GUILTY GEAR Xrd REV 2

GUILTY GEAR Xrd REV 2

View Stats:
TheNovelista Feb 22, 2018 @ 1:45pm
Any tips for Baiken Advanced Combo 10 and Kire Tatami on pad.
I want to main Baiken so I want to clear all her combo challenge but Advanced 10 is the one I just can't do it.

I heard that Advanced Combo 10 involve Kire Tatami which I understand in theory but I can't do it. Is there any trick (2369856+K is a nightmare for me) or maybe alternative way to do Kire Tatami that maybe easier.

I played on PS4 pad BTW.

Thank you.
< >
Showing 1-13 of 13 comments
Aswerr Feb 23, 2018 @ 2:23am 
Did you complete missions in dojo before it? There are trick named IAD (Instant air dash) №45 on list, it might help you. To do it you need to pu 9 then release to neutral (so 5) then fast put 6 once (not twice) and then Kire Tatami.
TheNovelista Feb 23, 2018 @ 4:20am 
That is IAD Tatami (956236K), and I can do that consistently. Kire Tatami (236956K) is different, it kind of similar but Kire Tatami is faster and lower to the ground than IAD Tatami but IAD Tatami covers more distance than Kire Tatami.
Aswerr Feb 23, 2018 @ 4:48am 
Then sorry for bad advice, i made it through IAD and don't know alot abou fightings.
Don Bone Feb 23, 2018 @ 5:53am 
Aside from startup timing & distance covered, the core difference between IAD & kire tatami is that in IAD tatami, the tatami 'explosion' occurs on air, as opposed to on the ground as with kire tatami. The tatami explosion can launch opponent into the air for conversion, and so, if say, the IAD tatami is blocked low, the explosion doesn't hit them and them getting hit by the falling tatami only puts them in a short blockstun/hitstun, depending on if they block the falling tatami. In short, IAD tatami requires very specific positioning to launch opponents with it, and even if that isn't the intention, the IAD tatami will take time to hit what's below.

Kire tatami however always 'explodes' on the ground. And idk the frame data specifics, but apparently you recover from it faster & puts your opponent in longer blockstun, if they block it. And it's sure to launch opponents if it hits.

It's always been mad difficult to pull it off due to how strong of a tool it is. It sounds doable on sticks, but as a fellow pad player (also using the DS4 btw), it's finger breaking business.

The best pad trick input I've found so far is to treat it like TK inputs, but with one extra button inbetween the previous & the last button input via 23686K. If you can do Millia's TK bad moon (2368P) then try to get the 2368 motion down & then within the same timing as TK bad moon, try to squeeze in another 6 before inputting the K. The input window is nearly the same as TK bad moon, so it's very short considering you need one extra directional input after the 8.

Which is still mad difficult btw, especially if you're on the player 2 side. I haven't been playing, but I also wanna lab if a clean 236989K or 2369896K input works. Lesser thumb stress that way.
Don Bone Feb 23, 2018 @ 5:56am 
Also, I notice you're from Thailand. Are you in the Airdasher Thailand facebook group yet? Do search for that group on fb & join it. The guys there will help you on your FG journey.
TheNovelista Feb 23, 2018 @ 6:20am 
Thanks for an advice, will try later because my left thumb is blistering bad lol, and yes, I already in Airdasher Thailand group but I don't have much confident to interact with group members yet. I just had some BBCF match with some members in the past but just only once.

Still, I want to improve myself but I just never think I good enough for meet with others yet.
TheNovelista Feb 23, 2018 @ 6:46am 
Finally, I passed Advanced Combo 10 with lucky Kire Tatami lol. I can't do it for the most of time but I think I start to understand its input and timing but now my left thump is hurt as hell.
Don Bone Feb 23, 2018 @ 6:55am 
Ah, good then. Meeting online is fine too. I'm friends with them & from what I can tell, they're very welcoming & always on the lookout for new recruits.

btw, think I forgot to mention that I still can't do it reliably either. So which input did you use? Still on the lookout for the best input myself.
TheNovelista Feb 23, 2018 @ 8:18am 
I use 236956K just because I can pull off Kire with this input more often than others but it still doesn't have much consistency, maybe if I practice more I can do it more frequently, like TK Youzansen that I use to struggle with.
Don Bone Feb 24, 2018 @ 7:11am 
Been looking since TK youzan does have a couple of alternate inputs, and most are reliable. Only a matter of which one suits you best. Doesn't seem to have one with kire tatami it seems.

Then that may have been the best input for kire I guess. Shame that I can't pull it off consistently enough stilll. I hope it's really just lack of practice, as I did once with TK bad moon. Hopefully, I can do it as consistently as Sharon always does one day.

TheNovelista Feb 24, 2018 @ 2:16pm 
For me, my most consistent (but still poor chance for me) input is 2369856K. You can see in training mode that this input will make a "9" in joystick motion. I still cannot do it very well but when I can do it by chance, I always make a clean "9" motion. There are some problem tho, sometimes it just IAD, sometimes just IAD j.K, sometimes normal jump tatami, and sometimes only jump and nothing else lol. I think the time to press K is the reason why, so I think K timing is as important as the motion too.

I think it is not the input is inconsistent but just my input isn't clean enough.
enrokike Feb 24, 2018 @ 5:57pm 
Well this is really hard to do , hardest trial so far.
I started getting the Kire Tatami when I choose speed over accuracy on the motion AND going neutral after the 2369856 before the K(crucial part going neutral before the K).
The timing for the Tatami is kinda loose but the input have to be really fast , then you have the IAD D that have to be very fast with a very tight timing and then the Kuchinashi have a ver tight timing too.
TheNovelista Feb 24, 2018 @ 10:01pm 
Strange, I never have a problem with IAD D, and Kuchinashi timing for me is just do it the moment you touch the ground and P-link K~P to make the follow up move come out as fast as possible, if done right, there shouldn't have any Koto sound when you do Kuchinashi.

Going neutral after 2369856 really helps but my execution is kinda bad, so I'm still not very consistent with it. I think I need much more practice.

Thank you very much, BTW
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Feb 22, 2018 @ 1:45pm
Posts: 13