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xlolxlolx

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Everything posted by xlolxlolx

  1. there is no limit on how many times you get danger time, it happened back to back with a gap of about 5 seconds one round for me
  2. xlolxlolx

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    uhhh if you ciel slide properly they can't upback out of it, they can fd jump out of it but they put themselves in a situation shittier than just ibing the sword .........anyways you should just vt loop into ciel off 6hs in the corner
  3. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    ky actually has one of the strongest air to air game in xrd, characters with air normals that don't have very good reach downward are susceptible to being bullied by j.p, j.k has ridiculous range and speed, one thing to know about ky's air to air is that he's better at following them on reaction after they've jumped 6p's still pretty strong, the hitbox isn't as good as it was in ac, takes some getting used to
  4. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    1. frame traps and throw 2. you want to use 6k and 6hs sparingly, most people won't press buttons against ky so you can dash back in after moves like 2k, c.s, 2s and 5hs, if they want to press buttons max range 6hs, se yrc, cse yrc will eat them alive, if they want to jump follow them with j.p/j.k and bring them back down for more or air throw them 3. close range 2p, 5p, 5k, 2k, 6p, c.s, 6k mid range f.s, 2s, 5hs, sweep, j.hs, 6hs
  5. xlolxlolx

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    that combo works fine, you just do 5hs>ciel on lightweights instead bedman gs>c.s>2hs>gs>hsvt>5hs/2hs>ciel pot gs>c.s>2hs>gs>2hs(1)>hsvt>5hs>ciel
  6. xlolxlolx

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    most combos are slightly altered 10 year old combos whatever>ciel>dc sacred>whatever>hsvt>whatever>ciel whatever>sweep>sacred>whatever>vt loop>whatever>ciel
  7. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    j.d crossups still work but are harder to setup
  8. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    its about the same as it was in reload and slash, which is shorter than ac 5hs
  9. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    6hs is still good for people that want to dash in and resetting pressure/jacking up gb
  10. xlolxlolx

    [Xrd] Sol Badguy Gameplay Discussion

    you wakeup, block the gunflame j.hs, and pray you fuzzy jump whatever comes next
  11. xlolxlolx

    [Xrd] Sol Badguy Gameplay Discussion

    40-60%, highly unlikely because everything after it would be minuscule in terms of damage
  12. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    can you dash sweep?
  13. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    you only have about 10f off ciel stagger against real people, and you're usually within poke range so i wouldnt use that too often
  14. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    most old players arent or stopped playing xrd because people at game centers pick their opponents even when 1 credit is like 50 cents
  15. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    machaboo stopped playing xrd altogether not really a surprise since most top xrd players go back at least that far and machaboo is an overall stronger player, that's why he's better than ain
  16. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    ain's been around since reload and machaboo stopped playing almost 2 months ago and an extra second on grinders wouldnt really do anything useful
  17. xlolxlolx

    [P4AU] Yu Narukami Combo Thread

    interesting, didn't know about this, but it seems you can fix the height by doing 2b(1) or 5b instead of 5b(2) for about 60 less dmg. some characters float a little too high from the 5d but you can almost always delay the 5b so that 5dd connects either way, if it's too finicky i'd say burst straight into b dive combo is the safest option
  18. xlolxlolx

    [P4AU] Yu Narukami Combo Thread

    even easier and higher damage route is just to b shiden burst early, both routes work from about the same distance from the corner 5c>236a>214d>b shiden>burst>5d>5b>5dd>214b>2b>j.c>j.214a>5a>5c>2c>214b 6661
  19. xlolxlolx

    [P4AU] Yu Narukami Combo Thread

    woops yeah i forgot to put type dash before the 2nd 2b in the loop haha also if you know you're at least from p1 starting position when land ch 5c, you might as well just do the easy mode 9.6k combo, those 2 combos are strictly for midscreen that is far away from the corner you're facing, but there are probably similar damage no slide sideswap ones
  20. xlolxlolx

    [P4AU] Yu Narukami Combo Thread

    pretty sure most practical high damage combos off ch 5c midscreen are air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs unless you can get the new sandwich 5dd which is pretty awkward to do
  21. xlolxlolx

    [P4AU] Yu Narukami - Gameplay Discussion

    yeah you can buffer the input for shiden, a ver you can actually use the s hold system by holding down a and get it charged to 3 bars and you'll get 1st frame a shiden b dive feint as a safe jump let's you do some pretty interesting midscreen oki burst 5d is pretty strange now, but you can get 2 hits if you do immediate dash 5d but 5dd>b dive is pretty tricky sometimes what's the frame advantage for 5c dc on block anyway?
  22. xlolxlolx

    [P4AU] Yu Narukami Combo Thread

    combos from p4u2 wiki http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%cc%c4%be%e5%cd%aa%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4#content_3_4_1 Midscreen/Back facing corner Meterless: 5AAA(jc)>JC>J214B dm1542 5A>5B>5C>214C dm1248 5A>5B>5C>236A>214D dm1875 5B(crouch hit)>5C>2C>236C dm1831 AOA>C Followup(FC)>JBB(jc)>JB>JC>J214B dm2905 2B(air hit)>5C>JBB(jc)>JB>JC>J214B dm2185 Throw(ch)>dash 5B>JBB(jc)>JB>JC>J214A dm2219 Air Throw>J2B(delay)>dash 5B>JBB(jc)>JB>JC>J236C dm2773 25%: 5A>5B>5C>236A>214CD>BD dm2445 214AB(FC)>dash 5B(delay)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay)>236A dm4274 236D(FC)>214AB>2B(1)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4415 50%: 5A>5B>5C>236A>214D>J236236C dm2820 5A>5B>5C>214D(omc)>6>214B>2B>5C>JB(jc)>JB>JC>J214A dm3289 AOA>C Followup(FC)>JBB(jc)>JB>JC>BD>J236236C dm3692 Throw(omc)>dash 5B>5C>JBB(jc)>JB>JC>J214A dm2355 236D(FC)>[214AB>fastest dash 2B>5C](×2)>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4958 75%: 5A>5B>5C>236A>214CD>BD>J236236C dm3356 214AB(FC)>dash 5B(delay)>5C>214AB>fastest dash 2B(1)>5C>214AB>fastest dash 2B>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4992 100%: 5A>5B>5C>236A>214D>214214C(delay)>236236A dm4299 150%: 5A>5B>5C>214D(omc)>6>214B>2B(1)>5C>236A>BD(1)>214214C>236236A dm5041 5A>5B>5C>214D(omc)>6>214B>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm5802 AOA>D Followup(FC)>214CD(1)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214CD dm5223 150%+Burst: 5A>5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6731 5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6946 5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm8057 Throw>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5587 Air Throw>J2B(delay)>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5994 2B(air hit)>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm7298 Corner Meterless: 5AAA(jc)>JC>J214A>5A>5C>2C>214B(delay)>236A dm2627 5A>5B>5C>214C>5A>5C>2C>214B(delay)>236A dm2411 5B(crouch hit)>5C>2C>214B(delay)>2B>5B>5C>hjJB>JC>J236C dm2961 JD>2B>JC>J214A>5A>5C>2C>214B(delay) dm2979 AOA>D Followup(FC)>214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3400 Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2773 Air Throw>J2B(delay)>5C>2C>214B(delay) dm2937 236B>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2828 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay) dm2835 25%: JD>5B>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm3914 Throw>5B>5C>214AB>fastest 2B>5C>2C>214B(delay)>236A dm3147 Air Throw>J2B(delay)>5C>214AB>fastest 2B>5C>2C>214B(delay) dm3545 50%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm3525 5A>5B>5C>236A>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3861 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>236A dm3832 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>2B>5C>2C>214B(delay)>236A dm3535 50%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm4967 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5169 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5942 5C>236A>214D>omb>214B>[2B>5C>214AB](×2)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6112 75%: 5B>5C>214D(omc)>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm4312 Air Throw(omc)>2B>5C>214AB>2B>5C>2C>214B(delay) dm3635 75%+Burst: 5C>236A>214D>omb>214AB>2A>5C>214AB>2B>5C>214AB>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6760 100%: Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4581 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4743 100%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5964 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6234 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6967 150%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5296 5A>5B>5C>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5571 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>214214C>236236A dm5740 Throw(omc)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm4661 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>5A>5C>2C>214B(delay)>214214C>236236A dm5309 150%+Burst: 5B>5C>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm7965 5C>236A>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9127 5C>236A>214D>214214C(delay)>236236A>omb>5D>5B>追加D>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9520 Throw(ch)>214214C(crossup)>2B>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm6432 AOA>D Followup(FC)>214214C>236236A>omb>214B>2B(1)>5C>236A>BD(1)>214214C dm6222
  23. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    uhh.....i dont save links.....go dig up mikado videos from the last month or 2? idk
  24. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    it was a thing back in reload and slash but you never get the 2nd hit to connect, ain did it a couple times in xrd and both hits connect
  25. xlolxlolx

    [Xrd] King Ky - Gameplay Discussion

    you're not going to get a knockdown on lightweights with gs>hsvt route midscreen period, hsvt>slide route works on midweights(maybe heavy also) in the corner because slide 1st hit seems to make them float lower, might work midscreen who knows
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