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Everything posted by Kyle
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1. Gallon can use millions of flicker (nunchucks) to delay DF deactivate. Just keep mashing punches. 2. Thanks to KEN_gallon for explaining a BUG in the Millions of Flicker attack. The command can be "overloaded" w/ jabs and cause akward frame skips and static hiboxes. I had success doing 9 separate punches really really fast before and after the startup of the nunchucks. Useless, but neat-o.
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ChristmasCombat2012: 21 entrants, double elim bracket. 1st. Yetighettoslang_Sas 2nd. Acti0nHank_Aulbath 3rd. KyleW_Morrigan 4th. MurderByDeath_Demitri 5th. Ailerus_Felicia (w/ a DQ) 5th. DoragonKoroshi_Jedah 7th. FleshPounder_Bulleta 7th. Groovy_Zabel
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[VS] Gaming/Online Information/Console Differences/Dipswitches
Kyle replied to Korey's topic in Vampire Savior
@Jed: Would be be kind enough to detail the exact system difference from VSAV to VSAV2? I recall hearing something about air chains and DarkForces being altered. anything else? Here's what I've found so far: http://dammit.typepad.com/blog/2010/07/vsav2-nerfs-revealed.html https://docs.google.com/spreadsheet/ccc?key=0Ass5iE_E05JhdGMtNDVjQjhFb29JTUVuX2xBR2tTVHc&authkey=CKHSovsH&hl=en&authkey=CKHSovsH#gid=0 -
cr.lk = Thumb cr.mp = Middle st.mk =Thumb IMPORTANT. this free's the other fingers for the LI lp~lp = double strum middle~index
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Morrigan's (5) most common knock down's (KDs) are: cr.hk, DP & Throw: These are a good KD, you can chase all rolls and keep an advantage/mixup. - I like doing a late pursuit and throwing out st.hk to stuff jumps, cancel to DI for a mixup on the reset - Best "chase" is two short 66's. You can react to the roll after the first 66 and keep an offense. not a tight high/low, but you'll get there in time to punish jumps and techhit attempts. - Generally, they will back roll and your advantage is how much closer to the corner they end up at. - If they TECH the throw, you can react and poke a cr.mk/st.mk to punish techhits,pokes, jumps. If you predict they'll crouch block, use 66j.mk for the overhead option. DI & Pursuit: This is a good KD in the corner only, you lose advantage midscreen - Midscreen, best option is to continuously walk forward; if they back roll, do a late pursuit and keep advantage w/ st.mk or st.mp or st.hk (to stuff jumps) Here are the corner chase options "post DI" I prefer: This is great for everything except forward rolls: mp version SoulFist, 66 j.lp. This sets up a great high/low game and can LINK big dmg if the fireball hits This is great if the opponent might forward roll: walk towards and pause a sec to react to the roll: If they forward roll, use 2~8 to setup a very ambiguous overhead If they did not forward roll, use 66 to setup a good high/low/tickthrow mixup Here are the corner chase options "post pursuit" I prefer: If they forward roll, use 2~8 to setup a very ambiguous overhead If they did not forward roll, use 66 to setup a good high/low/tickthrow mixup NO fireballs allowed after a pursuit! Morrigan's best mixup is the ambiguous 66j.mk: if you Yomi lvl3 which roll they will do, your best options is to 66j.mk them. On hit the BnB is: cr.lk, cr.mp, st.mk xx DI
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Ground game: Vics ground game objective is to dash.360 or frame-trap the opponent. Both options play off eachother and deal good damage. He does not have an overhead, not a high/low character. Usually, vic gets in with +frames from a landing j.hp. If you know the j.hp will not do damage, or cannot confirm the j.hp will do damage, the ground game will begin. His three primary options are dash.lp, dash.360 and poking with st.lp chain to cr.lk. Here is how these three tools are used to counter the opponents options. Dash.lp is amazing: It Stuffs jump-outs and turns the reset into oki. It fights tech hits it is +frames on block or hit. This tool forces the opponent to stay grounded and setup his throw game. Typically, you should start with this tool and condition for the throws. This game tends nto be jumpy and pokey, so start with this tool for a higher success. Opponents options for dealing with a tight dash.lp is very limited. They can do a reversal/invinc more. Baiting this is another metagame. But rarely happens. Their true option is to techhit against the dash.lp. once you confirm the opponent can techhit against this. Vics options are - delay the lp off the dash to punish techhit attempt and gain needed +frames - dash.360 to punish the techhit attempt Now for the fun, if dash.lp is blocked/hit, Vics best mixups are available, these same options are good from a deep blocked/non-confirmable j.hp too: - dash.lp - dash.360 - step into a 720 - Step into an MP throw. This cannot be jumped & on a success, resets into another OKI. - poke w/ st.lp, cr.lk - against short crouches, whiff a knee and 360/es-360 when you recover behind them. Qbee, lilith, wolf, morrigan, bulleta If the st.lp, cr.lk poke is blocked, either jumpin or dash mixup If the st.lp, cr.lk is hit, LINK st.lp, st.mp.elec, st.hp.elec into an oki. If the st.lp, cr.lk is techhit, see options for fighting techhits This is how vic deals with being pushed out by a successful techhit: - do another dash.lp to fight the distance - whiff a knee to fight the distance - 9-jump back in to fight the distance In summary, this is all one big flow chart based on what the opponent will do. With Vic, you are forced to make good opponen-reads to be successful. This is why he is considered low tier.
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Been talkin vic lately w/ my buddy luke. Here are some more pointers and tools vic should be abusing. Air game: First off, his j.hp is probably the best in the game. His air game and landing mixups all revolve around it. Abuse it until opponents start to respect or tech hit against it. Any jumpin j.hp that you can confirm, should go into a full chain than st.hp.elec reset When ascending on the jump, whiff a j.lp. This is a good air to air and forces proxy blok on grounded opponents. can optionselect an air string. Input: ascending j.lp,~j.mp, j.hp. This will setup an offensive metagame. Vic can alter chains and land into a ub\guardbreak st.lp. This setsup oki. When opponent begins to chicknblock the j.hp, vic should jumpin w\ j.lp, j.lk, j.mp land ub-st.lp. Setsup oki When opponent begins to techhit the j.hp,vic should descend with j.mk or j.hk the few extra frames of startup will punish the opponents techhit attempts. When opponent is excessively blocking vics j.hp, vic should do a delayed j.hk such that no active frames connect. Land into a cr.lk chain, 360, es-360, or 720. One final pointer to his air game, against tall characters, vic can ju,pih with j.hp, j.hk. This chain is amazing. The stun, boxes, frames sare great. Abuse it. Works on demitri, victor, bishamon, jedah, anakaris. He has another abuseable tool he can use on short crouches,. This is on his gtound and dashfing game. I will post up this stuff in a bit.
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can play like Q-bee. insane dmg and high low game. Fish for reset, get UB into KD, guess roll and repeat UB-roll guessing until you win,
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^ Be sure to press 4. You will descend just before you attack w/ j.lk. input = 99~4~j.lk,LAND cr.lk, RENDA.6.lk xx 4PP.
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
Team, I noticed another neat way to punish Tech-Hit attempts. This cost resources, but nets a much higher reward. You are going to rely on the fact that your opponent going to input lk~lp~mp~hp~kh or lp~mp~hp~hk. Once you are in w/ a chance to setup an offense (either ground roll guessing, reset into OKI or an approach w/ +frames). You are going to throw out a move w/ startup and expect to trade hits. However, on the trade, you are in a serious advantage and allow combos which otherwise cannot be executed. Here's the characters which can utilize this technique. Bishamon- Trade w/ mp version of spirit. If the trade is successful, Bish can combo into J.mk, J.hp, cr.mp, ES Spirit, Rekka, UB Lop Jedah- Trade w/ ES wheels. If the trade is successful, Jedah can combo into 66j.hp, land into any BnB of choice. Possibly combo into contract super also. LeiLei- Trade w/ ES Gong. If the trade is successful, LeiLei can combo into any ground/jump chain into TNRH Aulbath- Trade w/ mp version of sound waves. If the trade is successful, Aulbath will combo into 66mp, LINK cr.lp, full chain into cr,hk, Bubble trap OKI Gallon- Gallon can trade w/ flame super. If the trade is successful, Gallon can combo into Mopment Slice or ES flashKick Morrigan- Morrigan can trade w/ ES Soul Fist. If the trade is successful, Morrigan can combo into ES Shadow Blade Lilith- Lilith can trade w/ ES Soul Flash. If the trade is successful, Lilith can combo into 66lp, LINK cr.kl, full chain into LI Demitri- Demitri can trade w/ fireball. If the trade is successful, Demitri can combo into LP full chain into cr.hk This is a good tactic as Kaji successfully did it twice in Grand Finals of AOW5. Obviously, some characters options are more ideal than others. Some of these still combo on hit w/o the trade. -
VS:R competitive scenes interest https://www.dropbox.com/s/u514mv3ikke3ps1/VS-R%20Competitive%20interest.pdf
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Love the video Felineki. Truly laughed out loud at a few moves. ^_^ Everyone, plz contribute to this so we can present to capcom/IronGalaxy. VS:R Request list Input History display: "on-line matches" REMATCH for local matches Record/Save local matches Color Edit Mode Stage select: include Iron Horse, Fetus of the God, VSAV 2 stages Character Select: Include Shadow, Oboro, Dark Gallon Music Select: Include Vsav2 tracks as selectable disable START during matches, make it for [sTART] is the input, minimum 30frames Include Frame data at menu Input training mode for command supers & execution heavy BnB's: catered challenges. Keep original character portraits as optional Replay feature to have a SLOWMOTION application Button mapping at character select screen for local matches
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The requiremensts for "Mega Spike", "dash-Mega Spike", "Gerdenheim 3" & "dash-Gerdenheim 3" in VSAV. "Mega Spike": 1. Only directions that are true = 4 2 6 & 8 B/c of this, traditional SuperTurbo shortcut is not acceptable. =/= 632147P 2. Diretcional inputs need to be in circular order. B/c of this, SSFIV input shortcut is not accepatable. =/= 6, 4, 2, 8 3. The special move input-buffer counts towards the last input. similar to a walking-Hadouken: 23[6], delay, P uses the input-buffer to walk a few frames before activating a fireball. B/c of these rules, we can do a few tricks. - standing "Mega Spike"'s can be input very easily w/o a fear of jumping: 63214, 5, 8P - Splitting dash startup w/ a "Mega Spike": 87412, 5, 66P "hide/buffer" the first few jump frames w/ another move. - full walking "Mega Spike": 87412, 5, [6], Delay, P "hide/buffer" the first few jump frames w/ another move. Dash: 1. Has startup and recovery frames which cannot be jumped during. 2. Is special cancel enabled. B/c of these rules, we can do a few tricks. - dashing "Mega Spike" is EASY: all following inputs are accepted 6, 6321478P 6, 63214789P 6, 632147896P "Gerdenheim 3" & "Dash-Gerdenheim 3": 1. All same conditions of "Mega Spike" apply B/c of this, the last four inputs can be manipulated in the same way the "Mega Spike" are manipulated. 2. You need to "hide/buffer" most of the inputs to avoid jump frames. Attacks, dashing startup, dashing recovery, or landing from a jump are very good places. B/c of this, you will never see a standing "Gerdenheim 3". VSAV is too fast for it to exist. Iputs: Buffer(47896321478) 632KK = "Gerdenheim 3" Buffer(8963214789) 63214KK = "Gerdenheim 3" BUffer(63214789) 6321478KK = "Gerdenheim 3" Buffer(21478963214789) 6KK = "Gerdenheim 3" Buffer(63214789) 63214, 5, 8KK = standing & delayed "Gerdenheim 3" Buffer(2147896321478) 66KK = Splitting dash startup w/ a "Gerdenheim 3" Buffer(2147896321478) [6] Delay KK = Stepping "Gerdenheim 3" Dash.lp as a buffer tool:66~lp is his best buffer, the +frames on block and hit are just enough for a successful tick throw. Here's all the previous inputs modified to accomodate the d.lp tick setup. 66lp (478963214789) 632KK = "Gerdenheim 3" This input works, but the move whiffs 6[6]lp (3214789) 63214, 5, 8KK = "Gerdenheim 3" This input works, but the move whiffs 6698lp (741236987) 4123[6], delay, KK = "Gerdenheim 3" stepping "Gerdenheim 3". *Reverse-closkwise input* THE BEST SETUP. dash.stop as a buffer tool: 66~4 starts a dash and recovers from dash w/ frames that will not allow jumping. Here's all the previous inputs modified to accomodate the dash.stop buffer. 66, 87412, 5, 66P = Splitting dash startup w/ a "Mega Spike" 66, (8741236987) 412, 5 66KK = Splitting dash startup w/ a "Gerdenheim 3" From KAME: "At 2P side, using Dash-WeakPunch. During guard, input [4 8 6 2 4 8 6]quickly, walks a little[4], and push buttons." Big thanks to "YetiGhettoSlang" & Kame_Victor for the secrets which leads me finally understanding this!
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
The requiremensts for "Mega Spike", "dash-Mega Spike", "Gerdenheim 3" & "dash-Gerdenheim 3" in VSAV. "Mega Spike": 1. Only directions that are true = 4 2 6 & 8 B/c of this, traditional SuperTurbo shortcut is not acceptable. =/= 632147P 2. Diretcional inputs need to be in circular order. B/c of this, SSFIV input shortcut is not accepatable. =/= 6, 4, 2, 8 3. The special move input-buffer counts towards the last input. similar to a walking-Hadouken: 23[6], delay, P uses the input-buffer to walk a few frames before activating a fireball. B/c of these rules, we can do a few tricks. - standing "Mega Spike"'s can be input very easily w/o a fear of jumping: 63214, 5, 8P - Splitting dash startup w/ a "Mega Spike": 87412, 5, 66P "hide/buffer" the first few jump frames w/ another move. - full walking "Mega Spike": 87412, 5, [6], Delay, P "hide/buffer" the first few jump frames w/ another move. Dash: 1. Has startup and recovery frames which cannot be jumped during. 2. Is special cancel enabled. B/c of these rules, we can do a few tricks. - dashing "Mega Spike" is EASY: all following inputs are accepted 6, 6321478P 6, 63214789P 6, 632147896P "Gerdenheim 3" & "Dash-Gerdenheim 3": 1. All same conditions of "Mega Spike" apply B/c of this, the last four inputs can be manipulated in the same way the "Mega Spike" are manipulated. 2. You need to "hide/buffer" most of the inputs to avoid jump frames. Attacks, dashing startup, dashing recovery, or landing from a jump are very good places. B/c of this, you will never see a standing "Gerdenheim 3". VSAV is too fast for it to exist. Iputs: Buffer(47896321478) 632KK = "Gerdenheim 3" Buffer(8963214789) 63214KK = "Gerdenheim 3" BUffer(63214789) 6321478KK = "Gerdenheim 3" Buffer(21478963214789) 6KK = "Gerdenheim 3" Buffer(63214789) 63214, 5, 8KK = standing & delayed "Gerdenheim 3" Buffer(2147896321478) 66KK = Splitting dash startup w/ a "Gerdenheim 3" Buffer(2147896321478) [6] Delay KK = Stepping "Gerdenheim 3" Dash.lp as a buffer tool:66~lp is his best buffer, the +frames on block and hit are just enough for a successful tick throw. Here's all the previous inputs modified to accomodate the d.lp tick setup. 66lp (478963214789) 632KK = "Gerdenheim 3" This input works, but the move whiffs 6[6]lp (3214789) 63214, 5, 8KK = "Gerdenheim 3" This input works, but the move whiffs 6698lp (741236987) 4123[6], delay, KK = "Gerdenheim 3" stepping "Gerdenheim 3". *Reverse-closkwise input* THE BEST SETUP. dash.stop as a buffer tool: 66~4 starts a dash and recovers from dash w/ frames that will not allow jumping. Here's all the previous inputs modified to accomodate the dash.stop buffer. 66, 87412, 5, 66P = Splitting dash startup w/ a "Mega Spike" 66, (8741236987) 412, 5 66KK = Splitting dash startup w/ a "Gerdenheim 3" From KAME: "At 2P side, using Dash-WeakPunch. During guard, input [4 8 6 2 4 8 6]quickly, walks a little[4], and push buttons." Big thanks to "YetiGhettoSlang" & Kame_Victor for the secrets which leads me finally understanding this! -
Everyone should be playing Guilty Gear and Vampire Savior.
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DCC7: entry list: http://www.vampire-dcc.com/regulations/entry_s7.shtml AOW5 entry list:http://blog.livedoor.jp/iamddsas23/archives/1668053.html
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I updated OP w/ twitter accounts.
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Persona 4 Arena: XBL KyleW Naoto http://www.youtube.com/watch?v=7HmMP5ujeiY Video created w/ Youtube video editor b/c my file formats were obscure. Audio is pretty low. just open another window and play somethin. Hope everyone enjoys
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updated some post. UB spirits work on Bulleta crouching & not on Gallon crouching (wtf). Only standing gallon.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
Persona 4 Arena: XBL KyleW Naoto http://www.youtube.com/watch?v=7HmMP5ujeiY Video created w/ Youtube video editor b/c my file formats were obscure. Audio is pretty low. just open another window and play somethin. Hope everyone enjoys Will place in video thread later. -
Persona 4 Arena: XBL KyleW Naoto http://www.youtube.com/watch?v=7HmMP5ujeiY Video created w/ Youtube video editor b/c my file formats were obscure. Audio is pretty low. just open another window and play somethin. Hope everyone enjoys
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Persona 4 Arena: XBL KyleW Naoto http://www.youtube.com/watch?v=7HmMP5ujeiY Video created w/ Youtube video editor b/c my file formats were obscure. Audio is pretty low. just open another window and play somethin. Hope everyone enjoys
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Video formats were GARBO, so i wasn't able to open in WMM or AdobePremier. Was able toupload all clips to youtube (took 4 days). Now I will use youtube video editor and release very soon. XD
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[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
We'd be happy to. Just that your inquiry is very vague. Can you try asking a specific question or two or three? Only thing I know is BULLSHIT about this MU is her delta kicks b/c you cannot guard cancel against it & LK version is only -5f on block. Only true PUNISH I've seen to this is a "weak" TechHit on the kick before the last, such that Felicia get's pushed out enough for the last kick to whiff entirely and Bulleta can full punish starting w/ d.mp. It's very strict tho. -
Sorry TectalE-side, none of you. We've only played a few in P4 and nothing was really, highlights.... just Naoto losing to J.B. XD So, Windows Movie Maker keep crashing while trying to publish the movie. booooooo If I use AVIDMUX, it will drop frames and be shitty-shtty... Hopefully a buddy of mine can encode video on his cpu.