Jump to content
Dustloop Forums

Recommended Posts

  • Replies 15.4k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

It's cloudberry jam she's based on, not cranberry....

I know, unfortunately I have never ate a cloudberry...
Posted

It's somewhat tart, citrusy almost. Has a lot of sweetness when made into a jam.

number one kuradoberi jam information source right here

Thank you Amadeous, lol ill be sure to ask you next time. Oh yea you still drawing jam stuff?:0
Posted

Discuss Xrd, dipshits.

I saw something interesting today. Heat Knuckle got Blitz Shielded. Next time you're airborne against a Hammerfall YRC keep that in mind.

Granted the Potemkin could just not Heat Knuckle until you're drifting down helplessly during your whiff, but that's the fun of it.

Posted

BSing Heat Knuckle seems consistent with being able to Slashback ON in AC.

Posted

How about this then: Being able to BS Rashousen? You can Hammerfall through it (still this way in Xrd I assume), and it's a projectile so it wouldn't get you anything, but I'm just curious lol

Posted

You can't BS Overdrives anyway.

Totally forgot this. I can relax again.

BSing Heat Knuckle seems consistent with being able to Slashback ON in AC.

You could slashback Heat Knuckle, too, but it was glitchy and weird (you still got caught in his hand, but could act freely - so long as you blocked the extra hits and did something about Extend).

Posted

heat knuckl is an unblockable strike and not a throw, always has been. same with atomic collider, this is why you can blitz shield heat knuckle.

 

in bbct you could actually put someone into an inescapable atomic collider if they barrier blocked 2C even though grabs/blockstun etc would make for escapable throws.

 

you can do the same thing with FDB reflect in the xx series. if you time your heat knuckle when they're in blockstun in the air because of FDB reflect, they just get hit by heat knuckle with zero ways of escaping. not easy to set up but yeah.

Posted

It's easier to setup in Xrd since you can do FDB Reflect, then YRC something (usually hammerfall) before the project is about to collide with them. You can react standing block -> Slidehead or air block -> Heat, much easier with the time slow now as opposed to have to do it all Real Time. Plus if you've got another 50%, as you mentioned in the other thread he can turn a Slidehead near the corner into massive damage.

Does BS Rejected state count as being in hitstun for YRC purposes? Not sure I've ever seen that come up before.

Posted

Has there been any news for Leo recently or are they making wait until closer to release?

He hasn't even existed in the public eye for a week.

Posted

He's getting patched in Feb 23rd as part of the ASW Update Promotion. BBCP is receiving Jubei and Nine on that day. P4UUSH is receiving Femtag and Masao (complete with Mark reskin for the US release. PAL will instead receive an update that bricks their PS3s).

Posted

The american definition of fuzzy guard is different from the japanese definition.

When ogawa uses the word fuzzy, he was referring to fuzzy defense aka OS defense (eg fuzzy throw, fuzzy jump, etc). Presumably I-no disregards defensive OSes even midscreen is what he was saying.

 

Thanks for the explanation, I didn't know this.  I'm actually not aware of most of these defensive option selects (besides the throw/FD one when "attempting" slashback on wakeup), so if anyone could explain some of the more basic ones or link me to an explanation that'd be great.  Like, what Mynus said about fuzzy throw/jump/guard, if that's all covered by one thing.

 

Explanation

 

I didn't say that j.D FDC by itself was risky, I said that j.D FDC into a low is risky, because of the 8 frames of landing recovery.  I didn't realize that making contact removed the landing recovery in Xrd, so that's my fault.  If the opponent is crouching (you're trying to hit them overhead for a reason), that's one extra frame of hit-stun, which makes it possible to combo off of j.D FDC j.S, which I've seen footage of.  I honestly haven't seen all that much footage, so I was going off of my experience playing at E3.  I confirmed that the landing recovery was there in neutral (and that it felt exactly the same as AC, even though that's not worth much), but again, I didn't know that making contact removes all of the landing recovery.  That's pretty awesome.

 

Anyway, if you were to opt NOT to go into j.K/j.S out of j.D FDC so you can go into low/throw, you're a sitting duck in front of them for 8 frames.  Combined with the 5 frames it takes for 2K to start, or the 5 frame gap you have to leave before going for a throw, you open yourself up.  The problem was mostly that without a way to go into a low instead of the overhead, IE doing c.S/5K > 2S / j.D FDC j.K, you'd have to push the mixup forward to when you go for the overhead.  Otherwise it'd just be "here's this unreactable overhead in a situation where you couldn't do a low anyway".  I mean, you could go into 2D, but it's slower, so if they IB they can poke out, and it's - on block, so if you follow up with HCL they can continue to low block under it and punish you after making it whiff.  You could also go into STBT after either c.S or 2D, but that's also risky because the gap is pretty big.  It's also odd since STBT doesn't really give you anything anymore... STBT-H can combo, but STBT-S is pretty much just a reset opportunity unless it hits or is comboed against an airborne opponent.

 

I realize that the mixup off of HD is still strong, which is why I didn't complain about it, and I realize that j.D FDC is effective off of j.S out of HD, but again, I didn't realize that making contact removed the landing recovery, which is a significant improvement.  I was assuming it was more like AC, in which case you mostly needed to spend meter to combo off of j.D FDC j.K.  There are many situations where you'd want to use j.K out of HD instead of j.S, which I thought was restricting what you could do with it.  Combined with not getting meterless combos off of Sdive or CH Kdive, along with the 2S changes I was complaining about, I figured her mixup was weaker than it is because of the increased cost in some places and reduced gain in others.  I did realize that VCL YRC was really good, but I didn't realize that it removed a bunch of defensive option selects because I didn't know about them, and still don't know about how they work.

 

Doing j.D FDC with a burst is definitely hard during a match when there's pressure since the timing is so tight, but I'm sure U-Zen and the others will eventually get past it, given their record of managing technical stuff with I-No for all this time.

 

I did say that I didn't think there was character bias right after making that matchup comment, because there's a bunch of info that wasn't given.  Now that you've translated this for us I understand a lot more and can agree with his assertion.  I kinda figured she'd be considered mid, since that's where the majority of players had her, and that's where I thought she'd be based on my prior info.

 

 

As for AC matchups, I'll be brief since this is off topic:  Maybe we need more discussion about them in the correct part of the forum?  We do have +R and a bunch of new shit to consider, and looking back there's 12 characters in the I-No section with less than 10 posts, 6 of which, not including Justice and Kliff, have fewer than 5 posts.  I had to dig around a lot over the last few years to get any kind of understanding of I-No's matchups since the majority of my play time is against Sol and Axl, and most of that came from looking at the other character forums for what they said the matchup was.  (I thought that Sol, Zappa, and Venom were considered in the "even" range?)

 

 

I hate to use the "I didn't know" excuse, but you explained the stuff I didn't know and asked about, so thanks a bunch!

Posted

It's a bit late (wrote this last week, but Ian only ran it now), but our short article on the Xrd TE2 is now up.

 

http://shoryuken.com/2014/09/25/mad-catz-prototype-guilty-gear-xrd-sign-arcade-fightstick-tournament-edition-2-exhibited-at-tokyo-game-show-2014/

 

Nothing new, just the shots that Mark showed off at TGS. That said, I really like the design of this. Sometimes, just going with an abstract design with no characters looks so much classier.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...