Killey Posted October 15, 2014 Posted October 15, 2014 Air Stun Edge YRC just restores your jump options like in other games. I wouldn't call it auto JI though. Played around with the PS4 demo last night and noticed that j.S hitbox is smaller or something. Was testing AC mix ups with knock down, CSE YRC, jump over, back dash j.S and had the j.S whiff. It sucks that Tutorial mode is Sol only (at least from what I checked) otherwise that would have been my interim training mode.
BladeOfJustice7 Posted October 15, 2014 Posted October 15, 2014 Yeah j.s and greed sever no longer have crossup potential. But 3hs in combos unleashes heavy damage
qwerty Posted October 16, 2014 Posted October 16, 2014 j.S has a pretty weird hitbox now. I'll never forget when I was in a Ky mirror, used 6P as anti-air against a jump-in j.S and both moves just whiffed. BladeOfJustice7 1
Uncivilized Elk Posted October 16, 2014 Posted October 16, 2014 Any benefits to the new jS or is it all losses?
BladeOfJustice7 Posted October 16, 2014 Posted October 16, 2014 Only "losses" which also applies to greed sever, but stun dipper is easier to combo into itself, 3hs allows for extremely damaging hitconfirm on f.s, and durandal call. Also 2hs is jump cancellable like AC/ACR ^_^ D.R.F. 1
Killey Posted October 18, 2014 Posted October 18, 2014 Does xrd ky air stunedge auto JI when he does a yrc? Actually, do any moves still do that? I know JI is still in the game but I don't know about auto JI Need to correct myself previously. You don't get restored air option after a YRC/RC/PRC air stun edge you are just left with the air options you have prior to doing the RC. So you can't keep yourself in the air with multiple YRC air stun edges like you could with AC/AC+R Ky. Found out that 3HS only combos on CH or crouching characters and it only gatlings from far 5S. Pretty much only going to get it off from 6HS, close 5S, far 5S, 3HS xx GS, etc... I tried to implement Ramlethal-esque mix ups by doing 2D, CSE through a grinder seal jump whiff normal YRC and then force a mix up. Unfortunately, it appears that you won't be able to YRC your next attack while CSE is active in any way. If you have 50 meter and attempt this it'll actually RC the CSE provided it's hitting or being blocked. You'll probably get a purplce RC if they avoid it. 5K, 5S xx GS, 5P, 5S, 2HS, etc... is pretty legit but I think most Ky players will end the ground string with 236D, 236K for better positioning and oki.
BladeOfJustice7 Posted October 18, 2014 Posted October 18, 2014 Played the demo today. It's beautiful. Also it's worth noting any stun edge DC, on CH causes hard knockdown. Axl's 46 projectile almost nullifies sacred edge DC, not sure what that means, and how I should test that when the game drops. Otherwise I didn't notice anything else with Ky that is worth noting, except that greed sever is somewhat difficult to combo off of it. Oh and RTL almost blows through Ram boss mode's gamma ray super from full screen, so you could always use it as a reversal option in match when you have no health, not sure how practical that would be. It also lasts pretty long against her boss form, sword spinning super thing. In short, RTL is actually really useful. DC's really help Ky's gameplay and neutral game, it's nuts. I couldn't really test much because i was on pad sadly
Uncivilized Elk Posted October 19, 2014 Posted October 19, 2014 except that greed sever is somewhat difficult to combo off of it. Oh nooooo. Well, it's fine. More fun that Xrd Ky and +R Ky are different. Will adjust my greed server-heavy playstyle accordingly for Xrd.
BladeOfJustice7 Posted October 21, 2014 Posted October 21, 2014 Took a glance at the Ky xrd wiki, DC stun edge only causes hard knockdown on counter hit, but both ground and aerial versions cause hard knockdown on counter hit. I used to think it was only the aerial one on CH, but it's both. Also a really strong application for DC CSE is that it provides a strong tool for getting in on opponents trying to keep you out. That could be added there.
purify Posted October 22, 2014 Posted October 22, 2014 My impressions from the demo: GS float time/height is indeed lower, but if you're close enough, 2P should always pick up. 2P > c.S > 2H > HSVT knocks down all the characters I tried it on. Doing 5D full screen versus Faust's 236K caused Danger Time, interestingly. As you have a buffed projectile available at that point, could be to your advantage to do this if a Faust is trying to catch you with this. You can't YRC CSE if the opponent is staggered from Split Ciel. Now, a human opponent will shake better than the AI so this won't often not be a problem, but an interesting little mind game could open up here between you and the opponent. I've had IKs (Sol and Ky's) blow through attacks as if invincible, but not on startup. They may have upper/lower body, or mid-animation invincibility, I don't know. Two instances I know for sure were that I went through I-no's note and Sol's gunflame with it, as well as another character's normal (can't recall who). Does anyone know why sometimes you have a red glow/meter for IK and sometimes gold? When I played it at Evo, I felt like the game was a bit slow, especially air stun edges...but I think that was mostly just my unfamiliarity with how things are now. Edit: Oh, and another thing that applies to the system overall apparently: I was running into the opponent frequently to gain tension. Point-blank like this, all projectiles were whiffing, including gunflames (which would normally hit in other games iirc). Just a small thing, but thought I'd mention it.
xlolxlolx Posted October 22, 2014 Posted October 22, 2014 you only have about 10f off ciel stagger against real people, and you're usually within poke range so i wouldnt use that too often
Killey Posted October 22, 2014 Posted October 22, 2014 Seems like corner 6HS, dash 5S, 6K xx 236D, 2D is character specific. From what I recall the 2D whiffs on I-No, Millia and Ramlethal due to them being too far away. I think you might have to shorten it to 6HS, 6K xx 236D for those characters
BladeOfJustice7 Posted October 22, 2014 Posted October 22, 2014 Seems like corner 6HS>66>5S>6K >236D>2D236K is character specific. From what I recall the 2D whiffs on I-No, Millia and Ramlethal due to them being too far away. I think you might have to shorten it to 6HS, 6K xx 236D for those characters FTFY. Though I intend to do some experimenting off 6hs once the game drops, but the emboldened part is from what I've seen the most optimal combo off a 6hs.
Killey Posted October 23, 2014 Posted October 23, 2014 can you dash sweep? I thought you didn't have enough time for this cause of the mashable stagger but I just saw Ain do a micro dash sweep so it's definitely possible. I'll play around with it tonight but pad is pretty annoying. FTFY. Though I intend to do some experimenting off 6hs once the game drops, but the emboldened part is from what I've seen the most optimal combo off a 6hs. Yeah, I've seen some variations of the corner combo end in 236K but it's usually if you're closer to corner but not quite. It sometimes also puts you just inside the grinder seal so CSE won't go through it. Yesterday I went back and watched some Ain match vids and in the corner he'll sometimes shorten the combo to 6HS, 6K xx 236D for the 2D to connect. BladeOfJustice7 and Mumm-Ra 2
BladeOfJustice7 Posted October 24, 2014 Posted October 24, 2014 I thought you didn't have enough time for this cause of the mashable stagger but I just saw Ain do a micro dash sweep so it's definitely possible. I'll play around with it tonight but pad is pretty annoying. Yeah, I've seen some variations of the corner combo end in 236K but it's usually if you're closer to corner but not quite. It sometimes also puts you just inside the grinder seal so CSE won't go through it. Yesterday I went back and watched some Ain match vids and in the corner he'll sometimes shorten the combo to 6HS, 6K xx 236D for the 2D to connect. Sounds interesting, I'd like to test this out more when the game drops.
Killey Posted October 24, 2014 Posted October 24, 2014 Sounds interesting, I'd like to test this out more when the game drops. I think I must have something wrong because I tried to do that combo last night and could not get it to work. I think it might be on CH only. I can't remember which match I saw it on so I have to go through Ain replays and see if I can spot the combo again. Messing around with the demo some more and trying to experiment with some things. -Really not use to YRC air stun edge not restoring jump options. The only reason you'd want to YRC an air stun edge after doing an air option prior is for defensive purposes to get yourself out of a bad situation. You have to really keep in mind that if you want offensive pressure with something like YRC air stun edge, air dash, etc... you can't do any other jump option prior. -Seems like you can't YRC stun edges if you special cancelled from a normal. It felt like the game registers the next roman cancel from a special cancel as a regular RC. Everytime I tried to do 2D xx CSE (on hit) and then try to YRC the CSE I kept getting a regular RC. Seems like it's better to do 2D xx 236K, CSE for the meaty. I need to do more testing on this. -Corner 236D combo you can do micro dash 2D but the timing is strict. I usually ended up with a black beat combo but it could just be the fact that I'm playing on pad.
Kazuki Slice Posted October 25, 2014 Posted October 25, 2014 -Seems like you can't YRC stun edges if you special cancelled from a normal. It felt like the game registers the next roman cancel from a special cancel as a regular RC. Everytime I tried to do 2D xx CSE (on hit) and then try to YRC the CSE I kept getting a regular RC. Seems like it's better to do 2D xx 236K, CSE for the meaty. I need to do more testing on this. You're most likely getting regular RC because the enemy is still hitstun from 2D when you attempt to YRC the CSE.
Killey Posted October 29, 2014 Posted October 29, 2014 You're most likely getting regular RC because the enemy is still hitstun from 2D when you attempt to YRC the CSE. Yeah, tested this further. There can't be any hit or block stun otherwise you're going to a regular RC. In the case of 2D, YRC CSE you can't cancel off of 2D for the YRC. You have to fully recover from 2D, then you can do CSE and YRC it. There's actual enough time to still get post oki set ups from this but it just feels weird because I'm use to doing 2D xx CSE FRC. Same thing applies to block strings, there needs to be enough time for the opponent to recover from block stun in order for the YRC to work, so it's just another thing to get use to.
Kazuki Slice Posted October 29, 2014 Posted October 29, 2014 Yeah, tested this further. There can't be any hit or block stun otherwise you're going to a regular RC. In the case of 2D, YRC CSE you can't cancel off of 2D for the YRC. You have to have recovery from 2D then do CSE in order to YRC it. There's actual enough time to still post oki set ups in this scenario but it just feels weird when I'm use to doing 2D xx CSE FRC. Same thing applies to block string there needs to be enough time for the opponent to leave block stun in order for the YRC to work so just something else to get use to. Yeah, once you play around with it more it becomes easier to setup, all about getting rid of that old muscle memory (When I mess around w/ Sol I still try to Sidewinder sometimes lol). Ky has so many oki setups to choose from as well, like like his 236D setups (I personally like doing gatling>236D>Stun dipper>YRC CSE when midscreen/near corner), Meaty 6HS, HSVT, and his safe jumps. j.D oki is something I need to get out of my system, it still works but it doesn't seem as strong.
Killey Posted October 29, 2014 Posted October 29, 2014 Yeah, it doesn't seem like you can use j.D to set up mix ups due to the changed hit box of j.S. I can't remember #R j.S hit box so I don't want to call j.S nerfed. lol At most you can do 2D, jump cancel, delayed j.D for the meaty but that's about it. Seems like something you would do while pressuring the opponent but you didn't expect them to get hit by the 2D.
shtkn Posted October 31, 2014 Posted October 31, 2014 hooray frame datahttp://wiki.4gamer.net/ggxrd/%E3%83%95%E3%83%AC%E3%83%BC%E3%83%A0%E3%83%87%E3%83%BC%E3%82%BF#content_6_3now i need to find time to update the wiki
Kazuki Slice Posted October 31, 2014 Posted October 31, 2014 Oh sweet, that is awesome that they actually released the data for free instead of saving it for a mook. I'll also begin updating the wiki
BladeOfJustice7 Posted November 1, 2014 Posted November 1, 2014 I like his new 5d, +5 or so in startup compared to ACR's 5d unfortunately, but a whopping -5 on block as opposed to ACR's 5d being -13. Freaking awesome.
Sytha Posted November 1, 2014 Posted November 1, 2014 The real cool things if that frame data is accurate is the +1 on block 5P, +2 on block 2P, 5S being back to it's #R version, Stun Dipper being back to 5f, 2H being 11f like in Slash but has the AC Recovery. So it's pretty much the best 2H we've ever had and the slash one was pretty damn good. The obviously bad stuff is Stun Edge got gutted super hard -10 on block is pretty terrible. 5H did too BTW. It has like 2/3 of the range it used to have and doesn't stagger on counterhit anymore, 2S is back to how it used to be. -3 instead of -1 it used to be a pretty good thing to end a string on and then redash or frame trap or whatever
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