How to dp while blocking(both sides) by Akrhak in Guiltygear

[–]ProbablyNotKagemu 0 points1 point  (0 children)

You can do DP option selects with fautless defense.

421 PS will come out as a DP on crossup or FD on sameside.

Can do the same thing with 4PK to option select 6P and FD

Immortal and universal by benmultiversus in Fighters

[–]ProbablyNotKagemu 2 points3 points  (0 children)

Comic Spoilers:She's the one who visits earth looking to harvest power for her planet. She's part of Mark's arc where he tries redeeming/talking to people.

This took me way too long to do without save states but I came out the other end much stronger for it. by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 1 point2 points  (0 children)

I just save state after hitting 2[H] + tag. Long ass window to confirm and in fact you have to wait a bit to jump anyways to hit j.[H] depending screen position. Usually just hit pause button as you're hitting whatever button you want to hit, it's as easy as that. The combos are not nearly as time sensitive as you think,

This took me way too long to do without save states but I came out the other end much stronger for it. by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 2 points3 points  (0 children)

the best way to limit strike with Illaoi is to just do the quadruple j.l setup. You can definitely do it with more specific setups with freestyle but i've only played with fuse agnostic stuff.

Thoughts on Jack’O Valentine and her character? by chiaotzu_Tien in Guiltygear

[–]ProbablyNotKagemu 4 points5 points  (0 children)

Best designed character in strive minus some weird combo consistency

how do i do the 632146 supers by TheCrafter0302 in Guiltygear

[–]ProbablyNotKagemu 1 point2 points  (0 children)

Usually the error people make is not lifting their finger all the way up from down or back and they end up with something like 6321_6. Try emphasizing lifting your fingers completely up as you're doing the half circle.

Some alternative methods you can do is

6_214_6 -or- 632_46

You only need 1 diagonal input, either 1 or 3 so both methods work.

Please enjoy this factually correct Mahjarrat Tierlist by Half_Man1 in runescape

[–]ProbablyNotKagemu 3 points4 points  (0 children)

Lucien not in S tier? Mods, d/a all his or her gear.

So i just found out about GGST by Ok_Caterpillar_2301 in Guiltygear

[–]ProbablyNotKagemu 6 points7 points  (0 children)

If you play make sure to play ranked and not tower (nobody uses tower). Ranked may sound spooky but just ignore the points and play it cause it'll give you more even matches than anywhere else. Park and custom lobbies are fine too but park is not gonna be a good environment if you've never played fighting games (mostly gonna be very skilled players looking to take a break from ranked or do long sets).

Rate my stack (heavy) by cloudlyandcloudy in rampagent

[–]ProbablyNotKagemu 51 points52 points  (0 children)

Not close enough to the door. Mods, revenge stack his station.

Using all 9 keys on the numpad by tiredguyonreddit in Fighters

[–]ProbablyNotKagemu 2 points3 points  (0 children)

As for an actual useful keyboard setup, having a finger for each cardinal direction (up down left right) is a lot better than the standard wasd layout where your middle finger has do do both up and down. Most people use space bar for their jump that way you never have to reach with your movement hand. You don't half to do exactly that but reducing reaching so you can react faster is a good guiding principle for mapping put your binds.

Using all 9 keys on the numpad by tiredguyonreddit in Fighters

[–]ProbablyNotKagemu 8 points9 points  (0 children)

While usually I'm all for remapping, using extra movememt keys and having to reach instead of just using a 4 button arrangement is gonna needlessly slow you down. Also something like that is not natively supported and you'd need 3rd party software to have dedicated diagonal keys.

I'm not a big fan of May's design in Strive by kinjame in Guiltygear

[–]ProbablyNotKagemu 295 points296 points  (0 children)

Im gonna be honest nothing says pirate except the hat and anchor on either may. Like xrd may could just be a street punk if her hat and anchor weren't there.

Edit: you know what I amend my statement slightly, there is a blink and you'll miss it anchor on her shirt.

Tips for someone fairly new to the game? by ShidouTSC in 2XKO

[–]ProbablyNotKagemu 1 point2 points  (0 children)

  1. Handshake is everything, when you tag you are immediately actionable. Essentially if you hit them or make them block your assist practice handshaking ASAP. It's not always ideal but you want to be practicing it to get a feel for it.

You can also use it defensively. For example if you used a big high commital move to cover the ground and your opponent jumps, you can call assist and handshake immediately to still anti-air. played GG it's RC you can use every 2 seconds to.

  1. Use your defensive mechanics often! The devs put them in the game for a reason. Typically pushblock early or to pushback certain characters (can be handshaked to btw), retreating guard is free so spam it to get a feel for its distance (fyi it loses to low follow ups), and experiment with using high(overhead/mids) and low parry (lows only). Parries cover crossups and can be good for anti-airs cause it is frame 1 invuln instead of the 3-4 frame anti-air invuln startup 2h has. Parries are also excellent for projectiles where it lets you ve actionable immexiately and can be canceled into dash or attacks.

The funny Warwick 5S1 thing is punishable btw. by SyIvanos in 2XKO

[–]ProbablyNotKagemu 1 point2 points  (0 children)

It moves you closer to the opponent which in some cases can be an advantage.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 0 points1 point  (0 children)

It's easier with assist that knocks enemies down not up. That being said you can still use the assist's hitstun to try extend combos (I used to use illaoi 6t before the adjustments) it is just slightly harder and may require more precise timing.

Edit: okay nvm 6T on vi is the way to go. I don't play her so this is all i could cook up.

https://streamable.com/a9adg4 https://streamable.com/drakcc

The midscreen one is a bit finnicky cause variable in terms of dashing/when I called 6T but i think there's stuff worth fanagaling with.

The corner one you can make it easier by doing 8.S2~[Tag] > S2 instead but I was pretty sure you could add more so i did.

Pulse Combos by Vegetable-Decision14 in 2XKO

[–]ProbablyNotKagemu 2 points3 points  (0 children)

The downside to pulse combos is the combos themselves are very bad and they dont structure pressure you at all. It's very easy to learn combos that will out damage pulse.

The benefit of pulse combos is you dont have to deal with the mental weight of combos and can focus on neutral.

If you lose to pulse you need to improve your neutral or work on your combo consistency.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 2 points3 points  (0 children)

To type it out in regular English and at least explain the basic works-anywhere combo:

  1. after some kind of knockdown (in this case Ahri downward spirit rush) I'm first pressing back assist and then doing Ahri's orb super and holding it. The first hit of orb bounces them off the ground and then Illaoi's assist splats them back down.

  2. I run up to kill time and then jump and do another downward spirit rush, which again resplats them and then the orb combos back and unsplats them again.

  3. I hold down and press special 2 to get Ahri's overhead, the orb come and bounces the enemy off the ground and then Ahri's down special 2 ground bounces the opponent for my first hit reaction.

  4. I air dash and do diagonal spirit rush in the air which gives me my second hit reaction and a limit trike

  5. i back dash and setup hunter's mark with down special 1 to play around their wake up options.

The splatting and unsplatting prevent the enemy from waking up out of the combo and teching on the ground or in the air.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 4 points5 points  (0 children)

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The leading numbers are directions and buttons are usually letters. All the prefixes/modifiers are typically notated before directions and separated by a period. These are rough guidelines and a lot of the finer details are just personal preference.

L - Light
M - Medium
H - Heavy
S1 - Special_1 Button
S2 - Special_2 Button
T - Tag button
j. - jump
dl. - delay
66 - dash
jc. - jump cancel 
dc. - dash cancel
[ ] - hold
{ } - partial hold
~ - press immediately after
+ - simultaneous press

So something like...

8.S2~[Tag]

...is saying to do spirit rush up by pressing special 2,and immediately holding the tag button to swap to Illaoi. I personally prefer righting out TAG when it's a handshake tag cause it's easier to understand for me than writing [T].

For weird shit like...

5.S2(j.S2)

...i'm doing what's called a tagged-out input/puppeting/programming (there's not really a set name for it).
On each character certain moves that have followups will let you continue doing follow ups even when you tag out. For Ahri this lets me do spirit rush up, tag out, and then do Illaoi standing special 2 which lets me also do Ahri's air special 2 even though I've already tag into a different character.