Flick Posted February 5, 2015 Posted February 5, 2015 How vital is It's late no longer forces crouch though? I can see that it leads to some good stuff obviously but its not that big of an issue is it? CH P Pilebunker wall bounce is a complete nerf though. Like what the fuck? Why remove any kind of damage off a fucking CH? I mean camone damn. Have you ever played #R Slayer =)))
fogelstrom Posted February 5, 2015 Posted February 5, 2015 Taka finding some bad stuff: https://twitter.com/mochida_tw/status/563268482028937216 It's Late no longer forces crouch on hit https://twitter.com/mochida_tw/status/563270073230446592 Sounds like CH P Pilebunker wall bounce makes the opponent fall right after, no good followup Hase is @KamoneSoccer, hope he reports on more I don't see why It's Late not forcing crouch is a huge issue. Even if they are standing and you do meaty IL to 2K link you should be close enough to hit 2K, 2D on every character. And if you RC IL you should go to CWH midscreen and 6D in the corner anyways. So maybe I'm missing something? Less advantage on hit? As long as it's still +1 on normal block. CH P PB midscreen then or in corner as well? Sounds weird that you'd wont even get anything in the corner since you are somewhat forced to use P PB to make call outs. I'd even settle for a dmg loss just so I get a combo and oki.
daymendou Posted February 5, 2015 Posted February 5, 2015 Hase actually asked about the meaty link to 2K and Taka thinks it is harder. Hase is wondering whether 2D would still connect without the crouch
fogelstrom Posted February 5, 2015 Posted February 5, 2015 Great minds thinks alike no? I'd just assume the link would be harder but if it's still do-able and isn't 1F. I'd also think meaty IL, 2K, 2D should work on everyone with maybe a few exceptions. But I don't really know if anyone has that weird of a hitbox standing? Crouching I know but yeah... even with the IL loss you could essentially do UP wiff, 6K instead now. If you can combo from it that is. But you are missing out on CH IL. For the level Hase and Taka plays at I can see meaty IL doesn't force crouche makes more a difference than US/EU scrub level ^^;
Twerk4Dakids Posted February 5, 2015 Posted February 5, 2015 Have you ever played #R Slayer =))) I have. I still don't see the issue with IL.
Martikol Posted February 5, 2015 Posted February 5, 2015 Isn't slayer point blank near the opponent after IL meaty anyways? 2D should be guaranteed on all characters, the only question is if 2K is really harder to link.
Wirya Posted February 5, 2015 Posted February 5, 2015 I have. I still don't see the issue with IL. He was referring to CH P dandy pilebunker wall bounce.
fogelstrom Posted February 5, 2015 Posted February 5, 2015 Isn't slayer point blank near the opponent after IL meaty anyways? 2D should be guaranteed on all characters, the only question is if 2K is really harder to link. Should be and is are two different things! The pushback in Xrd is pretty severe so you'd never know. It's worth questioning. You have less advantage when hitting standing characters? I'm not good with all the system mechanical data thingys so I since I can't explain why it would be harder to link. I've been told you have +2F advantage when hitting crouchers and I know for a fact it's easier to link stuff such as f.S, 5K on crouchers but the data behind it I'm not good at.
RoBoBOBR Posted February 5, 2015 Posted February 5, 2015 http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(GGXRD)#Attack_Level hitting crouchers give an extra 1F of hitstun on all attack but level 0 ones.
Twerk4Dakids Posted February 5, 2015 Posted February 5, 2015 He was referring to CH P dandy pilebunker wall bounce. Ah alright. But that depends on how the wallbounce works. AFAIK people have stated that it just causes them to bounce towards the ground and not back like 6P does on CH/close to the wall right?
BRD21 Posted February 5, 2015 Posted February 5, 2015 i'm so confused on how to BDC or FDC with slayer . Would anybody mind friend requesting me to demonstrate it in a quick training session.
Wirya Posted February 5, 2015 Posted February 5, 2015 Ah alright. But that depends on how the wallbounce works. AFAIK people have stated that it just causes them to bounce towards the ground and not back like 6P does on CH/close to the wall right? Yeah man, I thought it would work like in #R. I guess it'd be too much of a buff, lol. But still, P dandy pile should be better than in vanilla xrd since they nerfed its damage.
Mercer Posted February 5, 2015 Posted February 5, 2015 How do I deal with Elph's preasure and corner presure?
fogelstrom Posted February 5, 2015 Posted February 5, 2015 i'm so confused on how to BDC or FDC with slayer . Would anybody mind friend requesting me to demonstrate it in a quick training session. Just to explain it easily enough you cancel backdash and forward dash into a jump. But you can also perform a specal move before the jump comes out so you get the special instead of jump. So the easiest is backdash cancel to Mappa. Input is 44, 2147K. So you get a backdash but the mappa comes out before the full 28F of the backdash. How do I deal with Elph's preasure and corner presure? You wait for Xrd 1.1! No but seriously that question should be discussed in the matchup specific forums.
Mercer Posted February 5, 2015 Posted February 5, 2015 You wait for Xrd 1.1! No but seriously that question should be discussed in the matchup specific forums. Let me rephrase it, how do I deal with tight preasure and corner preasure? What are the general tools?
fogelstrom Posted February 5, 2015 Posted February 5, 2015 Backdash, BDJC, FD to make people whiff moves of their blockstrings or force them to add dashing thus creating gaps. Also learning to use Blitz effectively has helped me in a lot of ways. But all in all a solid defense is really important. Some pressure is really hard to deal with for example Elphelt or Zato. That takes more matchup specific knowledge than just basics imo. At lower levels you can abuse the hell out of BDJC because most people don't know how to deal with it.
Drake Aldan Posted February 5, 2015 Posted February 5, 2015 Let me rephrase it, how do I deal with tight preasure and corner preasure? What are the general tools? Dead Angle. Blitz. Sit there and block. (Instant block for meter so you can do the above two options.) Faultless. Backdash into jump into airdash Footloose (YRC if you want). The backdash gives you some invul frames to work with, but if you find a spot where you can jump out raw you can just do that. (If you do not do airdash Footloose fast enough, you'll just kind of float out of the corner, which is not what you want. Do it right and you should shoot across the screen.) BDC bite (6321447H). Eternal Wings (236236H... but I would rather Dead Angle). Depending on what they're doing, you can abare and start pressing buttons, but you need to have that sort of read (study your frames, please). Dead Angle is just going to be very easy to apply in most situations as long as you have the meter. Keep your head on straight during the reset to neutral and it is usually a very good investment.
Twerk4Dakids Posted February 5, 2015 Posted February 5, 2015 Yeah man, I thought it would work like in #R. I guess it'd be too much of a buff, lol. But still, P dandy pile should be better than in vanilla xrd since they nerfed its damage. Oh alright, yeah then I'm on the same page as you lol. We'll have to see how it plays out but removing the CH damage from P pilebunker is really bothering me. :/ Then again, the hidden buffs might lead to some proper damage.
Loli-Zero Posted February 5, 2015 Posted February 5, 2015 You still get corner combo, so nothing is lost. What people are talking about is how the announced change made it sound like midscreen P Pilebunker CH would lead to a combo, but it apparently doesn't. Sent from my iPhone using Tapatalk
daymendou Posted February 5, 2015 Posted February 5, 2015 Looks like most players are disappointed with 6P and CH P Pile, but I hope they find other moves to be stronger. I want to hear about higher untechable time on 2H. It might allow 2H DOT. At very least, corner combo will be easier 5H P-Pilebunker might become a real combo CH 6K already links to c.S/2K, don't think +2F will allow anything but 5K/DOT. Non-CH 6K probably won't convert to anything. I think It's currently +6 on CH crouching (based on 2K link), it would become +4 on non-CH crouching hit.
ApertureBlack Posted February 5, 2015 Posted February 5, 2015 I dont know if anyone can answer these questions about the patch but.... Anyone know: -How large 2HS is now -How much farther DoT travels -The increased pushback on Bite -The Increased stun on bite adding any new routes Im honestly quite happy with 6P, as you couldnt really get much out of it midscreen. Hopefully some new things will happen with it. Pilebunker nerf is kinda stupid. I JUST WISH I COULD ANTI AIR SOMEONE WITH MY ANTI AIR THOUGH. 2S PLZ.
Wirya Posted February 5, 2015 Posted February 5, 2015 Looks like most players are disappointed with 6P and CH P Pile, but I hope they find other moves to be stronger. What? I thought they just buffed 6P?
daymendou Posted February 6, 2015 Posted February 6, 2015 https://twitter.com/mochida_tw/status/563272628886970368 https://twitter.com/en_turuou/status/563195971165634560 Taka and En both couldn't get anything off 6P, even on CH. A lot of players are putting 6P and P Pile in the same sentence. Hase doesn't seem to have played yet so maybe the master can work it out
Wirya Posted February 6, 2015 Posted February 6, 2015 Dang!! -_- They nerfed p pile's damage, but they didn't make it any more combo-able? I hope that will change soon! -_-
Melo Posted February 6, 2015 Posted February 6, 2015 King of hearts said DoT is ridiculous now in the main discussion thread so sounds like it's more ACesque now. 6P not resulting in combo even on CH is disappointing. I was hoping for some 6P iad j.H combos
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