Friday, February 24, 2012

GGXXΛ+: Ky Kiske Greed Sever Loop

http://i247.photobucket.com/albums/gg141/Skiegh/KYLoops2.gif

Ky Kiske or as I think of him; the Ryu of this game. He's easy to learn and contains some very shoto elements. (good uppercut/fireballs/zoning)

So I heard you like loops? Well, good, because that's what this combo is all about! Granted, it's not very damaging but I'm sure that's my own ineptitude than anything else, I'm sure there's more beneficial ways of doing it. Regardless, Greed Sever is a nice little ability, that while slow, grants a free combo opportunity on hit. Essentially a powerful overhead ability -- I like it.

This combo revolves pretty heavily around the fact that a lot of Ky's attacks induce a lightning shock (The inability to tech), allowing him a lot of time to combo into other things. His s.HS is great for this since it's pretty fast but induces quite a lot of said stun. After a point however, the stun becomes less effective and you're forced into mixing up the move from more Greed Severs to a super jump cancel into K, S, Vapor Thrust. (Ky's shoryuken) Of course, in this version of the game, Vapor Thrust can be followed up by Rising Javelin, a nice little zap of lightning which bounces the opponent against the wall and can be FRCed. That said, this combo could have been longer but just look at that damage scaling, it's not worth the meter.

Also to note, at the end I used one of Ky's useful yet useless ability, Lightning Strike, which can only be used against downed enemies. It's decent damage and a nice finisher I suppose but that's about it.

Thursday, February 16, 2012

GGXXΛ+: Baiken Youshijin Counter Combo

http://i247.photobucket.com/albums/gg141/Skiegh/BaikenBlockCounterBnB.gif

A decent showcasing of Baiken's primary style of play which is offensive defensive, primarily due to a good 4 of her abilities only being able to be used while guarding. Personally, I love that style as it is generally how I play most games, why I hate SF4 so much (because it's impossible) and why I love SF3 and it's parry system. 

I start this combo with Youshijin, one of her abilities which can only be used while guarding and as you might expect, it's easy to get counter-hits when you cancel your block stun. As such, my opponent can't tech his landing, allowing me to land f.HS into a Tatami FRC. From there, it's all just the typical Baiken BnB affair. I do show how Baiken can use a nice FRC, (Air) Tatami follow-up to perform her usual BnB length even at mid-screen.

Wednesday, February 8, 2012

GGXXΛ+: Baiken Counter-hit Combo

http://i247.photobucket.com/albums/gg141/Skiegh/BaikenCounterhitCombo.gif

A counter-hit combo for Baiken; the one-eyed, one-armed, female Kenshin, though apparently inspired by Tange Sazen.

The reason for the counter-hit is more for showing off more of her abilities in one combo rather than it being necessary for this combo. Counter hits involving her aerial Tatami Gaeshi (It's essentially just a flipped floor mat -- you know, those Japanese style floor planks.) results in the opponent wall bouncing from any distance and not being able to recover. The regular version however can be recovered after a short while and will only knock them into the wall if they're quite close to it.

The inability to tech allows me to link into Baiken's Kabari, a chain with a claw at the end of it which pulls opponents closer to you, while also allowing you to perform her Tetsuzansen which are those two vertical slashes.

Other than that however, this combo more or less showcases almost the entire content of Baiken's BnB, which is generally just j.p/j.s into j.d. Her j.d is very nice as it takes away the player's ability to tech the fall which is great for setups. You'll also notice that the move is able to be FRCed which is something you can do to extend the damage of it, specifically mid-screen where you can't follow up with the dash into j.s, j.d.

Overall, I quite like Baiken. She makes me debate my choice in main character as I do love her offensive defensive style. A lot of her abilities can only be performed while blocking and she even has a command dash that blocks. (I'll attempt to show those off somehow in a GIF) I love that form of play so I may consider making her my main. God knows parrying is all I'm good at in games.

Wednesday, February 1, 2012

GGXXΛ+: Chipp Kick Plummet Combo.

http://i247.photobucket.com/albums/gg141/Skiegh/ChippKickCrashCombo.gif

Bizarre little Chipp combo that I came up with after experimenting a bit with Chipp's rather unique aerial kick. It's uniqueness (and awesomeness) comes from the fact that it's two hits, the first being a standard hit that generally raises an opponent slightly while the second being one that provides a hard knockdown, thus lowering the opponent. You can tell just from the description that this sort of has infinite potential where you simply raise a player up and down indefinitely, resetting your jumps easily upon hitting the floor and I believe it does but it's rather tricky and not worth much in terms of damage.

The hard knockdown from the second hit is just strong enough so that if the opponent is close enough to the floor, they will slam into it and not have time to recover and as such crash into the floor without the ability to tech the landing, allowing me to connect Gamma Blade; the rather amazing zoning technique that Chipp has that locks an opponent in place for a moment.