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Emuchu

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  1. Emuchu

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Guilty Gear is the series that Blazblue is based off of... so that one. Barrier Guard = Faultless Defense Barrier Burst = Psycho Burst Counter Assault = Dead Angle Attack Rapid Cancel = Roman Cancel Guard Libra = Guard Gauge Astral Heat = Instant Kill Negative Penalty = Negative Penalty ... you get the idea. You even have Ragna the Bloodedge = Sol Badguy and Jin Kisaragi = Ky Kiske.
  2. Emuchu

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    I haven't seen it being discussed, but is wake-up DI YRC still a thing? I saw @VR-Raiden's video of the tech on SRK, but I haven't gotten around to testing it in combat. Supposedly you can YRC the startup of DI before it consumes Tension, so you get an invulnerable YRC thingie for 25 Tension. Since I *DON'T* see it being discussed as a regular thing, I'm wondering if it's useful, or if I should just stick with VV RC and 5K OS Throw for my wakeup reversals. EDIT: Omitted a word, haha.
  3. Emuchu

    [Xrd] Sol Badguy Combo Thread

    I think the lights you can double-Dustloop on, i.e. Stuff into 5H ^ j.D, j.D v Dash ^ j.D, j.D v Dash ^ j.K ^ j.D j.214K v 623H~214K. What gets iffy is if you want to try to Dustloop into Fafnir, 'cause of the floating.
  4. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    This is a pretty great combo! I was fiddling around with it, and found an improvement. If you use 6D instead of 9D, your opponent will float lower off of the 6C and allow you to connect both hits of j.5B for about 100 more damage. The combo works with your back to the wall using 4BC, as well, although the timing is a bit trickier because of 4BC's higher wall bounce. Corner 4/5BC > 6D, 5C > 2C > 6C > jc > j.5B(2) > j.236D |> 22B, 5B > 6A > 236B, 5C [3862/27%] 5C > 236C [4141/29%] 5C > 236C (w/50% Heat) [5141/29%] Note: You have to dash after 6D if your back isn't touching the corner when doing a back throw. Input jc as a neutral jump. Delay j.5B to the peak of your jump.
  5. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    =3 No problem! Spread the lab findings... for SCIENCE!
  6. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    I find this link to be pretty loose, actually. Are you buffering the 22B before the 6[A] connects? You have to input the B as early as you can to open up the window for 5A. Also, is your opponent close enough? Some combos into 6[A] can push your opponent out of range of the 5A if you don't start the combo kissing them.
  7. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    I've been playing around with Kokonoe's 1.1 Black Hole setup, which go like so: [whatever] 236B, 5B > 6[A] > jc7 > j.5B(1) > j.5C > j.9D > j.236D |> 22B, 5C > 214A , 5C 632146D For whatever reason, though, I have a lot of trouble picking up with 22B, 5C, even jamming out the rest of it as quickly as possible and delaying the j.236D. I find the sequence much easer to pull off with a j.5B(2) instead of a j.5B(1), which knocks my opponent a little higher, so I want to ask if there's any particular reason that j.5B(1) is used. Tested on Ragna. P.S.: What's the correct way to notate "jump cancel backwards"? EDIT: Spent some time in the lab and answered my own questions. Certain characters are too thin for 22B to connect if you use j.5B(2) over j.5B(1). My problem with the setup was not buffering 22B enough; I didn't realize how quickly Kokonoe lands after the j.236D.
  8. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    6A 22B, 5B 5C combos are some of the hardest links to pull off. I usually just settle for 6A 22B, 5A 5B, instead, which sacrifices around 100 damage if I recall. To maximize your chances of success, you have to make 6[A] connect with your opponent as high as possible to increase the link window for 6[A] 22B, 5B, so don't waste any time after the j.5C j.6/9D j.236D sequences. And better still, use j.9D over j.6D to give yourself more time. On the other hand, I find 2C 5D combos to be fairly easy links once you understand its quirks. 2C 5D, 5B is the optimal link, there, but it's limited in its range and will whiff if you get them with max-range 2C. 2C 5D, 2B has a better range, but you lose out on damage, and without the step forward from 5B, you'll whiff the 5A of the 6[A] 22B, 5A sequence and have to settle for 6[A] jc j.5B(2) jc j.5B(2) j.5C j.6/9D j.236D. Also, 6B(2) 5C 2C 5D, 5B always whiffs on Jin and Noel, even with a run-up, and 6B(2) 5C 2C 5D, 2B always whiffs on Jin, so if you're using those two as your training dummies, that would explain the whiffs.
  9. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    Yeah, I tested it. I had the same problem with the training dummy teching right as the j.236D hits, but I believe improving the speed of your execution solves it, similarly to how input speed can affect Hakumen's BnB loop. The delayable parts of the combo are 5B > (22B connects) > 6C and 6C > jc > j.C, and the only way to I could get the training dummy to tech out of the j.236D is to introduce both of these delays into the combo, so you have to make sure to gatling these inputs early. Correct me if I'm wrong, though, it wouldn't be the first time that training dummies and humans behaved differently in a game.
  10. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    Honestly, the visual cue is "do it as fast as possible." You can watch your opponent, I suppose, as the j.236D should come out just as they're hitting the wall. Or you can pay attention to Kokonoe's animation for j.D, and make sure you input j.236D as it's ending; there shouldn't be any pause between her two remote control animations. It should feel like a single motion, "D236D," and again, the whole j.C > j.D > j.236D sequence should be as fast as possible.
  11. Emuchu

    [CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]

    SMP severely penalizes the untechable time, but it isn't a free escape in this case. If you input the combo as fast as possible, they won't instant-tech out of the j.236D. Swapping the 5B with 2B means that your opponent is too far for the 6[A] > 22B, 5A to connect, so a little bit of ad-lib is required: 6B(2) > 5C > 2C > 5D, 2B(1) > 5C > 236D, 66[A] > 22B , 5A > 5B , 6C > jc > j.C > j.6/9D > j.236D |> 236B [3107/22%] (Note: Invalid against Jin, Noel) jc > j.B(2) > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B [2889/20%] (Note: Invalid against Jin) Thing is, I still can't get 2C > 5D > 2B(1) to work on Jin. I think he's just too thin for this, so what can I get out of 6B(2) > 5C > 2C > 5D > 236D? So far I'm doing: 6B(2) > 5C > 2C > 5D > 236D, 665B > 5C > 3C > 236A [2600/18%] 66C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B [2806/20%] (Note: 236D, 66C is a really tight link)
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