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EziiToday at 1:58 PM
From the combos I've been labbing generally 5D is getting more damage than other moves from wall splat, not counting supers of course(edited)
NEW
JMDToday at 2:02 PM
COUNTER 2H 6 c.S jc j.K j.D 66 j.S j.H c.S 623S (wallstick) j.236236H
ty hedhuntr for catching my sloppy mistakes(edited)
HedhuntrToday at 2:03 PM
Looks like j.S j.H
! Katara cs 6hhh
[2:39 PM]
but that routing works for other ch or regular hit normals too sweetxjamToday at 2:05 PM
ok but gio 6h as a confirm tool goes STUPID tho(edited)
[2:06 PM]
it definitely has some use as a pressure tool too
SylverByrdToday at 2:06 PM
What can you go into 6H from?
sweetxjamToday at 2:06 PM
5k, cs, and uhh
[2:06 PM]
actually isn't it just those two
SylverByrdToday at 2:06 PM
Does 5k frametrap or combo?
sweetxjamToday at 2:06 PM
both depending
[2:07 PM]
on airborne, you can do long distance juggles with 5k 6h where you otherwise couldn't
[2:07 PM]
like last night I was doing a lot of aa ch 623k dash 5k 6hhh
JMDToday at 2:08 PM
6HHH is better for carry off CH than doing sepultura loops?
sweetxjamToday at 2:08 PM
on airborne opponent, 5k 6h is a good tool as an alternative to air combo
[2:08 PM]
I mean you can still do the loops
[2:09 PM]
there's some messed up sideswap that can sometimes happen depending on how the hopkick loop leaves you but it seems like that can be remedied by rc drift/no drift rc
[2:10 PM]
so like my main confirm yesterday was fs(3?) 214k rc dash under 2h 214s cs 6hhh
[2:10 PM]
you could extend the loop there but at some point you just want corner carry right
[2:11 PM]
cs 6hhh felt like it was more stable but 5k 6h is great as a far reaching pickup
HedhuntrToday at 2:12 PM
More of a general question, but can you drift RC in the air? Didn't think about that until just now
sweetxjamToday at 2:12 PM
I have to mess with 5k jk whatever today because I purposely didn't look at any footage last night but those confirms seem mad good too for carry
[2:13 PM]
I'm 99% you can
JMDToday at 2:13 PM
yeah you can there's the magneto video in #giovanna-lounge
sweetxjamToday at 2:13 PM
I know I recall sol in some footage pre beta doing air drift down to confirm into cortex
HedhuntrToday at 2:13 PM
Oh was he doing it there? I didn't notice
sweetxjamToday at 2:14 PM
I was also messing with air drift down/sideways for mixup stuff last night
HedhuntrToday at 2:14 PM
Wait it's 8 way too?
[2:14 PM]
Everyone is Bedman?
JMDToday at 2:14 PM
https://discord.com/channels/806593573758828554/806667432029585458/812041447770947634
@Dane
I'm watching these combo videos but for me 214K doesn't keep my opponents in range for c.S follow-up. Am I doing it wrong?
EziiToday at 2:19 PM
Are you doing dash in c.S to start off the combo? If you're referring to the first combo in UFORange's video you need to cancel your dash into c.S at the beginning for the later 214K to c.S to work, its also character specific. I couldn't land it on Ky but on Leo I could(edited)
[2:25 PM]
For hurtboxes like Ky use 5K instead of c.S for the followup after 214K
PiccoloToday at 2:28 PM
explains a lot about the notation
[2:28 PM]
why is Ky special though?
[2:28 PM]
and who else does it not hit
sweetxjamToday at 2:30 PM
hurtboxes in gg have always kinda been that way
[2:30 PM]
and it's probably maybe not just ky
[2:31 PM]
this is a bit of speculation but like, tbf it's day 0
[2:31 PM]
in the past, there's been a few diff weight classes and general hurtbox shapes with a few chars that are kinda weirdly shaped
[2:33 PM]
so for example in xrd, leo was kinda weird to combo because his legs hang a bit so stuff that wouldn't hit other characters might hit him there
[2:33 PM]
I'm assuming there'll be some of that still but it looks like there are still overall stable-ish routes that are a little less optimized but more consistent
EziiToday at 2:38 PM
I've only tried the 214K to c.S on Ky and Leo so far, I'll probably try it on all characters before beta ends
[2:38 PM]
I think Nago is like Leo where 214K to c.S will work