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Posts posted by xlolxlolx
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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
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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
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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
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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
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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
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j.d crossups still work but are harder to setup
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its about the same as it was in reload and slash, which is shorter than ac 5hs
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6hs is still good for people that want to dash in and resetting pressure/jacking up gb
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you wakeup, block the gunflame j.hs, and pray you fuzzy jump whatever comes next
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40-60%, highly unlikely because everything after it would be minuscule in terms of damage
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can you dash sweep?
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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
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most old players arent or stopped playing xrd because people at game centers pick their opponents even when 1 credit is like 50 cents
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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
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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
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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
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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
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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
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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
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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?
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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_1Midscreen/Back facing cornerMeterless:5AAA(jc)>JC>J214B dm15425A>5B>5C>214C dm12485A>5B>5C>236A>214D dm18755B(crouch hit)>5C>2C>236C dm1831AOA>C Followup(FC)>JBB(jc)>JB>JC>J214B dm29052B(air hit)>5C>JBB(jc)>JB>JC>J214B dm2185Throw(ch)>dash 5B>JBB(jc)>JB>JC>J214A dm2219Air Throw>J2B(delay)>dash 5B>JBB(jc)>JB>JC>J236C dm277325%:5A>5B>5C>236A>214CD>BD dm2445214AB(FC)>dash 5B(delay)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay)>236A dm4274236D(FC)>214AB>2B(1)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm441550%:5A>5B>5C>236A>214D>J236236C dm28205A>5B>5C>214D(omc)>6>214B>2B>5C>JB(jc)>JB>JC>J214A dm3289AOA>C Followup(FC)>JBB(jc)>JB>JC>BD>J236236C dm3692Throw(omc)>dash 5B>5C>JBB(jc)>JB>JC>J214A dm2355236D(FC)>[214AB>fastest dash 2B>5C](×2)>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm495875%:5A>5B>5C>236A>214CD>BD>J236236C dm3356214AB(FC)>dash 5B(delay)>5C>214AB>fastest dash 2B(1)>5C>214AB>fastest dash 2B>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4992100%:5A>5B>5C>236A>214D>214214C(delay)>236236A dm4299150%:5A>5B>5C>214D(omc)>6>214B>2B(1)>5C>236A>BD(1)>214214C>236236A dm50415A>5B>5C>214D(omc)>6>214B>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm5802AOA>D Followup(FC)>214CD(1)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214CD dm5223150%+Burst:5A>5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm67315B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm69465C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm8057Throw>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5587Air Throw>J2B(delay)>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm59942B(air hit)>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm7298CornerMeterless:5AAA(jc)>JC>J214A>5A>5C>2C>214B(delay)>236A dm26275A>5B>5C>214C>5A>5C>2C>214B(delay)>236A dm24115B(crouch hit)>5C>2C>214B(delay)>2B>5B>5C>hjJB>JC>J236C dm2961JD>2B>JC>J214A>5A>5C>2C>214B(delay) dm2979AOA>D Followup(FC)>214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3400Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2773Air Throw>J2B(delay)>5C>2C>214B(delay) dm2937236B>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2828236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay) dm283525%:JD>5B>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm3914Throw>5B>5C>214AB>fastest 2B>5C>2C>214B(delay)>236A dm3147Air Throw>J2B(delay)>5C>214AB>fastest 2B>5C>2C>214B(delay) dm354550%:5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm35255A>5B>5C>236A>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3861AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>236A dm38322B(air hit)>5C>hjJB>JC>J214A(omc)>JD>2B>5C>2C>214B(delay)>236A dm353550%+Burst:5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm49675B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm51695C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm59425C>236A>214D>omb>214B>[2B>5C>214AB](×2)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm611275%:5B>5C>214D(omc)>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm4312Air Throw(omc)>2B>5C>214AB>2B>5C>2C>214B(delay) dm363575%+Burst:5C>236A>214D>omb>214AB>2A>5C>214AB>2B>5C>214AB>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6760100%:Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4581236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4743100%+Burst:5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm59645B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm62345C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6967150%:5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm52965A>5B>5C>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5571AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>214214C>236236A dm5740Throw(omc)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm46612B(air hit)>5C>hjJB>JC>J214A(omc)>JD>5A>5C>2C>214B(delay)>214214C>236236A dm5309150%+Burst:5B>5C>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm79655C>236A>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm91275C>236A>214D>214214C(delay)>236236A>omb>5D>5B>追加D>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9520Throw(ch)>214214C(crossup)>2B>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm6432AOA>D Followup(FC)>214214C>236236A>omb>214B>2B(1)>5C>236A>BD(1)>214214C dm6222 -
uhh.....i dont save links.....go dig up mikado videos from the last month or 2? idk
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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
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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
[Xrd] News & Gameplay Discussion 2 - Console is Out!
in Guilty Room
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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