Jump to content
Dustloop Forums
Kuuhaku

GGXRD Faust Icon.png

Recently, ArcSystemWorks partnered with Sony and hosted a PS4™×『‎GUILTY GEAR Xrd -SIGN-』”闘神激突” event which consisted of a team battle between Guilty Gear specialists and other fighting game players strong at various games. Original article with full footage here.

Nage outlines his thought process during his match against Kazunoko as part of a two part blog. @_tenkai has translated the first part into English. 

Original Version by @nage_pink
Translated Version by @_tenkai

Re-post of Translated Version
Hi there. I'm Nage.
This article will be about "My Thought Processes During My Toshin Gekitotsu Match"

*Annotated version by Robot SheKeiB

Original Video Here
- What I thought about before the match
- What I thought about during the match
I will be talking about these two points.
I'll be doing one match per article, so you can expect the second match onward in the next update.
This article will only be about the first match!
- What I thought about before the match
I thought about exactly what kind of player Kazunoko was.
*My Thoughts
-> At key moments, he will use his invincible reversals.
-> If he thinks that I will dash forward into his space, he will come forward and attack.
-> He will aim for reversal gold bursts.
-> He is very good at deciding whether to go for aerial attacks or ground-based attacks. (He's very good at making his jump-ins work)
These are my impressions of him that I thought about based on the previous versions we fought in.
Also, I really didn't want bombs from my item throws, but in the end, a ridiculous amount of them came out.
I will write about why I didn't want them a little later.
- What I thought about during the match
I'll be using the timestamps from the Youtube video when writing the point-by-point analyses below.

0:33 Counter throw
-> He ran towards me, so I went for a [low block -> throw -> low block] sequence. (I input it as 1 > 4 throw> 1)

0:37 Command throw
-> Since I already aimed to throw him, I tried the same method of attack twice to see how my opponent reacts and deals with it. It worked, so I was able to quickly calm my nervousness a little bit at the beginning of the match.

0:50 Burst
-> This is a guaranteed burst point against Volcanic Viper. Since it's guaranteed, I used it to keep the situation at even and neutral.

0:53 6HS
-> Here, instead of aiming to actually hit him with it, this was a 6HS just to keep the current situation. Hit or block, all I wanted was to keep the current space. ("Man, it'd be even better if hits!" is what I thought)
Also, this was a 6HS from pretty far away, so it would be difficult for him to commit to a Volcanic Viper reversal. And even if he did uppercut me, it wouldn't be that terrible of a situation. That's what I thought.
*This was a 6HS where I would get counterhit by VV, but I predicted that the followup 214K wouldn't connect.

1:03 j.2K against 2D
-> I actually talked with Kazunoko about this some time later.
This is a move that counters his habit where he uses Sol's 2D to stop Faust's approach.
The drill will end up hitting Sol instead.
This is one point where I punished Kazunoko's habits.
I didn't really aim for this specific punish, but I was pretty glad that it hit.

1:19 Antiair 5K into air IB ground throw
-> This is where I react to his IAD with 5K. Then I confirm the start of the divekick motion and change my antiair plan to air IB land ground throw.
I wasn't so sure if I would get the air IB in this situation, but it ended up becoming a situation where I was able to switch from trying to punish an IAD approach into punishing his attempt at baiting my anti-IAD antiair with divekick.

1:37 YRC
-> I had the lifelead and I wanted to make it more guaranteed that he would have to block the meteors (the YRC would make it difficult for him to get out of the way).
During the YRC, I reacted to his 2D and went for an FD.

1:41 6HS
-> I wasn't actually aiming for this 6HS.
If you look at the input display, I was aiming for an airthrow at 1:40, then I messed up and got 6HS instead.
I'm not too sure what I was thinking here, but it was something like
"Wait, 6HS came out... wait, it beat divekick...?"
And then in the next instant I won the round! lol
This was the end of round 1.
Overall, I was paying careful attention to not retreat too much if possible. (I wanted to keep a mid-to-far distance from my opponent at the middle of the stage)
Watching this match again, it looks like I spent a lot of time around the circular part in the middle of the stage.
I was also thinking about the point I mentioned where if he thinks I'll move forward into his space, he'll come forward and attack me. So I feel like I was trying to keep my space in the middle of the stage more than I usually do.

2:00 j.2K against 2D
-> The same as what happened at 1:03

2:12 Scalpel Pull RC
-> Here I thought far slash > hammer hit > scalpel pull would hit, so I did an RC but it didn't actually end up connecting.
I did dash into item throw after this. This was a situation it would've been difficult for him to counterattack me from a forward airtech

2:16 Forward crawl 2S against Bandit Bringer
-> This doesn't come up very often, but this is a situation where as I'm throwing out 5P, I'm watching my opponent and the current situation, so I was able to get the proper punish.
I think Kazunoko did Bandit Bringer because he was aiming for me throwing out a far slash.

2:20 Mashing 6P+6HS throw OS
-> You can see I'm mashing 6P+6HS here from the input display.
Whenever I choose to not block, I fully commit to whatever move I decide to do.

2:21 5P losing to Gunflame
-> I was too close, so the Gunflame hit.
If I was a little bit farther, I could hit 5P and still block the Gunflame.

2:25 Mashing j.6P+6K
-> When I try to airtech forward, I'm mashing P and K.
This makes it so when I actually tech, I can get j.P into j.K if it connects, so I can easily blockconfirm or hitconfirm into a combo.
If you hit P and K at the same time, P takes priority, so j.K won't come out and instead j.P into j.K is what will happen if it makes contact.

2:28 Downburst after the VV>214K
-> I was being wary of VV>214K into red RC, so I went for a downburst.

2:30 Blocked 2HS>Blocked Poison>Item Throw
-> There are situations where if 2HS hits, poison into scalpel pull would combo.
So I went for 2HS>buffer scalpel pull input. If 2HS is blocked, I hit the button for item throw. If 2HS hits, I hit the button for the scalpel pull.
Don't mind my sloppy 9 and 8 inputs when I did the item throw.
A similar situation also happened at 1:30.
But in this situation, the 2HS hit at roughly the same time as the poison, so I don't think the scalpel would've connected.
So I still did the scalpel, but it's a situation where it's like "There's no time to hitconfirm, so just do it! (It probably won't connect, though...)"
I thought it wouldn't work out, but I just kind of did it anyway. It was a mistake.

2:34 I got airthrown
-> This is the reason why I didn't want bombs. Kazunoko is very good at airthrowing Faust players who jump to escape the bomb explosion.
Even during the match, after it happened I was like "Ah, yeah... I thought that would probably happen."

2:40 Scalpel Pull (Buffer YRC)
-> Here I buffer YRC just in case he uses Grand Viper or IAD to get past my scalpel pull. It got blocked, so the YRC didn't come out.

2:42 2HS hits
-> This 2HS is a frametrap. I think I just went for the scalpel after it without really confirming. And then the combo into RC into victory.

The first match went kinda like this!
(Writing it was more tedious than I thought!)
The second match onward will be coming next.
Until next time!

Kuuhaku

GGXRD Millia Icon.png

Lord Knight posted a Twitlonger outlining a general guide to approaching match up strategies for beginner to intermediate players. It also gives advice on what to do when having difficulties against unfamiliar characters.

Original Document
Re-posted Transcript
On match up strategy development - (this is more for intermediate level players, but I would also recommend this for beginners):
If you've been playing/paying attention to fighting games for any amount of time, you know that match up knowledge is critical to any sort of success. That being said, you can't go to a tournament without hearing people talk about lack of match up knowledge. First off, you have to understand the difference between:

"I don't know the match up"

and

"We don't have a (insert character) player, so I don't know the match up".

To be frank, at a tournament level, neither statement is acceptable. However, at a personal level (as in, your personal growth as a player), the first statement is far preferable to the second. 

Saying "I don't know the match up" suggests that you don't know it now, but you'll learn it eventually. Not knowing a match up is a pretty valid excuse for a loss - not having answers for an opponent's tools against your own almost guarantees defeat.

Saying "We don't have a (insert character) player in our area, so I don't know the match up" suggests to me that you not only haven't looked into the character, but you don't plan to because someone who doesn't play the character isn't readily available to you.

As your learning a fighting game, I think it's quite important to have at least a baseline knowledge of the entire cast. I go out of my way to play the "weird" characters in a game (think Fuerte, Bed Man, or Arakune) so I don't get caught off guard early in a game's life.

This is my personal process for learning a match up. You don't have to follow it to the letter, but if you don't have some sort of structure, this might help you.

1) Playing - this is obvious. You play against the character and write down/keep in mind what you are having trouble with in between games. It doesn't matter whether the matches take place IRL or online, because the whole point is to get comfortable with your tools against your opponents. Winning doesn't matter at this point. Usually, whatever I have at top of mind after matches are the things I review first.

2) Analyzing matches - Since I get a good amount of practice online, sometimes I save replays and look over a couple of matches. If you play online, I highly recommend saving replays. If not, recording a set works as well. Usually, my memory of a match doesn't really align with what happens, and there couple be points that I need to cover that I could've missed. 

3) Watching videos - This kind of depends on the game and the character, but if possible, try to watch strong players of your character play the match up. I especially look for whatever things I was having problems with in step 1. If the character is new or no one really plays them for some reason, then this step might not be available. It's also important to note that just "watching" videos isn't enough - you want to analyze matches carefully for the points you're looking for.

4) Reflection - Try to put everything together all the information you've gathered for the next set of games. 

5) Play again - Try out your answers and thoughts in matches. Here, you're just trying to apply what I learned. Again, winning isn't totally the goal, but you should hope to notice some sort of return on results.

6) Reflect again - The more you cycle through these steps, the more tiny details and nuance you'll begin to understand on the match. You can slowly work towards refining your strategy to perfection as long as you keep thinking about how the character interacts.

Usually I break matches down into:

Neutral - Full Screen/Mid Range/Close Range
Anti-Air 
Air vs Air
Offense (my pressure) - special things that work on this specific character
Defense (their pressure) - how to deal with their offensive tools
Setplay - special things I can do to them on knockdown - dealing with their reversals, any special things I can do to them, etc
Their Setplay - the same as above, but how to defend against it

If I have some sort of character specific tool (for example, Millia's Pin), I'll have a section on how to use that against the character as well.

Anyway, I hope this helps.

DaiAndOh
10/3 will truly be a TSB like no other. Fresh off Biscuits' T-Shirt campaign, along with a generous contribution from Hotashi, the people have selected several top players to fly out to NYC to participate in TSB. This TSB will also see $10 entry and several exhibitions to make it truly one to remember. The players flown out are....

NAKKIEL (Nu / Sol)
GCYOSHI13 (Bedman)
KID VIPER (Elphelt)
BLACKSNAKE (Venom)


In addition, several other out of state players are slated to come including THEBEAUTIFULDUDE, BRICE, HOTASHI, and rumor has it even LOST SOUL may make an appearance. Check out the full details here, and if you can't make it, watch it on TS Sabin's stream http://twitch.tv/NYCFurby

Tokkan

Arc System Works have announced that Guilty Gear Xrd -Revelator- will be released on PS4 and PS3 in Spring 2016. A new promotional video will be revealed at Tokyo Game Show 2015.

Guilty Gear Xrd -Revelator- adds newcomer Jack-O' and old favorites Johnny and Jam Kuradoberi to the playable cast. Another character is expected to be added in by popular vote.

Following this announcement, the Playstation Plus color DLC for Xrd -Sign- will be made available again on Japanese PSN from October 7 to January 5.

Source: Dengeki

Tokkan

Famitsu has released 3 more videos taken from the BlazBlue Central Fiction closed loketest on August 24.

This time the videos are of casual matches between players who attended the closed loketest.

Please bear in mind that these videos are NOT representative of the upcoming loketest next weekend, which is expected to have its own fresh set of changes.

Hazama VS Hakumen
Hazama VS Hibiki
Valkenhayn VS Nu
Hazama VS Hakumen
Hazama VS Amane
Celica VS Hibiki
Carl VS Valkenhayn
Hakumen VS Azrael 
Hakumen VS Noel
Bang VS Tsubaki
Litchi VS Terumi
Source: Famitsu

Kuuhaku

YgBhpzj.jpg

Absolute Battle is a large tournament hosted by Versus Gameplay that will be in in Plano, Texas on September 25-27.

 
Guilty Gear XRD will be one of 5 games filling the finals day slot. On Sunday they plan to have a high production stream featuring player stats, fight cards, live interviews plus a pregame/halftime show brought to you by The Daily Dot during the Sunday show. They also feature Blazblue Chronophantasma Extend and Persona 4 Arena Ultimax.
 
The main stream will be handled by PandaxGaming on their Twitch channel. Side streams covering BBCPE and GGXrd pools as well as the P4U tournament will be hosted by Salty Mayhem. Check below for location, event details, registration, stream schedule and information, and as well as the event trailer.
Location
Comfort Inn
700 East Central Parkway
Plano, Texas 75074
Event Schedule
Games Featured
Ultra Street Fighter IV – 360 ($1000 Bonus Pot)
Mortal Kombat X – PS4 ($1000 Bonus Pot)
Killer Instinct – XB1 (A World Cup Qualifier)
Super Smash Bros WiiU – WiiU ($500 bonus pot)
Dead or Alive 5 Last Round – PS4 (A World Cup Qualifier with a $500 bonus pot)
Ultimate Marvel vs Capcom 3 – 360
Guilty Gear XRD – PS3
BlazBlue: Chrono Phantasma EXTEND – PS3
Tekken Tag Tournament 2 – PS3
Persona 4 Arena Ultimax – PS3
 

 
Registration
Competitor Pass Registration Form $35 online $45 at the door.
Spectator Pass Registration Form $10 online

Pre-register as a competitor before September 14th and you will get pre-register bonuses which include custom player cards, an AB6 tee, and raffle tickets. After registering you can request your custom player card here.
    

 
Stream Schedule
** All times posted are in CDT. Please use this timezone converter to check for your local time.

Saturday
12PM-2PM Blazblue CPE Pools streamed by Salty Mayhem
4PM-6PM GGXrd -SIGN- Pools streamed by Salty Mayhem

Sunday
10AM-12PM GGXrd -SIGN- Top 8 streamed by PandaxGaming
12PM-4PM P4U2 tourney streamed by Salty Mayhem

Kuuhaku

X4nQbB6.jpg?1

Famitsu posted an article featuring returning character Jam Kuradoberi who was announced at Arc Revolution Cup 2015 along with the official GGXrd -Revelator- trailer. She will be part of a patch coming late September which will also include some bug fixes and character adjustments.

A loketest of 1.01 will take place starting September 9th and continue for one week at three Club Sega arcades: Akihabara New Wing, Kagurazaka, and Nishiguchi
 
The official website has also posted patch notes for 1.01 along with Jam's movelist.
1.01 Patch Information and Jam Movelist
1.01 Patch Translation by SoWL
1.01 Patch Jam Loketest Info by GREATFERNMAN
(Translated movelist by notBaf0)

 
(Pictures taken by Famitsu)



 
Source: Famitsu, Shoryuken

HiagoX

Heaven or Hell 2015

By HiagoX, in Home,

HoH_LogoHeaven or Hell, the biggest anime fighting game tournament in Brazil, is running its fifth edition in October. The tournament had its first iteration back in 2007, becoming a yearly event in 2012, when Lord Knight was invited to the tournament. Since then, the scene has been growing steadily in strength and popularity and, this year, Heaven or Hell has invited very special guests attending the tournament: Ruu, the famed Bridget and May player from Japan, and the Melty Blood Transcendental Orchestra finalist, Rakuchan. Rosha and Akkii, strong japanese Melty Blood players have also confirmed presence for the event.
 
Moreover, strong players from all over South America are coming to compete in Guilty Gear, Blazblue, Melty Blood and 3rd Strike. This is the first time we've ever had such a large-scale anime fighting game tournament in South America, so if you're looking for a stream to watch the weekend before CEOtaku, make sure to tune in and support!

Promotional poster drawn by NOi
Main Information:
Games: Guilty Gear Xrd, Blazblue, Melty Blood Actress Again Current Code, Street Fighter III: 3rd strike, Dengeki Bunko Fighting Climax (side) Date: October 10th and 11th Stream: X-Revolution Address: Av. Engenheiro Armando de Arruda Pereira, 1370 — Jabaquara (São Paulo/SP) Early Registration: http://bit.do/hoh2015 (R$20 per game)  
Right now, the brazilian Melty Blood scene is still accepting donations to pay for Rakuchan's flight expenses. They've already compromised to pay for all of the remaining expenses, but the donation drive will still go on until 10/09 in order to mitigate the amount as much as possible. With that said, if you're interested in supporting us, check out this page for more details on the donation drive, or you can directly send the amount through PayPal.
Contact:
For any questions or further details you can contact me @HiagoXYZ on Twitter, or directly on Dustloop.

  • Upcoming Events

    No upcoming events found
  • Posts

    • Went and tried it on Ky, Axl, Millia, Potemkin after this. Seems like sjiad jP goes right over Millia's head unless I'm messing something up. Combo works the same on the other three. Thought Potemkin would get launched low enough for 4D9 > sjK to connect but doesn't seem like it.   Combo as-is is cS 6H(2) sjiad jPSH cS 2H (mash to 14 hits) > 4DX if you wanna mess with it.
    • Although this video is in jpn, the notation at least should be pretty easy to parse. video title: "2.0 ABA easy combo collection [beginner and intermediate combos ]"  
    • And even that one was the first one in nearly 3 years.   Strive released. Played the demo before launch and you couldn't throw bursts, so I didn't bother to learn to play it. It's got a crazy large new audience for Guilty Gear though! Dustloop wiki has grown like crazy. I-No's section is one of the most filled out and robust despite not being complete (to my standards)! People have come and gone. Some have gotten married and had kids. And some of us ARE STILL PLAYING +R! WE GOT ROLLBACK!!!     So old heads, where you all been at? And new blood, what brought you here?
    • It definitely looks like it might just be kd, can't test right now to be sure, have you tried using it on any other characters?  
    • It has been years.  Anyways, figured it'd be a good place to have some CF2 Bang discussions regarding the character.  Just general discussion, but please keep it relevant to CF2, please.   Also, headlining this thread with Rychtors beautiful Bang guide here: https://docs.google.com/document/d/1UBO8rO3NFUsBE5SOkQTw90Kf-OEc9nVp7Yjny_MYJM8/edit?tab=t.0
×
×
  • Create New...