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Everything posted by TheRealBobMan
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There are a number of ways to mess this one up. You can do the IAD out of the 5H too early and have the input drop (no dash), or too late to link the j.K. Now, if you do the IAD right, you'll either input j.K too early and have the input not come out, or you'll do it too late and they'll tech. I recommend doing the j.K > j.S > FFVCL follow up when you're practicing since that's used in combos vs everyone at mid screen, and the j.S will help you determine what you're messing up. If you do IAD > j.S, the j.K input was too fast and dropped, but if you see the j.K and they tech, either the j.K was too slow or the IAD was too slow. You can feel it out from there. As for the input, the window is a little more lenient than before, so you can IAD with 956 or 9566. Either seems to work fine, so do whatever is comfortable. Should be the same if you super jump. I hope that helps.
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Ok, so a quick update on combo stuffs on my end: I'm almost done with everyone for 2K, j.S, j.K, j.D, corner-throw, corner-airthrow, corner SM, corner 6H (second hit AA against a jump out), corner VCL YRC oki, and corner HCL YRC starter combos. Only need three more characters + Leo (I have to wait to get my LE to buy Leo anyway) and to go back to fill in some holes (missed some characters for HCL YRC). Once that's done, I'll get some stuff nice and formatted on the wiki, try to write up some basic gameplan and theory stuff, and then I can start working on her more fancy combo stuff. Starters with CH STBT-S/H, AA j.P, AA 5P, AA6P, mid screen SM, Fortissimo and Desperation as starters, RC combos in situations where you can't really get anything without spending the meter, combos that let you cross over/under someone when they have you in the corner, specialized punishes off of Blitz Shield, etc. By "starter" I mean opening them up with that move, not necessarily that they're easy enough for a beginner, though I've been trying to throw in some variants where possible since some are easier than others and some are range specific. I'm going out later tonight, but I can maybe do one or two more characters today and possibly even start the write up. I'm getting kind of burned out on combo research. I played Arcade mode for the first time last night just to break it up. Thanks for all the hard work everyone. It wasn't all ready right at the game's launch, but we have a lot of info for new players to get started with.
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
TheRealBobMan replied to HGhaleon's topic in Guilty Gear General
They're probably tired of people ripping the game files. If they're high quality, people will do that and no one will buy CDs. If they use low quality in-game audio, people that care will actually buy the music. Or at least one person will have to. But man you're right. My monitor speakers are ass so I can't tell unless I use my headphones, but the second I plug those in it sounds terrible. I'd rather pay for high quality music than color packs and voice packs, so I hope they do something. I'm still disappointed that the soundtrack that comes with the Limited Edition is just the Vocal Tracks. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I hope sales pick up, but honestly for the initial rush of the game, you can't be that surprised. Fighting games are appealing more to casual players now than before, but most of them either bought SF4 because that's what everyone plays, or if they're into "Anime fighters" they got P4AU. They probably don't have much incentive to buy another fighting game right now. It doesn't help that this release date for the US is after the bullshit frenzy that is "Black Friday". All the dumb impulse buys occur around that week. As far as staying power though, most people just splurged on PS4s, so give it a month or two past Christmas for them to beat the games that were included in those bundles and they might be interested in something else. There aren't many other fighting game options on PS4, so they'll hopefully see sales there eventually. The main target demographic for this game is sort of segmented now. They included around half of the original characters, so most of the existing fan base is continuing to play +R. M.O.M is cool, but as far as I know it's not the same as the equivalent modes in BB where if you fail you can just keep grinding and leveling up to compensate for sucking, which is appealing when first starting out (and you're unlocking artwork, color pallets and all that jazz in the process). Story mode is cool, but as this is the first game to come out in so long, a lot of the new audience they're reaching for has to get hooked on it first or it wont keep them coming back, so it's not going to have as big an effect as BB's story mode 4+ iterations in. Story mode doesn't have those silly little choices to go for the real ending or get a gag ending with boobs either, so there's a little less of a "dating sim-esque" hook there for the next iteration. This is going to matter one or two revisions from now, but right now it's barely helping. That's problematic though, because people expect another iteration of the game. They've seen this business practice before, and half of the characters are missing. They have to come back some time right? This might cause people to hold out on getting GG, especially if they just bought P4AU or some other fighting game a few months ago. As far as the existing numbers, those are just Japan sales right? I honestly don't expect the US sales to be all that much better. The game is getting good reviews (sitting at 89 on metacritic), but no one is reviewing it or giving it any sort of exposure (it has 6 reviews at the moment). Wanna see how big the IGN review is? "Inciting a revolution in the Guilty Gear fighting franchise, Guilty Gear Xrd is the first game of the series to utilize Unreal Engine technology for the look and feel of an animated fight come alive! While Guilty Gear Xrd -SIGN- may look 2D, everything is in 3D, freeing the camera to be as dynamic as possible. At its heart, however, is still deep, balanced 2D fighter gameplay. Guilty Gear Xrd -SIGN- continues the tradition of tight and technical combat, and streamlines the gaming mechanics to make them accessible for the next generation of fighting gamer. Favorites such as the Roman Cancel system have been enhanced, so get ready to slow down time on your opponent and shred their health meter." That's their review. One paragraph; Five sentences. Anyway, that bug where you buy one system voice and get another is terrible. I hope they fix that ASAP. I'd be pissed if it happened to me. If you're buying an individual voice instead of the pack, it's because you want that voice. Dammit Arcsys, why did I only see one or two internal QA testers at your company when I watched the credits after story mode? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Yeah, with everyone's mid screen options being nerfed, having a really solid corner game is crucial, and Millia has really great tools for that. As strong as Zato is with his unblockables, Little Eddie pressure, and YRC gimmicks, that Chroming Rose super is basically the "if you're in the corner you can die now, while I keep building meter for another super in case you somehow live" option. Even if you read Millia and get out, her Roses cover her ass and interrupt your confirms, so you never get knockdown and she gets to keep her initiative. So don't get pushed into the corner. By anyone. Especially Millia with 50% though. -
Ok, so I'm putting these in an earlier post since I guess they should be grouped with the VCL YRC stuff, but I wanted to make sure you guys saw these: Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > VCL > 6H > HCL ~ D (Costs 25%) (MI: 281) Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (CH: 290) Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 25%) (CH: 299)
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Hey so, I updated the wiki a while ago, the 2nd hit is 120 damage. I decided to mess around and see how much damage the old Dead on Time > Straight Down Dandy combo would do on Chipp, and I haven't been able to get 2 hits even when DoT is a Counter Hit. For the record though, both hits of SDD is 273 on Chipp. I did however find out that you can hit with just the second hit of the air super, and that it's a projectile so you can YRC and still get the hit. The second hit floats if the first hit doesn't connect, so YRC might let you pull off a flashy combo after. Besides that, in the corner I got 'CH 2H > TK SDD (2 hits) > RC > 6H > PB' for 304 on Chipp. You guys can probably optimize the follow up after the super RC a hell of a lot better than I can since I don't play Slayer. Or you might find a better setup than 2H, which has the 80% prorate.
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
TheRealBobMan replied to HGhaleon's topic in Guilty Gear General
"My friend states the character models are 480P on PS3 while everything else is 720P." Models can have different polygon count, but I'm pretty sure you can't have a different pixel density for some objects running in the engine compared to others. You can use lower res textures on the models, and models with lower poly count, sure. Also, if it was possible to output varying pixel density, why run the background at 720 and run the characters, the focus of the game, at 480? Your friend was likely mistaken about this as he was about quality mode being "compatibility mode". But yeah, for $10 more it's probably worth the PS4 version if you have a PS4 already. I'd spend the money just for the built in streaming functionality if I had a PS4. Given the file size I wouldn't get your hopes up too high for better audio quality. If they wanted to use lossless encoding or higher bit-rate MP3 they probably would have - the file size was pretty small, so it's not like they couldn't fit the game on a disc, and as far as I know the disc size is the same between PS4 and PS3. I don't know for sure though, so someone that's looked at the game files will have to confirm that. A video comparison probably wont help all that much either since youtube compresses their audio, which would make it difficult to notice a difference. Anyway, I hope you enjoy the game. : ) -
Hey so, the Frame Data page doesn't have info on this (the 4gamer wiki was pretty minimalist when it came to extra info), but it looks like Slayer's Air Super still has 2 hits. If I use it on Potemkin at full health it hits for 93 and staggers, but if I TK it right in his face so low that it looks like I didn't even leave the ground, it hits for 112 and doesn't stagger. Yeah, I can confirm it. 5D against Pot in the corner > hold back, TK air super hits 3 times for 127. If I wall splat and only get 2 hits I do 73. I'll update the wiki after confirming the base damage for the second hit; you guys play with this and have fun. : )
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Ok, so I just tested out Tension Pulse (I think Japan calls it Tension Balance - I'm going by what I read on the wiki some time back). This is a significant difference from my testing at E3, and consistent with what people have said since then (but much more drastic than the shown videos). That little flash that moves through the tension meter actually correlates to how high your pulse is. If I backdash till I get Negative Penalty, then wait ten seconds and start walking forward (waiting for the 80% proration to wear off), I'll get meter as expected. If I hover dash with I-No after that, it'll take like maybe 8 full (regular, not upward) dashes in the corner (don't get meter for the dash unless it's moving toward the opponent) to build 25%. At neutral pulse when resetting training mode, 2 full dashes in the corner gives 25%. When I have my pulse at max I get like 20% for one full dash. Walking and jumping forward are affected as well (at neutral you get like 1/6 of a bar or around 4% for jumping forward). As far as attacks go, STBT gives maybe 1/3 of a bar at neutral (expected - base value is listed as 2% for use +7.2% on hit), but with my pulse racing I get half a bar. This is basically expected behavior when referring to how it was in AC/+R, except that instead of the meter flashing (subtle but we can always see it) now we have this little arrow that moves through the meter. Maybe it's more obvious what it does, like with RISC compared to GB, but it gives us less information than before. I could forgive that with RISC even though it kinda sucks (not having the meter tell you how much the hitstun and damage are scaling once RISC is gone), but I think that really sucks with tension. If your pulse is really low, you wont see the arrow moving for a long time, like maybe 8+ seconds. With it racing it'll be passing through your tension bar maybe every 2 seconds. Something new though: Negative Penalty might not be directly tied to Tension Pulse/Balance. I'm finding that if I crank my pulse, then backdash until Negative Warning, then start moving forward again, my tension gain is around the neutral amount when resetting training mode, and it's relatively easy to bring it back up. If I reset training mode and backdash until Negative Warning from that point, my tension gain is lower than the neutral value and it takes serious effort to bring it up. It seemed like in AC/+R, if you got your pulse racing and then starting backdashing or playing defensive, it dropped sharply, and Negative Warning occurred when it was nearly flat-lining. I guess I'd say it was a linear progression before, whereas now Negative Warning may just be a separately calculated thing? *Edit* Anyway, I haven't tested Instant Block outside of using it to crank the CPU's Pulse while he's just sitting there, so I can confirm that's still a thing. I don't know if it raises you past your max threshold or not though. *The Update* So, I don't think IB raises your Tension Pulse past it's max threshold (which was character specific) anymore. If it does, I can't tell. It looks like Blitz Shield does raise Pulse/Balance, and it seems like it might be a little bit more than IB gives, though it might be the same amount. It's difficult to test objectively, so I'd need to really sit down and hammer it out rather than do a quick n' dirty test like this. -
I'll be narcissistic and start the thread with my performance on stream last night at Super Arcade: I play against TheBeautifulDude at about 12:26, and then Psyblade at 1:07:27. Both of these guys go onto grand finals, and they go down to the wire with a full set for a bracket reset into another full set, so I suggest watching that too. Starts at 1:47:16. I hope my attempt at commentary wasn't too bad. There's plenty of GG before grand finals with some Sol, Pot, Bedman, Millia, Zato, and Venom play, if any of those characters interest you. Vs TheBeautifulDude So, what's worked for me in the past is making sure to shoot notes low to stop Little Eddie. I couldn't care less about them being reflected because I can jump/dash over them. I'll shoot notes high if I think the Zato will jump after realizing that Drunkard Shade doesn't help much, but I made a few mistakes with jump and dash timing, causing me to block my own notes or get hit by them (including accidental back dashes). I was having trouble with the new Little Eddie summoning system. I tried to shoot a note around 13:47, but Little Eddie summons next to me and I get owned. First time playing a Zato in Xrd, so don't hate on me too hard for that. I'm not sure what match openings beat what. First round he reads me with Drunkard Shade, so second round I opt for a low poke, but he gets a CH for that with I think his 2S. Another round I opt for 6P and get the CH against his 2S. As far as major mistakes go, muscle memory at 15:17 causes me to go for f.S out of 6P instead of 5H, so I drop the combo because the old one where you catch them with j.S doesn't work (can't jump cancel the f.S and it has like 19 frames recovery). At 15:54 I drop a dash after an RC, so that really hurt too. I drop yet another combo at 16:34, but the damage before the drop is a strong indicator of why distant knockdown (Pdive or HCL) for extra hits on note oki is good. I went into the IAD pressure string for RISC+ into a mixup, and if I hadn't dropped that it would have really hurt (especially if I had worked on optimized Eddie specific combos) and I would have kept initiative. That's the kind of thing you need in this matchup. Zato's setplay is stronger than I-No's because of his unblockable setup, but we can kill him in fewer combos. I also don't feel like his mixup at neutral is worth worrying about even if he manages to get you to block a buzz saw. It really hurts when he throws you and sets up the unblockable, but otherwise it's not hard to block his high/low (they nerfed Zato's 6K right?). TheBeautifulDude also has a habit of going for the j.K > dj.K 95% of the time instead of mixing in 5K/2K, so that hurts him. It's odd because the same tools we had that gave us an edge in this matchup are still there... it's just that they don't seem to give the same reward, so on average we need more reads. I got to play 6-7 casual matches with him before leaving for the night and have a stronger feel for the matchup. Hopefully I can get more next week. Vs PsyBlade With I-No's changes in Xrd, I feel like she's Millia if Millia traded speed for damage output and good hitboxes for the coverage HCL/VCL offer. The other major difference is that her oki is more consistent when meterless, we're better at 25% for VCL YRC, but with a commitment of 50% she's even better. That Chroming Rose doesn't prorate meter gain like YRC/RC does, so Millia can really floor you if she gets that going in the corner. Our damage output vs Millia is even better than vs Zato, but neutral is much harder since she dances around so much. I get punished for multiple stupidly timed notes during this set. Getting knockdowns in place of big damage and corner push from some of our neutral options (Dive and STBT) is going to hurt since we then need to succeed at oki more times, but Millia is also fighting uphill against the changes to guts. When she's not doing combos with cranked RISC or Chroming Rose active, she needs 5+ combos to kill us, when it was probably only 4 before (our defense wasn't that high either). At 1:07:40, I drop a VCL that should have lead to a 40% combo or him using his Burst. Then at 1:07:46 I accidentally BS when trying to HCL YRC (it was still the wrong move though since he jumped out). At 1:08:53 I drop the confirm off of the air hit (have I complained enough about her HD feeling different yet?) and get throw, giving her initiative again. At 1:08:06 I beat a haircar with 6H (I was going for throw, but hey that works). Right after that at 1:08:10 I read the superfall with VCL YRC, but his blasted Rose super saves him. At 1:08:40 I'm not paying enough attention and he gets his pin back, so I try to AA with 6P and he reads it. Like TheBeautifulDude is saying in the background, don't do that. I also want to point out that Psyblade keeps reading my crouch blocks at long range and going for 6K - I'm assuming that at that range that he's going to go for 2D so I'm holding down back and trying to manually correct on reaction, but it's really hard to do that consistently and he keeps punishing me for it. Make sure you learn gatling trees for other characters! Millia has 6K/2K mixup off of 5K, but at that range 2K would whiff. Her 2D is slow (13f), and for some people it might be easier to block high and react to her crouching on reaction than to block low and try to react to the 6K. At 1:09:00 I go for 2K > 2S > 2H so I could into STBT-S and reset, but the 2H whiffs because the hitbox is smaller (2D also probably would have whiffed at that range though). Anyway, I make some mistakes at 1:09:34 as well, but make sure you watch that round. I feel much better about my first time making it onto the stream at Super Arcade because of this. After that though I'm back to being pressured/oki'd for most of the match. In situations like 1:10:41, remember that you have meter and go for a dead angle, or grind out those reversal BS and IB > BS. At 1:11:01 Millia rolls under 2S opener. On that note, if you do the "how to defend against I-No training" and use 2S or 2D against STBT, she goes under them. Our 2S and 2D hitboxes are that shitty (let's give you a sweep that can be low profiled under!). If you need to hit along the ground, use 2K or VCL. At 1:11:47 I try to poke the 5D on reaction but 2K doesn't have the range (I'll have to check in training mode later if her 5D goes under 2S - her 5D is slow enough that you could probably counter poke with 2S on time, but it also low profiles). Anyway, that's it for my matches. If you see anything else that's questionable or have generalized matchup info, please help me out (I mostly highlighted input mistakes rather than strategy mistakes). I have a lot more experience vs Millia than Zato/Eddie (I had played against TheBeautifulDude once before in +R and that's about it), but I'm honestly really weak in the matchup department since I don't get to play often with my work schedule. I mostly play against my friend's Sol when I do have free time. *Edit* Here are some matches where I try to figure out what to do in the Elphelt matchup (unrelated to the above tournament - this happened in casuals the next day). Looks like only 4 were uploaded, but FRCFlyingJohnny 16-0'd me. These are in-person matches by the way... not sure what's up with the lag in video 2. First Second Third Forth Things to note about the Elphelt matchup: 1. The grenade has a hitbox when in the air or rolling that stays active until it touches you at least once, besides the hitbox when it explodes. Hitting it with a projectile will cancel this hitbox but not detonate the grenade. 2. I-No doesn't seem to be able to low profile under the anti-air in shotgun stance (I believe it's S) with STBT. This makes it a really difficult move for us to deal with. 6P may work at max range but I couldn't get it to work at anything closer. 3. The shotgun has more range than our dead angle, and it's a projectile so Blitz Shield doesn't help much given our poke speed relative to how far away she can be when firing. Using IB > 2K for some of her options and Desperation for careless shotgun pressure will probably be our go-to option if she doesn't get right in I-No's face. 4. I've had her roll through crazy things, and she can apparently roll straight through gunflame, so take care not to super like an idiot. Also 2S might be useful in some situations given its range, but roll can punish it. 5. Do not attempt to AA air-bridal express except with 6H or VCL. 6H is super risky for practically no reward, and VCL is also risky without YRC, so take care. You're probably better off making her whiff if you don't have meter. 6. The grenade's timer counts down during super flashes and cinematics. 7. I feel like I tried to STBT under ground Bridal Express and it didn't work, but it's not in one of these videos so I can't confirm. I'll have to try it later.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
We've forgotten the worst instance. Both players go balls-in (cue excitement) and trade hits, then wind up in Mortal Counter stun for 5 seconds as they both fall in slow motion and wake up from knockdown at 2/3 screen distance from each other with Danger Time already over (cue blue balls). -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
It's not going to stop me from playing the game and I can almost forgive it because it's so infrequent, but it's pretty derp. It also helps that both players have an even chance to make use of it once it activates, though it's silly that one player can be way behind and use it for a potential comeback off of one mortal counter leading to huge damage and corner push even if they don't have meter. With the changes to RC mechanics this game is somewhat meter management heavy, and Danger Time introduces the possibility to skew the emergent strategy around that for 10 seconds at random. -
These seem popular, so let's link our videos and ask for game play feedback. Should also give players an opportunity to reflect on themselves. Remember, your videos are also for you to look at. If you want an outline on a strong way to approach reflecting on your own matches, look at ehuangsan's match post-mortem guide.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Well, however the damage is being calculated, it also occurs with homing jump launch. Pretty sure that YRC doesn't add 80% forced proration and that it's only RC that does it. If I do YRC VCL > c.S, c.S does 31 damage. If I do CH FFVCL > c.S, c.S does 31 damage. If I do raw c.S, it's 34 damage. If I back up and shot a note first, then YRC, dash ahead of it, and hit with raw c.S, it does 34 damage. If you're getting inconsistencies, make sure that the training dummy's health fully comes back before you start your next combo. You don't want guts to kick in and scale it. Also double check your RISC gauge if you're doing resets or mixups out of block pressure. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
You sure about the positive proration thing? With I-No, if I CH 5H > 5D > homing dash j.H > j.D > c.S > 6P > 5H, I get the same damage as if I 5H > RC > 5D > finish the same combo. It does look like it removes the RC proration, but I'm not seeing bonus damage, and I'm doing the exact same combo. I still get the same damage if I crank RISC. Still, that's pretty cool. -
Every combo I've posted should end in knockdown if you do it right. There are a couple so far that knock down with HCL (without ~ D), but most of the stuff I'm working on so far is in the corner, and I'm trying for Pdive knockdown where possible. Occasionally the best damage will result in knockdown with HCL, or maybe some of the simpler combos that work from further away (where 6P > 5H whiffs) will end with HCL knockdown. I'll probably post some easier stuff or some mid-screen stuff that ends with HCL knockdown.
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Heh, yeah, it's hard to pull away from it right? : ) No worries and no rush. Keep playing. Thanks for all your hard work. You've put in more work into the video thread than I have into anything else anyway.
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Looking for more character or weight class specific stuff now, also going back to update some older combos I've posted with values for every character they work on I guess. Looks like I also need to update some of the stuff about note oki since Pdive tends to push you out for 3-4 hits (depending on if you TK the note or not), but you generally don't wind up far enough away for 5 hits. You could probably save your airdash and end a combo with Pdive early, but why sacrifice damage now for a few points of RISC you might not get to use? Unless you think they'll burst or something... also updating any previous errors I may have made if I catch them. Anyway, here's some stuff: Corner VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (Costs 25%) (FA: 241) (4-hit Note Oki) VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (SL: 219, SO: 229, EL: 230, KY: 232, SI: 236, AX: 239, ZA: 246, MI: 263, CH: 277) (4-hit Note Oki) VCL > YRC > j.D > VCL > 5P > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (Costs 25%) (SI: 223) (4-hit Note Oki) VCL > YRC > j.D > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > Pdive (Costs 25%) (SO: 235) (4-hit Note Oki) VCL > YRC > j.D > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 25%) (SI: 243) (4-hit Note Oki) VCL > YRC > j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 25%) (SO: 246) VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (MI: 275, IN: 255, MA: 252) (4-hit Note Oki) VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (Costs 25%) (RA: 258) VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H > Kdive (Costs 25%) (VE: 217) VCL > YRC > dash FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive (Costs 25%) (VE: 227) VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 25%) (EL: 254, CH: 294) VCL > YRC > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (Costs 25%) (PO: 218, BE: 219) 6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (BE: 227, SL: 233, MI: 278, FA, EL: 243, KY: 244, MA: 249, SI: 251, IN, AX, RA: 252, CH: 291) (4-hit Note Oki) 6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > KDive (RA: 255, ZA: 263) 6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > KDive (VE:232) 6H(second hit against airborne) > VCL > c.S. > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (PO: 210) (4-hit Note Oki) 6H(second hit against airborne) > VCL > c.S. > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (PO: 230) Uh, it's getting tricky accounting for a lot of I-No's combo flexibility. I mean, there are situations where I want to list things like HCL ~ D damage in case you're close to a kill, but we know that HCL itself gives better oki when it knocks down compared to ~ D. In most airborne instances it's easy to infer from context that "you need the ~ D" or you wont get knockdown at all, but there are some instances where HCL wont knock down when used on the ground, and some where it will occur. So then it's still worth knowing the damage if you give them the ~ D because it might kill, but otherwise you'd want to keep it in your pants so you'll get better oki. Also, now that I'm noticing the difference in hits when you TK the note vs grounded note, it's really getting complicated thinking about these set ups. *Edit* Another starter has been added! Similar to what VCL YRC offers when VCL hits, so I'm dumping it in with this post, though the setups are drastically different. Cornered Opponent Max Range HCL > YRC > dash immediate j.D (hits super late) > VCL > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > PDive (Costs 25%) (KY: 191) (4-hit Note Oki) |-> Same combo, delay the YRC to almost PRC status to prevent the proration (Costs 25%) (KY: 242, IN: 249) (4-hit Note Oki) Max Range HCL > late YRC > dash immediate j.D (hits super late) > VCL > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 25%) (KY: 255, IN:263) HCL > YRC > dash j.D > delay VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (KY: 230) (4-hit Note Oki) HCL > YRC > dash FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive (Costs 25%) (KY: 226) Man, I didn't think I-No had this kind of flashy stuff in Xrd. HCL > late YRC > dash j.D > delay VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 25%) (PO: 217) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 25%) (BE: 228) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > VCL > 6H > HCL ~ D (Costs 25%) (MI: 281) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (SL: 231, EL: 243, CH: 290, MA: 251) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (Costs 25%) (AX: 254) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Kdive (Costs 25%) (RA: 244) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Kdive (Costs 25%) (ZA: 248) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Kdive (Costs 25%) (VE: 235) HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 25%) (SL: 241, CH: 299, MA: 261)
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Yeah... it takes a certain amount of time for your brain to interpret what you're seeing. If you wait until you're fully standing to attempt to reversal, you're already vulnerable. What's "on time" is actually a slight bit earlier than what you see. Sometimes you'll reversal throw a jump in with such timing that it looks like they're still airborne... then bam, they're being ground thrown. I threw a burst yesterday where I was visually above the player who bursted, but bursts cause you to rise so the character had probably gone above me right as I threw. The other thing is that everyone has a different wake up timing (unless that's changed - someone should do some recordings and find out what they are for us). I'm used to doing a 632146H input to reversal with I-No, so trying to do 623S with Sol or S+H with Sol wakeup timing is borderline impossible for me. When I manage to reversal BS against the buzz saw I can throw Zato in that one mission/challenge thing like 80% of the time, but I only get the reversal BS maybe 20% of the time. If you changed characters in Xrd that might be giving you a hard time too.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
OneSanitarium, what input devices are you using? Are they the same, or are you doing one set of inputs on an arcade stick and another on pad? I remember someone posting about input delay being different between different models of arcade stick. If we can rule that out, then the next step would be figuring out how to split an output so that it can be received by both players at the same time, sort of like an audio jack splitter. If there's the possibility of some strange goings on, maybe we could look into building a device that could do that. It'd be great to have around for general testing anyway. -
Thanks. I updated the wiki with that data. : )
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
6 days early huh? First the LE delay, then the Leo stream, now this. I wonder how they feel at ArcSys right now. The regular edition being available 6 days early might even eat into the LE orders since that was delayed. *Sigh* -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So, Leo looked like he doesn't do a whole lot of damage, but the streamer was mostly showing Leo vs Leo training mode. Did he ever switch another character in? I had requested several times to see Slayer use his air super on Leo since that would tell us his Defense Modifier, but I don't think he was watching the chat. I also could have determined the guts rating if he did it again with Leo at 50% health, but oh well. We'll know when he comes out. -
There are several ways to mess that one up. If you simply do j.K out of 5H, you're doing the IAD too early and need to slow down. If you're getting the IAD and the j.K wont link, you need to either IAD faster or j.K faster. If you IAD and the j.K doesn't come out, you're doing j.K too fast and need to slow it down. But then if you slow it down and j.K doesn't link, either the IAD is too slow or the j.K is too slow. Though you get more optimized damage with j.K > FFVCL, practice it with j.K > j.S > FFVCL. Doing the j.K > j.S > FFVCL string is necessary sometimes anyway and it's probably close to frame-perfect timing (the fast fall for VCL occurs during active airdash frames, and those were lengthened in +R just enough to combo j.K > j.S and still have VCL fast fall). In this case it'll also help you determine if you're doing the j.K too early (you'll drop it and get j.S). It's kinda hard and takes time to feel out. Keep working at it.