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Kikuichimonji

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Everything posted by Kikuichimonji

  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.
  16. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    It's a glitch in this version that's fixed in 1.1. You can delay your jump by a frame to stop this - it only works if you do the lowest possible jumping attack, and reversals are all at least 4 frames or slower, so delaying one frame won't mess you up.
  17. Kikuichimonji

    [Xrd] Sol Badguy Combo Thread

    I had a conversation about this at Northwest Majors this weekend. Nobody believed that you could do it straight off WT lol.
  18. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    It's really not. It's a moderate risk to tech towards someone. If they think you might consider a forward tech, it's easy to meet the opponent in the air or attempt to pursue them on the ground. If the opponent shows that they aggressively pursue your tech, you should vary your tech direction (and whether you tech at all) in order to escape. None are really safe, though.
  19. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    In Xrd, if you can tech, you can tech any direction. Teching backwards is usually your safest option just because it creates space between your opponent and yourself. Teching forwards can be incredibly risky against characters like Ky, who can just anti air 6P you and go straight into another combo. In previous games, you couldn't neutral tech for 2 frames longer than forward or back teching in order to compensate for how quickly you fell to the ground. In Xrd, you can neutral tech immediately, but you float the same as backwards tech unless you delay your tech. If you delay your tech, you get a faster fall similar to other GG games.
  20. Kikuichimonji

    [Xrd] Sol Badguy Gameplay Discussion

    If they're on the ground, footsie with either 2D or f.S. If f.S doesn't win, 2D will. Sol's 2D transcends time and space and will beat moves it really has no business beating. The hardest part of Sol isn't really knowing what buttons to hit, but rather to move in an aggressive way without getting blown up. And yeah, the first time I fought someone who could block low air dash j.S, I freaked out. Then I remembered that empty jump Wild Throw was a thing. Sol's solution to people knowing his tricks is always a simple option, but knowing which option to use requires a good understanding of the opponent's emotional state and general gameplan.
  21. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    It probably has 2 invincibility frames based on your video. Ruu's initial testing result said that YRC had 5 startup frames and 1 invincibility frame, so I was probably using an outdated source. Unless the command throw has 3 or more active frames, which means that it can't be evaded this way. The mixup in GG with command grabs is generally a hit/throw mixup. The mixup is either A)Go for a grab to stop them from blocking or B)Go for a frame trap to stop them from jumping or hitting you out of that command grab. This isn't particularly helpful because you could just jump or hit a 2P to guess that they're going for the command grab. It doesn't necessarily make the opponent reevaluate their mixup. The only major benefit I see is that you aren't putting yourself in CH state, which could make some frame traps less scary. If you know they're going to throw, sure, go for it. But don't be surprised if you get knocked down and lose meter. After watching the video, I can see some examples where this might be useful or even the optimal punish, such as during Leo's 5H 6H string. But even there, Leo has stuff that will just auto-bait that YRC option. Slashback was used for very particular strings and moves with multiple hits. The major benefit of Slashback was always that you could do it during blockstun, which allowed you to punish moves like Bandit Revolver after blocking the first hit. Also, when executed correctly against moves like Eddie's Mawaru, it creates a gap in Eddie's pressure and you can't really punish someone for executing the Slashback correctly. Slashback is a much more powerful mechanic with higher rewards. I don't expect to see people use YRC defensively like this much at all because there are other defensive options that are safer and use less meter.
  22. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    There is a gap between two non-charged shotgun shots that is big enough to hit a jab in between. There is only a tiny gap in between a charged shotgun shot> reload > non-charged shotgun shot, so hitting a button there will likely get you counter-hit. You can 1 frame jump after uncharged shotgun blast, react to whether she whiffed another shotgun blast, and try to get out of the corner. That's the best solution. That, or just try to read when she's going to do a command grab and jump it/mash on it. Elphelt's shotgun pressure is very strong and there's no simple answer to get out of it. This won't work on Elphelt's command grab because it has 3 active frames and you're only invincible for 1 during YRC. Pbuster and Wild Throw each have 1 active frame. Doing raw YRC during her shotgun pressure is not particularly effective because you have 5 vulnerable startup frames, and the benefit is a single invincibility frame. Anything that you can't jump out of (or at least get off the ground and block), you won't be able to avoid with raw YRC. In addition, trying to abuse the 1 frame of invincibility on YRC in general is a bad idea in my opinion because you're relying on the opponent's timing being perfect every time and them never using another option. Especially with command grab ticks, where it's beneficial to mix up your timings constantly. If your YRC doesn't work, you lose 25% meter, incur tension gain penalty, and you get hit anyway.
  23. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    DAA is invincible, so if I-no's hurtbox is high above the DAA's hitbox, they're very likely to trade. I'm guessing that it clashed with her j.D? Having your DAA clash with an air attack isn't really bad on defense. You can cancel into your 6P or 5P. DAA's have always had weaknesses like what you're mentioning. Many can be low profiled. Some have dead zones. Some are very slow. That's just to compensate for how useful they are and how hard they are to bait.
  24. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    I don't think they clash more in GG, but if they did, it would be because of stuff like foot invincibility on sweeps and 6P upper body invincibility.
  25. Kikuichimonji

    Guilty Gear FAQ Thread - Ask your questions here!

    How many active frames do Bursts have? Nah, it's just not listed. I know some of them are listed, so I assumed they all were. My bad. I know that Slayer's around +3 on max bite stagger. I'd assume that the -4 on 5H is for the shortest possible stagger length.
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