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OneSanitarium started following TheRealBobMan
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TheRealBobMan started following OneSanitarium
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Started working on the video thread again. Definitely not everything, but a little bit is better than nothing!
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Faust is just really short.
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Holidays are ending and family is finally leaving, so I should have time to update everything I can soon! Videos, combo thread, probably make that look less like garbage since I'm bad. Maybe work on some more corner carry combos.
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Beating it is just a matter of delaying the air tech. Recovery on a whiffed SM is pretty intense.
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Pretty sure you can't combo into it.
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You have to jump cancel the normal, you can't do it within a chain since the j.D has to be done at a neutral state.
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OneSanitarium started following Hollysmoke
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Hollysmoke started following OneSanitarium
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Faust crouching dodges Potemkin's 5D, if that makes you feel any better. I also had an Axl run under HCL and 6P me into damage. 6H's hit trajectory can make it so HCL hits a bit meaty. c.S>6P>6H>Meaty HCL>HCL~Follow Up is like 206 damage on Millia. I don't think this has a worth while use. Some characters you delay HCL on, some you don't.
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Questions are good and you can never ask too many!
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On Sol Ground Throw RC > Double hover hop cross under > c.S > 5H > j.H > S Dive > c.S > sj.S > sj.H > P Dive > 66 > j.H > P Dive 138 Damage, 4 note oki. I'm bad at combo exploration. Definitely think the key to cross under VCL is an extremely small delay so I-no falls low enough for it to happen. And perhaps a certain moment in the enemies fall arc too. Pretty much. If they have a burst in stock, you can just input burst safe inputs and get a combo. If they burst, you get a YRC into whatever. Soul steal, jump block~land c.S punish, what have you.
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Ground Throw RC > 2 instant hoverdashes can cross up. You have to do both of them ASAP, which helps with the dash buffer RC's give, and let them recover instantly. You can get c.S>5H on Sol, I-no, and Potemkin at least. Haven't tried it on anyone else yet, but you can't get IAD j.K j.S off of it on anyone that isn't Potemkin. They're just too high up. I got a pretty stupid combo on Potemkin that left hit knocked down from P dive that went full screen and had reverse hitting 5H and some weird stuff. Still working this out, if anything can come from it.
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No reason outside of throwing them out of the corner and wanting them back in. And even then it seems really hard to do, spent three hours just trying to get it off fully. If I could find a way to make it practical it'd be totally cool, but until then it's just combo video material. If you throw them out, she pretty much goes most of the screen anyway with an easier combo. And if you were gonna do combo video you'd do some weird shit like cross under UF into bullshit!
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About the Burst OS thing, right? All right, short right up on button priority. Input priority in Guilty Gear is D > P > K >S > H. If you had no burst and no meter, and couldn't IK activate, hitting all 5 buttons would just give you a 5D because it's the highest on the input chain. This is the cause of throw OS's as well, since throws have priority beyond that. The reason why this is important for the Burst OS, is so you know what buttons to input for a string to continue. I'll use 2K>6P>5H as the example. Starting at 25-49% tension, assuming the 2K doesn't send you to 50%, once 2K connects you can't get a normal RC because you don't have then tension, and you can't get a YRC because they're in a form of stun. Once they burst, they are technically at neutral, or at least the RC system says it is, so if you input moves beyond 2K that also read as a YRC input. From 2K, what are your gatling options? 6P/5S/2S/2H/2D. You want 6P though, most likely. What's good about it is P being really high on the priority list. 2K>6P+any two buttons really will give you a YRC at the burst. 6PKH will give you 6P. 6PSH will give you 6P. 6P to 5H is where priority becomes much more important. 6P gatlings to both c.S and 5H. Can't do xSH for the input, because you'll get c.S from it. 6P doesn't gatling to any K normal or any P normal, so pressing 5PKH will give you the 5H you want. PKH also works as the input to get 6P in the same situation, so may as well use that for both to you don't need to change your hand! 2K > 6PKH > 5PKH > Chemical Love! It even works for the CL input as well, though 214KS would give you the HCL anyway, no need to change buttons! Also works for something like 2K>2S>2H>2D or what have you. 2K > 2KSH > 2KSH > 2KSHD. edit: Sorry, I wrote a lot. Probably a bit of superfluous information too.
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Here is a very low quality proof of concept for it. Dropped the combo because I'm a scrub. https://www.youtube.com/watch?v=pkcosw2aGdQ
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Whoops, Throw RC. Throw RC>Hover dash>airdash crosses under so you switch sides>VCL>combo. I got it to work on I-no, but I mucked up the combo since I didn't expect to hit it. Definitely works.
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I'm still upset I can't find a consistent way to do Ground throw > Hoverdash~Cross under airdash VCL. I think the secret is falling slightly after the hoverdash before doing the airdash, but obviously staying at minimum airdash height. If you get it to work, you should be able to straight into a high damage corner combo. I got a recording of I-no doing Hoverdash ~ Crossunder air dash and it works on everyone with the same timing. Don't have Leo, but I assume he's not different. In theory, the combo would be [Ground throw > Hoverdash~Cross under airdash VCL > 5H > IAD j.K > j.S > VCL > VCL > c.S > sj.S >Dive loops] or something to that extent.