Hokuwokk Report post Posted April 20, 2013 Anyone want to give me some advice on how to pull this off..? I try and practice it everytime but i never get it. I'm able to frc into j.S though easy but i cant with j.HS :/ please help. [edited by ATG: original topic was 22HS / 22D FRC into j:HS] Share this post Link to post Share on other sites
AtTheGates Report post Posted April 20, 2013 the trick is to use P+K+S for FRC, then slide input HS. also, note that the technique will become less important in R, because j.HS has forced proration on it now since version 1.10. samitto uses j.S now after FRC. Share this post Link to post Share on other sites
Hokuwokk Report post Posted April 20, 2013 the trick is to use P+K+S for FRC, then slide input HS. also, note that the technique will become less important in R, because j.HS has forced proration on it now since version 1.10. samitto uses j.S now after FRC. ooo i see i see and forced proration? whats that? o_o" Share this post Link to post Share on other sites
AtTheGates Report post Posted April 21, 2013 damage reduction for the combo afterwards. normal proration = only reduction if you start the combo with the move, forced proration = even reduction if you use it mid-combo. don't know if j.HS got forced or not, but its got reduction anyway. Share this post Link to post Share on other sites
Chrome Homura Report post Posted April 21, 2013 (I don't even so much as sub Chipp, why am I here?) According to the 1.10 change list, j.hs's proration isn't forced. Not that it would change much if it was, seeing as how last I checked it's properties are such that the only practical uses for it are either as a starter or the second to last hit of any given combo (or just the last, if you want the extra frame advantage over the beta blade finish) Also, much as I hate to disagree with Samitto-sama, I think it's worth arguing that j.hs is likely still better than j.s as oki/pressure in situations where you don't have meter, as the proration probably won't affect your damage that much if all you're confirming into is (land) k,s, 2d. If you have the meter (or if you think you'll have it in time) for alpha blade FRC (or forcebreak alpha) to extend the combo should you connect, j.s will be the better move for sure. If not, then j.s all the way. Thus, j.hs will still be useful IMO, if only marginally so. Share this post Link to post Share on other sites
AtTheGates Report post Posted April 21, 2013 i agree about the j.HS / j.S thing after HS/D tele, especially since the proration isn't that high. i have other reasoning though: the added second hit is quite nice; also, j.HS generally hits lower than j.S, which always good. i'll play around with both options once we can play R. Share this post Link to post Share on other sites
Uncivilized Elk Report post Posted June 22, 2014 So I'm pretty much a newb, at FGs in general but especially in regards to Guilty Gear. I need some help with a combo I've seen but can't pull off, or I guess I need somebody to tell me whether it isn't a true combo after all. 2D 236S 236K 5P So they bounce from the 236K, but the CPU in training ALWAYS techs before my 5P connects. Anybody got any tips on timing this or is this not a true combo? Also, can anybody tell me what's the best thing to do from 41236K? I realize it's not a great move but I'd still like to know what's a decent follow-up. Share this post Link to post Share on other sites
AtTheGates Report post Posted June 22, 2014 2D,236S,236K is somewhat character specific. please check this thread, specifically my post after 41236K, you can FRC -> wait slightly -> S,HS, air combo of your choice. Share this post Link to post Share on other sites