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Everything posted by B.Z.B
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GGXrd Input Lag Tests / Results (PC, PS4, PS3)
B.Z.B replied to Teyah's topic in Guilty Gear General
Has someone tested this yet on a ps4 copy of Xrd: Using a Dual modded PS3/PS4 arcade stick check input lag difference between its PS4 mode vs PS3 mode using Xrd's w/ legacy drivers? I recall SKD was saying there's a 2 frame delay. Seems that is the case. They make it sound even worse here though. -
5D's hitbox makes me sad. Also interesting j.2k hitbox has so much space under it, if you wanted to throw it. Now j.D's hitbox.. haha yep <3. I thought 6P had a few frames of better invulnerability at its startup... so I feel like there should be another pic for it, and the hitbox changes accordingly.
- 260 replies
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Participated at Fraudsgarden over in RVA last weekend and got 1st place. My matches can be found below. vs Tiamat (bedman) vs VR-Raiden (Sol) vs Pacstrife (I-no) vs Jin (Millia) vs LK (Millia - Losers Finals) vs VR-Raiden (Sol - Grand finals)
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I can't find a reliable wall oki falling j.HS cross-up setup against Ky that can also act as a safe jump to his DP. Best I can do is if he's in corner you can do instant 22HS wall grip ungrip instant j.HS (chipp needs hold back away from corner to safejump & block the DP). Am I missing something? His dmg off a CH DP can be really scary to chance. Most of the setups I've tested are really unreliable based on how far you are away from the corner to begin with. If you pull Ky out of the corner at all (like he isn't quite in the corner) its completely unreliable. I know I could YRC to eat his DP input but Id pref not to waste meter like that. In other news - its very easy to safejump his DP with just 22HS (no wall grab). Mid screen you can 2D 22P micro dash 7/9 FDC j.HS Drop for a free safe jump (this works against most DPs inc from what I've tested Sol / Axl & Leo... but Leo you gotta time it with him bouncing off the ground).
- 260 replies
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After a corner bubble setup and combo to oki setup I was playing a player who would forward tech and throw me before the bubble connected. What is the proper os punish? Can I just do a meaty move to stuff it?? I know I could jump but I'd rather not have to do a hard read.
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Anyone see the psudeo unblockable setups that have been found off of corner 5D wall stick combos. Basically looks like your command throw / throw is either prioritized over frame 1 meaty attacks or throws can be trigger earlier in the recovery of the wall stick animation before meaty attacks occur. Instead of shrui I'm thinking Chipp may be able to do something similar with a 5D 214K, 5S, 6P tk.kuni super, command throw setup. I'll test it out sometime today any report if I see anything more useful. https://www.evernote.com/shard/s625/sh/0b9eb656-dcb1-4fee-97ab-1b2902696928/d926440e0053c74c42a55e0290a86171 Edit: I messed around & didn't seem like this would be possible =(, bummer! You just don't have enough time to land and command throw, you might be able to do it if you RC but it seemed like it'd be pretty inconsistent and a waste of meter at that point.
- 260 replies
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That blitz against BLEED was GDLK (https://youtu.be/R2SumNu_ydY?t=42m28s)
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I've never had trouble with it - but I suppose you could mistime it. I believe as long as you hit them two times they will fall all the way down to the ground for the reset, so I still think it's worth the risk. I also agree TK air alpha is fickle, but its not impossible to get the timing down. What I'd like to get better at is perfect timing 2D to hit meaty on each characters wakeup in different situations (esp after a corner 623HS j.d 236P (land) wall cling fast fall), not an easy task, but it'll help you beat fuzzy jumpers and make people think twice about blitzing your mixups.
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Point is to mix them up during the wall slide recovery animation - as most people aren't expecting it, not just create (while good) Oki setup they could potentially react and try to fuzzy jump / blitz against etc. For your above setup if you just did 5D microdash invis cS(JI) 6P 228HS & then grab the wall you could do a similar setup but chances are they wouldn't be expecting a mixup at that point. I'm really digging the low air alpha blade wall cling oki Samitto has been working on. Its much better than what I would try to do (IAD and wall cling late, leaf grab). Also his use of TK Shuri Super is pretty neat - you can IAD j.hs after it too. In corner TK Shuri Super into leaf grab is very hard to see coming.
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Samitto have a twitter? I see him trying to improve his corner rekka 2x RC dmg with 5D reset -> Invis 5S 6P IAA Wall Cling - which is really hard to hit consistently. Instead you could just leaf grab & wall cling. I was telling MTP about a varient of this setup I figured out awhile back and he made this video to highlight it. Someone get this to Samitto xD! https://www.youtube.com/watch?v=KJlLMM7D9Xw
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I'll try to post up more as I think of them. Always remember if you are worried about DPs you can time a YRC with their wakeup animation for a free pseudo safe jump setup (as it will garble their inputs). Easiest way to test safe jumps: Record the setup in training as Chipp and then try to DP against it. Sol (Against Fastest DP - 5 Frames) Any combo -> 2D 22P 9 j.HS Wall Cling Oki -> IAD Wall Cling & Time the j.HS with his Recovery Animation - hit j.hs AS EARLY as possible to get his DP to wiff in the opposite direction Corner: OTG 2K (doesn't tech) 22HS j.HS (this setup works against most of the cast - except chipp / sin / etc as you'll land before they getup) Ky (Against Fastest DP - 8 Frames) Any combo -> 2D 22P Micro Dash 9 FDC Setup (including cross-ups) will beat his DP (as its mostly vertical) -Must ensure you are holding downback in the correct direction and react if the j.HS hits. If you are at 2D's max range then don't go for a crossup Wall Cling Oki: I'd be really careful (esp if he knows how to OS his DP) Ky's DP will not wiff if done the opposite way. -For a safe jump 22HS timing - do it with his bounce off the ground (not when he HITS the ground, but bounces off of it) Corner: OTG 2K (doesn't tech) 22HS j.HS Leo (Against Fastest DP - 8 Frames) Any Combo -> 2D 22P Micro Dash 9 FDC Setup -He has a longer getup animation, I usually time my microdash when his head bounces up off the floor if you want to land in front of him -Time microdash SLIGHTLY earlier if you want a crossup (much harder to safe jump crossup) Wall Cling Oki -> IAD Wall Cling & Time the j.HS with his Recovery Animation - hit j.hs AS EARLY as possible to get his DP to wiff in the opposite direction -For a safe jump 22HS timing see Ky's and wait an extra tick since leo takes longer to recover Corner: OTG 2K (doesn't tech) 22HS j.HS
- 260 replies
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So anyone think of some good OS' with Chipp using the newly uncovered proximity guard OS? This new tech made me realize in general I don't use OS' as much as I should. I just started incorporating Fuzzy Jump / Backdash into my game along with OS DPs to prevent Left / Right Mixups. I was thinking we could do something similar to what is shown here for Sol with the proximity guard OS. Btw shown here you can piano / kara-cancel FD ex: 1P~+K to blow up the OS. If anyone has any other good OS' like in regards to catching backdashs, beating blitzes, etc im all ears. In general I've mostly been working on safe jumps vs the cast with reversal DPs - but I need to expand my character match-up knowledge. For instance if you suspect a slayer to BBC you can jump in and then IAD j.p j.p j.p into a fuzzy guard setup. Edit: VR-Raiden put together a good examples of different OS' that could be applicable to Chipp as well. Need to mess around if we have a similar Safejump OS' like below. http://www.dustloop.com/forums/index.php/topic/10292-xrd-sol-badguy-option-selects-thread-updated-01312015/ meaty j.S/j.HS~[4]K/S (Safejump/Backdash Punish) you get to block a reversal and input a button after that can still catch a backdash. Might be able to do a 5S 5HS IAD combo if close enough.
- 260 replies
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I know this is pre 1.1 footage, but I'd love to find some more footage (esp post 1.1) of Shishiyo's Chipp. Other than the random supers - I liked his neutral in this matchup that I struggle with (found this over on the Millia video forums). [04/19/2014] G-Com Wajiro Singles Freeplay: Shishiyo (Chipp) vs Shuu (Millia)
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Works on ky too but timing / spacing is more strict, you have to micro-dash 5P 5HS after 236S so he falls a bit for the 5HS to hit.
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Awesome to see Samitto playing again. 5HS IAD j.d Shuri Super I can see for a round ender, but a slow shuri actually gives you a good setup as well with the momentum - and nets you a free block string into 6HS IAD Fast Shuri setup.
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https://youtu.be/YvCSZ_P_Oik?t=7m28s no idea you could get so many hits after his shuriken special
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No trick that I know of, I've never had a problem with 228HS and I use a 2 lb force Spring in my stick ;P. I typically plant my wrist on the stick & use my fingers like Kurly notes above as well.
- 260 replies
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If Sol likes to hit S(f) at the start of the match you used to only be able to 2HS it (kinda risky on its recovery). 2S seems to trade and it'll net you a stagger.
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How does the timing for this work? Also there a list categorizing the characters into their light medium heavy weights anywhere?
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Increased j.d untech time easily nets you a 6HS JI combo mid screen / S(f) 5HS IAD j.p j.s, dj.d double air alpha if near corner.
- 260 replies
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Pretty nifty: you can combo 5s© from 6k on Millia consistently when she is at a neutral crouch state (not during blockstun or off a crouch CH). Simplest way to set this up is via a frame trap or do it on her wakeup. It'll hit really deep on her, seems like a 1-2 frame window, and leads to some really good dmg. She seems to be the only character you can do this to. I found it pretty easy to do off of a runup 2k -> 6k.
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Lately I've been gamma blade YRCing on slayers wakeup, it catches his BDC in mid backjump and you have time to dashup and mash 5P (prolly even could 6HS) to see if he keeps his FD up.
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I'd love to get some good KD combos going for the cast. I rely too heavily on 2D 236S 5P JI 2HS, which is good dmg but doesn't net you that KD / corner / safe jump positioning which to me is more important then dmg. If they are crouching you can go for a ...5HS IAA, and if they are standing you can go for ...5HS IAD j.D. I'll need to practice what sort of safejump setups I can come up with these. In both cases though you end up crossing them up, not really good mid->corner carry combos I'm looking more like this: Against Ky you can do 2D 236S Dash 5P 5HS IAD j.k(2) j.d. Unfortunately it doesn't look like this combo is very universal. For most of the cast you can do 2D 236S 5P j.D but it doesn't leave you in a great position for oki.
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Holy crap I didn't even notice this. Soooo happy! Also noticed from this vid on Ky you can do 2D 236S Dash 5P 5HS IAD j.k(2hits) j.d for a solid KD starting from a good distance away (where 5P JI 2HS would wiff)
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228 HS (JI the tele) gives Chipp a lot more options for corner oki as he can now air dash. Also I got really used to people blitz shielding the minute they get enough bar for it so it was useful to try to see their tendencies. Off of double alpha oki you can typically 228HS Cling late IAD and blowup blitzs and throw attempts. Plus since you wall clinged they will expect this to crossup, but it wont ;P - and they can't utilize crossup protection. Obviously this depends on character getup animations though and they can jump out of it, but once you know they will you can just time a meaty setup. Toss in some lows / invis and it gets really scary. Get your character specific setups & safejumps down like I have and you will be terrifying to deal with in the corner. Honestly I am planning on learning more combos that lead to a solid KD, even if it sacrifices dmg. Corner Oki should be your goal every fight IMO.... and wack 5D Corner Dust Setups ;P