You can find the Steam page here.
It's good to note that this has network, full controller support, steam card and achievements, and the full 25 player roster.
Having this published ArcSystemWorks themselves shows their interest in the market, hopefully we can see their more recent games coming to the platform in the future.
Check out the trailer in the link below!
https://www.youtube.com/watch?v=45spJS4pZl4
Shadow Labrys is a fairly rare match-up as well as a character who can demolish even the best players if they aren't prepared. What makes Shadow Labrys such a tricky opponent is how easily she can turn the slightest amount of respect into a set-up -- once Shadow Labrys forces you to block, it's simply a matter of a time before she places you in an ugly situation that leads to explosive damage. However, many options Shadow Labrys players use aren't airtight, but very few players are aware of their potential escape options. In order for all players to grow (including those of us who play Shadow Labrys), understanding how Shadow Labrys turns a simple pressure string into a command grab set-up and what you can do to stop her is crucial.
No secrets are being kept hidden! All the information provided is offered in the hope that it inspires you to head to the lab, find answers to Shadow Labrys, and be ready for the match-up. As opponents become stronger at fighting Shadow Labrys, the stronger our Shadow Labrys players become, helping us all.
You can find the guide here (Evernote). If you have any questions, ask away!
The stream will start off with causal sets before diving into a 16-person tournament to determine who has what it takes to achieve South Bay supremacy!
WHAT: All AKSYS! Monthly Invite-only Stream
WHEN: February 21st, 3-7pm PST
WHERE: Jyosua's twitch.tv channel: http://www.twitch.tv/jyosua/
Hello Dustloop,
over the last couple of weeks I have been working on a frame data app for Android.
The App is in its early stages of development but has most of the currently available frame data in it.
It is available on the amazon app store: http://www.amazon.com/gp/mas/dl/android?asin=B00RO37Q2G
Update (01/29/15): App is live on Google Play Store: https://play.google.com/store/apps/details?id=anbiapps.ggxrdframetool
Quick note: I am not yet familiar with the Play Store dashboard, expect some hickups (and report any issues here or via pm pls)
The reason I am posting this is that I need a little bit of feedback on how things look & feel.
Hopefully you can enjoy the App
Feel free to request features. I will consider every suggestion.
How to use the Punish Menu:
a) Sol Badguy - 5K - vs Axl Low - All Moves : shows you every move of Axl that can be punished by 5K
b) Sol Badguy - All Moves - vs Axl Low - 5HS : shows you every move of Sol that can punish Axl's 5HS
c) Sol Badguy - 5K - vs Axl Low - 5HS : shows you if Sol's 5K punishes Axl's 5HS
Next Feature: Notes (Character / Matchup)
Update 0.92: (02/12/15)
- Added Leo's frame data
- fixed a typo in ramlethals frame data
Update 0.92 is live on google play / live on amazon app store
Known Issue: -none reported so far (except a few weird symbols when viewing detailed view)
Greetings AnBi2199
Edit: added Screenshots to attachments
View attachment: Screenshot_2015-01-01-12-49-59.png
View attachment: Screenshot_2015-01-01-12-50-10.png
View attachment: Punish-Menu.png
For those not moon-speak inclined, @HiagoXYZ, @hc0519, and @GREATFERNMAN has been hard at work translating the system wide and character specific changes. Be sure to follow your favorite Japanese player's Twitter accounts for their up to date impressions!
Also going down at 10pm EST is the 2nd part of the Kamui (JP Gods) Battle Lobby hosted by Mr. Biscuits. Last week saw Kansai heavyweights (organized by Ruu) such as U-zen, Woshige, Dei, Efute, and Rozu battle it out in a round robin FT3 format, and this week will be more of the same.
This weekend is all about Kantou, and Satou has graciously organized amazing players such as FAB, Fino, Hase, Endou, with the possibility of one more joining. Commentary duties may be done by Zidane & St1ckbug.
Last weeks' footage can be found at Biscuits' Typical East Coast YouTube Channel, and you can of course catch the action live as it is going down on Twitch at http://www.twitch.tv/mr_biscuits.
Updated content from community feedback in Red.
Let's start by noting some unique universal changes I have (re)discovered.
I.
No more throw breaks
This rule mitigates the one sided confrontations of awkward misplaced heavy slashes. An awesome update for unique matchups like Bridget vs RoboKy and your patience vs Jam's unthrowable normal. To beat throws you need to counter poke, use throw invulnerability, backdash, jump or use invincibility. There are still loads of options available. A much needed design change IMO.
No more SB canceling air dashes
I believe this only hurts Chipp Okizeme & May shenanigans. Not a big deal with Chipp's new oki tools anyways. Wonder how it may impact Bridget's FD movement options…
Cannot YRC/RC landing recovery frames
Just a weirdo detail I’ve encountered in training mode.
What have you noticed? Here's a wiki link to increase your knowledge base.
http://www.dustloop.com/wiki/index.php?title=Guilty_Gear_Xrd_-SIGN-
II.
By now everyone is becoming comfortable with basic uses of the new Roman Cancel and Blitz Shield systems.
- High risk/High reward scenarios can be relatively safe with YRC. I'm feeling like this enables Slayer/Bedman play. Always out of reach begging for counter hits. Pilebunker counter-hit; Win. Pilebunker whiff; not so bad. Having moves with invincibility be YRC-Locked shows Team Red put some time into design. I don't particularly want a game all about inexpensive low-risk Volcanic Vipers.
- We now have the ability to cancel all grabs for 50 meter. Great news for a few, huge nerf for others. Buri loves it but Johnny is hurting for example. Unfortunate for characters who rely on additional resources to deal damage.
www.youtube.com/watch?v=bWJJ8xSIH9E#t=20m46s
III.
I've been playing this game for about a month and I truly enjoy it. Now that I'm beyond the basic gameplay of my character, I have been spending my time analyzing current match videos. So I would like to continue this by listing unique scenarios, talking about the confrontation and finally linking these timestamps.
- Safejump YRC to punish backdash
The concept is you safe jump for your okizeme and then quickly input a YRC (be between 25-49% meter). If they did a reversal w/ an overdrive or a confrontationals move, you will be in blockstun & the YRC is negated. If they did a reversal w/ an escape option the YRC would activate allowing you enough time to punish their movement. I tried a bit in training mode w/ May and could not find a real strong application. Any good setups for other characters?
-Using YRC to punish big whiffs/burst at midscreen when opponent has >25% meter.
Good application I don’t see come up often.
- OptionSelect a Command Grab w/ a YRC
This technique relies on the fact that you cannot Roman cancel the first few animation frame of a command grab. For each command grab executed, you are required to input a quick RC. If the command grab is success the RC will be neglected. If the command grab is unsuccessful, YRC grants the player an opportunity to react to the situation. The answer is usually an air throw. No footage, but Potemkin can do this too.
www.youtube.com/watch?v=nLR-3_Nzi-s#t=6m35s
www.youtube.com/watch?v=Xz1HLWacWak#t=3m11s
www.youtube.com/watch?v=x6uugDyN1wo#t=20m50s
www.youtube.com/watch?v=q-mJbncU43U#t=5m23s
www.youtube.com/watch?v=7bsOvtfFtlA#t=13m27s
www.youtube.com/watch?v=7bsOvtfFtlA#t=16m57s
- Option Select a grab w/ a normal ghosted. 6HS+Attack~confirm
This technique is not exclusive to XRD. However I do see it under utilize. This is covered in mission mode! I want to take a moment and show people the strength of this tool. The exact details to execute is strictly characters dependent. The concept is based on button priority and normal grabs not having a whiff animation. By inputting 6HS plus any attack button weaker than HS, that 6+unique button will execute during any unsuccessful grab. Now you can ghost-input sequential chains or a special to help you confirm if the 6+ unique attack does connect.
Sol Example: 66, 4P+K, 6K+HS~6P, Confirm. A successful grab is a success. An unsuccessful grab turns into a chain of K, 6P, most likely confirming a ground to air combo in contrast to a whiffed 4HS or 6HS.
www.youtube.com/watch?v=RQIDYw3k72E#t=6m50s
www.youtube.com/watch?v=YTbeAV94MW0#t=17m20s
http://www.dustloop.com/forums/index.php?/page/index.html/_/home/zero-frame-whiplash-throws-in-guilty-gear-r469
- Reacting to opponents Burst w/ a YRC (while you are mid-combo)
Sometimes we have a hard read on the opponent but not much opportunity to call out a burst during our damage routes. (No jump cancel, Reverse chain etc. ) because the YRC restriction is dependent on the opponent state we now have the ability to YRC as soon as the enemy burst. If you are making a hard read you can execute any attack then quickly YRC. For example, most heavy attacks can become burst safe within these new parameters.
www.youtube.com/watch?v=YTbeAV94MW0#t=47m22s
www.youtube.com/watch?v=Snq_nnW2UdY#t=19m6s
www.youtube.com/watch?v=7bsOvtfFtlA#t=8m24s
- YRC's as offensive momentum
The new cancel system offers a “slow” casted on the opponent. Often times, this tool is strong enough to keep your corner advantage or your momentum going long enough to break the opponents guard. It’s better if you can disjoint an attack, but not necessary.
www.youtube.com/watch?v=YTbeAV94MW0#t=1m51s
www.youtube.com/watch?v=YTbeAV94MW0#t=4m53s
www.youtube.com/watch?v=YTbeAV94MW0#t=32m40s
- YRC Okizeme
YRC has 6 startup frames then 18f of superflash; freeze frames. Immediately after the freeze your opponent is in a “slow” state. By offensively using YRC on the opponents wake up you are moving their reversal window and altering the timing of their wakeup. Yes, they can still reversal wake up, but in application it is very tough and overall unreliable. If the 18f window overlaps their inputs, the execution is super challenging to complete. Also, you can no longer negative edge reversals! It’s better if you can disjoint an attack, but not necessary.
www.youtube.com/watch?v=q-mJbncU43U#t=1m3s
www.youtube.com/watch?v=nuJc_5BgCeo#t=5m55s
www.youtube.com/watch?v=7bsOvtfFtlA#t=6m51s
www.youtube.com/watch?v=EdL7IozDsEU#t=10m36s
- YRC splitting an air dash to beat Anti-Airs
Because of the 6F stop and the “slow” casted during a YRC you may now be victorious in air to ground confrontations which you would traditionally have lost. The opponents execution may be “eaten” by the stop frames, or the opponents animation will be sooner than expected. This is good for stuffing 6Ps as their upper-body invulnerability may not be on the frame when you interact.
www.youtube.com/watch?v=WiU0-C3Kuu0#t=1m16s
www.youtube.com/watch?v=YTbeAV94MW0#t=41m27s
www.youtube.com/watch?v=YTbeAV94MW0#t=13m21s
www.youtube.com/watch?v=YTbeAV94MW0#t=14m43s
- BlitzShield vs Projectiles to gain Invinc frames
Seems there is a unique property to the Blitz system which provides invincibility frames to the defender. This is useful in a scenario where the blitz blowback does not connect against the opponent . Now we have a unique way to deal w/ disjointed offense, Blitz~Throw. I can foresee this very useful against Eddie & Elphet & Gunflame.
Comment from Circuitous: This is covered in Mission Mode but not in great detail. I think it works like Potemkin’s F.D.B. - if you reflect a projectile, you go into a 22f recovery animation that is fully strike invuln. Not sure on BS frame data but I imagine it’s similar. Enough to get through multi-hitting projectiles like Leo’s.
www.youtube.com/watch?v=YTbeAV94MW0#t=51m28s
- New “burst safe” routes after a Roman Cancel
The RC system now includes a duration of slowdown against your opponent. This equates to burst having longer startup frames just after your cancel. Some animations are now burst-safe (after a roman cancel) while in previous iterations of Gear, they were considered ideal spots to burst. May’s contribution is RC, Air Dash… what new routes are for your character?
www.youtube.com/watch?v=YTbeAV94MW0#t=1h01m28s
www.youtube.com/watch?v=u3LjOAeEtqw#t=57m16s
www.youtube.com/watch?v=u3LjOAeEtqw#t=1h0m0s
- OptionSelect offensive YRC's
This is a super strong tool, used for offense routes which include links or long durations between hits. When your meter is between 25-49%, you can execute a YRC on hit/block and it only activates when the opponent burst. This can be starting or late in a combo! Brainstorming about Ky, I can think of (4) routes this is useful. 6K ~YRC Split Ciel ~YRC Greed Sever ~YRC VaporThrust ~YRC. Which spots work well for your characters offense? on block or hit?
www.youtube.com/watch?v=YTbeAV94MW0#t=4m44s
www.youtube.com/watch?v=YTbeAV94MW0#t=5m32s
www.youtube.com/watch?v=YTbeAV94MW0#t=34m59s
www.youtube.com/watch?v=YTbeAV94MW0#t=44m03s
www.youtube.com/watch?v=Uo1UyNaedU0#t=4m17s
www.youtube.com/watch?v=nuJc_5BgCeo#t=8m20s
- Early meter expense for sweet spot of OS-YRC
This tactic relies on combining the last two examples. starting an offense w/ significant meter, it may be advantageous for you to do an early overdrive (may be burst safe) or RC (may have a burst safe route) to setup your OS-YRC route. Making the entirety of damage dealt much more burst resistant
www.youtube.com/watch?v=RQIDYw3k72E#t=12m13s
www.youtube.com/watch?v=7bsOvtfFtlA#t=1m52s
www.youtube.com/watch?v=7bsOvtfFtlA#t=17m50s
- Backdash, YRC for Instant Overhead Attacks
www.dustloop.com/forums/index.php?/topic/10247-back-dash-hop-yrc-instant-overhead/
- Using YRC to gain Invuln frames from Overdrives
Some Overdrives have invuln frames before the startup animation. It’s possible with Heavenly Pot Buster and Ride the Lightning to YRC them before the startup, granting the invuln frames, but not the meter cost of the Overdrive.
Proof of concept video from VR_Raiden: www.youtube.com/watch?v=1vK-oQijE5Q
Big ups to GoldenRody and Neojimbe for the video management, as always, thank you guys!
Big THANK YOU to my friends for the proofreading, //JAIS, AlphaKami, Legendary_Circuitous, Ailerus.
Enjoying this iteration,
KyleW
Games List
Blazblue Chronophantasma (PS3) [ 64 Player Limit ]
Guilty Gear Xrd (PS3) [ 64 Player Limit ]
Dengeki Bunko Fighting Climax (PS3) [ 32 Player Limit ]
Under Night In-birth Exe:late (PS3) [ 32 Player Limit ]
Persona 4 Arena 2 (PS3) [ 32 Player Limit ]
Melty Blood Actress Again Current Code (PC) [ 32 Player Limit ]
Dead or Alive 5 Last Round (PS3) [ 64 Player Limit ]
Virtua Fighter 5 Final Showdown (PS3) [ 32 Player Limit ]
Arcana Heart 3 Love Max!!!!! [ 32 Player Limit ]
Location: Bolney Meadow Community Center, 31 Bolney Street, SW8 1EZ Vauxhall London, England UK
Dates: 20th - 22th of March 2015
Venue Fee: £15 for a 3 days advance signup, 20 pound for the 3 days on the door
Tournament Entry Fee: £5
Nearest Tube Station: Vauxhall (Victoria Line/National Rail, Zone 2) and Stockwell (Victoria Line/Northern Line Zone 2)
Further details can be found on the Dustloop Thread and their Website
You can catch the Revolution 2014 playlist here and of course, don't miss that Trailer below!
http://youtu.be/_W8wRtAkulU
The link to all of the information needed on the tournament is here.
Also, you can check out the official Frosty Faustings website here as well.
Stream:
Anime games will be streamed by Nobody_EXE all weekend.
Twitch.tv/nobodyexe
Schedule:
Game and stream schedule is located at: http://frostyfaustings.com/wp-content/uploads/2015/01/FFVII-SCHEDULE.pdf
Apex 2015 in Secaucus, NJ is set to go down as one of the largest Smash tournaments ever! But in addition to the tournament's flagship title, there will also be plenty of main stage action for Ultra Street Fighter IV, Ultimate Marvel vs Capcom 3, Killer Instinct, and of course Guilty Gear Xrd -Sign-!
Thanks to a partnership with Twitch, there will be a sizable pot bonus for every game, with the broadcasting company throwing in $1500 into the Guilty Gear pot alone!
Stream:
VGBootCamp will be providing all of the Main Stage battles & Top 8 finals for the weekend.
Bifuteki will be featuring all of the other traditional Fighting Games including SFIV, UMvC3, KI, & of course GGxrd.
Stream & Tournament Schedule:
http://www.apex-series.com/wp-content/uploads/2014/11/zZo1cJA.png
DATE
2015 February 21st and 22nd.
GAMES
Main Tournaments
- Ultra Street Fighter IV (Xbox 360)
- Street Fighter III: 3rd Strike (Xbox 360)
- BlazBlue: Chrono Phantasma (PS3)
- Guilty Gear Xrd -SIGN- (PS3)
Side Tournaments
- King of Fighters XIII (PS3)
- Skullgirls Encore (PS3)
- Super Smash Bros (Wii U)
Side tournament format will depend on the number of players. With less than 16 players will be winners/losers brackets. With more than 16 players tournament will be single elimination.
VENUE
The tournament will be held at the Spa La Princesa Hotel, in Alcorcón/Mólstoles (Madrid). The address is as follows:
Ctra. M-506, Km 9 salida Móstoles Centro
28922 MADRID - Alcorcón/Móstoles (Madrid) - España
REGISTRATION
To register follow this LINK
Registration Fees
- Venue: FREE
- Ultra Street Fighter IV: 15 Euros
- Street Fighter III 3rd Strike: 5 Euros
- BlazBlue Chrono Phantasma: 10 Euros
- Guilty Gear Xrd SIGN: 5 Euros
All prices apply for online pre-registration. Emergency on-site registration will have an additional charge of 10 Euros per game.
STREAMING
Armshouse
http://www.twitch.tv/armshouse
Motoken Team
http://es-es.twitch.tv/MotokenTeam
Find further details on their Dustloop Thread and be sure to check out their trailer!
http://youtu.be/DOQXBBHXf54