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Final Ultima

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  1. This has appeared a couple of times in Sol matches too. Recorded instances include MC Volcanic Viper (1) > Volcanic Viper and MC 5D > 5D.
  2. [02/22/2014] ? (IN) vs. ? (SO) [Notes] Miracle Dome Singles [02/22/2014] ? (MI) vs. ? (SO) [Notes] Miracle Dome Singles
  3. YouTube mirrors by SatellaNewsNetwork: http://www.youtube.com/watch?v=DQn4Zs_w7pw http://www.youtube.com/watch?v=F2CSOViaBVs http://www.youtube.com/watch?v=OZUegCFmN9A
  4. [02/28/2014] C.R (SO) vs. N84 (SL) [Notes] KO-HATSU [02/28/2014] ? (SO) vs. Yonomori Kobeni (AX) [Notes] KO-HATSU [02/28/2014] Poji (SO) vs. ? (SL) [Notes] KO-HATSU [02/28/2014] Den (AX) vs. C.R (SO) [Notes] KO-HATSU [02/28/2014] ? (MA) vs. ? (SO) [Notes] KO-HATSU [02/28/2014] Poji (SO) vs. C.R (SO) [Notes] KO-HATSU [02/28/2014] ? (MA) vs. C.R (SO) [Notes] KO-HATSU [02/28/2014] Poji (SO) vs. ? (KY) [Notes] KO-HATSU [02/28/2014] Den (AX) vs. ? (SO) [Notes] KO-HATSU [02/28/2014] Poji (SO) vs. ? (SO) [Notes] KO-HATSU [02/28/2014] ? (MA) vs. ? (SO) [Notes] KO-HATSU [02/28/2014] C.R (SO) vs. ? (SO) [Notes] KO-HATSU
  5. [02/27/2014] Koji (SO) vs. Pon (ZT), rematch here [Notes] a-cho Casuals
  6. The window for Yellow Roman Cancel definitely extends through at least some of a move's active frames, yes. For instance: Most projectiles can be YRC'd while they're already in motion. But yes, as stated, you cannot perform a Yellow Roman Cancel mid-combo, at least based on what we know.
  7. Because Yellow Roman Cancel and Purple Roman Cancel have start-up frames, it's possible to hit the buttons to Roman Cancel right before a projectile connects so that you get a Yellow Roman Cancel, but by the time the super freeze kicks in, the projectile has traveled enough to put the opponent in hitstun or blockstun. I don't know if this could potentially extend to other situations, but there you have it.
  8. The positioning issue is pretty moot, in my opinion. Any actual confirm into Dragon Install will most likely be in the corner, and if you just bust it out in neutral, Dragon Install Sol has the corner carry of the gods anyway. An important thing to add is that Kudakero is only really safe if the opponent is forced to block the flame, so it's weak to being intercepted before Sol hits the ground. Instant Block poses an obvious risk.
  9. [03/02/2014] Igarashi Hiromi (FA) vs. Jinbo (SO) [Notes] Game Center Tecnopolis Singles [03/02/2014] WataR (VE) vs. Jinbo (SO) [Notes] Game Center Tecnopolis Singles [03/02/2014] Igarashi Hiromi (FA) vs. Jinbo (SO) [Notes] Game Center Tecnopolis Singles [03/02/2014] WataR (VE) vs. Jinbo (SO) [Notes] Game Center Tecnopolis Singles
  10. Sol is safe if Dragon Install expires during (DI) Tyrant Rave ver.Beta, thanks to the wall stick. Of course, if you do it early on and Dragon Install doesn't expire, you have to look for alternatives. (DI) Fafnir looks like a pretty decent ender if you've not got much time left. Regarding P.B.B.: On hit, it puts Sol at a safe distance from the opponent, and combined with its lengthy animation, seems to suggest that it was designed with ending a Dragon Install combo in mind. That said, considering that Sol has such outrageous Tension Gain during Dragon Install, it seems more efficient to end every combo with (DI) Tyrant Rave ver.Beta. That said, we know that (DI) Tyrant Rave ver.Beta, (DI) Gun Flame, (DI) Fafnir is possible. So who knows? Maybe you could land a TK P.B.B. after (DI) Gun Flame or something.
  11. [03/01/2014] Consomme (PO) vs. Suke (SO) [Notes] Mikado 3on3 [03/01/2014] Azesuke (MA) vs. Kusoru (SO) [Notes] Mikado 3on3 [03/01/2014] Mugen (SO) vs. Nage (FA) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Gazou (FA) [Notes] Mikado 3on3 [03/01/2014] Ain (KY) vs. Kusoru (SO) [Notes] Mikado 3on3 [03/01/2014] BOB (ZT) vs. Kusoru (SO) [Notes] Mikado 3on3 [03/01/2014] Consomme (PO) vs. Kusoru (SO) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Akesuke (MA) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Kiuta (BE) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Mugen (SO) (stops after first round), rematch here [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Gazou (FA) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Nage (FA) [Notes] Mikado 3on3 [03/01/2014] Roi (SO) vs. Kusoru (SO) [Notes] Mikado 3on3 [03/01/2014] Tanabata (FA) vs. Kusoru (SO) [Notes] Mikado 3on3
  12. I suppose that's true, 6P > 6HS(1) only worked during comparatively briefer combos pre-AC+R. Mind you, this is all assuming that 6HS is the same, which it could very well not be given its new properties.
  13. Another Purepure set, another series of observations. First off, Fafnir (YRC) > Bukkirabou ni Nageru (as shown here and here) is pretty dirty. I like it. Moving a few minutes ahead, this Bukkirabou ni Nageru combo route shows potential. It's dropped part-way through, but I imagine he went for it because it's possible. If so, that could mean being able to carry Bedman over half of the screen distance in a single command throw combo. It looks incredibly character specific, just like that one Bon-chan variation done from P1 starting position. Not much longer after that, we get a sad confirmation. Volcanic Viper is not PRCable. Some of you might find this footage confusing if you're still working on the assumption that because Volcanic Viper was blocked, it would become an old fashioned, red Roman Cancel. That's because in Guilty Gear Xrd, the rules behind Roman Cancels depend on whether the opponent is in hitstun or blockstun rather than whether you connect altogether. Purepure also gets a failed RC attempt with Grand Viper. This means that Grand Viper also cannot be PRC'd (unlike its Dragon Install counterpart, which has been proven to be PRCable). Part 2 starts off with Purepure wanting that IAD j.P really bad, but just getting a regular jump instead. Maybe next time, buddy. After Gorilla switches to Ky, the first match ends with Purepure activating Dragon Install to confirm Ky's position in the air, then landing P.B.B. to secure the win (that's right, video footage of P.B.B. actually connecting). Note that you can clearly see a green ring appear around Ky right before he's caught. This means that either Gorilla just tapped Faultless Defense rather than holding it (which seems unlikely given the situation), or P.B.B. is now an unblockable. The fact that the current (edit: formerly) highest ranking player would just go for it like that lends some credence to the notion that it's an actual set-up and not just a random thing that worked. It seems like you'd need to RC to combo off it though, you're definitely not getting anything else for free mid-screen. Finally, we have some more Danger Time occurrences. We get another example of a move canceling into itself on Mortal Counter (this time it's MC 5D > 5D, note that Sol doesn't move horizontally at all, so it wasn't off a quick Homing Dash). Immediately after that, a late hitting MC Gun Flame, Gun Flame connects. Considering how far away Ky was when he was hit by the first Gun Flame though, there's nothing too surprising there.
  14. Thanks to the ability to combo into Instant Kill on opponents with flashing life and that entering Instant Kill Mode with over 50% Tension during that state turns your Instant Kill Mode activation into a super freeze, yeah, plenty of characters will have unburstable kill setups if they have 100% Tension. Speaking of that set though, Purepure shows off some very interesting things. Throughout the set, he utilises Jump Install for his mid-screen Bukkirabou ni Nageru combos, as can be seen here. In Part 2, at 1:01, Purepure lands a CH Fafnir right in the middle of the screen and gets a full corner combo conversion off it. He does it again at 1:44 and is even able to combo it into a deep hitting Gun Flame, although he drops the 2HS aftewards. The most interesting thing, in my opinion, occurs at 8:39. Purepure lands MC Volcanic Viper, but then cancels the first hit into another Volcanic Viper (1) without spending any meter. It seems that Danger Time (or judging from the fact that he RC'd the second Volcanic Viper (1), maybe just Mortal Counter itself) invokes some unique cancel properties. Guilty Gear Xrd still has more mysteries yet to be solved.
  15. [02/27/2014] NOB (SO) vs. TKD (SL) [Notes] Mikado Singles [02/27/2014] NOB (SO) vs. Nage (FA) [Notes] Mikado Singles [02/27/2014] 623 (AX) vs. Purepure (SO), Part 2, Part 3 [Notes] SEGA Kaita
  16. I should add by the way, that the reason a lot of those later combos started off with 5D > Homing Dash was so that Sol could start a combo and then restand so he could land 6P on a grounded opponent. This is thanks to the slumped state that's triggered when an opponent hits the ground during a wall stick. Suffice to say we're back to 6P only having decent untechable time on grounded opponents. Oh well, it was nice while it lasted, I suppose.
  17. Sol Combo Referral Video Part 2 by Bon-chan
  18. Some more observations from the Okayama Fantasista Ustream recording that VR-Raiden posted. 11:03 - MC 5K (JC) > IAD j.S possible. 20:44 - MC f.S > 2S (whiff) > dash 5K possible. 20:52 - CH 6HS looks pretty damn scary, especially when it trades. 33:31 - (DI) Grand Viper cranks the R.I.S.C. Level to oblivion. 44:15 - Another example of Riot Stamp stopping after a while if it whiffs. And from Bon-chan's latest video:- Modified 4 rep D-Loop (4th rep same as modified 3rd rep) into ender possible against Axl, possibly other middleweights. Video confirmation of Bandit Revolver (2) (RC) > j.D into a pick-up combo mid-screen or a full D-Loop in corner. Kudakero (2nd hit) (RC) > Bandit Bringer possible. During Dragon Install j.D > Kudakero loop exists. At least 5 reps possible. Builds just shy of 50% Tension. HS Volcanic Viper (RC) > Kudakero possible. A brief combo into HS Volcanic Viper builds enough Tension to be self-serving. Can go into at least 1 rep of j.D > Kudakero before requiring an ender. Fafnir and Grand Viper possible after Tyrant Rave ver.Beta for knockdown. Depending on combo length and how many hits you mash out, using Grand Viper in this scenario has risks of the opponent falling out due to high gravity. When the opponent fell out before the last hit (58 hits total), Dragon Install deactivated right before they returned to neutral. When the opponent didn't fall out before the last hit (45 hits total), Dragon Install deactivated while the opponent was still down.
  19. Oh yeah, I hear the High Jump sound effect now, didn't have my volume loud enough. Good to know.
  20. I assumed it was a High Jump at first too, but on further inspection Sol doesn't seem to jump all that much higher than he normally does. It might just be the difference between an immediate j.D and doing j.D at max jump height. Doing High Jump might make it more stable against lighter characters though. Regarding the air hit 2HS (JC) > IAD j.P: I'm aware that it's always been possible, my comment was more aimed towards the notion that its inclusion implies that we're expected to do it. I guess you can say that IAD j.P woes have become somewhat of an inside joke between VR-Raiden and myself in the Skype chat.
  21. http://www.youtube.com/watch?v=MCPqMT9TRnM Modified 3 rep D-Loop (third rep = after first j.D, do j.K > j.D) into ender possible on middleweights. Modified 3 rep D-Loop into air combo > Kudakero > 5K > 6P > 6HS possible against Potemkin. Bukkirabou ni Nageru > dash j.D side switch possible against Faust. 5HS (RC) > Bandit Bringer possible on both ground and air hit. Video confirmation of 5HS > Gun Flame (RC) > f.S > (Gun Flame hits) > Bandit Bringer. Bandit Bringer > Fafnir useful for added corner carry for corner enders. Kudakero > HS Volcanic Viper -> Tataki Otoshi works as an alternative corner combo ender. 5D > Homing Dash > 6HS > Bandit Bringer possible even deep in the corner. 5D > Homing Dash > D-Loop possible against Faust deep in the corner. Air hit 2HS (JC) > IAD j.P possible against Bedman (oh god, why).
  22. The combo turned invalid as soon as the (DI) Bandit Revolver hit, so I don't think (DI) Fafnir (1) on air hit is appreciably different to regular Fafnir on air hit. I know CH (DI) Bandit Bringer causes tumbling though, so I wouldn't be surprised if almost everything that normally slides on hit causes tumbling on Counter Hit.
  23. I said "two additional hits". For a point of reference, you can see what I'm talking about at 19:58 in this highlight. (DI) Fafnir only deals one hit instead of the usual three. Also, if you check 19:25, you'll notice that Sol can combo off a Homing Dash mid-screen with the second hit of 5K.
  24. After watching the Mikado test stream last night, it would appear that the two additional hits of (DI) Fafnir occur before the standard hit does, or at least that's my assumption based on the fact that a reasonably far (DI) Fafnir on air hit still only deals one hit. I want to say that the ground bounce is CH only (based on reported combos such as "combo into D-Loop > Fafnir > dash 6P > 6HS"), but getting a knockdown punish is still pretty good. 6HS definitely has more utility now, at any rate.
  25. http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h35m57s I've also seen it land on I-No.
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