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Kikuichimonji

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About Kikuichimonji

  • Rank
    Frame Data Theorist
  • Birthday 09/21/1988

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  • Location
    St. Louis, Missouri
  • PSN
    MagmaFisher

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  1. Kikuichimonji

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

    A big factor in whether your 5K 2H whiffs is if you let the opponent fall far enough from the Bandit Bringer. If you don't run forwards for long enough or you start running too late after Bandit Bringer, you won't be in the correct spot to connect the full followup. Unfortunately recognizing the character specific hitboxes and spacing where this will work is something that only comes with experience. If you're anywhere near the corner, BB >Fafnir > dashing 6P 5H (jc) > j.D > Break > 6P 6H is a really resilient combo path that gives better damage than the combo you're trying.
  2. Kikuichimonji

    [Xrd] Sol Badguy Combo Thread

    You can just neutral jump after 6P 5H in the corner on May/Millia and dustloop works fine.
  3. Kikuichimonji

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

    He's not actually mashing. It's just one single button press timed a frame or two after you land. If he's not still mashing throw, a grounded frame trap won't catch him. It's not terribly bad to just always do the safe jump j.S and go from there. A list of counters: </p><p>Empty jump 2K / Wild Throw from outside throw range Delay your safe jump to let you chain buttons like j.P x3 > Wild Throw. If spaced correctly, your Wild Throw will be from outside his throw range Low air dash j.PKD or j.SH. He'll get a HS instead of a throw, so if you're good on timing, you'll CH him standing. Sent from my LG-H811 using Tapatalk
  4. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    Stun values are normal and based on the initial damage of the attack unless specified in the frame data. You have to slightly delay the 6H or it won't combo to BB. I do a microdash to time it. Sent from my LG-H811 using Tapatalk
  5. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    You can't get more ground dash momentum without dashing longer. Air dashes have set momentum values that I believe override any previous momentum. Sent from my LG-H811 using Tapatalk
  6. Kikuichimonji

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

    Run at them and 5K, f.S, 6P (CH combo), or 2D. j.H is amazing and has 0 recovery frames. Fafnir is a great poke because it's plus on block and has great range while giving a combo on CH. Sent from my LG-H811 using Tapatalk
  7. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    You have to leave a 7f gap after they leave blockstun to tick WT, and FD pushes you out farther, so you don't actually have more time to tick throw because you have to run in more. It's mostly a wash unless they mess up your timing or spacing by doing FD, in which case you might whiff. Sent from my LG-H811 using Tapatalk
  8. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    There's no real technical justification for it besides a mindset of some players that when they FD they keep blocking. FD of course shows that they're blocking and not hitting buttons. Sent from my LG-H811 using Tapatalk
  9. Kikuichimonji

    [Xrd] Potemkin Combo Thread

    I'm trying to pick up Pot but I can't play him without feeling like a fraud still because I can't do raw 6K loops. I can't get 6H > HFB > 2S on Sol. I get the HF, but I just don't seem to have enough time to 2S after. I'm guessing my HFB is probably too slow? How quickly do you hit the P to HFB after HF? Can you cancel raw 6K into HF as quickly as a 6K chained from 2S? Or in other words, are you delaying your cancel slightly for charge when you do raw 6K loops?
  10. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    Remember that Sol has a three frame standing kick, which is faster than most people can interrupt even if he's slightly disadvantageous. Also, depending on spacing, you can actually be plus on block or get a combo without CH, similar to Narukami's Raging Lion. People are so antsy about Gunflame that most won't be looking to punish BR with IB/ interrupt 6P unless you're spamming it. People need to jump vs Gunflame. They can't jump against Bandit Revolver. You can absolutely get away with the occasional Bandit Revolver against strong players, and you can even next level their 6P attempt with Bandit Bringer, which will CH most 6Ps. Sol basically is forced to do BR at certain blockstring points to catch jumping out, but it's more of a conditioning/desperation option, like you mentioned. It's not actually a strong option on its own, but what it can do for your pressure game in terms of forcing respect is amazing. You can also RRC for a full corner combo or mixup if you get caught with your pants down when they block. Sent from my LG-H811 using Tapatalk
  11. Kikuichimonji

    [Xrd] Sol Badguy Combo Thread

    I don't see an advantage over CH 2H, but cool to know! Sent from my LG-H811 using Tapatalk
  12. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    Dash GF and Fafnir BB are both usually optimal. Double dust loop is consistent (off some starters) but not maximum damage. Oki after H VV is technically a little worse because you have fewer frames, but if you're doing GF YRC stuff you'll probably not notice any difference at all. Sent from my SPH-L710 using Tapatalk
  13. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    The PS4 version has better graphics, but if you set the PS3 version to focus on performance, it plays just as well as the PS4 version. The PS3 version is tournament standard currently just because TO's have PS3s already and players have PS3 sticks, but most players don't have PS4 sticks yet. If you want to be 100% guaranteed to practice for tournament correctly, play on PS3 just in case there are any inconsistencies that we aren't currently aware of. I'm personally not worried about it because if differences existed we'd have suspicions about it by now, so I practice on PS4 because there are prettier graphics.
  14. Kikuichimonji

    [Xrd] Sol Badguy Combo Thread

    I disagree with this. In the corner, you can combo Fafnir > IK from 2K, Wild Throw, and low air dash overhead. You can also combo it from 5D even at very high scaling levels if you're feeling ballsy. I think Sol has the most practical IK combos of the entire cast. I agree that people don't do it because it's tight timing, but I actually think that the IK combos are super practical and that people should do them way more often, especially off 2K and WT because initial proration can make kill combos at 20% not otherwise possible.
  15. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    You are airborne on frame 4 with a 3 frame jump startup. If you don't get hit in those 3 frames, you're no longer punishable and are airborne. If you have a frame trap that gives the opponent two frames where he's not in blockstun, he can't jump. If it gives him 3 frames, he can jump. For example, Leo's 6K to 2K is not jumpable, but his 6K to 5K is.
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