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Kikuichimonji

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Everything posted by Kikuichimonji

  1. The j.a 2B 5C part of the combo seems extremely finnicky. I've literally done it once in an hour and a half of testing. Going straight into 2B (1) , 5D, however, seems to work much more consistently. Do you delay the j.a for as long as possible, then hit 2B right as you land?
  2. OS talk starts around 24:30. If you just want to see him do the OS and explain it, go to 33:30.
  3. If they do a DP immediately, most reversals will whiff because you're behind them. If they delay until you're behind them, you will be low enough to do a true safe jump. If you approached from the front, you're still too high to safe jump and will just get hit. SB third rekka gives enough advantage on block to dash up command grab. You can also do it raw on their wake-up or after they block a single 2A. The "problem"you're having where people are just hitting you with jabs is actually a great thing for you. The command grab's purpose is to get them to squirm under your pressure. This lets you easily hit them with a 5a/dashing 5a/2a chains/sweep. If you can get them to hit buttons, just frame trap them with 5a, 5a and convert. 2d is best used as a full screen poke that leads to a large combo on CH if you buffer into A Survival Knife, but it has a lot of startup so often j.2d is better because it's often harder to stop/predict. Don't throw out 2C unless you're sure it won't whiff, it's too slow and spacing specific to be useful.
  4. 2B, 2C doesn't combo from my testing.
  5. I'm pretty sure that the combo is FC 2C 5B 5C, 236b, 4b, j.a, *2b*, 5d
  6. Could someone give me an overview of how Sho's D normals work and how to use them outside of combos? Thanks.
  7. What ways can you combo into D teleport dash 5A??
  8. Are one frame links common in Guilty Gear? No. But the execution involved to play the game, even at neutral, can be demanding. FRC's can be really hard because of the way hitstop works in GG. You have to actually learn to look at the animations for visual cues for FRCs sometimes.
  9. I saw a post by someone that broke down how many frames gap was in each of Azrael's chains, but I couldn't find it again. Specifically, I'm trying to see if chained 5A always has a gap, because it did when I tested. Thanks.
  10. 2K is probably easier/saferto do on reaction. Or he's never bothered looking into it. Also, you can try to set up bazooka after throw -> mat.
  11. There's no way to fix it without seriously re-evaluating the way CPU's play. People play based on past information (reaction time), CPUs play on current information. On the extreme end, a CPU that only uppercuts when you hit a button is unbeatable. 250 frames, 25 frames, 5 frames, doesn't matter to a CPU. And trying to simulate "guessing" the way a player does is extremely complicated. The best alternative is just to have the CPU randomly decide between defending correctly or not, or to make it more offensive and commitment-based.
  12. if you got advice about my play, let me know bad habits i know about : blockstrings into bazooka too much, dropped combos, i dont do 2s into 5h frc stuff, i use 2k a little too much i think. but most of that video is my normal level of play i would say, so :D Stop doing wakeup throw so often, or at least option select it with 6P/5K/cl.s. You will DIE if you wakeup throw against a good player and get a blocked 5HS that you don't FRC. It's -17 or something, you get knocked down -> braindead 50/50, or they just take 50% life if they're Slayer or Kliff. The fact that you blockstring into Bazooka isn't necessarily bad, it's the way that you do it that's bad. Something like 5k, wait, 5k, 5k, 5k, bazooka is really good because if they get hit by 5k they will usually continue blocking. Other ways to end strings: jump cancel into tk rocket, end in 5P -> 5P/f.s/2k frame trap, end in cancel to horsie (really good even at level 2), 5k -> command grab, jump cancel jump back j.s, or 5k 5k 5k 2d. You don't use FD enough. If you can re-establish spacing, 15% meter is totally worth it. Also you don't TK rocket. It stops almost every aerial approach and most standing pokes. You can use Robo Dash after some knockdowns to blow through most reversals for a combo. It gets blown up by Gold Burst though. If he wants you to stay still at mid range, just jump back and do an early j.s. Most characters can't do much about it. J.s, when done really early, will counter-hit a lot of stuff that's not upper body invincible. The wakeup uppercuts are really bad. If Jam does IAD backwards, that's definitely not when you want to uppercut. Robo's uppercut is really strong, but you can't just rely on it solo. You don't measure risk/reward well. Like if Jam has no meter or cards, and you have 80% life, that's exactly the time to not wakeup uppercut. If you want to do something, do wakeup backstep, wakeup FD, or 1 frame jump. Honestly though the biggest thing is the complete lack of level 3 missile. You know just how ridiculous the move is, right? It's THE reason to play Robo Ky. You need to mess around with his delayed wakeup. Robo 5K can't be countered by Jam. Wakeup parry is a big deal, you need to stop it. She can just OS it and see if you did something dumb.
  13. Does CH cl.S still combo into 5D?
  14. You can also choose to do 5A after blocking, which will beat the grab and the air unblockable, but lose to the roar. I think that you can cancel into uppercut on reaction to the super armor, or maybe even Ziodyne. Not really useful to go into uppercut unless you're going to persona break her though.
  15. It's good, but I wouldn't rely on it. Experienced players can mash at level 3 at least.
  16. I thought about that, but that's gonna be the loosest setup ever. Sweep xx 214B feint, j.d -> j.b probably won't safe jump reversals. I'm not even confident if Sweep -> 214B feint -> j.b is a good safejump. Sweep xx 214B feint, j.d -> j.b will be the first thing I test though! That would be really strong Oki. There was a video where sweep xx 214B feint -> delayed j.a was actually a normal crossup against Kanji, like Ky's j.s. I wonder if there's mixup potential there. Also, it makes me think that the spacing before the sweep is essential to the mixup. We should start thinking about options for if they don't tech. I know that sweep -> 214B raw will catch any delayed tech, but I don't know if it hits meaty if they don't delay. Hopefully Sweep -> 214B feint -> j.b can catch delay tech for free, otherwise you'll have to guess on their tech options. I also am hopeful about Sweep -> hold 236D, based on the rumored ability to hold it. On the subject of j.D, it already has really good recovery outside of the j.2A j.d chain. From a raw j.d, you recover almost immediately and can air dash or whatever, while after j.2A you have to fall all the way to the ground and recover. I wonder if they considered removing that chain-specific recovery.
  17. Looking at the frame data, 2S -> 2HS is a tighter frame trap than 2S -> 5HS by one frame. In addition, if they block the 2HS, you're -7 (assuming it's not meaty and not IB'd) and you're pushed back really far by the 2 moves. Only a few characters can punish you. If it counter-hits, you can just robo dash without meter, or go into a meterless combo. If it doesn't CH, you can at least throw a mat down. 5HS leaves you at -17 and pushes your hitbox forwards, essentially forcing the FRC to not get punished. Even if you counter-hit with 5HS, you're only even-ish after the stagger. 2HS lets you save your meter and not incur a tension gain penalty, which is huge. It can potentially lead to you getting to level 3 off a single hit, or into a hit-confirmed high damage juggle. If you're looking for pressure off an FRC, 5HS is obviously a better choice off 2S. But if you're not using meter, 2HS just seems like a better choice all around. Just assume that every time you do the command grab, you go into 236236S super -> headbutt -> 2P xx Mat. You gain 2.5 meter, you get an un-contestable meaty 5P, and I believe it does more damage than AC. Isn't that exactly the same situation as AC, only better? You even have the option to forgo damage and go straight into level 3 bazooka pressure, gaining more meter, which is more crucial to Robo Ky. In addition, the mere addition of a throw-invincible non-uppercut move that you can do at whim allows you to exploit people's tendencies to wakeup throw out of many different situations. The throw invincibility forces the opponent to respect Robo's offense, rather than looking for holes to exploit. IMO, people who are punching you out of it are guessing, people who throw you at the last second are reacting. And I'd rather get hit by 2P than by throw with Eddie, even in +R. Off a 5P, hitting most any button besides Sol 2D is going to get you rocked by far S xx Level 3 Horse. So if I can force them to pre-emptively hit buttons because they're scared, I consider that Mission Accomplished. I actually was trying to refer to the meter that it gives you, rather than the opponent's meter. Robo-Ky is so dependent on that 50% point of bar that I feel like that extra meter is crucial. Yes, I definitely think the 20% meter is worth it. The difference between level 2 Robo Ky and level 3 Robo Ky is huge. In AC you couldn't get a meaty 5P off of command grab while laying a mat. Now you have all day to do that. I'm pretty sure you can still time a Robo Dash to be in the middle of invincibility and meaty on their wakeup. I haven't tested yet, unfortunately. I never liked doing Robo Dash to catch wakeup buttons besides backstep, anyway. It's such a commitment on your part, what if they just IB or gold burst you on reaction? You're right, it doesn't push as far to the corner by itself as in AC. I was mistaken. Level 3 Bazooka -> run jump empty jump command grab/5K is basically a true 50/50. You can time the 5K to blockstring from the bazooka, which removes all escape options like backdash, reversal, and jump. Command grab beats down back, or reversal throw. Even if you guess wrong and they block 5K, you can just go from 5P -> Level 3 Bazooka again. Or you can just level 3 Bazooka, dash 2D, dash 5P for even more meter that they can't contest. They either have to block forever or take a risk on moving. This is assuming that they can block 5K/Command Grab, which they can't. Also I think it's ridiculous that you're just throwing his TK DP out of the window. It's an un-reactable overhead that can lead into a good chunk with meter, especially in heat mode. You can do dumb stuff like 5K -> TK DP for a hard-to-block low-high that combos. Even if it's not a go-to option because it's not good on block, it is just so rewarding and so difficult to block that your opponent just has to account for it. It fills the same role as 5D did in AC, only it does it better. I was actually wondering if you meant that it was a worse started than TK DP, because the idea that the command grab is worse now just seems ridiculous to me so I assumed you were comparing the reward off of it to TK DP.
  18. 2S 2HS seems like it's for people who like to swing against non-heat 2S on block. Similar to using 2K -> 2HS to bait a counter-hit. How the hell is the command grab worse? It's throw invincible, steals more meter, pushes more to the corner, and gives you more time to set up a meaty bazooka. Are you saying that it's worse as a combo starter?
  19. SB Roaring Lion is already strong. Like, really dumb. Plus on block and faster. The running command grab, assuming that the slash is decent on block, looks to be really strong. Yes, people will uppercut it if you just do 5C/2C -> running command grab, but if you mix it in with 214B/214B feint and dashing A pressure, it will be strong. Maybe you can be a total asshole with it and charge it so long that their uppercut will whiff, and then you can punish their whiff. I think the running slash will replace 214B in Fatal combos off 2C in the corner. Unless 2C dash 5B becomes optimal now, or something with the 214B feint. Air Roaring Lion was already your ass if you just threw it out at neutral. The j.c Roaring Lion loops still work, which is what I was worried about. I wonder if they'll make Zio any better. If the D version were a little bit faster, it would actually be useful.
  20. I'm wondering if AAA will be punishable on block, or if it could actually lead to air options.
  21. That seems like a nerf. 214D OMc 214B is now no longer a viable combo path, it will just knock down.
  22. I'm tearing pretty hard over here. Narukami now has no safe ways to end blockstrings besides A's, unless you just leave Izanagi out to get stomped with something like 2C Backdash. Maybe max range 5B could be "safe" on a lot of characters. Unless you can bait 2B's with this 214B feint, that could be pretty cool.
  23. The problem, as I see it is that to a certain extent, a larger scene is a better scene. Larger scenes promote more diversity, which helps with matchup knowledge. Larger pots cause people to travel farther to play, which interconnects the scene. More players means more people who go into training mode and figure stuff out, which leads to higher quality of play overall. Not to mention that playing the same small group of people day to day can cause you to stagnate. A larger scene is by no means definitely a better one, but you have more resources to work with. We all have a vested self-interest in promoting our games.
  24. This slowdown after YRC means no more silly instant crossup overheads out of teleport with Chipp. That makes me sad. At least j.s is now extra silly, probably can set up good 50/50's just by mixing up crossup j.s with j.hs. I wonder if gatlings like j.p j.s can side switch now.
  25. Being able to do an ID combo isn't as hard as understanding ID. I drive a car every day, but I can't tell you how an engine works. Hell, impossible dust combos STILL usually do bad damage compared to the average BnB. Impossible dust really isn't a thing newbies should worry about at all, because they probably won't be able to land a Dust anyway. FRC is just a 2 frame timing, nothing you can't work out in training mode with time. Arbitrary? Yes, but no more than any other 2 frame timing. There are some 1 frame FRCs, but I can't think of any that are crucial to any character. Honestly I think wakeup throw is probably harder to adjust to than FRC.
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