Some combo routes w/ 236S/H don't use up your wall bounce and end in soft kd to keep corner mixup. #GGST_RA pic.twitter.com/UwqgmRDQSD— Diaphone (@Diaphone_) February 18, 2021
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smaiibirdToday at 9:01 AM
6D, FRC, c.S, 623H(1), c.S, 6H, (236K), 6321456S - 295dmg. What is this game SwiftyXRDToday at 9:00 AM
I haven't tried it though so take it with a grain of salt
cause I haven't gotten in to the beta yet
smaiibirdToday at 9:02 AM
@Enk3r Who are you trying it on? What is your starter? Because weak starters doesn't allow for it in some cases
Enk3rToday at 9:07 AM
On Sol starting with 6K, and I can get it sometimes but not consistently
Though fiddling a little bit it might just be a hard link
smaiibirdToday at 9:08 AM
6K straight into 623H(1) I assume then. Yeah it's just a link so you gotta get the feeling/timing down. I don't feel there is any trick to it. With that starter should be easy
You could practice 2P, 6P, 623H(1), 5K on Sol. Hardest to hit. Anything else feels easy after that
#GGST_RA Last one for now. I'm going to try and get some sleep. Ram took away because she had a lot of weirder stuff happening pic.twitter.com/myM8yUupj4— matosh.lee(auggis) (@matosh_lee) February 18, 2021
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FlapFlapsToday at 2:32 AM
what do I even use that weird slow three hit thing for?
OthiToday at 2:33 AM
rekka ?
[2:34 AM]
frametraps and pressure reset
TraelliumToday at 2:34 AM
beats mashing
OthiToday at 2:34 AM
all follow up hits can be delayed to frametrap enemies, 1st hit can be dash cancelled into other options
@Othi
all follow up hits can be delayed to frametrap enemies, 1st hit can be dash cancelled into other options
TraelliumToday at 2:36 AM
Can you set up a RPS situation after the first hit?(edited)
OthiToday at 2:37 AM
it depends on how much they respect you cause they definitely can jab out of that
[2:37 AM]
otherwise you can dashcancel into low or throw or rekka again
Dubba_GToday at 2:53 AM
Can you use the dash cancel with the first rekka hit to continue combos?
Ramix the RedToday at 3:01 AM
Im a scrub but I think not meterless
I imagine the main purpose of it is to frametrap or make certain things safer
Dubba_GToday at 3:12 AM
Idk the dash cancel looks fast enough to continue a juggle.
[3:13 AM]
I’ll see tho, I don’t have the beta to try it myself unfortunately
Ramix the RedToday at 3:13 AM
Oh right, I didnt actually try it with juggles lol
[3:13 AM]
That might work
Dubba_GToday at 3:25 AM
That’s definitely something to check out. I’d be surprised if it didn’t when it’s gio infinite combos out here lol
aaronred888Today at 3:58 AM
When you do the first part of erarlumo what can you dash cancel into?
SilverTabbyToday at 4:05 AM
The dash cancel seems to be negative on-hit >_< [4:05 AM]
Best for conditioning with the frame trap I guess
[4:06 AM]
For combo purposes, it seems like the first hit of 214P knocks down. In the corner with some setups you can combo juggled dash cancel into jab(edited)
[4:06 AM]
Everywhere else you can get an OTG hit in, even 214H(edited)
[4:07 AM]
But they tech out immediately after that
matoshToday at 5:12 AM
Most dash cancels will be negative oH. I didnt do any frame data for them but seemed lacking across the board from the few i looked at.
SilverTabbyToday at 8:00 AM
Hmm, 214P -> 66 feels like it's somewhere between +0 and -3