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Posted

So that yellow cancel at 6:53 after 2D (which clearly makes contact) was fucking with me for a minute until I found a more literal definition for yellow cancels, per the wiki:

Yellow when Roman Canceling while the opponent is in neither hitstun nor blockstun. Occurs during start-up and early active frames. Can also be performed in neutral or during movement options. Costs 25% Tension.

It looks like he cancels it during the startup of Millia's burst, when she's technically not in hitstun or blockstun. Found it interesting enough to point out. May be a pretty solid option select for burst punishing if you've got 25-49% bar?

Posted

Yes, it's all about opponent's state. Like if you hit Zato's eddie and RC - you'd get an YRC, because Zato is not in stun.

Posted (edited)
http://blog.livedoor.jp/en712/archives/51910108.html

En wrote something about Xrd, but google-translate utterly butchers it and i can't understand anything.

He feels like j. H is really good and that j. H, dandy step, backdash cancel Mappa, and 6HS will be the core of his neutral game. He mentions the recovery increase on 2D and range decrease in 2H being pretty big. After Mappa RC you can link Crosswise heel and some other stuff, but the scaling makes it kind of so so. He thinks it might be better to go for DOT in combos for the corner carry and scaling. 2S is a strong anti-air, but I think when he ends his thought with "対空は強い?" he's wondering if anti-airs will really be that strong in Xrd. For okizeme, you have the regular dash left/right crossup, and he says BDC or FDC P dandy step helter skelter left/right mixup seems very strong. He also mentions j. H > j. D being a link, I guess as an air combo ender, which I think is new in Xrd.

If anyone who knows technical fighting game Japanese reads the blog post, is 無敵付加 like dash cancel invincibility or something?

Edited by 9:02 PM
  • 2 weeks later...
Posted

Kinda quiet in here...

Hellfire Corner: 5S>5S>236K>RC>5D>S>S>INSTANT KILL MODE>236236HS

Also, been messing around with BDC>Bite for anti air. Command is 6321447HS and it works pretty well in cases where 2S wouldn't be as effective, you can occasionally do it to people on wake up too.

This may have been mentioned before somewhere (or maybe even something obvious from earlier iterations) but, if you dash with command 66 you get a shorter dash length than 6(6). I have found this particularly useful against people with strong neutral games or projectiles IE Faust/Axle/Ky.

4417FDC pretty much gets him out of most pressure for free, just be wary of throws and the like.

Thats all for now, later folks...

  • 2 weeks later...
Posted

Some combos off https://twitter.com/nanasiki00

 

UT>RC>Cross>6HS>UPressure>cS>JS>JHS>JD>J2K>JS>JK>jc>JS>JK>JD (on Sol)
 
throw>RC>6HS>UPress>cS>JS>JHS>JD>J2K>JP>JD>?S>?S>JK>JD (Mi, Ma)
 
2HS>RC>Cross>6HS>UPress>cS>JK>JS>JHS>JD>jc>JK>JD (vs Po, counter his slide with 2H)
 
D>cS>fS>DHD>cS>fS>cS>fS>mappa (6 cancel i presume, Zato)
 
D>cS>fS>low DHD 2-hits (zato, 6 cancel?)
 
6HS>Pile>RC>Cross>6HS>Upress>cS>JS>JHS>JD>J2K>JS>JK>jc>JK>JD (Sol, Bedman, other)
 
Cross>cS>P mappa>RC>Cross>6HS>Upress>cS>JS>JK>JD (Pot)
 
Cross/throw RC/2D RC>5HS>JS>JHS>JD>J2K>JK>delay jc>JS>JHS>JD 
 
corner 6H>pile RC>Cross>6HS>Upress>cS>JS>JHS>JD>J2K>JK>jc>JS>JK>JD
 
throw>RC>5HS>JK>JS>JHS>JD>jc>JK>JS>JHS>JD>J2K>JP>JD (Po, Be)
 
2K>Mappa>RC>Cross>cS>JK>JS>JHS>JD>jc>JK>JS>JHS>JD (Be)
 
throw>RC>HS>JS>JHS>delay JD>J2K>JK>cS>JS>JHS>JD>jc>JD (Po, Be)
Posted

according to my frameskip, undertow frames are 39/3/20

 

39f startup means you can't cheese someone with mappa RC undertow. makes sense since slayer GB+ is ridiculous (i'm assuming you can combo meterlessly off CH undertow). if you can get them to FD a lvl5 move in the air, on the other hand...

 

also 6K looks to be 20/5/11. -2 on block, -1 on IB when perfectly meatied. feint is like ~30f total, i don't remember. basically worthless without meter.

Posted

something interesting to note: http://www.youtube.com/watch?v=l6Lm3wnQynQ#t=1128

 

slayer has enough untech after K mappa to link 5P. new frame data is 14/6/15 (from -3 to -2). is untechable for at least 24f (slayer hit on the 3rd active frame in this example) and i'm assuming he's retained the air hit pushback buff from +R. i wonder if you have enough time to link something afterwards even on a non-meaty hit? i remember seeing another video where he followed up midscreen against zato

 

at one point i also saw super meaty 2D link to SS on non-CH vs. millia. recovery frames might be buffed?

Posted

IIRC super meaty 2D can be followed-up by cS already in +R, which has 7F cS. Xrd has 5F cS, so it's not necessarily a sign of 2D recovery buff.

Posted

S x 6 also works on crouching Ky. Another player did it a few weeks ago.

 

http://www.youtube.com/watch?feature=player_detailpage&v=_NFtKfBFMOE#t=712

 

Relaunch! Figures that Hase would step up to be the showman. I never expected j.2K, j.K-j.D before landing for the c.S.

 

Also, RCing the footloose, landing, then jumping again to continue the air combo gets an LOL from me. Sorta wish the whole video was just Hase in a training mode routine since the actual matches aren't that optimistic.

Posted

I saw Haze do 2H at point blank range into c.5S in the corner against some Faust a couple times on Jonios stream and he didn't get interrupted on any of them. Any possibility of 2H frames being better on block now?

  • 3 weeks later...
Posted

at around ~2:39:20 here potemkin gets hit by instant j.2K. no <!> sign though; pot actually drops the blocking stance just before j.2K hits. most likely switching guard because of the xup? i'm hesitant to label this a thing as pot's crouch guard has a shorter hurtbox than idle crouch so i'm guessing this is crossup only?

 

i am also very sure BDC has AC inv (max 6f). for evidence there's a slayer mirror somewhere in the jonio footage where nage DoT hits meaty because taka does BDC bite (i.e. 6321447H, not 44632147H)

Posted

Slayer's pressure in Xrd seems nowhere as strong as it used to be in AC/ACR, it seems easier to punish him and mash out of his pressure. Or is it just me?

Posted

His normals are better speed wise. For example cS was 7F, now 5F. Plus he has a lot more cancels. His blockstrings are tighter now, but offer smaller rewards when connect.

Posted

Has there been any new gameplay of Kubo's Slayer because as a Slayer main it's cool to see the tech he uses in Xrd. Most of the Slayers I see are okay, but they don't use his full arsenal like Kubo does.

Posted

According to Player's Guild kubo wasn't playing since 26th of April. Look up Hase, he's currently active and quite skillful.

  • 2 weeks later...

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