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Passing-time
เข้าร่วมเมื่อ 25 พ.ค. 2020
วีดีโอ
[KY] (Retreating) H A.SE ch~ Sacred Edge~ x
มุมมอง 3616 ชั่วโมงที่ผ่านมา
Retreating isnt necessary but it just seems like the most effective use framing
[KY] A.SE A2A ch~ iad x confirm~
มุมมอง 3016 ชั่วโมงที่ผ่านมา
Didnt check for much of the potential behind the addition iad js/h post SVT-S
[CH] 10+ Risc Genrouzan Dmg baseline checks
มุมมอง 1016 ชั่วโมงที่ผ่านมา
[CH] 10 Risc Genrouzan Dmg baseline checks
[KY ] Stun rays neta confirm scrap outline
มุมมอง 3716 ชั่วโมงที่ผ่านมา
[KY ] Stun rays neta confirm scrap outline
[KY] Throw~ 9 S.jump~ jx~ 2d~ Stun dipper(1) RC~ x outline
มุมมอง 4016 ชั่วโมงที่ผ่านมา
[KY] Throw~ 9 S.jump~ jx~ 2d~ Stun dipper(1) RC~ x outline
[KY] X~ high SVT-S~ (66) iad js/h scrap rec
มุมมอง 2016 ชั่วโมงที่ผ่านมา
[KY] X~ high SVT-S~ (66) iad js/h scrap rec
[KY] x~ Stun dipper(2) RC~ (66) 2h~ x outline dmg recs
มุมมอง 3416 ชั่วโมงที่ผ่านมา
[KY] x~ Stun dipper(2) RC~ (66) 2h~ x outline dmg recs
[KY] Double gs~ Double VT-S/H Loop outline draft
มุมมอง 1416 ชั่วโมงที่ผ่านมา
[KY] Double gs~ Double VT-S/H Loop outline draft
[JO] Handful of SMF1 confirm concepts
มุมมอง 2814 วันที่ผ่านมา
Couldnt quite find an enkasu or db kd at more practical confirm ranges without meter
[JO] Anti dp "corner slip" oki using Iad post db kd
มุมมอง 3314 วันที่ผ่านมา
Isn't limited to kd set ups, should work after 2p/2ppx if you hit the right ad timing, might not work on ib/fd You can do this against the sols and a handful of other reversals with iad, sjiad and superjumps in some cases You do not need to jk or catch them with a normal afterward but you are in turn giving up the corner
[VE] A handful of outlines/info on fshikis in desc.
มุมมอง 1221 วันที่ผ่านมา
VE Js~ jk~ FB MS DI AN AX JO TE PO(Js~ Jh or Js~Js ~ FB MS) JU Didnt bother to do complete logs of every single person the MS one hits or extensive draft recs of L.Ball/N.Ball F shiki set ups as I dont necessarily have the time. x~ jh~ red hail fshiki starts killing at around 1/6th-1/5th of everyones max hp and with 10-15 risc it starts killing at around 1/4th (The 32 mark on the hp scaler). Un...
[VE] Baseline for 6k kd on Featherweights
มุมมอง 13หลายเดือนก่อน
[VE] Baseline for 6k kd on Featherweights
[VE] 3 Ball set up post throw for slayer
มุมมอง 11หลายเดือนก่อน
[VE] 3 Ball set up post throw for slayer
[VE] A Look at 6k Kd potential vs Slayer
มุมมอง 9หลายเดือนก่อน
[VE] A Look at 6k Kd potential vs Slayer
[CH] Rec. for utilizing mid air tech back turn potential
มุมมอง 17หลายเดือนก่อน
[CH] Rec. for utilizing mid air tech back turn potential
[VE] 5d~ Double mid air set~ Jh kd~ Safejump/S-T
มุมมอง 16หลายเดือนก่อน
[VE] 5d~ Double mid air set~ Jh kd~ Safejump/S-T
[PO] Full screen S.Head~ Mid range prox. Strike-Throw mix
มุมมอง 9หลายเดือนก่อน
[PO] Full screen S.Head~ Mid range prox. Strike-Throw mix
[CH] Anti dp/Midscreen wall cling reversal checks on low qual kds
มุมมอง 23หลายเดือนก่อน
[CH] Anti dp/Midscreen wall cling reversal checks on low qual kds
[JO] x~ standing coin hit~ 6h link in corner
มุมมอง 41หลายเดือนก่อน
[JO] x~ standing coin hit~ 6h link in corner
Nice
Does this also work on feather weight characters?
Yep- It even seems like a fair lot more effective on them if youre throwing them in the direction you are advancing to.
Thanks will definitely lab it
WACK
This is actually pretty nifty
Gamer dmg
iirc this is also possible with PO (using c.s and maybe also 2p) but it'd be fucken wicked if it worked on anyone else
PO is the only other char this works on, dustloop has that noted on CH's grnd throw tab. JU was the one added moments after I posted this.
Is that the power-up animation you're doing a jumpback SB out of?
Hey, can you explain exactly how to execute this as Chipp? I know the input is literally in the title, but it's eluding my hands lol
956/66> sb> (5>7/8/9 or roll your stick into 7/8/9 from your chosen sb input) While in many cases youd want to be inputting this as fast as possible, you can get just as much mileage out of this with a delayed jc starting out/in general. be wary as its strength against AT/strong AA's starts to decay a fair bit the more you delay it, but its strength as a mixup/oki tool remains almost unaffected- its just that as an active mixup tool the ability to avoid any manner of AA and mixup go hand-hand after a certain point This a set I had seen somewhat recently that I recall having a few ex. of sammito occasionally doing the cancel on with a significant delay behind it both in neutral, blockstrings and on a few kd's: th-cam.com/video/Uwp9ULbnLvE/w-d-xo.html
@@passing-time4286 HOLY FUCK DUDE THIS IS THE COOLEST CHIPP TECH EVER. Thanks for the explanation! (Also thanks for the set link, I haven't seen this one around in my usual YT searches. Will be watching this one later for sure.)
Is this possible on any other character?
yoooooooooooo
Sick.
Is this the correct video?
No, th-cam.com/video/gxbgEayLXpI/w-d-xo.html this is it Also, thanks
This is extremely dumb and I love it
So sick... Had no idea you could get this much corner carry.
I’m still a bit of a beginner at this game so forgive me if this question is silly but what advantage does Kara Cancelling 2D into GB give as opposed to just going for the GB without Kara Cancelling into it?
Hos has a sub mechanic tied to his charge specials called "charge keeping" (done by doing 214/236x+d), which grants him access to his lv1 specials at any percent range so he save that charge for more meaningful hits/dire situations while also avoiding immediate AC activation. In gg there is a priority scale for the buttons (P-K-S-H-D) Gb and Charge are both layered over the 214 command so if those s/d inputs overlap at any point charge is coded to come out at all times because its higher on the priority scale than S so you cant charge keep with it under normal circumstances. Kara canceling 2d allows you to create a "loop hole" in the priority scale rule because youre not inputting 214d (charge)
Passing-time Ah I understand perfectly now. Thanks for the comprehensive explanation. Also I really love all these vids you’ve been posting for the community, it’s truly great stuff for people who want to pick up HOS like me
Also, the question wasnt silly in any sense for a no. reasons and overall it assists in informing others who may have the same question in the future during their start with the game. There should be a bit more info here on most of the mechanics hos has on him and few guides to follow those write ups: www.dustloop.com/wiki/index.php?title=GGACR/Order-Sol
@@ahari8142 Np
not a glitch persay, but more like two odd game features combining (Auto JI like you said + forced landing recovery carrying over to other moves because that "game state" never disappeared), and yes you can definitely "erase" hard-coded landing recovery in gear via double jumping in some situations, or by doing a falling attack right before landing recovery, which erases it *too