-
Posts
2,711 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by pochp
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
If I come I'll only arrive kind of late. If you guys want to run something, don't wait for me. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I dunno depends who goes. I might be too busy to make it this week. We'll see. -
6H full after 214p~d dizzy? I never felt like I had enough time for that, just charged to level 2. The damage difference is really big... About the setup 236s frc iad j.d c.s taunt, why I feel it's really good is it allows to setup a fuzzy off any hitconfirm in the corner. When I know I can't go for a plunge, this allows me to usually just go into drill and then get some decent damage anyways. Setting up the taunt after c.S should be good enough to set up a fuzzy, and be somewhat safe to reversals and backdashes. Midscreen taunt into 214k usually does the corner carry for me, I stop going for it if my opponent has figured out a way to stop it, but the letters give me an advantage after the vault, so it's pretty similar to airdashing, except you get a bit of backup. Though, if I see them moving, I'll just cancel the taunt into 623h instead, which covers the air, while the taunt covers the ground, and usually at least keep the advantage. It does give them meter which kinda sucks :\ About theorycrafting, seems interesting, I'll have to try some of it out when I have time. Didn't know about the difference when staggered/stunned, worth checking out. Also, here's over an hour of me playing Kliff if anyone's interested : http://www.youtube.com/watch?v=U10sQ8sbiog&t=12m45s it was before I'd read your feedback, so not asking for anyone to comment on it, but if anyone wants to plz do. (playing against venom and order sol)
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Playlist from this Sunday's mashfest : http://www.youtube.com/playlist?list=PLugqpkL6ulCI67OvrRHFpbgsYaByhmfbv Thanks to everyone for coming, hope you all had fun. It was amusing to play through the old versions and appreciate the changes, also nice to see some people improved. Keep it up, next time there will be bbcp. -
Backdash will lose to 5k which I think 214p should beat as well. Not saying it's the best, but it should be considered. On a side note, maybe going for j.ksh after the 214p followup would be decent against potemkin? I mean it would beat his throw attempt, and would be more rewarding than hitting with throw... probably just gimmicky though. I'd have to try. Hm, I'd have to try 2k. I use it against other characters, but I was just too afraid to try against pot.
-
Yeah, I find the matchup rough too, but at least you can fight him, because of f.S 2H, since it beats hammerfall, and 623H handles his air approach nicely. Actually fun footsies until you get hit. I also prefer ending combos in 236s and returning to neutral midscreen rather than going for oki, his backdash is too good. 5h ender is also safe enough to try if you know what he knows imo, since his air options are limited. Drill with 50 meter is good to call out stuff, on block you just RC j.k 2k whatever. I just feel like it works extremely well specifically in this matchup because it beats a lot of the tools potemkin players tend to rely on a lot, and other characters generally have a hard time dealing with at some ranges. I think 214p is still something that's worth using in the matchup, against specific things. If he goes for 6k on oki, which is an overhead and throw invincible, so something they can often go for if they don't think they have time to set up a jump in, like after getting a megafist, you can definitely dodge and turn the tide to your favor. Dodging hammerfall in pressure is OK too. Dead angle out if you can too, or FD then backdash/jump/poke/whatever if you prefer, but as much as patience is good, you can't just down back forever and wait for an obvious hole, you'll have your guard bar too high, and then he'll kill you in one combo off anything. (obv at least some patience is essential, if not you just die)
-
5H trap... yeah we should probably talk, here are the options I can think of right now, after hitting opponent with like otg 2s 5h : 5H : beats certain characters (not Potemkin nor Chipp, can't think of others atm) tech into mashing, beats tech into no FD, ok on block. On CH, knockdown so good damage. 623H : beats most characters tech into mashing or no FD, but riskier if it whiffs and less reward. Good when you tried 5H earlier and got mashed out. walk throw : beats tech into too much patience, and still strong vs no tech. jump/super jump airthrow : catches some techs at some timings. Depends on characters, should probably practice it to figure it out better. Seems ok, but I wonder, since the better JP players don't go for it. Maybe because at the height you catch them, there isn't much reward. vs no tech : 2s 5h again It's really not that strong of a situation for Kliff, but knowing your options, what your opponent's options are, and how to beat them should make it in your favor. Compared to the other midscreen enders it's good to keep in mind. The others I use being : 2s 236s (taunt) 2s 236s frc 214k just take the KD I guess it really depends on what your combo into it was, like usually off an air combo ending in j.41236S I'll take the knockdown and go for a jump in into fuzzy/low. Off a small number of hits/counter hit (like 5h anti air CH, 2d CH...) I'll go 2s 236s for damage. Off a combo into a drill or from a throw, 2s 5h or 2s 236s the damage difference is meh, so it depends on how I feel. ----- About 2s 236s taunt in the corner.. I dunno I just felt like trying it out. If they respect too much, it'll be better than 236p meaty (I think), but if you can predict how they escape there might be something I could take advantage of. In the end, just doing meaty 236p seems better. (also, it was usually when I'd planned on going 236s frc iad j.D c.S taunt but messed up) About 214p, I use it a lot when I'm high on health and nowhere near stun. I feel like just dodging an opponent's move, even if I can't follow up can throw them off, making the situation more ambiguous than what they were ready for. "Wait he dodged, maybe he'll recover before me" is kind of what I want them to think, just to create a doubt for a split second. There's a lot of situations where I feel like my opponent has the advantage, I find it would be too risky to throw out a move, and jumping would just leave me in a less favorable situation. Of course, blocking is what I most often go in these situations, but a dodge every now and then works well. About stun, that's actually (usually) a choice, if I don't go for it, but maybe I'm not thinking about it correctly, so it's prob worth discussing. I usually only go for the stun when I know the followup combo afterwards will kill, and they don't have a burst. Otherwise, I prefer going for the knockdown into 50/50 fuzzy. The damage is like : (from memory, can't test atm) throw combo 25 meter : 150~ throw dizzy 50 meter : 80~ + 180~ (using 6h 214s 2s 236s combo) throw dizzy 75 meter : 80~ + 250~ (using 6[p] 236s frc IAD j.h etc. combo, or 6[h] 236s frc IAD j.h etc. combo) throw dizzy vs some characters : 80~ + 350~ (using 6[p] 236s 5k 6[p] 236s frc 6[h] 214 2s 236s combo) combo from fuzzy : 150~ meterless (j.ksh j.ks dj.h j.61234s iirc) combo from low : 125~ (2k c.s f.s 214s 2s 236s frc iad j.d c.s taunt) So the way I see it, going into dizzy costs a lot of ressources, and will do let's say 260~ and can't fuzzy easily afterwards. If they burst you get maybe an average 100~ and lose 50 tension. If you go combo instead, you get 150~ and then 50% chance of getting 125~ and then resetting into another fuzzy (considering you spend less meter you can get a better ender). If they burst you lose 25 tension, for similar damage. Now, that 50% chance is I know, not exclusively high/low, but considering you can also go for throw, and keep the advantage if it gets blocked, adding that up to the chances you get reversaled, backdashed or something, I'd say it evens up around 50%. In retrospect though, I think I just considered the meter aspect too much like Blazblue's, where it's more precious, and I should just take the damage when I can. My execution is rather sloppy too so I should probably just take the easier routes rather than risk it on more FRCs and dash momentum jumps... 5H anti air. Used to go for it a lot, but thought about it and felt like it's not that great. I still use it sometimes, but combining it's use with 623H, 6p, jump back j.H, and jump airthrow has been better so far. Also really matchup specific imo, like against Johnny I feel like it's terrible, because at the ranges where it would be strong against other characters, you'll just get blown up by divine blade. Against order sol, it will just lose his j.h I feel. Against pot, I really prefer 623h over 5h at all times because there isn't much he can do to avoid 623h and the risk of getting hit by his j.s/j.d is not worth (almost) any reward. Big thanks for the advice though, anything I didn't mention is noted! I'll have to try that dizzy rc IK though, sounds fun.
-
10/11/2013 Tachikawa http://www.youtube.com/watch?v=rNnhXIQLb38&t=2m59s Keba vs Nao (Valkenhayn) http://www.youtube.com/watch?v=rNnhXIQLb38&t=4m48s Keba vs Doraheta (Platinum) http://www.youtube.com/watch?v=rNnhXIQLb38&t=6m55s Keba vs Shino (Noel) http://www.youtube.com/watch?v=qr--ujzqU9g&t=8m15s Keba vs Matsu (Makoto) Bravers Rebel LCQ http://www.youtube.com/watch?v=V20frgd3IhQ&t=2m22s Serizawa vs Kyoumusou (Hakumen) http://www.youtube.com/watch?v=V20frgd3IhQ&t=11m42s H.H vs Daisul (Noel) http://www.youtube.com/watch?v=V20frgd3IhQ&t=37m49s H.H vs Shachou (Ragna) Corner Combos (Must see) http://www.youtube.com/watch?v=Hes2HpQ0vz0 Lots of combos and setups http://www.nicovideo.jp/watch/sm21391771 (2a 2b 6b 5b j.2c 3c 5c 6c starters) http://www.nicovideo.jp/watch/sm21395213 (5a 6a 2c throw DP SoD tachi starters, character specifics) http://www.nicovideo.jp/watch/sm21397169 (mixup) http://www.nicovideo.jp/watch/sm21397598 (habakiri)
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Daily reminder that this is today : derq can you bring some paperbrackets in case? 5x 16 single elim and 2x 16 double elim pls. Or maybe just paper. Single elim is easy enough on paper. I have a pencil, I can bring it. -
I think doing 214p increases Kliff's own stun, however you can't dizzy yourself, so you must have gotten hit out of it. The fact that it was from 214p just makes it more likely. It's like getting CH out of 5D, you just die. On a side note, gold burst into 2s instant dizzy is so cheap I can't really complain. Requires certain heights and/or counter hit, I think. ffforgot about the wik, again. Will I do it tomorrow? Monday? who knows.
-
http://www.youtube.com/watch?v=KY5v15Lvxac&t=13m32s BoB Kliff vs Teresa Jam http://www.youtube.com/watch?v=8_ZEYgyN_F0&t=6m10s BoB Kliff vs Satou Johnny seems like bob has some character specific combos in the johnny match, they seem pretty good for getting a knockdown anywhere :D
-
Gah been pretty busy lately haven't even gotten around to updating the wiki (should do it tomorrow) and I'm getting kind of rusty, but anyways, here's some matches from tonight : http://www.youtube.com/watch?v=2E54VHxX98k&t=21m10s feedback is appreciated.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I didnt want to impose this rule, but I'll probably do that myself and encourage anyone who wants to try it themselves as well. That's if I have time to practice up though... -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
October Monthly Mashfest : When's BBCP Edition When : October 13th, 5pm to midnight Where : Foonzo 1245 rue Drummond, Montreal Main Events : Everything is free entry. There may or may not be a prize for the winners. Guilty Gear Accent Core Plus R Singles, 2/3 rounds, 2/3 games, Double Elimination, the usual. Start time is 6PM Blazblue Calamity Trigger Singles, 2/3 rounds, 1 game, single elimination. Blazblue Continuum Shift Singles, 2/3 rounds, 1 game, single elimination. Blazblue Continuum Shift 2 Singles, 2/3 rounds, 1 game, single elimination. Blazblue Continuum Shift : Extend Format will depend on time remaining. Side Events : If we have time, space, and interest, we can run some melty/aquapazza/arcana/chaoscode/SKM/... on the side, but with this lineup... it really depends on how many show up. ... but that's not all ... There was also interest for both an Unlimited and Ragna-Only Extend tournaments. I was thinking of running these on Thursday October 17th, maybe in addition to a more traditional tournament, as a final farewell to Extend. (the following weekend is the toronto tournament and I'll be too busy with midterms. the next thursday after that is the day that bbcp comes out. so soon :D) Edit : might be worth saying the rules concerning the macros in guilty gear : 1) if you play stick, no macros. 2) if you play pad, do not use the glitch, we're trusting you guys, don't be a dick. If this actually becomes an issue we'll use stricter rules next time. 3) no double justice missles. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Don't they have like trivia or retro game night on wednesdays? Can someone let us know if we'd have room for a meetup? Even though I can't come this week nor next week, when we get BBCP... -
9/7/2013 Taito Station http://www.youtube.com/watch?v=4VmMFwVIpX0 H.H vs Ragna http://www.youtube.com/watch?v=4VmMFwVIpX0&t=7m25s H.H vs Nagi (Noel) 9/20/2013 Tachikawa Singles http://www.youtube.com/watch?v=gp65tvnoApA&t=2m40s Serizawa vs Aona (Ragna) http://www.youtube.com/watch?v=gp65tvnoApA&t=8m54s Serizawa vs Ryuusei (Jin) 9/21-22/2013 A-Cho 4on4 Event http://www.youtube.com/watch?v=WuVylntHbWI&t=3m15s H.H vs Jinja (Hazama) http://www.youtube.com/watch?v=WuVylntHbWI&t=8m7s H.H vs Jinja (Hazama) http://www.youtube.com/watch?v=WuVylntHbWI&t=14m35s H.H vs Ciel (Hakumen) http://www.youtube.com/watch?v=S1Z9u8gV_wk&t=23m55s H.H vs Yuitaba (Valkenhayn) http://www.youtube.com/watch?v=TrMnNZ7LuBM&t=10m35s Asou vs Zero (Rachel) http://www.youtube.com/watch?v=NuMMpbm8AdA&t=18m52s H.H vs Carl http://www.youtube.com/watch?v=NuMMpbm8AdA&t=22m42s H.H vs Ciel (Hakumen) http://www.youtube.com/watch?v=NuMMpbm8AdA&t=27m43s H.H vs Puromete (Litchi) part 1 http://www.youtube.com/watch?v=RwkAARswB7Q H.H vs Puromete (Litchi) part 2 http://www.youtube.com/watch?v=80USKUjqfdI&t=21m43s H.H vs Mitsurugi (Hazama) http://www.youtube.com/watch?v=Txgq5XlCntQ&t=4m25s Mu vs Minami (Ragna) http://www.youtube.com/watch?v=aGGXYfG69_Y&t=25m Abarenja vs Shimotsuki (Izayoi) http://www.youtube.com/watch?v=aGGXYfG69_Y&t=29m Abarenja vs Hasshi (Jin) part 1 http://www.youtube.com/watch?v=hB03ZpKkEn0 Abarenja vs Hasshi (Jin) part 2 http://www.youtube.com/watch?v=hB03ZpKkEn0&t=20m Hen vs Eito (Taokaka) http://www.youtube.com/watch?v=OYoyxgR6xBk?&t=16m55s Abarenja vs Hen http://www.youtube.com/watch?v=OYoyxgR6xBk&t=21m14s Abarenja vs Poropiccho (Hakumen) http://www.youtube.com/watch?v=kdHgbOtyon0&t=2m40s Hen vs Galileo (Litchi) http://www.youtube.com/watch?v=kdHgbOtyon0&t=6m30s Hen vs N-O (Rachel) 9/27/2013 Tachikawa 3on3 http://www.youtube.com/watch?v=PB3BT-IVcsc&t=2m50s Serizawa vs Chin (Hakumen) http://www.youtube.com/watch?v=PB3BT-IVcsc&t=6m5s Serizawa vs Ryuusei (Jin) http://www.youtube.com/watch?v=PB3BT-IVcsc&t=8m47s Keba vs Ryuusei (Jin) http://www.youtube.com/watch?v=PB3BT-IVcsc&t=13m25s Keba vs Gentarou (Nu) http://www.youtube.com/watch?v=w3BKScax28Y&t=10s Keba vs 8C (Platinum) http://www.youtube.com/watch?v=w3BKScax28Y&t=7m30s Serizawa vs 8C (Platinum)
-
http://pastebin.com/a9zfXAbf
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Be patient, save meter, learn the big combo. You can afford to take damage getting in, high damage combos work on Venom, and he is easily dizzied. Pretty hard to play a poking game with all those balls on the screen, and Venom's pokes are very good too. He did lose AC 6p, but he's still pretty hard to approach from the air. He has no reversal, so just wait for the right time to call out something with 2d and go for meaty into fuzzy into death.
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Traps are a pain. No idea how to deal with trees effectively. Beware of the slow wakeup.
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Try to avoid taking unnecessary risks. You can instant overhead Potemkin crouching with j.ksh into drill or w/e, so you have some strong mixup anytime, but you also need to be careful of the backdash. Find and practice some setups against the backdash, what I usually do is aim for meaty jump in into low, and then throw if he backdashes, since I couldn't find a normal fast enough to use on reaction to punish the backdash due to kliff's slow falling speed. 2d 236p doesn't combo on Potemkin, and corner 236s frc IAD j.h works but the timing is weird, you need to do j.h early. At neutral, you can poke potemkin. Drill beats backdash, hammerfall, and slidehead, so it's something you should consider if you opponent is using those moves a lot, but it is unsafe. 623H anti is really great, because it's rather safe against potemkin. Since he moves rather slowly in the air, you should have time to react with it, and it will also either beat or clash Potemkin's j.d. Using a 5d is super risky if potemkin has meter for super, because if you get CH while doing it by Giganter, you get dizzied. He also has a lot of stun resistance and high defense like A.B.A, so dizzies are unlikely to work unless it's been a more than one combo/counter hit.
-
Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!