Kyle Report post Posted August 9, 2013 I finally got to play! So here's some things I'm recognizing and how it impacts her combos. I- Corner carry is different for each weight class. Screen positioning-Awareness is VITAL. How close to the corner are you and do you have enough meter to get them there. Meterless corner carry: ... 2D, HS-HD, Than Whiffing a HS-HD for Oki/positioning. This will push the opponent into the corner or put them close enough to the corner that the NEXT mixup will get extended corner damage. Corner carry w/ meter is two variations: against standard + large weights - ... 2D, FB-HS-HD, 66, S, 6P, FB-HS-HD, 66, 6[P], HS-HD into a corner ender against floaty opponents (Girls+Bridget) - ... 2D, FB-HS-HD, 66, 6[P], FB-HS-HD, 66, 6[P], HS-HD into a corner ender II- OHK still works, but as a conditioned situation. You have to swing like craazy so the opponent is "comfortable" blocking at the range OHK is ideal. OHK has some invul at the end. Be sure to ALWAYS input the FRC into S-VD. This is a built-in OS against jumpers! III- Corner variations are different & I am still figuring out which is ideal & why. sometimes you should use F.s, HS-HD & others you can use running 2P, 2S, HS-VD. I KNOW the biggest factor w/ corner variations is building STUN. once the game comes out in the USA and I can get training mode, I'll crunch some numbers and define the actual stun percentages. IV- her mixups are generally weak J.RR has a new stall on the momentum, so we can do it even lower from an air string for the "surprise overhead" option. great for the end of a match. spend meter and make it hurt. Throw damage is from a normal throw, then a dashing ultimate whiner: Throw, 66, 63214HS. An effective (high DMG) option is to frame-trap / grounded-trap with running 6[HS] stuff. If they pokes, they could get hard HARD. If they jump and don't Barrier ,they get hit grounded. If they block, you can cancel to dolphins and make it safe or cancel to OHK for a throw-trap. V- You have to LEARN how to do these cancels 6HS, S-VD 6[HS], S-VD 6[P], FB-HS-HD 6[P], HS-HD 5S, 6P, HS-HD Guilty Gear is ALIVE!!!!!!!! Share this post Link to post Share on other sites
Kyle Report post Posted August 9, 2013 Well done Ukujiku- I'll add comments in SHADOW about things I KNOW and we can expand from there. Also, let's try to add the youtube timestamps to these! Here are most/all of the combos transcribed from the match videos from Kyle's post in the +R Video thread. I don't know which are character specific yet. Notations: VSD = Vertical Slash Dolphin VHD = Vertucak Heavy Dolphin HSD = Horizontal Slash Dolphin HHD = Horizontal Heavy Dolphin (It's ambiguous on whether it's HHD or HSD in a lot of the combos and need to do further testing) XX = Whatever into 2D ??? = Haven't tested followups (Match video ended in death or combo got dropped) XX > 2D > HSD FB > Dash > 5SH > VSD FRC > 6[P] > HSD > Corner carry against standard+heavy weights. mostly flashy for a kill. XX > 2D > HSD FB > Dash > 5SH > VSD > 5P > 5S > jD > (straight up jump cancel required?) > jH > 623S (4 hits). Johnny, Anji, Pitemkin, Testament, Justice, Slayer? XX > 2D > VSD FB (earliest FB) > jH > 6[HS] > VSD FRC > 6[P], HS-HD. Have to charge the 6[HS] for as few frames. XX > 2D > HSD FB > Dash > 5S > 5H > VSD > 2P > 2S > VHD 6H ground hit > VSD > Jackhound > Dash > 5S > 6P > HHD FB > 6[P] > HHD I don't like this. If they blocked, the S-VD is not safe. Contrasted to the next Combo. FRC the S-VD instead of relying on Jackhound. 6H ground hit > VHD, FRC, Delay, jH > micro dash 6[HS] > VSD > S, HS, HS-VD Have to charge the 6[HS] for as few frames. vs potemkin: j2H > 5P > 2D > HSD FB > Dash > 5PS > jKHD > jc > jHD 623S (4) OHK Stuff: OHK > 5SH > VSD > 2P > 5S > jD > jc > jH > 623S Johnny, Anji, Pitemkin, Testament, Justice, Slayer? vs faust: OHK (opponent in corner) jD > j623H > land > VSD > ???. This was completely for STYLE. vs Potemkin Specific OHK: OHK > running jump, jS > jH > 623H (1) > 5SH > VSD > 5PS > jD > jc > jH > jD > 623S (4) vs Ky midscreen: OHK > Dash > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD OHK > 6H > (opponent bursts) > 41236D > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD FTFY vs Zappa: OHK > fS > 6H > VSD > 5PP > S > VSD > 5P > VSD Kedako does P, P S to bait burst. OHK FRC > VSD to punish jumpers Corner Combos: Corner throw > 63214H > 6[P] > HSD > Combo ends here. vs Slayer: j623H FRC > 2D > HSD FB > Dash > 5S > 6P > HHD > Dash > 5SH > VHD This is outdated, after J.HS-RR, FRC, J.S-RR, LINK HS-HD vs Faust: J.HS-RR, FRC, j623S > (corner) > HSD > Dash > 5S > 6P > HHD > Dash > 5SH > VSD/VHD FTFY vs Potemkin: J.HS-RR, FRC, J.S-RR, LINK (corner) > 5S > 6P > HSD > Dash > 5SH > HHD > Dash > 5PSH > VHD? Zappa specific? corner 6P > 5S > HSD > Dash > 5S > 6P > HSD > Dash > 5SH > HSD > Dash > 5SH > HSD > (OTG) 2D He OTG's b/c he tried to STUN Fuzzy guard combo: j2H > 623S FRC > 623H > 5S > 6P > Horizontal Dolphin > Dash > cS > ??? 6P? OR > After FRC you can land and do 2D into combo instead for the mixup. Stun Building Combos: CH J.HS, Micro-dash, 6[hs] > VSD > HHD FB > 6[P] > HHD > CORNER: 6[P] > HHD FTFY (Optimal + Corner) jH CH > Dash > 6[HS] > vSD > 5S > 6P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD charge 6P & 6HS in combos Post Stun combo" (Corner) 5S > 6P > 5S > 6P > HHD > Dash > 5S > 6P > 5H > HS-VD This was no meter after a stun. corner only Antiair combos: vs Zappa VSD > Jackhound > HHD FB > 6H > VSD > HDD FB > 6H He did Jackhound b/c he missed the FRC. FRC is preferred. Also ZAPPA is huge in the air so 6hs is easy on him. VSD CH antiair > HHD FB > 6[P] > HHD > 6[P] > HHD charge 6P & 6HS in combos Low 6H > VSD > 5PS > VHD. Setup after: HSD > VSD > throw High 6H counter hit > VSD whiff > VSD hit (crossover) > VSD hit (crossover + corner) > 5P > VSD > Jackhound > ??? WTF is going on here, link plz! @_@ Jump in combos: jS CH > 2K > 2D > HSD FB > 6[P] > HS-HD Corner carry j2H > 2D > HHD FRC > air dash > falling jH > 6[P] > HHD > CORNER: 6[P] > HHD FB > 6[P] > HHD > 6HS This was a sweet-spot of positioning & some style. j2H > 5P > 2D > HSD FB > 5S > 6P > HHD > CORNER: Dash > 5SH > HHD > Dash > 2P > 2S > HS-VD We should probably note at which part the opponent hits' the corner. Burst punish Combos: 5S > 6P > HHD > CORNER: Dash > 2P > 2S > HHD > Dash > 2P > 2S > VHD does not work on floaty characters Against Girls+Bridget: Instant Block the burst. 66, s, JI, HS, HS-VD, FRC, Delay, Airdash, J.hs, Land, 66, 6hs, S-VD. Misc. combos: Counter hit jumping opponent HHD FB > IAD > jSH > micro 6[HS], S-VD, P, S, HS-VD. FTFY air dash jS aerial counter hit > jH > land > jKDH > At this height all May could do was a dinky air combo, 5H CH > small dash > 5K > 2D > HHD Faust FB wakeup punish: 5H CH > Dash > VSD > Jackhound > HSD FB > 6H > ??? Don't study this one, not ideal. Counter poke combo: 6P > 5S > VSD FRC > air dash > jH > micro dash 6H > etc Using 2K to avoid certain jump in moves (Low Profile?) Some combos I was working on: Requires corner + 25% meter cost: Potemkin Specific: 6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > HHD > Dash > 5SH > HHD > 2PS > HHD (263 damage) Works on JA. KY/RO/ED/PO falls out after VSD without FRC: 6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > VSD > 5PS > VHD (288 damage against jam) Works on MA/JU/BA/IN/BR/AN/TE/SO/HOS/RO/MI/AB/AX/SL/VE/DI/CH/ED/KY/PO. Doesn't work against FA/ZA/KL/JO (Jam requires micro dash before second 6HS: 6HS > VHD FRC > jH > 6HS > VHD (~208-251 damage) More expensive alternative from same 6H starter for characters that avoid the jH after VHD FRC: Requires corner + 75% meter Johnny only? 6H full charge ground hit > VHD > land > 63214H > HHD FB > 6P > 5H > HHD > Dash > 2KS (268 Damage) Share this post Link to post Share on other sites
Kyle Report post Posted September 9, 2013 Hello everyone. Here's the project that has kept me busy for a few weeks. It's near completion. everything has been tested & documented. I just gotta find some more BnB's to fill in the "To be determined" boxes. Enjoy- Sorted By Character [table=width: 1000, class: grid, align: left] GG+R May [/td] AIR>S, 6P, HS-HD Slide> 6p, HS-HD SLIDE>S, HS, HS-HD Corner - Zero Meter Damage Detail A.B.A. OK* - - www.youtube.com/watch?v=vPVGbSYl2Yk 227 Low Anji OK - - www.youtube.com/watch?v=ApwUTHKqCW0 248 - Axel - - - www.youtube.com/watch?v=amRGOWmIXYU 225 - Baiken - OK - www.youtube.com/watch?v=9tmj7Y0K4DM 276 - Bridget - - - www.youtube.com/watch?v=hyya5a9NlGQ 282 - Chipp OK* - - www.youtube.com/watch?v=cXAUyScRoxI 298 Low Dizzy OK - - *www.youtube.com/watch?v=4t_Z7CG7pu8 261 Delay Everything Eddie OK OK - www.youtube.com/watch?v=Q-wVC2xPdIM 275 - Faust OK OK - www.youtube.com/watch?v=muRXAP6fnmo 265 - H.O.S. OK - - www.youtube.com/watch?v=BdgfxQt602Q 242 - I-No OK - - www.youtube.com/watch?v=-koOyVCQ8RI 268 - Jam OK OK - www.youtube.com/watch?v=vYR-l6cE_ec 276 - Johnny OK - OK www.youtube.com/watch?v=iPfAg-BeOAU 248 - Justice OK OK - www.youtube.com/watch?v=Xw5jpRFiv_E 284 - Kliff OK OK* - www.youtube.com/watch?v=tcr659rTQjg 298 Run Ky OK - - www.youtube.com/watch?v=K-xlidROa7c 244 - May - OK - www.youtube.com/watch?v=VWva1FYRNuQ 276 - Millia OK* - - www.youtube.com/watch?v=S8J5ckgMMDA 268 - Potemkin OK* OK OK www.youtube.com/watch?v=1Rim8qw3s_w 248 - Robo-Ky OK - OK *www.youtube.com/watch?v=ee2Lc61_o3o 244 Too Difficult Robo-Ky ALT OK - OK *www.youtube.com/watch?v=ApwUTHKqCW0 208 Easy Slayer OK - - www.youtube.com/watch?v=s0xNwPG679E 257 - Sol OK OK - www.youtube.com/watch?v=CbYneo59hdA 255 - Testament OK OK OK www.youtube.com/watch?v=IANNbJ6T2QE 292 - Venom OK OK - *www.youtube.com/watch?v=HWakm8NBupw 268 Outside of corner Zappa OK OK OK www.youtube.com/watch?v=3_iD-eyX9bQ 291 - [/table] Sorted by Attack strings [table=width: 1000, class: grid, align: left] GG+R May TRUE FALSE S, 6P, HS-HD AX, BA, BR, MA Slide> 6p, HS-HD BA, ED, FA, JA, JU, KL, MA, PO, SO, TE, VE, ZA S, HS, HS-HD JO, PO, RO, TE, ZA [td] [/table] Share this post Link to post Share on other sites
Lynxfort Report post Posted December 12, 2013 How can i cancel 6H to V-dolphin ?? Share this post Link to post Share on other sites
Ukujiku Report post Posted February 6, 2014 I watched this video and saw that Kedako does a more damaging combo than the one listed in your table. http://www.youtube.com/watch?v=iay3dwLJWl4&t=2m17s 271 damage on full life Anji. I decided to mess around with some other characters to see if I could do more damage and improved on a couple. Against Ky/AN: 5S > 6P > 5S > 6P > HS-HD > Dash 5S > 6P > HS-HD > Dash 5SH > HS-VD (273 damage/276 AN) Against JO: 5S > 6P > 5S > 6P > HS-HD > Dash 5SH > HS-HD > Dash 5SH > HS-VD (266 damage) Against Chipp: 5S > 6P > 5H (No delay) > HS-HD > Dash > 5SH > HS-HD > Dash 5SH > HS-VD (333 damage) Share this post Link to post Share on other sites