust corner combos. Best ones I could come up with were: 5D [6] 6H 2H 2D -> meaty CSE 5D [6] 6H 3H GS VT The issue here is that the other guy is going to plummet after 6H, so you actually have to confirm for both combos whether or not the other guy is on the ground. For the former, you want him to be, but not for the latter. I only tested it on Sol, but I'm guessing some characters will be easier to judge than others. Sent from my PTL21 using Tapatalk
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Alright, so you can get an airtight sealed CSE. 5K c.S f.S 2D -> CSE to knock them down. Then if you hit low with 5K, confirm in to c.S -> seal, then link stun dipper. CSE should hit them more or less airtight; even if they can manage to jump/reversal out, they have to deal with that huge hitbox behind the seal. Sent from my PTL21 using Tapatalk
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Something else I noticed today is that to hit your 6P as anti air, you have to do it really late. I was just playing against another Ky, and when he jumped in with j.S, we'd both end up whiffing if I didn't hit 6P super late. You can still punish the landing recovery, but still. Sent from my PTL21 using Tapatalk
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Stun dipper goes under sealed Stunedge, lol Sent from my PTL21 using Tapatalk