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Everything posted by Rhapsody
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Rachel corner throw combo. Around 5k damage with 50 meter. Requires only 1 wind at the start. https://twitter.com/kuro_heartwork/status/675596337719586816
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Seems like we shouldn't be doing 1 hit 6C into jC for our corner combos. Doing 5 hits into jC 236B allows us to get Ivy out without additional wind. 5B > 5CC > 6C (5) > jC > 236B 5CC > Ivy into whatever ender you want. I'm pretty sure you can do this from a short starter as well.
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I tested the above combos on Bang. They all work, which is great. Tried it on various characters and still no drops. Even something silly like 2AAA and the whole thing still works. What's the reason for 236C btw? I assumed it would've been a staggered lotus but I don't think it reached? Also tried out N-O's combo that he tweeted out yesterday. Very resource heavy but I wanted to check it out. 5B > 5CC > 6C > jC > j236C 5B > 6A > 236B 9D 6A > 214B 5CC > 236C 9D > 5CC > frog > 3C 3C > BBL Did 4.4-4.5k or so with poison added on top of that. Very fancy looking. 2B starter works, but I haven't tried it off of j.BAC. My next visit is going to consist of getting those midscreen 6A combos down.
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Cool. Looks like I was on the right track. Might not be as good as P4U2 Venom Zapper stuff, but it's something. Then you can oki Ivy for more after BBL I suppose. Lotus buffs are definitely interesting. Seems like we're going to have to be a bit more patient before gaining our turn.
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Seconded on seeing if you can get 5B 6A routes after opening someone up. Also I'm curious on damage from CH cat chair when the random chances arises. No one really answered my question about it earlier, but I thought it did more damage with it as a starter in CF (my memory on Extend is fuzzy since I played that the least). And I guess see if you can come up with any ideas with ivy blossom midcombo? I wanted to see if I could do something with it with BBL combos and level 3 j2C, but, it was too busy. Also do the bats from Ivy Blossom disappear when you're in blockstun? Edit: Actually how long can they not tech if you do corner 5CC 8D? Can you do 5CC 8D Ivy and pick up with 5B j.C j236C?
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I'm back, tried Rachel some more. Can confirm that j2c is a high. Can't jump cancel it or gatling into jC. Whats the damage off of cat chair ch starter into a simple air combo in Extend? I seemed to get 2.4k without really any effort. Didn't check the damage from just the cat chair ch though, only after the combo. Also no pumpkin against characters still suck.
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Got back from Round 1 and mostly played Rachel (and a little Carl). Mostly spent time in arcade mode since I got more playtime that way. 6B CH only does the wallbounce on air hit. Ground hit on CH, it does that crumple. Not as amazing as CT but not awful like CS1. I could dash up and 2B after it in most cases. Max range you're going to have to use wind to convert off of it from the looks of it. Unfortunately I forgot to see if I could do the corner BnB without wind at pointblank, but I'll try it out tomorrow. Damage is actually not too bad, especially in the corner. Midscreen, I didn't find a good consistent damaging bnb. Tried messing with 6A combos, but I'll need more time. Was trying to see what I could do with level 2 and level 3 j2c. I want to see the latter especially for BBL combos. See if I can do a life drain midcombo or something. No real george cool down is neat, but the lessened shock time is annoying. Not having pumpkin definitely sucks. I feel like I better be on point with my lobelias more. Also hoping for opponents to let me get away with fork into j.B3D or something. I feel like I should try to mess with lotus more. Still using it as that somewhat zoning tool instead of finding routes with it. She's definitely not someone I'd say that's strong right away on first impressions, but I wouldn't say she's wheelchair status. I'll go back tomorrow to test more stuff. I guess give me some ideas to try out if you guys have any. I'm going on a busier hour, so I might not be able to leisurely test whatever.
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Guilty Gear XRD Revelator Idea's and Speculation!
Rhapsody replied to noct76's topic in Guilty Gear General
If it isn't, Arc got us good in thinking we'd come up with this conclusion. lol- 72 replies
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- Guilty Gear
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Hopefully it means her hurtbox isn't as large for those moves too. That was my issue with her long range moves.
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Ideally, I want it like Gordeau's. Just because unlike Yuzu's, his j[C] actually can come out if you charge it early enough. Still, if Nanase doesn't get any new fast lows, it's still inferior to those characters :/. As for damage, depends on the bounce. I think she's going to be able to squeeze out more damage with it (maybe we can j236B after it?), but it's not going to make matchups easier for her. So this isn't the buff she needs. Also I would imagine that both characters would get Vorpal off of first attack trade (unless the creators programmed it not to be that way). UNIEL lets both characters can have access to Vorpal at the same time if GRD is tied, it's just really rare.
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Nanase j2C having a charge is a nice buff. Added routes and more mixups off of assault with it. I'm really hoping for a buff to j236A range and making 2A a low though.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhapsody replied to Setsuna's topic in Misc Fighter Central
New trailer looked pretty nice. Just a month until the game's out. Hopefully online is pretty decent. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhapsody replied to Setsuna's topic in Misc Fighter Central
No playable Accelerator is disappointing :/ -
US limited editions announced for PS3 and PS4 at 69.99 and 79.99 respectively. Preorder links for it are up. http://www.aksysgames.com/2014/09/12/guilty-gear-xrd-sign-standard-and-limited-editions-available-in-north-america-this-holiday-season/ Not release date or pics yet, but it lists the contents of the LE.
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Yeah, I've been getting a lot out of projectile starters. Against people that like to back tech against j.236B oki, I'll just j.236A after and some people get hit by it when they get impatient and try to jump over the first projectile. Leads to a lot of damage if they fall for it.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhapsody replied to Setsuna's topic in Misc Fighter Central
Poor Setsuna. That was a good finals between Kirino and Tomoka though. -
GGs to everyone I played on Ranked.
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Got wrecked on stream at TRB but got fifth. I really don't like fighting Wald and even Seth lol Still wish I could've showed some better play on stream but oh well.
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Pulsr forgot to copy the 'k' at the end lol https://www.youtube.com/watch?v=It6pxWzQMuk
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Nanase. I'm usually fine with usual Vatistas, but I guess that extra patience than the other ones make the difference. Doesn't help when I get clipped by not down backing fast enough when I bulldog in, online, haha.
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GGs to all the familiar names I've played on ranked in the last couple of days. I'm never going to beat glirandly's Vatista lol
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Haha, thanks. I'll probably be checking out this and the Nanase thread more now that I'm dedicated to using her a lot more than before. Left the Eltnum army to join the Nanase one since the former felt a little stale after awhile. Plus she's the one I'm having most fun with.
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Against Linne, it's sort of tricky. Projectiles are risky to use too much. Use one too high and they can roll under if they're close enough in time or they can run up and DP/whatever. TKing projectiles I don't like to do midrange. Things like 2C will just CH you out of it without any strict timing. Any time a Linne does a dash cancel after ground kuuga, she's minus and usually punishable (2A/5A), so don't let random players get in on you for free. Speaking of which, don't let Linne get free pressure after j2B (divekick) which has landing recovery. You're free to mash during then. If you're able to get out a projectile in neutral or do it on oki, you'll have to get ready for a lot of options. Be careful of roll. If they go in the air, the two things you want to have happen are either assaults or double jumps. Anti air with 3C or 214C on the former, or do dash DP on the latter is what I'll usually do. During situations when I'm waiting for one of these options, I'll stay at maybe air assault distance away. You'll be able to punish things better, and most importantly, so you can weave out of air kuuga's range Another annoying thing in this matchup is you'll have to refrain from pressing buttons too much after your 5C/2C into whiff 2A. With how much of Nanase's hurtbox that overlaps with her attacks, you might get clipped by 2C before your attack. Usually walk back a bit to bait a whiff and then get back in if you think they're the type to mash C moves after blockstrings. Cornered is obviously where you don't want to be. Jumping is too risky, so my best hope is to shield parts of it and inch forward. If you're able to stick out a move and get them to block it, 214C out of there to escape. Most of my meter in this matchup is for 623C anti airs and 214C to escape (and of course finishing rounds). No idea on Hilda after fighting Pain's. :/ I'm at a loss on that one.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhapsody replied to Setsuna's topic in Misc Fighter Central
Credit goes to Kurushii. Much cheaper prices for those that want the sega store edition. https://twitter.com/Kurushii/status/499629642333310976 -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhapsody replied to Setsuna's topic in Misc Fighter Central
Hopefully it does. That's a huge mark up considering it's roughly 7500 yen originally or so. Edit: But it makes sense for PA to do so of course