Xenozip
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- Birthday December 30
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I know this post is old, but just to clarify some things: Having more than four balls absorbed by BRO does enhance the damage and duration of BRO further. Getting more than four balls requires using SA and CR collisions to create additional black balls that are not over-written by 214 Set or QV. Charging QV does not affect BRO and using 214 Set will over-write a black ball created by a charged QV, so to enhance BRO passed four enhancements the collisions are needed.
- 13 replies
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- venom
- guilty gear
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Are there official patch notes for Rev2 2.1 now that it's out? I looked for some and all I could find are the loketest 1 patch notes. Here's the loketest notes: I'm not sure I understand the SA and CR notes, like does it mean charged SA on the first hit of a black ball will do more RISC? But if that's the case then what about CR since you can't charge it, does it mean the ball on the way down does more RISC but not after it rebounds, or what? Also it seems there were some other changes that affect Venom. I'm not sure if they are Venom-only changes or universal changes or what, but his BNBs are now more universal. Previously, regular IAD failed on light chars: Sol, Millia, Slayer. Now you can regular IAD on all characters without having to j8 or SJ. Against Millia you just have to delay the jump on the 3rd hit of c.S and it works just fine. No delay needed for anyone else, just regular IAD. The DHM change that causes billiards to rebound on the ceiling and floor is interesting, seems to allow for some new combo strings and block strings. Looking forward to what people find with it.
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Thank you for posting this, appreciated. I was curious about the flip-kick part of j.236H, but I didn't see it in that image set. Any way we could get a screenshot of HS Mad Struggle's flip?
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This is glorious! \o/ Thank you, thank you, thank you!
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Something else to mention about j2B: it's possible to input the B prior to pushing a downwards direction rather than pushing it afterwards. That helped me personally with my execution of the j2B loops. Like: 66 9 B 2 (comes out as dash j2B)
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Yeah, confirmed ASW cracks down on everything (speaking from personal experience, with hitbox vids), best to avoid youtube.
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Adding to that, does anyone know how blitz handles a multi-hit projectile? Meaning, if the opponent does blitz on the first hit of a charged stinger, what happens?
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Well, I mean it's easy if you put 2K in there, I'm talking about raw c.S.
- 380 replies
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- Guilty Gear
- XRD
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Oh, yeah, I had my head wrapped around standing/crouching and block/hit, nvm. My question's irrelevant because you can hit confirm. I mean, I am curious if it's possible but I suppose it doesn't matter either (if it hits, combo -- if it's blocked, you get it regardless).
- 380 replies
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- Guilty Gear
- XRD
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Is that actually a cancel? I get what you mean, you start charging before the 5HS comes out because you press 5HS and then down before the c.S even hits, but I can't seem to get enough charge time to be able to cancel until like the very end of the 5HS recovery animation. The way DaiAndOh mentioned cancels the 5HS pretty much immediately. Does that work on standing opponents without a prebuffer? Like, I get it pretty easily on crouching opponents with just c.S 5HS because the third hit of c.S whiff gives you more charge time. And I can do it with 2K c.S(2) 5HS because the 2K hitstop gives enough time to buffer before the c.S comes out, but I'm trying and failing with just raw c.S(2) 5HS against a standing opponent.
- 380 replies
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- Guilty Gear
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Yeah, each version of QV has a different starting distance and therefor the range of the hit is different. Starting with PQV being the closest and ending with HSQV as the furthest. It's kind of minor but it'll make a difference in some situations.
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Maybe the vertical range on the third hit was adjusted to make it easier to land after a high airthrow? (maybe) Though it would be nice if all three hits had improved vertical reach so that it's easier to connect c.S after a shallow 6P.
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Maybe alternating methods is throwing off your timing? Sticking to whichever one feels more natural and grinding just that method might help with timing the j.S early enough to get all the hits out. For IAD I think I-No, Elph, and Ram might need a little bit of delay but everyone else should just be immediately, and then Millia/Faust/Sol have to either be j8 or SJ.
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Are you doing j8 or IAD? Personally I've switched over to using regular IAD against everyone (9~6-6 or 9-6) and then using superjump (2-9-6 etc) against Millia/Faust/Sol. But jD should not miss. If jD is missing then you're either not doing the jS soon enough or you're putting too much delay in between j.S HS D, it's just a rapid succession. If you're having trouble with IAD you may want to try j8 66 or visa versa I guess.
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The lower P ball, presumably so that it can be hit by 2S, has been on my mind a lot, good to hear haha. I really hope that it is indeed low enough for 2S. That BS change though, well hopefully there's enough complaints about it, hahaha.