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About HardSlash

  • Rank
    Ky pwns nuff said.
  • Birthday 03/29/1984

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  • Location
    guilty gear
  1. Yeah I mean we have zero reason to suspect they might do that, but I don't think it's a matter of having the arcade and console versions be the same. Street fighter did this multiple times (though that's a different beast altogether), and we've had two different versions of GG for the first 4 months of console release. Again, I doubt they will, but it will be interesting to see what happens.
  2. Im sure I could answer this myself in training mode if I was anywhere near my console, but is there any situation that forces a direction of recovery? I keep seeing people back recover from otgs but that could just be the tendency to hold back causing that.
  3. I actually wonder if console 1.1 is going to be completely identical to arcade 1.1 when it drops. Like, will there be sneaky changes?
  4. Maybe for 6hs sake, but he's got plenty of oki beyond that. He's almost never close enough for any of his projectiles to get hit with the new effect. And of course, just keep an eye on your opponents meter. I think Ky will be just fine.
  5. But so is reversal blitz...
  6. HardSlash

    [Xrd] King Ky - Critique Thread

    I'd just recommend the old saying of walk before you run. Get your fundamentals straight and the combos will follow more naturally as you learn what makes Ky tick. One of the big places I think you need to study is just general defense, for instance, you ate his standing kick while in the air several times in a row. When in the air, especially against characters like Faust and Axl, you have to remember that you can't block GROUNDED moves without using faultless defense. No Marvel style air blocking here. Also keep faultless defense in mind when trying to push your opponent away from you. Next, I'd just focus on learning his normals, which ones are best for what, what chains and links are possible, and which ones are jump cancelable. After those two big things you get to move on to the fun stuff like learning spacing/how to keep people out, and combos.
  7. HardSlash

    [Xrd 1.1] Ky Kiske Loketest Changes

    My one wish would be for the cross up hotbox on j.S to come back.
  8. I personally think danger time should be tweaked to be a sort of extreme version of getting the guard bar cranked ALL the way up, and only affect the person who's guard bar is up. Also in general I think guard bar needs to grow just a little bit quicker than it does now.
  9. HardSlash

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

    Maybe I'm missing something but I still can't get that very last combo in the first post to work. It says at the end to dust, homing dash, hsvt, c.s, then cse which is supposed to hit the seal, then you ik. Dummy keeps recovering after the c.s before the cse even comes out. Edit: Derp, I finally got it.
  10. HardSlash

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

    There's several different routes you can go. I'm wary of doing 236K at anything other than max range, so if I'm in the corner I'll usually go for something into VT loop into ciel, or do the combo you just listed and replace the 236K with 2D. With the 2D, if you've got meter you can go into Sacred Edge and the combos that follow the wall stick.
  11. Zato's butt is top tier. That's the REAL reason for the loketest nerfs.
  12. HardSlash

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

    The last instant kill combo in the corner section makes absolutely no sense to me. 2S > 5S? And apparently hsvt, land, c.s into DC cse after a wall dust?
  13. HardSlash

    [Xrd] King Ky - Gameplay Discussion

    Besides half the time I yrc stun edge, I'm either trying to get them to jump over it or they jump over it anyway, and I get the AA.
  14. Well I'm not a huge fan of modifying a game in such a way like that. It shouldn't be like smash where people turn off items. I'm kind of a purist in that regard, I either deal with the stupid parts of a game or find something more to my liking. I also usually tend to listen to full albums as opposed to single songs, but I'm weird like that.
  15. I think danger time should happen as a result of FULLY cranking the guard bar, then getting the hit that opens up the opponent, and honestly I wish guard bar cranked a little more quickly than it does.