- 120
- 55 842
BenJMan
United States
เข้าร่วมเมื่อ 27 ธ.ค. 2016
Samurai Shodown V Special - Juggle Combos
Generally, any strike that doesn't force a knockdown (many projectiles force a knockdown) has a juggle window and could theoretically juggle into a subsequent attack, but the window of opportunity for this is small, and relative to the strength of the attack. This means your attack either needs to recover very fast, or have a cancel option that's quick to startup in order to create a juggle. These are all of the juggle combos I'm currently aware of; most of them are useful in real situations, but most of them are quite niche, and the majority of them can't be hit confirmed. Some could be used for antiair, others for anti-hop or simply a combo that covers grounded and airborne states. Does not include timeslow juggle combos as they are "universal".
0:00 Amakusa
0:13 Basara
0:16 Charlotte
0:21 Enja
0:31 Gaira
0:39 Galford
0:42 Genjuro
1:00 Kazuki
1:10 Kyoshiro
1:17 Mina
1:22 Rasetsumaru
1:58 Rimururu
2:04 Shizumaru
2:21 Sogetsu
2:29 Suija
2:47 Tam Tam
2:49 Ukyo
2:57 Yoshitora
3:02 Yunfei
0:00 Amakusa
0:13 Basara
0:16 Charlotte
0:21 Enja
0:31 Gaira
0:39 Galford
0:42 Genjuro
1:00 Kazuki
1:10 Kyoshiro
1:17 Mina
1:22 Rasetsumaru
1:58 Rimururu
2:04 Shizumaru
2:21 Sogetsu
2:29 Suija
2:47 Tam Tam
2:49 Ukyo
2:57 Yoshitora
3:02 Yunfei
มุมมอง: 512
วีดีโอ
Samsho V Special - Midscreen Blocked Issen Punishes
มุมมอง 7721 วันที่ผ่านมา
Issen is -18 on block with very low blockstop, and sends the user a long distance backwards, making it generally safe on block. Several characters are able to punish Issen on block without the opponent being cornered. Some of these are certainly more practical than others; regardless, here they are. Note that it's easier to execute most of these punishes against larger characters than smaller o...
Samurai Shodown V Special - Punish Fatality
มุมมอง 537หลายเดือนก่อน
Fatality is -12 on block and usually must be punished without blocking it. Keep in mind that the damage numbers are very inflated with unlimited sword gauge in training mode, this is just to show methods. Includes rage explode and timeslow, backjump, pokes, hop-throughs, "collision cancels", reversals, and on-block punishes. The first clips with throw show that it is possible to grab the oppone...
Answer Gameplan Guide GGXRD REV 2.1 *TURN ON CC*
มุมมอง 12K3 ปีที่แล้ว
TURN ON CLOSED CAPTIONS A guide to show Answer's gameplan and explain how to leverage his strengths, and play around his weaknesses. Includes beginner and intermediate knowledge. Learning a Guilty Gear character can be hard, and you'll need to find your own process, but this guide gives you all you need to know to start succeeding and having fun with Answer! 00:00 Introduction 1:05 Important no...
Chipp- fwd SJ left/right with FDC
มุมมอง 2763 ปีที่แล้ว
Basic left/right variation. Useful to have, spacing specific. Takes more frames to setup at a minimum than the microdash neutral jump, so against Sol you cannot safejump with this.
Corner H scroll directional mixup setup (READ DESCRIPTION)
มุมมอง 5133 ปีที่แล้ว
A variation on past corner oki, the main merit to this odd setup is that it allows for two subsequent left/right 50/50s. Though it suffers from the same flaws as other Answer oki (weak to blitz and to FD/DP OS), you have enough options that you can still achieve a sufficient level of counterplay to their defense moves, while maintaining some mixup. The reward for a mixup succeeding ranges from ...
Answer - spacing adjusted s3d starter midscreen vs lights
มุมมอง 1913 ปีที่แล้ว
Hard to do reliably, and impossible if you land just behind and under them. Makes lighweight matchups very hard for Answer to get ahead in.
Answer- s3D BnB on non lights
มุมมอง 2123 ปีที่แล้ว
Very important and defining combo for Answer. Pickup with c.S, it will keep them low thanks to the very low hitstop. Doesn't work this way on lights.
Answer - optimal cmd grab combo on mids
มุมมอง 2173 ปีที่แล้ว
Answer - optimal cmd grab combo on mids
Answer- spaced out launcher/scroll combo
มุมมอง 793 ปีที่แล้ว
Answer- spaced out launcher/scroll combo
character specific crouch confirm 5h VE KY SI KU BE
มุมมอง 2003 ปีที่แล้ว
character specific crouch confirm 5h VE KY SI KU BE
Answer- 2H CH combo on chipp pot kum slayer bed sin axl
มุมมอง 2703 ปีที่แล้ว
Answer- 2H CH combo on chipp pot kum slayer bed sin axl
👀
Come play 5 Special soon bro!
why does Shizumaru sword drop do so much damage?
It's partially because I was enraged in that clip, and also by default in the Fightcade training mode, the sword gauge is maxed out and doesn't deplete. But also, Shizumaru's TAP just does a lot of damage as it is ;) It's a very powerful move for sure, but you have to charge it for a long time by holding one of your buttons down, and you lose your charge when you release your buttons. In a real match, you need a full sword gauge to get the really offensive damage numbers. I figured out how to disable the infinite sword gauge, so damage numbers in future videos will be more accurate and realistic.
wake up me, theres a Ben. Jman...,
triple j.S in combos goes crazy
Too good.
yo, goated combos
you have no idea how much i needed this video, thank you so much
Thank you so much for this u help player like me whos coming from strive and always wanted to play xrd. Ty so much man rly
yo i'm in the same boat how's the learning process process going for answer
@@AziDoesQuestionableThings it was good till i switch to leverless today, now its hell lol
@@marik8770 fair enough, i know loads of my fg friends recently shifting to leverless (i play keyboard so its basically the same thing lol), i ended up switching back to chipp and im pretty decent with him but i might go back to answer for fun
his counter is girls hahaß
Started my answer journey recently and this guide has been a tremendous help! Hope I can nail down some of the combos shown in here!
0:26
Thank you for sharing. This is the most comprehensible guide I’ve seen for such a complex character and do appreciate the move layout and visual examples. Found Answer to be more fun to use than Chipp. 2nd most used character next to Sol Badguy. It really gets my brain churning for figuring out the complex nuances for controlling a character such as this. If there is a move I managed to input correctly I feel a sense of excitement to keep playing and learning more about this character. Plays quite differently from all the other characters I tried out in GGXrd Rev 2. I feel more accomplished winning CPU matches with him on harder difficulties.
I've been trying for so long to figure out the combo you say makes this obsolete in the description to no avail. If you still check this, any way you could link me what you are referring to?
The reason I was saying that this combo is "obsolete" is because there's not very many starters that should require you to use this run-under combo to get them back into the corner. That would normally be the case with the crossup TK alpha starter, however if you crossup with normal alpha blade instead, with the right spacing and timing, the alpha plus followup will hit them back into the corner, and leave them high enough that you can pickup with a cS and then go into a BNB corner combo. There may be some isolated situations where this run under combo here is technically optimal in terms of damage, but that's splitting hairs past a certain point and I think it's a lot of trouble for a questionable damage increase that will give you worse frame advantage for oki. This is what the crossup normal alpha combo would look like, you can play around with it on different characters and use 5P framekill just like with the TK version if you have enough time th-cam.com/video/O-LExW-8dSM/w-d-xo.html Somewhat relevant, there are some 6H pickups you can do after a high wall alpha combo that may lead to optimal damage. There's a lot of opportunities for them but they are pretty strict and not always worth it. Just to show that if you want to waste hours on combos, there's some nuance here. But for the most part, if you can keep them in the corner, it's probably the simplest thing to do th-cam.com/video/5lj-wdtKF1s/w-d-xo.html
any luck?
@@benjman8369 yes, thank you so much for this btw! i super appreciate all the stuff you've posted and your extensive response here
214HS > 3sD > c.S > 6K > 214P > Forward jump > j.K > j.HS > Cling > 9sD > sK > sj > j.K > j.HS > Cling > 9sD > sK lmk if i missed anything 👍
second jump needs to be a super jump. gl!
@@benjman8369 real ! ty
5HS > 214P > 5HS > sj > j.K > j.HS > Cling > 6sD > sK > 5HS > sj > j.K > j.S > j.D > 632146S > 214X i don't think i missed anything but if i did lmk 👍
both are super jumps
@@benjman8369 ohhh makes sense
unbelievable.
Went back to rev after the rollback update, and this is just an invaluable resource for playing Answer. Great work.
This was an awesome guide and I'm so happy that something like this exists for a character like Answer
Ngl i've been playing Answer since 2016 and i didn't know jack shit about the 228P parry install and i thought u could only get the Parry Airdash Yrc if the parry was done on a scroll cling, good shit my dude
It's some arcane stuff
27:21 will this combo still work on everybody if I do 2K > cs(2) > 6K > 214P > *5K* > link j.K... instead?
Yes it should, mind the spacing though. EDIT actually I'm not sure if it will always work on lightweights. I haven't played in a long time. But I think it will and it will def work on all others
@@benjman8369 ok thanks
rollback beta dropped and i came here to learn, amazin guide, thanks
Gl!
Thank you lord Benjamin
THIS WORKS ON MY BED??
teehee
Huh.. Looks like everything i liked about Strive Millia is more emphasized with Answer. He looks like a blast to play. i tried Millia in accent core and her optimal mixups are extremely boring, her Rev2 version looks similar to that i guess...
now that rollback was announced this will be my bible thanks a lot king!
I am not giving up this time GOAT benjamin
grindset
not planning on playing answer or anything. just wanted to say that is guide is actually top quality and deserves to be seen
Thanks man. I tried to put some real effort into making something useful and comprehensive, as this game is really complicated, and there are very few clear ways of approaching learning it. I'm glad that more people will get some use out of it with the new netcode
@@benjman8369 you did a wonderful job man, definitely my first pick to send to someone wanting to learn answer
@@benjman8369 Coming back to Xrd because of the rollback to learn my first main. Gonna be using this guide as my bible. You're amazing for doing this.
@@Teddy-k5y GL!
Ahhhh...Good to see you again Benjamin. xrd is fucking BACKKKKK
Dope guide bro
Thank you
No problem!
Business Ninjutsu Seminar! Thank you, sir. I have my Notepad ready.
Veeeryyy cooool
This is great I’ve been looking for answer gameplay. Any chance you have some answer v Kum footage anywhere?
Unfortunately not, but you can check out some mikado matches here. I haven't watched any of them so I don't know about the quality of the matches. insubstantial.org/ggxrd-mikado-matches/chars/answer/vs-kum/ I've played the matchup a few times (not very much) and it can be hard for Answer to avoid getting antiaired, even if you crossup. Run away a lot and try to play the ground game, using cards and normals. Try to reserve going in with scrolls for when Kum whiffs something, it's best if you have multiple scrolls setup before going in as well. Learn some Kum/Potemkin specific combos, his big body means you can deal a lot of damage and confirm into a 6K combo even on a crouching hit. Don't use Resshou on hit or on block because Kum has one of the best 2P mash in the game. Use FD against his ball okizeme to negate some mixup options. You can also try stand blocking the meaty ball, and then quickly return to crouch block to mess with spacing. You could try to wakeup with parry YRC against his ball oki but its risky since he can easily make the ball whiff on purpose. That gets more into mindgames. Another big problem in this matchup is that he can cash out big on a successful blitz rejection. So be careful and use good judgement with your pressure. Make sure you understand the structure of his burst safe combos, particularly the kick loops being almost completely burst safe. If he spaces his 6p, it is burst safe, with 2H, he can read your burst by jump cancelling but it's not innately burst safe. Remember that his air Hayabusa is +1 on normal block, - on IB. Ground Hayabusa is - but generally safe with spacing. Charged (red) ground hayabusa is + on block. If you 6P against it early enough as he moves toward you, you can stuff it for a good punish, but its a risk bc you can't know how long he'll charge it. You could also try to blitz it on reaction if he has no meter to try and blitzback, but again it's a bit of a read. A mostly safe optimization you could make is to try and IB the hayabusa when you think he will release it, and then just go back to blocking if you were wrong.
@@benjman8369 thank you so much. I’ve been digging through the internet for answer stuff, you’ve been a huge help thanks
@@johnr5779 Np, glad I could help. Yea, the resources are really sparse which is unfortunate. If I still played the game I would be uploading matches/tech etc. regularly.
I'd love to see Answer in Strive!
I hope has enough vacation days for Season 2
@@Ramsey276one they will upgrade his design by giving him another phone with Overwork Install super lmao
@@hacooray525unironically a cool sounding concept lmaoo
Idk if you play still but would you like to sometime? Im still a beginner and trying to improve so i hope thats not a huge deal😅
Hey, unfortunately I quit playing several months ago and don't have plans to get back into it for the time being. I would have played you though, I tried to help out and play with newer players as much as I could. However I am willing to answer any questions, direct you to more resources on the game, watch your replays and give advice, etc. If you are interested in any of that lemme know, probably would get in contact on Discord or something. I hope you enjoy the game and can find some cool dudes to play with! GL
@@benjman8369 ahh okay np thank you! If you dont mind me asking, what are you playing these days?
@@starbutter2730 Haven't been playing as much in general, but lately I've been playing a lil Samsho 5 Special. It's an easy game to get into and I like it a good deal, it's a very different fighter from Guilty Gear though. Been playing it on Fightcade. You should look it up sometime
@@benjman8369 Hell yeah thats awesome! Ive heard of it but never played but ill def. give it a shot. But anyway yeah i figured id ask just in case you still played, ive been really trying to break my nervousness and try to improve at fgs overall but im really glad youve found another fg to sink your teeth into!
@@starbutter2730 I understand the nervousness bro, it's a natural consequence of how personal fighting games are made to be. Just try to find cool people to play with regularly and you might find you enjoy the experience more. At the end of the day, it is just a game and there's no responsibility on your part to be an amazing player, what I've found is that the more demanding the game is, the more it conditions you to feel an unhealthy fixation on needing to be good and after enough time, it can create a sunk cost fallacy where you subconsciously put a piece of your identity into the game. It's a lot more difficult to avoid falling into that trap in games where the community is small and usually pretty hardcore. So I totally get where you're coming from and if I ever decide to play again, I will hit you up immediately! Guilty Gear is a pretty damn hard game so don't let it make you feel like an idiot. I will say it now: you will never get to a point where you feel "good" at the game. So just keep that in mind and pace yourself when you are actively practicing and trying to improve. I'm definitely not taking Samsho or any game as seriously as I did this one and honestly that's a good thing for me, lol. It's a lot of fun and fits into my life better than when I was really invested in GG. I didn't quit Guilty Gear because I disliked the game or had enough but because I was a little bit obsessed with it and was using it as an excuse to avoid life.
I come back to this guide constantly to refresh my Answer gameplay. It's really an amazing guide.
Thanks! I tried to cover everything major
Nice stuff pal, great to see guides for Xrd. Keep up the good work
No problem. Glad it helped!
mvp
What's the timing from the S.D command throw tech trap? I have it set to forward tech and the command throw keeps whiffing
like the one at 11:38? you probably aren't delaying the s.D enough if it's whiffing. or else you are inputting the command grab too slowly after the s.D. Remember that in this game, airgrabs can hit above the character and next to them but not below them. but to me it feels like quite a long delay compared to how you would time the combo.
Good guide, very in depth, should help me with getting started with rev 2.
Glad it helped! Good luck and have fun!
Dope set big dog
Really solid answer play! Did you get to play any strive and do you think it's something you'll play or a house of shit??
I played a little during the first open beta, I'm not very interested in it so far so I'm not going to spend money on it yet. I'm sure it will change a lot over time though
Do you know a way to practice safe jumps during this setup?
You can record chipp doing it as p2 and wake-up dp yourself, or you can use wakeup tool by labyrz if you're on PC
How did that cross up
wallcling forces crossup state
Awesome thanks!
Godlike, thanks!
Really nice vid It wil help alot. Is that okay if I send you spanish subtitles? it will help a lot a new people trying to learn him in south america community, thanks!
Absolutely! That would be awesome!
You're a GOD
poggers!
Yoooooo thank you , if be trying to see what made this so special. I kept on seeing Chapp do this and I had no idea how to do this. But from the description it is only good against folks with slow wake up timing ( elphelet , sin and such)?
It's good against everyone except Sol actually, he's the only one that can wakeup DP out of it because his DP is so fast. It's just a couple frames too slow. Glad it helps!
I didn't know you could IAD after 2HS and combo... into the lab I go. THANKS!