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Chris Chaos

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  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Sure, why not? I should be available on Sunday and I'm trying to get back into the game so I'll be pretty bad LOL! If anything changes, I can be removed right? I'll try to give advanced notice as soon as I can if something comes up.
  9. 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.
  10. 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)
  11. 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.
  12. 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.
  13. 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.
  14. 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!
  15. 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
  16. Everything here is correct. Just in addition, you must remember that Nobiru IS Air Unblock-able so you NEED to FD it now. Shuriken and Gamma blade are still useful in this Match-up. avoid throwing out Gamma when Eddie is hidden. Kunai off the wall helps keep Eddie in check as well and if Zato tries jumping at you, the Kunai causes hard knockdown which can help you get things started, however you don't want to be on the wall forever. Find me helps a ton especially when you move within the patter of when you disappear. moving around in Find Me makes it really hard for Zato to get started. Moving around with double/triple jump and coming down with a j.H makes things harder for him. You want to work around Eddie to make sure Nobiru doesn't hit you but with your movement options in the air, it can help out. Keep this matchup midscreen and push Zato in the corner, you want to avoid having your back to the corner for too long because it's a really bad spot for Chipp to be in against him. If you're cornered, Zato can keep you there fairly well and check you for trying to escape. So be very careful about how you move around in this matchup and avoid putting yourself in a bad spot.
  17. 1) Fixed your handle, my bad. 2) I cannot name you "Team Fuck Mountain" for obvious reasons... since this is more than likely to be streamed. Currently working on the details of that but once I get an official word, I'll post up here.
  18. I'll be going to EVO this year, Just gotta buy my plane ticket. Already bought my pass though. I don't think I can bring a monitor but I can bring a console with GG/UNiEL/AH3LM. I'm only interested in +R and UNiEL for side tournaments, since I'm only entering Xrd this year haha. (How would I go about that in voting since I can't bring a monitor?)
  19. After going over a few details with Silent Shinobi, we've decided to move forward with the Regional 5v5 for Final Round this year, I'm talking with Players who are confirmed for the event, to form teams as we speak! We're striking for Eight Teams for this exhibition! Once I gain confirmation of handles and players representing states/regions that will be in attendance on Friday, I will post up all their information here and in the Final Round Event Page on Facebook! Going to post a few rules so people are aware of how the Exhibition will work: Final Round XVIII - Guilty Gear Xrd: Battle By the Backyard (B.B.B.) 5v5 Exhibition Start Time: Friday March 20th, 2015 - 8PM EST Entry Fee: $20 per person ($100 Per Team) Payout: Winner Takes All Stream: FunkyP Basic Rules This Exhibition will be a Double Elimination Bracket. The Exhibition will be played in an original team format (Pokemon Style). The Exhibition will be character locked (Choose your character wisely). Each Team Captain will send players to face off against each other. Winner stays on, loser gets up, the Team Captain will send the next player to play the next game. First Team to take out all the opposing team's players are considered the winners and will advance. This will be a One-and-Done exhibition, there will be no 2 out of 3 sets amongst the players. Grand Finals If the Winners Side wins the first set, that will be the end of the High Stakes Exhibition. If the Losers Side wins the first set, a reset will happen and there will be another team set played. After that, the next team to win the following set, will be declared the champions of the Exhibition. We're also looking into setting up a possible Wild Card slot for the event! So even if you aren't in the set slots for the exhibition, you still have a chance to get in as a Wild Card Team! Be sure you're there Friday Afternoon before 5PM to fight for the last available spot! Final Round XVIII - Guilty Gear Xrd: Wild Card Qualifying Tournament: Start Time: Friday March 20th, 2015 - 5PM EST Entry Fee: None Rules This Exhibition will be a Single Elimination Bracket. The Exhibition will be played in an original team format (Pokemon Style). Each Team Captain will send players to face off against each other. Winner stays on, loser gets up, the Team Captain will send the next player to play the next game. First Team to take out all the opposing team's players are considered the winners and will advance. This will be a One-and-Done exhibition, there will be no 2 out of 3 sets amongst the players. If there is one Wild Card Slot available, the winner of the Finals Set will advance to the exhibition. If there are two slots available, the top two teams will participate in the exhibition. *Be sure that if you're in the Wild Card Tournament, you are able to pay the fee to get into the High Stakes Exhibition* Confirmed Teams: Team Chicago (Midwest): Within Team Chicago, you have some prime players from the Midwest Region! Veterans, champions and new blood! On the team you have: FF|ElvenShadow blackSNAKE Sym Zinac JCS|ShinSyn This team based from Chicago, IL, will be representing the Midwest Region Friday night. With ElvenShadow still on his Championship run since KiT15, being backed by the solid accolades of his teammates: blackSNAKE, one of the best Venom's in the USA! Sym showing off at FFVII with the power of Setplay. Zinac's consistent top placements in recent tournaments and the student of all these veterans; ShinSyn will be there to face off against the competition! Be prepared for a "Fatal Duel" when clashing with this powerful team from the Midwest! Team Alabama "Birmingham Quarter" - South: This team from the Southern region is nothing to mess around with! A list of Well known veterans, a strong newcomer and an SBO qualifier for GGAC! Within this team, you have: Doren2K SolidPlay Raekw0n187 Silent Shinobi Nagato With history following these players, you know they are a force to be reckoned with! Silent Shinobi with his Recent Top 8 Placing at Frosty Faustings, Doren2K with his Top 8 Placement at KiT, and Raekw0n as a previous SBO Qualifier in GGAC! Loud and proud The Birmingham Quarter within Alabama is coming to the exhibition with the intent of giving "No Mercy" to their opponents! Team Florida - South: Another team representing the Southern Region! This team has players with Tons of history with their roster of veterans, victories and strong up-and-coming players! Within Team Florida, you have: DC|FlashMetroid Senkei DC|Juggernaut / DC|The Arm DC|Mystic This team is coming to this exhibition with a TON of experience under their belt, and players making a return after years of being absent! FlashMetroid making an appearance at WB9 placing in Top 8 alongside with Senkei already makes a Scary combination! Florida is coming to Final Round XVIII ready to make some "Babel Noise" in the venue! Team Vet Coast** - Champion's Team: This Veteran team has a ton of players from all around! Last Year's Champion of GGAC+R, MacArthur Blunts has joined forces with the likes of other vets to bring the competition! MacArthur Blunts TS|NerdJosh / BT|MarlinPie TS|Lord Knight DaiAndOh *Yes, I know, there is no Veteru, hence the Asterisks.* This team has TONS of experience ranging from coast to coast! With MacArthur Blunts (Final Round XVII GGAC+R Champion) on the team along with the WB9 GGXrd Champion MarlinPie, backed up with the powerhouses of NerdJosh, Tasty Steve and DaiAndOh, they make quite the dominating team! If you're not careful when the Champ and his team hit the stage! Do you think this team is a threat? "Well Haven't You Got Eyes in Your Head?" Team Georgia - South: dot_Nova Daedalurus :LEO: Ariscool24 Eshi Nitronoodlez The hometown team that will be representing the hometown state of Georgia! Lots of new blood here but this group shows a lot of promise, as of late grinding it out in locals and playing with some of the best veterans in the south! dot_Nova has been doing it big with the big man Potemkin and showing he's a force in this game. Alongside him is Eshi, Justice player in GGAC+R, now moves his skills into a new character Venom, and with other players such as Nitronoodlez, Ariscool24 and Daedalurus backing them up, they are sure to "Engage" the competition fiercely! Team Texas - South: Boost|Jan R0BOT Kensou Sylint Joe Shyne This Team has a ton of players with quite a lot of history behind it. Representing Texas you have Boost|Jan who is considered one of the best Potemkin players in the US currently, alongside with Rob0t who plays a very mean Sol! Kensou who has shown that Chipp is a force to be reckoned in previous Guilty Gears and plans to continue that in Xrd! Sylint is ready to show of some of his Bedman skills and lay the competition to rest and Joe Shyne down to pummel the competition! Team Texas is ready to show off it's "Burly Heart" in ATL and show everyone why Texas is beastly! Team Tenkai (Tennessee/Kentucky) - South: KiT|Shinblade KrazyKorean TheSlyMoogle :LEO: Yasha ??? Both Tennessee and Kentucky have combined some of their best forces together to create Team Tenkai! A ton of players here with pretty solid history here and plans to keep writing their names in the books of US Guilty Gear! Shinblade, known for his Too hot to Handle Sol will be fighting alongside with the well established KrazyKorean! Alongside with the two Tennessee natives, you have TheSlyMoogle who is not equipped with a terrifying Leo and Yasha who has displayed nothing but clean Ky play since Xrd has been out! Now the question remains: Who is their 5th player? We'll find out soon... Wild Card Slot (???) - ???: (TBD at the venue)
  20. Sorry for the delay guys, I've been REALLY busy and had a lot going on but I will still be pushing for the 5V5 Tournament. I'm going to talk with Silent Shinobi and make sure things are underway. Once I hold a discussion with him over the weekend, I will post up with more information. Once again, sorry for the delay, I'll be getting on this for you all.
  21. Note* - When browsing the Yukari Takeba forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. This thread is for Persona 4 Arena: Ultimax 2.0 Videos. Please do not add 1.0 or 1.1 footage in this thread. Let's keep things organized. If you'd like to contribute, please feel free to do so! Just link the video along with the time that Yukari appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Listings are going new to old going by the date of the event(if no event date is available, then the video upload date is used) and with the Yukari player's name on the left side always. All Shadow Yukari Matches will have the date in Red Text. EXAMPLE: - [10/27/14] S. Yukari vs Akihiko Please refrain from going off topic in this thread. This thread is for posting of videos only. Do not post Critique Vdeos in this thread. There is another thread created for that purpose found *HERE* Notable Players Tahichi [884 PSR] Twitter: @tahichi0814 Attsun [860 PSR] Twitter: ??? Motochika [785PSR] Twitter: ??? Misc Videos Collapsed: Tutorial Videos: - Yukari Takeba P4U2 2.0 Changes - By Famitsu Collapsed: Combo Videos: - [03/15/15] S. Yukari Combos - By Kuron (ヤブクロン) Match Videos Vs. Collapsed: Matches: - [03/22/15] ??? (Yukari) vs. ??? (Adachi) Vs. Collapsed: Matches: - [02/12/15] Kondou (S. Yukari) vs ??? (Aigis) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [03/22/15] Motochika (S. Yukari) vs Tahichi (Margaret) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [03/02/15] Attsun (Yukari) Vs Shiita (Minazuki) Vs. Collapsed: Matches: - [02/12/15] Kondou (S. Yukari) vs ??? (Mitsuru) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [03/22/15] Motochika (S. Yukari) vs DIE-Chan (Rise) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [01/19/15] Mad (Teddie) vs Attsun (Yukari) - [02/12/15] Kondou (S. Yukari) vs ??? (Teddie) - [02/13/15] Attsun (Yukari) Vs Mad (Teddie) - [03/22/15] ??? (Yukari) vs ??? (S. Teddie) - [03/22/15] Motochika (S. Yukari) vs Souji (Teddie) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [02/12/15] Kondou (S. Yukari) vs ??? (Yu) - [03/06/15] Attsun (S. Yukari/Yukari) Vs Aguro (Yu) - [03/22/15] ??? (Yukari) vs ??? (S. Narukami) - [03/22/15] ??? (Yukari) vs ??? (S.Narukami) Vs. Collapsed: Matches: - [00/00/00] Vs. Collapsed: Matches: - [02/21/15] (S. Yukari Vs Yukiko) Collapsed: Nico Yukari Video Collection: - For those that can use Nico and are in need of more match footage (Since YouTube doesn't have a lot of Up-To-Date Matches), there is a collection of matches that get's updated often, located in *THIS LINK* Collapsed: Special Events: - [00/00/00] TITLE Collapsed: Majors/Regionals: *Tournament* [00/00/00]
  22. Alright, let's try this again, now that Xie has translated things, this is what we're going to run off of: System Changes: Shadow Type: Reversal Burst Added HP changed for some characters Attack power increased SP gain rate adjusted Can no longer carry SP between rounds Shadow Berserk: Shadow Berserk uses Burst Gage instead of SP Gauge to activate SP Gauge usage during Shadow Berserk adjusted Opponents cannot burst during Shadow Berserk When Shadow Berserk is activated with 100 SP, it recovers the Persona Gauge S-Hold System: Only usable in Single Player Mode Changed the S-Hold Location Charged does not get interrupted when you take damage Removed the Auto Combo attribute from the S-Hold Skills Increased the S-Hold Gauge charge speed Decreased lag time between letting button go and skill coming out Decreased time for holding button between gauge disappearing Auto Combo: 3rd attack no longer provides auto combo bonus 4th hit Skill Attack provides auto bonus combo on hit All Out Attack (AOA): On air-hit, it is now air tech-able Increased push back when blocked, but not in the corner. the follow-up can be performed by holding a button Ground Throw: On hit, can be canceled into SP Skills Freeze: Can also be dispelled via button inputs Bad Statuses: Now shows a message for each one Confusion: Can block by holding directional inputs in either direction Spin State Damage: Guard only time frame removed from spin state Persona Break: Changed location of indicator to better indicate who is Persona Broken Damage: Damage adjusted, a number of SP Skills have their damage lowered Ground throws adjusted to deal around the same damage SP Skill guaranteed damage adjusted, a number of them reduced. Damage Proration: Changed the amount of Damage reduced as proration increases Adjusted the proration amount of several moves A number of multi-hitting attacks now only apply to proration once Adjusted the Character Combo rate for a number of characters Various Persona Attacks: Persona is invulnerable from appearance until just before the attack frame window When clashing, now acts like a normal clash. Reversal Burst: Non burst-able attribute added One More Burst: When used in the corner, no longer pushes you away from the corner SB Skills: Changed so that it uses SP the moment it comes out Item and Various objects: Now have a fixed 1P and 2P color Character Select: Remembers If you picked Normal or Shadow Type last Stage Select: Can only select stages during Event Mode Score Attack Mode: Changed the courses Golden Arena Mode: New courses and new skills added Dan Ranking: Dan Ranking is individual to each character now. 2.0 Changes: 5A: Reduced Attack Active Frames 5AAA: Can be canceled into All Out Attack (A+B) and Sweep (2A+B). Can only be canceled into All out Attack after the last hit. Decreased Recovery on block and whiff 5B: Decreased Start-up Speed. Decreased Time needed for full charge All D Attacks: Decreased hitstop when blocked Attack hitbox now disappears if Persona disappears Added 6D which places Persona farther away from Yukari j.B/j.2B: Decreased Start-up time j.C: Increased non tech-able time on Counter Hit Can no longer increase non tech-able time due to ground bounce Sweep (2A+B): Can no longer be canceled into 5D Can now be canceled into 6D and 2D All Out Attack (A+B): Invincibility time now occurs later Increased recovery Time Ground Throw (C+D): Increased Recovery Feather☆Slasher (B+D): First hit can no longer hit Personas Can pass Through opponents while invincible Feather☆Arrow (All Versions): Adjusted blowback on air hit, increased non tech-able time Causes Spin State on ground hit, does not push back as far Increased Arrow speed on Ground versions; changed trajectory Removed air limitations from Air A and B Feather Arrow A Feather☆Arrow: Increased Recovery Time A Feather☆Arrow (Air): Bounces Higher after usage Falls slower after usage. B Feather☆Arrow: Decreased Recovery Time B Feather Arrow (Air): Bounces lower after usage Falls Faster after usage Feather☆Bomb (All Versions): Timing to cancel into other attacks is sooner Feather☆Flip (All Versions): can use each button individually until landing SB Feather☆Flip: Increased movement speed Feather☆Shot (All Versions): Decreased Start-up time No usage Limit during Shadow Beserk SB Feather☆Shot: Decreased Recovery Time Magaru (All Versions): No longer disappears when hit by feather arrow D Magaru: Changed Trajectory of ground versions, now farther and lower Time until it disappears is longer Increased Persona recovery time, can no longer perform persona attacks. SB Magaru: Changed Trajectory of Ground Versions, now farther and lower. Hyper Feather Shot (All Versions): Removed Fatal Recovery State Persona Invincible Properties: Persona is now invincible when appearing until active frames: 5C 2C j.C All versions of Magaru This is the adjusted and corrected change list. A bunch of things are still the same but there is more info and clarification on things. Thanks Xie for the translation!
  23. Both Ignite and GGA venues are planning a Ranbat season after Frosty Faustings. More details will be posted soon.
  24. *Double Post* GGA Results have been added to the first post. Also, who can I expect to see at Ignite for some Guilty Gear?
  25. I will be there and I'll be bringing an Xrd setup. I'm also down for playing other games if people break them out. I haven't touched anything else outside of Xrd since NEC though LOL!
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