for CH 2H you can get corner oki by doing CH 2H > 214P > c.S > 2S > 214K~P, (c.S > [dl. first time] 2S > 2H > 214P~P ) x2. and for CH 5H you can get oki closer to the corner than your route by doing CH 5H > 214P~P > 2H > 214P~P, c.S > 2H > 214P > c.S > 2S > 2H > 214P~P. off CH 2D you can get CH 2D > c.S > 5[D], c.S > 214P~P, c.S > 2S > 2H > 214P~P WS which i believe is more damage than your combo.
and also theres a lot of starters which I assume you didn't include because its been like 3 days since slayer dropped, but the lack of a ch 6H combo stands out when you have corresponding pb loop combos for both ch 2h and ch 5h. also maybe addressing corner bunker loops?
Thank god, I finally did the cs 6h bnb. For anyone who’s struggling with the Roman cancel you have to dash cancel the Frrc into p dandy step to switch sides.
Sometimes I feel like the term "autotimed" is a misnomer for basically anything in GG. For example, Counterhit Dandy S confirm, you have to time your inputs for MOST the things you do in this combo, because stuff like dash and long recovery moves will just eat your inputs, and you can't mash c.S because it'll immediately chain into f.S. Not complaining about the *difficulty*, I'm not good and I've got bad hands. But I think GG players take the word "autotimed" for granted when so much of this game requires you to have a perfect feel for when the recovery of your stuff ends, or else you lose the inputs entirely haha. If you can't mash out the first button for something and not have said mashing immediately break the combo, it aint autotimed, it's just (relatively) easily timed.
the timing is very very awkward. best advice aside from just practice would be don't mash and experiment based on what your error was each time (if otg, too late, if dandy follow up then too early)
Feel like this is one of those things you just need to keep practicing. Been a while since I played but I remember you can’t just mash it. You have to time the input just a few frames after the RC.
If you're doing 66frc try to time your input so that you press p right as the blue double from forward rc appears. The timing takes a little getting used to.
If you're used to do doing a lot of fast PRCs remember that the fast cancel window for RRC starts immediately instead of after 6 frames like for PRC/BRC, so don't delay at all. That might be what's messing you up
FRRC is not a humanely possible input to achieve without cheats, so the difficulty for it is set REALLY REALLY REALLY WRONG. It's about 100/5, not x/5. The rest of the combos either got patched out or never worked to begin with. In other words, none of the combos in this video are functional. 0/10, downvoted.
@@me_lolo no, just a guy very upset for spending 20 hours in training over a video with combos that are either not working or not humanely possible to input.
What if you just FRRC instead of Fast FRRC after pilebunker? Will it be more time restricted for the loop? or we just doing the FFRRC for the saucy combo?
I like how he rated 5h as 1/5 and it's like the hardest one because of the third pilebunker lmao, I've found the shorter the string the better for both damage and your own mental stack