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Xrd Battle Summit 2016 - 5v5 Regional Invitational
Chris Chaos replied to Shinobi!'s topic in Majors and Regionals
I've been working with TheHadou to start setting things up for Combo Breaker, so that event is a GO for the Xrd Battle Summit Shinobi! I'll also discuss with some Midwest people on who can go/participate in the Summit at Final Round, I'll get at you when a team has been organized. -
Chipp's Leaf throw does not have Strike invul, you can hit him out of it (It was strike invul in +R), however, throwing him out of it gives Ky a greater advantage and better positioning and allowing Ky to start his Oki game which is strong against Chipp.
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Alright, let's break down what happened here. I hope you like reading because I'm going to go into much greater detail about this set, if not, read the TLDR at the end (However, you'll miss out on a lot) Game 1: Susumu get's hit with a 2D at the start of the match, this was entirely avoidable and he was slipping giving Machaboo an early advantage. Throughout the game, Machaboo is calling out air teleport with an air throw into Oki and seeing if Susumu would respect or not, then reply accordingly. This happened both rounds which gave Machaboo the win due to Susumu not respecting the Oki setup, and the one time he did, he got grabbed and it lead to him losing; this happened in both rounds. Winner - Machaboo Game 2: Match begins and Machaboo is still air throwing Susumu, but now for dropped combos however, Susumu was able to get Machaboo in the corner and run his mix-up game and do some damage, although losing the corner, he was still able to close out that round. Susumu starts playing a better ground game, it leads to him utilizing midscreen mixups, opening Machaboo up and gets a good health lead. Susumu however, messes up a setup and get's thrown (again) into Ky's Oki setup, which he does not respect (again) leading to Machaboo gaining momentum and Susumu not being able to recover that round. Susumu continues to use his mobility and now incorporates leaf throw, Susumu gain an advantage however, he is called out with 2H from Ky but bursts the uppercut properly to keep his momentum. A lot of stray hits lead to Susumu still holding advantage forcing Machaboo to be more aggressive. He air throws Susumu again, which gives him some momentum but Susumu respects and finds his time to get the throw he needs to take it although, he almost lost in this process. Winner - Susumu. Game 3: Susumu is more aware of the spacing Machaboo wants to control and plays more cautiously, he utilizes teleport > YRC on whiffs and punishes properly. He continues to use leaf throw but now Machaboo is calling those out w/ airthrows, he even air throws Susumu from a Wall Green Leaf Throw, however, it's not enough to gain momentum and Susumu takes the round. Susumu runs the same game but now incorporates max range dust, getting a counter hit which would lead to a combo but Machaboo bursts. Susumu is still getting called out for teleports and now Leaf Grabs, he gets some momentum but it's too late in the game and Susumu closes it out. Winner - Susumu Game 4: Susumo runs the same game he did in Game 3 and dominates the first round. Machaboo could not gain any momentum and Susumu ran all over him. Susumu decides to stick to his guns this round, does it well but get's called out on a teleport into (B**** YOU GUESSED IT!) another air throw, Machaboo runs the oki game once again. Susumu escapes and puts himself in the corner with Alpha Blade (bad idea) get's knocked down and Dead Angle's Ky's CSE while Machaboo is in the air (REALLY bad idea), which leads to him losing that round. Susumu get's hit with a round start 2D from Machaboo again, he also dropped a crucial combo which leads the entire round is a throw-fest from both Machaboo and Susumu. Machaboo's throw followup setups get's him more than Susumu's and Machaboo seals the deal. This was Susumu's game to lose and he sure lost it. Winner - Machaboo Game 5: Susumu continues to stick with the same game play, utilizing movement and trying to make Machaboo whiff, however, he get's called out on his teleports and uses 5K to tag Susumu for running at him, once w/ j.H, another with an air throw, and his leaf grab get's air thrown. Susumu get's put into the corner and is forced to use all his meter to not get chipped out, Machaboo uses all his resources and is able to chip out Chipp. The next round was extremely odd. Machaboo was able to immediately contain Susumu and take out 80% of his life. Susumu get's out but is air thrown, again! Susumu, cannot get the momentum and Machaboo ends the game w/ a ground throw. Winner - Machaboo TLDR: Nothing special here, the entire set was Machaboo calling out Susumu on a few things (Those things being teleport and leaf throw) and capitalizing on it w/ an oki setup and following up accordingly. However, due to that strategy, he was hit by things that he shouldn't have been hit by which cost him rounds/games. Even Shorter Description: https://www.youtube.com/watch?v=r5kJBOhqytQ
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Please use this thread to discuss and contribute to The Yukari vs Shadow Labrys (AKA: Shabrys) match up. Information will be added to the main post as information comes. Keep in mind that strategies will be changed as the game evolves. Yukari's Match-up ToolsLong Range5B, 2B, j.B and j.2B are good tools to utilize to call out Shadow Labrys' approach. mixing this up with Feather Bomb (214A/B/A+B) can make things scary for Shadow Labrys to approach from the air and try a more grounded approach. At that time, you will utilize 5B and 2B more to stuff her approach. Feather Arrow (236A/B/A+B) can be used but sparingly. Since Asterius can absorb all the hits it makes it hard to do anything with it. but using Aerial Feather Arrow (j.236A/B/A+B) can be more useful in keeping Shadow Labrys in check from approaching you easily. Mid RangeMagaru (214C/D/C+D), 2C, j.B, and j.2B are useful here. You want to mix it up by utilizing Magaru orbs and 2C to hold Shadow Labrys down and keep the her Persona blocking, since they do enough damage to break the Persona. 2C is a great way to start the round because it forces Shadow Labrys to block and forces her to make her Persona block otherwise you take a card. It also keeps 2C's hit-box active longer than usual, because it's striking the Persona. Close Range5A, 2A, 5C, 2C, j.C, j.D and Throw (C+D) are the tools necessary for this range. 5A/2A/5C/2C are good pressure tools (This goes for most match-ups). j.C can be used as a throw bait tool, catch mashing and you can confirm off this for corner carry. j.D grants Oki after a knockdown. Throwing is a strong tool in this situation because if the Persona becomes active for any reason (except blocking with 5D), grabbing Shadow Labrys will take a card from her, even if she breaks the throw. Shadow Labyrs' Match-up ToolsLong Range*RESERVED* Mid Range*RESERVED* Close Range*RESERVED* Yours and Their OptionsYukari's OptionsMovement is going to be important here, because of Shadow Labrys large hitboxes and large persona taking up the space on the screen, you're gonna have to stay mobile yet be very cautious about how you move around and approach her. Be aware of where Asterius is on the screen. If you're not paying attention to the Persona, you can get hit or even Counter Hit by something and Shabrys will pick it up for another combo into knockdown and favorable positioning. The round opener is the most important in this MU, but Yukari can answer offensively with 2C. This forces Shabrys to block herself and the Persona needs to block or, she loses a card, and luckily, you can jump cancel it on block so you can get away. If you happen to hit her, you can combo Shabrys and gain the life lead. This will force S-Lab to make an approach and you can stop her with a 2B/j.B and if she happens to be entering with j.B, that's a Counter Hit and you can get 3K or more for following up with a combo. Using Magaru (214C/D) helps since Shadow Labrys has various ways to break your persona if you use 5D/j.D at mid-range w/o a proper knockdown. Most of your Feather Flip (236C/D) combo SHOULD end in Feather Shot Silence (B/D after Feather Flip) against her. You limit Shabrys from using her Persona based Moves, along with her not being able to burst. Doing this favors you since the Persona does get in the way of Yukari's offense. You can rush her down and open her up easier doing this, be sure to cross Shabrys up in the process. If you bait a DP and make it whiff or she has no meter, punish her. When you have the life lead, Shabrys is forced to go on the offensive. Shabrys will try to break your Persona if you're zoning her effectively so you have to be careful of placing 5D/2D, but if you don't want to risk your Persona, you can throw out Magaru (214C/D/C+D) or Jumping Magaru (j.214C/D/C+D) and zone from that. Feather Bomb (214A/B) is your friend. Shabrys will more than likely approach with j.B and may try to IAD~j.B so if she takes the risk of jumping in at you, trigger the bomb and that's a FC if she's swinging. Pick the combo up since there's so much un-tech time for it and make it hurt. If Shabrys is Persona broken, that's the time to rush her down. Since she has 6 Persona Cards, you have time to open her up and take the round/game. Just be aware of her normals and approach quickly yet, cautiously. When Shabrys has Titanomachia (214214C/D/C+D) available; frankly, it's her turn to play the game. Quickly look at the counter to see how many inputs you have to look for. If she's low on cards and you have 75 Meter in awakening; challenge Titanomachia with SB Magarula (214214C+D), It will take out the persona, and force Shabrys to block and allow you to mix her up. If you have not met these conditions, your movement and defense will be tested. Keep a safe distance from her to avoid a possible cross up from the ender. To avoid a cross up IF she is above you, you can use your Evasive Action (A+C) through the ender and avoid the situation. Even if you defend yourself from her onslaught, but get tagged by the ender, it takes a significant amount of health away from you. NOTE: If you use Magarula Super and both Shabrys and Asterius are blocking it, the duration of the Awakening super is HALVED! Unfortunately, if you don't have a life lead, things get hard. A good Shabrys will lame you out which forces you to go on the offensive by taking risks. If you need to go offensive: Do not IAD~j.A her! She can 2B you for it and get a Fatal Counter combo that hits for about 3.5K (or more) + Knockdown + positioning. Be aware of where Asterius is on the screen, if you're not paying attention, you can get hit or even CH by something and the Shabrys player will pick it up for another combo into knockdown and favorable positioning. Find the time to place Feather Bombs on the screen to create dangerous space in the air so it's risky for Shabrys to approach you from the air. Silence Shabrys if you hit her and pressure her. Bait Shabrys' Furious Action (B+D) or get a knockdown and place a (5D/j.D) on her to keep the advantage, especially if she's in the corner. Shadow Labrys' Options*RESERVED* Match SummaryYukariBe very mobile yet aware of your surroundings. You will need to work around Shabrys's large normals and Asterius' large attacks in order to do so. Obstruct Shabrys' approach with Arrows (5B, 2B, j.2B), Feather Bombs (214A/B/A+B) and Magaru (214C/D/C+D), to force her to make a risk so you may punish her. End all combos that have Feather Flip (236C/D/C+D) with Feather Shot [Silence] (B/D after Feather Flip) to get rid of the persona for a short time. If you find yourself in a pressure situation, block and wait for a chance to escape, if you see a command grab setup, and Shabrys tries to catch you jumping out, you can opt to Furious Action (B+D) out and gain a lot of distance from Shabrys since you will DP Asterius. When Titanomachia (214214C/D/C+D) is active, wait it out or challenge with SB Magarula (214214C+D) to get rid of it. When Shabrys is Persona Broken, that is your time to strike, she has 6 Persona Cards and it will take awhile for them to recover. Be cautious with your approach and try to take Shabrys down before her cards come back. Do what you can in the mobility aspect to avoid being pressured by Shabrys, It's tough to deal with Shabrys' pressure once she catches Yukari. Shadow Labyrs*RESERVED* Let it be known, we're all human so, if there is an issue or error, please bring it up in this thread so that it may be corrected/discussed.
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Please use this thread to discuss and contribute to this match up. Information will be added to the main post as information comes. Keep in mind that strategies will be changed as the game evolves. Yukari's Match-up ToolsLong RangeFeather Arrow (236A/B/A+B, j.236A/B/A+B) is your go-to long range attack, Ken cannot do much without taking a risk to you from full screen unless he has 50 meter and Koromaru is available. 5B, 2B, j.B and j.2B are also good tools to utilize to keep Ken in check, mixing this up with Feather Bomb (214A/B/A+B) can make things very scary for Ken if he tries to approach airborne because Feather Bomb starter is good and very easy to confirm off of. Mid RangeMagaru (214C/D/C+D), 5B, j.B, and j.2B are useful here. You want to mix it up by utilizing Magaru orbs and arrows to approach or mix up Ken upon your approach. utilizing movement is key here and will help you get into close range around Koromaru so you are able to apply your close range game. Avoid allowing Ken to jump in on you at this range, using 2B at this range is risky because of it's slow startup. You may take a hit or trade at best which is not good for Yukari. Close Range5A, 2A, 5C, 2C, j.C, 5D, j.D and Sweep (2A+B) are all good tools here. 5A/2A/5C/2C are good pressure tools. j.C can be used as a throw bait tool, catch mashing and you can confirm off this for corner carry. 5D/j.D helps with Oki after a solid knockdown (usually from sweep at this range), since it forces the opponent to block on wakeup or utilize a reversal to get out and attempt to punish Yukari if she's too close. However, if Yukari approaches correctly upon the opponent's reversal, she can get a CH 5C/2C and get good damage from her punish. Ken's Match-up ToolsLong Range*RESERVED* Mid Range*RESERVED* Close Range*RESERVED* Yours and Their OptionsYukari's OptionsYour options vary on how you utilizing your mobility is going to be really big here. Your defense is going to be within your offense in this match-up, the better your movement, the harder it is for Ken and Koromaru to catch you. Screen awareness is key, knowing where Koromaru is at all times and engaging Ken behind arrows or Garu orbs makes things harder for Ken to get started because once he starts, there's a chance it won't stop for a long time. If you find yourself blocking Ken, you're going to have to make a risk by using meter or DP'ing out of his pressure. When you get the chance to attack, end your combos that have Feather Flip (236C/D/C+D) in them w/ Feather Shot (Charm/Confusion) (Charm = A or C/ Confusion = A+B or C+D). Silence has very little effect on Ken since most of his combos rely on using Koromaru rather than his Persona. Do not DP unless you have meter to cancel into super to create a guessing game if Ken is pressuring you outside of Guard Cancel (4~6A+B) or Guard Cancel Roll (4~6A+B) range. If Ken uses A Charge Thrust (236A), you can IB and punish with Hyper Feather Arrow (236236A) If he doesn't have meter to One More Cancel (A+B+C). This move is -17 on block (B version is +1). Yukari can punish Ken with a mid-screen, anti-air confirm if he approaches incorrectly, if you hit when he's under pressure and/or Punish his DP, it will end with you taking the round/game. Punish Ken's All Out Attack (AOA) is difficult, especially since he can make it safer using Koromaru (2C) although, your can Furious Action (B+D) on reaction; this will lead you to a Fatal Counter (FC) punish that can give you an okizeme setup or bomb reset. such an example can be given in the video in THIS LINK that displays how to properly perform it. (This punish can be applied to any move(s) that has fatal recovery that you can hit with your DP) Ken's OptionsHis options from mid-screen are good, they can contest Yukari with 5B/2B if she takes a risk and get called out. However, if you play outside of that range with your j.B/j.2B and 214C/D, you can approach a lot easier. Ken's j.A is very scary for Yukari since it hits 3 times and he can convert the hit into a knockdown with j.B so, you have to play it safe in the air against him at certain ranges. j.B also covers a lot of air space so getting over him can be a problem if he uses it properly. When he begins pressure with the dog, you have to Instant Block and respect him until he gives you an opening. DO NOT CONTEST B Charge Thrust (236B) it's +1 on block and he can create frame traps or block/roll through a reversal Hyper Feather Arrow option. Once you block you're going to ge there for awhile. DO NOT CONTEST SB Charge Thrust (236A+B) It is +7 on block, you cannot do anything. Koromaru will be coming through after this so you WILL get CH trying to challenge after blocking it. Ken's options are pretty limited once he's on defence. From the fullscreen and half-screen range, you will see him utilize Koromaru a lot, it's his safest and easiest way to get you to block and allow him to close the gap in his favor, however, at full screen, you can combo the dog and throw out j.B or j.2B to contest Ken's approach. Feather Arrow also hurts Koromaru from full screen and can make Ken block, if the Ken player isn't looking for it, he may get hit by it. From mid-range, he can throw out 5B/2B to contest with you if you're not approachign cautiously but, when you get close, Ken must block and rely on you messing up or him taking a risk to get out of Yukari's pressure. Frame traps work well against him and you don't have to worry about Koromaru since he cannot use Koromaru when he's blocking. Match SummaryYukariKeep your distance and work your way in AROUND Koromaru. Keep this match mid-screen and safely close the space, once you get in, pressure Ken; do not let up. Frame trap him and punish his risky decisions as hard as possible. Avoid having your back to the corner or you might find yourself stuck there and forced to make a risk that may, or may not pay off. Ken*RESERVED* There is a much more detailed description of this match up in an Evernote that may answer some questions that may have not been brought up here. I went over a lot of things with AXIS and Agito to be sure that the data I brought to the table was as accurate as possible. If you want a more detailed description on the Yukari vs Ken Match up, please CLICK HERE for further details. Let it be known, we're all human so, if there is an issue or error, please bring it up in this thread so that it may be corrected/discussed.
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abadlime reacted to a post in a topic:
Combo Breaker | May 22-24 | Chicago, IL.
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Schneider-X reacted to a post in a topic:
Combo Breaker | May 22-24 | Chicago, IL.
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I'll have to try this out when I get home. I've had success midscreen BE with this: 5B > 6A > sj > 66 > j.B > BE I've gotten this on every character except for Tao and Makoto (There might be more, I'll post up when I find out). It's really weird messing around with, and I've even gotten 5C to work in here in between 5B > 5C > 6A > etc... It's something that's worked for me in training mode/matches but I'll have to try KayEff's route as well.
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Since I happen to play this Matchup with A.X.I.S. a lot, I put an Evernote together with what you need to know when fighting Ken. The first post has shorter notes (It's still a lot lol!). Until then, please enjoy THIS EVERNOTE with a more in-depth explanation of the match up.
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Chris Chaos reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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P4U2 Nagoya Base Arena #9 (Team Execution Stream) ??? (Yukari) vs ??? (S. Narukami) ??? (Yukari) vs ??? (S.Narukami) ??? (Yukari) vs ??? (Adachi) ??? (Yukari) vs ??? (S. Teddie) Motochika (S. Yukari) vs Souji (Teddie) Motochika (S. Yukari) vs DIE-Chan (Rise) Motochika (S. Yukari) vs Tahichi (Margaret) *EDIT*: First Post Updated with videos.
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Stellarcircle5 reacted to a post in a topic:
Combo Breaker | May 22-24 | Chicago, IL.
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Chris Chaos reacted to a post in a topic:
Combo Breaker | May 22-24 | Chicago, IL.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Chris Chaos replied to AtTheGates's topic in Chipp Zanuff
Wait, what?! I'll have to try this out when I get home because if this is true, that makes taking advantage of Invisibility MUCH EASIER! (In the mirror at least)- 260 replies
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blackSNAKE hardly uses Dustloop so I'll text him about the issue and have him get back to you ASAP. EDIT: Just got in contact with Prucha, he will contact you after he get's off work. EDIT2: He won't be getting off work until late, he will contact you around 10PM tonight.
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As I read the last few posts, everything I wanted to say has been covered. I'm also in the middle of doing a Post Major write up (As I usually do for every event I go to) so, I'll keep it short here. Final Round this year was a let down. So much promised to us and things kept happening to make things fall into a downward spiral. I had no idea what was going on but after hearing about SixFortyFive's side along with hearing about what was leading up to this event, it sounded like things just fell apart at the top and trickled to the bottom. I came to this event expecting to run one event and because my boys on staff were having issues, I took it upon myself to help them out. I was even gonna drop out of singles to help but Silent Shinobi told me not to. After what happened, I felt I should have dropped out anyway because my performance was garbage this year... Even with everything falling apart, I was still glad to have met up with a bunch of old faces and befriend new players I've heard of, or just met in ATL. The South has WAY too many talented Anime Players for things to have happened this way it did, and this is one of their 2 big events to unite and show what's up. Unfortunately, it didn't go too well... Even though the event was not the greatest, the people I met there made up for it. Hopefully the Final Round Crew learns from this event and make things better next time around because we got the shaft for sure... Anime has gotten WAY bigger than it used to be, and this event numbers showed it. This should be accounted for in the future. Alright, tag me up when you do. I'm Christopher L Johnson on Facebook, I've posted in the event page as you already know so, I'll be looking for it.
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NOTICE: The 5v5 Qualifier will be taking place at 5PM on Friday. If you're team is NOT there at 5PM, you will not participate, I am not starting at 5:01PM, I will NOT start at 5:30PM. You guys can pre-register for the qualifier by Directly Messaging me here on the forums or PM via Twitter. I will put you Team Name down and set you up for pre-registration. However, if you did pre-register and you are not there at 5PM, we will start without you and you will not be able to play. I will be doing roll call at 4:45PM and finalizing the brackets at 4:50 and the tournament WILL start at 5PM. Do not be late for this, we're on a tight schedule and to confirm a final team we need to make this go as smoothly as possible.
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The Teams for the Final Round 18: Guilty Gear Xrd - High Stakes Exhibition have been set! My previous post has all the teams on it. Good luck to all 7 official teams and best of luck to those fighting in the qualifier. EDIT: Updated the post with changes since there is only one remaining slot for the exhibition. Also, Shoutouts to ShinBlanka for getting us a stream hookup through FunkyP for this exhibition! We Made It Y'all!
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Favorable MU for Chipp but Leo has very active buttons to contest with him if he tries to go after you in the air. j.H and j.K made is very annoying to deal with him in neutral when you want to move around and can lead to you getting knocked down into stance pressure if you aren't careful. You want to move around him with a larger space between you and Leo than you normally would with most other characters so that you can make it hard on him. Flash Kick is also a pain, so be sure to bait it out and make it count when you do. Watch out for HS outside of stance, Leo can toss it out there and if you make a mistake in the footsie game and get hit by it, it's not gonna end well. 2D is your go-to poke against him, it get's you the knockdown you need to start safely and Leo can't do much about it. He has to make the right read and jump over it or a properly spaced HS to get his game going. bt.P is throw invulnerable (F1~8) and bt.K is throw invulnerable (F1~6) so you don't wakeup throw him since most of them will more than likely toss that out to check you for it. bt.H in stance is an overhead and +6 on block... (Don't ask me why), however, bt.S is -1, you can IB and FD jump to avoid the bt.H that will more than likely follow behind it. FDC Mix-up can work on him but you have to be wary of his flash kick. You'll want to do your FDC Mixup meaty or safe jump it Leo to bait this out. If he is in stance, not only do you have to watch out for the flash kick, but you now have the shield to contend with. Safe Jump the shield and punish by throwing him. Personally, I'd probably go for mix-ups when he's back is to the wall and not mid-screen, but sometimes, you'll need to do it. In the end, it's a favorable matchup for Chipp, but one wrong move can easily make things go south... Trust me, I know from experience
