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StrikeBlade

Help Me Not Suck At: Guilty Gear Xrd

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The double j.D is the Dust Loop that this site is named after. Dust loop is critical to Sol's huge corner combo damage. The trick to connecting the second j.D is to do the first j.D as soon as possible when jumping, so that you can go into the second j.D as soon as possible.

 Yeah, I noticed that when I would Jump Cancel to get the second, um, j. D (Terminology??)

The damage was like 175. Which is pretty nuts.

 

 

Hit confirming is a method of landing combos from individual hits. You rely on safe moves, like Sol's far S, to attack the opponent. One hit confirm combo of Sol's is the far S 5HS string I told you to use. You use the two hits to confirm whether the opponent blocked or was hit. If the opponent blocks, you can just cancel into Gunflame to be safe. If the opponent doesn't block, you Red Roman Cancel the 5HS and combo into Bandit Bringer > dash cl.S 2HS (jc) > j.S (jc) > j.S j.HS > HS Volcanic Viper > Knockdown. You use the safety and priority of far S while still getting large amounts of damage on hit.

 Ah, see I thought that Hit Confirming was reacting fast enough to a successful hit and having the reaction time to follow up. I guess it kind of is that, but it has more to do with blocking than any sort of comboing.

You have a Skype so I can contact you?

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https://www.youtube.com/watch?v=ktLpxlZdp2s

Here's more online matches. I won one. I tried to do what Kiku said and rely more on normals. I successfully used 6P as an Anti Air one time.

 

Fafnir has really good corner carry. You got some solid confirms off but you didn't take advantage of them. Mr. K gave some great advice but I feel like you should roll it back one step. Step One should be for you to learn your normals and specials like the back of your hand. For example, 6P in GG for most of the cast is generally used as an anti-air because of upper-body invul. For Sol you can also use 5K. Learn what's safe and unsafe on block. For example you can poke with 2S and use Gunfeint to cancel the recovery animation so its safer. Know when to use what normal or special. When you do that, you can move onto your BnBs. Best way to break it down is not to learn combos, but rather learn chain routes. For example, you can have stuff > Fafnir, Fafnir carries them to the corner, then you dash and do 6P > 5HS > jD > Kudakero > VV > TO. Or if you do something that floats them in the air, like Wild Throw or BB, you can do 2HS > jS > jS > jc > jS > jHS > VV > TO. Character specific forums will have information on chain routes and combos. Understanding what normal or special will present a situation where you can use a chain route will help you improve.

As far as learning character-specific stuff, you can ask it in the respective forums. Dustlooping is requires some pretty strict timing (I wouldn't recommend it on a janky netplay connection). Some of it is character specific but for the most part the two elements you need to understand is 1) After 6P, you need to delay slightly the 5HS/2HS and 2) Jump cancel 5HS/2HS as soon as possible. This will let you land the first jD and second falling jD before they can hit the ground and tech, and gives you enough time to recover from the first jD to land the second one. 

 

EDIT: I missed the post where Mr. K broke down the normals. Sorry Mr. K! *Thumbs up*

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