Jump to content
Dustloop Forums

Kyle

Moderators
  • Posts

    3,292
  • Joined

  • Last visited

Everything posted by Kyle

  1. Middle Tennessee needs more VAMPIRES! Seriously tho, I am bringing about 5 guys w/ me to hang in middle TN sometime at the end of January. Errybody is invited to the party. We will be playing GG & VSAV. Other games a slightly possible. You motheruckers start VSAV now and can be competitive when we show up. =)
  2. I can reply w/ some of your answers. 1. 66-j.lk, LINK j.lp, LAND, cr.lk into whatever. If your second move is not comign out, it's because you're doing the first one too late. 2. Against the short crouchers (Bulleta, Bee, Dog, Morrigan & Lilith), the idea is to 66-J.HP as this hit's behind him and can setup a very ambiguous cross-up. (Sasquatch also does this with 66-j.hk.) Combo/tick/confirm off this attack 3. ...(Skankin?) Nice avatar.
  3. I just want to spend a little time talking about the applications of Guard Cancels & Tech hits. Let's review when is best to use these techniques and how to beat these techniques. B/C beyond a basic "High/Low/Throw" mixup, this is how the ground-to-ground and air-to ground metagame evolves in a match. I believe GB already did a good breakdown on the air-to-air meta game and how to apply those situations to mount an offense. Tech Hits: Read the Opening Post for details on how to input this tactic. Tech hits are best used when people are using single strikes to setup frame advantage or mixups. Using TechHits: Bulleta Jumps-in at you with a deep j.mp, She has a legit 50/50 from this scenario. You block high or low and your guard might get broken. The solution is to Tech hit the j.mp and force her spacing out, such that her frame advantage isn't useful & she lost her mixup. Beating TechHits: You are bulleta and your opponent keeps tech hitting your deep j.mp. You lose your mixups from this scenario. Your options to beat this are jumpin & invinc command throw, or do an early j,mp chain, such that they are having to switch up the timing the input their tech hits. You will easily get counter hits this way. using TechHits: Bishamon get's massive frame advantage off his dashing.lp. You are fighting Bishamon and he uses this to setup his offense/mixups. Tech hit this move and force him back out, they negates his spacing making the appending mix-ups useless. Beating TechHits: Bishamon keeps getting tech hit out of his dashing.lp. You have two real option. Use mobility to get back in immediately, so, dashing.lp, TECHHITS*, dashing.lp. You gotta confirm if they techhit the first one. Your second best option is to beat the counter-hit bait tech hit and score a favorable scenario. Dashing.lp, get's techhit. Later, dashing 4123[6]lp, they attempt to tech hit and their attack come outs, you trade hits and have a huge advantage b/c they are stuck in possessed (Forced standing) state & you are free to move = Dashing.mk, Link cr.lk, ES Spirit, rekka. Mixup. Using TechHits: Fighting against Bulleta & she is using dashing.mp for frame advantage/Mixups. You tech hit this move and she loses a big part of her offense. Beating TechHits: Using Bulleta, opponent keeps tech hitting your dashing.mp. You have two options. Use your mobility to reset the scenario. Dashing mp, TECHHITS*, dashing.mp again. Confirm the scenarios. This second one is much less likely to get TECHHIT* and you can mount your intended mixups, also some people are likely to get hit by the second dashing.mp and Bulleta can LINK cr.lk, ... into whatever for damage. Bulleta's second option to beating opponents using TECHHITS* against her dashign.mp is to setup the same scenario and do a dashing ES Command throw for the invincibility. The opponent will have a move activate and you will grab them out of it for good damage. (Do note, people have 5 frames of throw invulnerability on wake-up, this scenario is best when opponent is reset to the ground, from the air, not on their wake-up) Guard Cancels- During blockstun, input 623P or 623K (character specific). Lastly, two shortcuts exist to 1-frame guard Cancel on wake-up. 63214, BLOCK, 3+P/K & 6321, BLOCK, 3+P/K. Using Guard Cancels: Three distinct scenario come to mind on when to use GC's. 1.) Weaker player who jumpin and don't confirm combo's. When they full chain & you're blocking. Easy GC. 2.) 1-frame GC on wake-up for a meta-game for beating oki. This will work occasionally and can be baited! See input above. 3.) Every character has a few moves which are multiple hitting and long frame advantage. These particular moves should always be G.C'd. Absolute Guard exist in VSAV. This means, after you block the first hit, you can return to neutral and easily input the GC before the opponent's attack is completed. Short list of moves you can/should GC virtually every time: Aulbath: MEATY cr.mk & dashing.mp Anakaris: ES Snake Arm Bishamon: Dashing.mp & his 4-6 charge moves Bulleta: Demitri: 214K on block & Not his Bat Super. This is punishable on block! Felicia: Delta kicks & Buckler Gallon: Nunchuks Jedah: st.hp & ES wheel (sometimes, if done correct, he has enough recovery) LeiLei: J.hp & Tenraihai (sometimes, if done correct, she has enough recovery) & ES Gong Lilith: ES Fireball(sometimes, if done correct, she has enough recovery) & st.hk Morrigan: ES Fireball(sometimes, if done correct, she has enough recovery) & Valkyrie Turn & st.hk Qbee: st.hp Sasquatch: ES Kicks & Kicks & j.hk Victor: Fist Pound & ES Lariat & ES Knee Zabel: j.hk & 6hk & ES Twirl Beating Guard Cancels: A few notes 1.) A few of these examples is more about your opponent respecting you. If they consistently GC your good normals (Aulbath dashing.mp etc). then you just gotta stop using it and start using single strikes (dashing.lk Frame-trap/throw) 2.) If they are GC against your crappy special moves, then stop doing it. Really, the special moves I listed have good applications, but if they are GC against em in our matches, then you gotta apply those moves differently. (Anak's snake-Arm beats jumps, but not people on the ground etc) 3.) This entire concept of beating GC's is a little vague b/c it's very situational. So, read the first two points here & try to apply those concepts to your immediate scenario. Good Luck. Kyle
  4. From Shoultzilla @ SRK Post#3212 when bee does c.lk, c.mp, c.rh, there is an option select for the after pressure. If I hold up fwd and you roll back, I will float then IAD meaty. If you roll behind me, I can iad for meaty lol. her followups are dumb!
  5. From AWJ @SRK Post#3199 I've just tested using frame-by-frame controlled input in MAME in Vampire Savior, SFA2, SFA, and the original Darkstalkers, and reached the surprising conclusion that piano reversal inputs don't work in any CPS2 game from Darkstalkers onward (I didn't test any Marvel games, but I expect them to be similar, given that X-Men:COTA was released after Darkstalkers). In Darkstalkers and later games, when you press a button or buttons that complete a command input, it seems the engine always "consumes" the buffered joystick inputs whether you're in a state eligible to perform that move or not (by constrast, in SF2 the engine only "consumes" the buffered inputs if you actually perform the move) However, I also tested SF3 3s and piano reversals do work in that game. This is not surprising, since we already know the SF3 engine has many differences from the CPS2 games in how inputs are processed--charge partitioning, toward-away-down-up as a valid alternate 360 input, etc.
  6. From Ego leiLei, translated AWJ @SRK post#3156 HP Throw: Not used much. Compared to 6MP, 6HP looks like an anti-air but actually doesn't work at all. If the opponent avoids the throw by jumping straight up, the 6HP will miss and Lei-Lei will be wide open for a damaging combo. Never use this when the opponent is in the corner (obviously, as the 6HP's hitbox will be right outside the play area--ed.) The advantage of 6HP is that it can knock down people who try to jump away. If your opponent likes to hold up-back ("ireppa"), going for a walk-in throw with 6HP is fairly effective. The active frames last longer than 6MP so you can even use it on opponents waking up. However, since it comes out slowly it's weak against "abare". Another disadvantage is you can't chain into a low attack. MK Throw: [The actual throw is] identical to the P version. You'd think not to use this, but it has its strengths. More than anything, it's strong against jumps and its active frames last a long time. It's like a longer-lasting 6MP. Disadvantages compared to 6MP are that it comes out slowly, lacks horizontal reach, and can't be chained into crouch MK. Its uses are as a meaty attack, and for a walk-in throw in the corner. In particular, when you walk in from a fair distance away this will often knock down the opponent's jump (although it often won't) If the opponent blocks, chain into HK->Tenraiha. HK Throw: Another move that it's hard to find a use for, but you can take advantage of the HK's reach by using it from out of range (I guess he means a range where Lei-Lei gets the throw only if the opponent does something that moves their throwable hitbox forward?) Can't chain into anything, so the only followup is Tenraiha. Many opponents won't expect a Tenraiha after they block your HK, so a late cancel can be an effective surprise attack.
  7. Get knockdown, Activate DarkForce They roll into you, You get "which-way" combo cr.lk, link cr.lk, assist, walk, link, cr.lk link cr.lk, assist, dashing.j.mp, land, Delta kick, Assist, OTG ToyTouch or cr.lk, link cr.lk, assist, walk, link, cr.lk link cr.lk, assist, dashing.j.mp, land, 41236PPP, Assist, OTG ToyTouch Don't tell me this is unrealistic. I have seen it. d(0.0d)
  8. From my understanding, this work for Felicia & zabel only. But, leilei's projectiles make it much easier to set up.
  9. Middle TN needs more Vampires. Da phuck guys... >_>
  10. Here it is incase nobody looks at the front page. http://www.dustloop.com/forums/content.php?261-Arcade-Legacy-10v9-Vampire-Savior-Exhibition-11032011
  11. Airblocking grounded moves is a rare occurrence w/ Felicia & Zabel. However, w/ Leilei's projectiles, this scenario is not-so-rare. =P Didn't get to make that vid w/ Ray... sorry. I do still have the camera tho... will try one on my own pretty soon. Wanna discuss Leilei's movement options.
  12. From Kajoq@ SRK Post# 2836 Ok, Just ran a set with mar and did a little testing / had it occur in a few matches under a number of situations. Air blocking Leilei's projectile seems to allow you to airblock any grounded normal all the way until you hit the ground. IE: Airblock Hp projectile, Airblock c.RH at the top of the screen (probably her tallest AA normal, either that or 6+HP) Airblock HP projectile, wail on s.LK or s.LP and laugh as they stay airborne for 15 jabs in a row. Also it seems that if you force them to airblock an air chain, then beat them to the ground and make them block a grounded normal very low and it allows an airblock. Three situations I just made this occur in: Midscreen air chain j.MP, j.HK (i land) c.LP with opponent low to ground. Lets them airblock the whole string Very low ES gong that they land in and then 6+HP. Allowed an airblock, normally is a free Anti-Air if they're high very low IAD MK, crossup c.LP - Airblocked I'm sure i've forced other situations with other characters but i'm not sure what other projectiles or specials might cause the same effect as airblocking LeiLei's projectiles EDIT: All the information above was from Hsien-Ko vs Felicia. Just tried to similar some of the same instances with Q-Bee and she is not able to stay in airblock. I guess its because of her float mode, but even if you airblock while holding 1, and continue holding 1 she immediately drops airblock stance as soon as the hitstun ends.
  13. From Kajoq @SRK post#2796 Lol, Taunt Cancels! Just discovered that LeiLei (and at Least q-Bee) can taunt cancel off any special cancelable normal. Doesn't really have any useful application, but I've been trying to figure out a way to cancel into taunt, then link a combo out of it. I think its doable with some combination of ES gong and/or HP projectile.
  14. Unblockable Descriptions: From Skankin @SRK Post#2747 I don't know the exact details myself, cos I don't play BB Hood, but here's what I think it is: If BB Hood does J.Hk really close to the ground and you block it high, she can land and attack with a low at the same time. Naturally, like you said, the way to stop it is to just block low if you think she's gonna end her jump with J.HK. Talbain's unblockable, however, is easy to explain: When someone's in the corner, do an ES Beast Cannon like so: Fwd - UpFwd - Down - UpFwd/Fwd - Down You could also do UpFwd - Down - UpFwd/Fwd - Down - Up The trick is to do the first "Down" right above them, and then bolded move that follows will be unblockable (if done quickly enough). The game seems to think you're trying to block in two directions at once. This works midscreen as well, but it's much harder to do. In any case, the unblockable isn't too practical on most characters; you can try hitting them between the first and second parts of the sequence, DP (if you have one), Guard Cancel, Push Block, or even just jump back right when Talbain is about to come straight down on you. You also only get two hits. From XenoZip @SRK Post# 2750 OK thanks, I understand it now. After checking in an emulator it looks like the game does not allow you to switch your guard for about 10-13 frames when blocking her j.HK. So if you block it high you can't immediately block low afterwords. But likewise if you block it low you also can't immediately block high for the next 10-13F, which means an instant j.MP would also be "unblockable" on tall crouching characters like Victor. I tested this with Lilith's ES Soul Flash and it looks like a similar thing applies to her, you can't switch your block while you're blocking the projectile. So from an absolute max range qcf+2P she can j.LK land c.LK and it becomes unblockable for the same reason as above: you're stuck in standblock until the blockstop from the fireball ends so you can't block the c.LK low, and the j.LK forces you to block high.. Also Lei-Lei can do the same thing with ES Gong. I'm guessing anyone with a slow enough projectile might actually be able to do an unblockable the same way. I thought fuzzyguard didn't exist in VSav but it looks like it does exist, it's just limited to the total blockstop duration, it seems, rather than any part of blockstun. And thanks for the info on Gallon, too.
  15. From Kajoq @SRK post# 2536 You should still be able to jump out of that setup if its off wakeup. You're throw invincible for 5 frames on wakeup I believe. And Bee definitely gets off the ground before that. I think Victor is the only char who takes 5, everyone else is 3-4
  16. had an exhibition @Vampire Arcadia last night. 10v9 & 7v7. Vids coming in a few days.
  17. ..., cr.hp, st.hk WHIFF, RECOVER, Pendulum As far as a video showing kara cancels, Yes. I would be happy to put a video together. Heading to Lexington tomorrow, will try to get Kajoq to do the playing & talking. I'll record. :3
  18. crouching super grapple: What about bee, Lilith, Dog & Morrigan? Lastly, I have been seeing this sweet setup where Bishamon dashes under jumpins and autocorrects a SuperGrapple to punish landing recovery frames. Gotta be matchup & spacing specific, but there are chances for this. (reminds me of Dudly in 3S, if you catch my drift)
  19. It seems to be worded poorly. What is typical is that you get no whiff animation on command throw, but w/ slow start-up you have a greater chance it not coming out b/c the opponent has a larger window to GTFO (movement is fast in this game!) It's my belief that a command throw only whiffs when the active frames is overlapping someone's vulnerable hitbox & they are off the ground or invincible. When the active frames is not overlapping someone's vulnerable hitbox- the normal comes out instead. Really, this is poor coding b/c command throws should be baited & punished. This doesn't allow for that scenario. I believe if they were to PATCH this game, that would be fixed. lol
  20. From Gbursine @Srk. Post#2342 he goes over all standing projectiles w/ his immediate ground->airdash
  21. From XenoZip @Srk. Pos#2331 I don't think there's an input trick to it. F, then roll to UF, then neutral then F (or UF) is about as fast as UF UF. And F, neutral, U, roll to UF does not work. But here's the minimum height at which a character can airdash: Jedah: 2nd frame Lei-Lei: 4th frame QB: 2nd frame Zabel: 3rd frame In the case of QB, if you do it fast enough against a cornered standing Zable at point black you should fly directly forward instead of down towards the ground. And technically it's possible to do it low enough where she actually flies upwards instead of directly towards. Personally I can't fly upwards without tool assistance, but I can fly directly forwards without cheating. Anyway I dunno if this image means anything but here's the minimum heights they can airdash: vsav-iads. http://i255.photobucket.com/albums/hh131/EyeAmp/vsav-iads.png
  22. From Rithli @ SRK. Post#2319 http://livedoor.2.blogimg.jp/gmc_ssf2x/imgs/a/3/a3cdfd15.jpg Good find. Translation for the parameters: Top: Attack/Power Top Left: Speed Top Right: Potential Bottom Left: Stability/Safeness Bottom Right: Ability to adjust/Countermeasures Bottom: Defense From what he says on his blogpost, it sounds like DDsasquatch constructed this parameter chart based on his own ideas while being supplemented by the opinions and suggestions of others. There's five ranks in each parameter and the character was assigned points based on the specified area. In that sense, the evaluations are obviously somewhat generalized, but at the same time plausible enough. A bit different from your standard tierlist, but definitely interesting to look at and just as informative at a glance.
  23. From XenoZip @SRK. Post#2300 QBs c.LP, c.LK, and c.MP all hit low which combo to CR or chain into c.MK which is +frames (+5/+4) or c.HK for a knockdown. So blocking high all the time is just begging to die about as much as blocking low all the time. Regarding the QB/Felicia matchup: Chicken blocking sometimes works against QB because her airdash autotargets, and she can't chain during airdash, so having her fly up off the screen is the last thing a QB player wants. Felicia's c.HP is also off the ground on like the third frame, I think, so you can use that in lieu of chicken blocking. Getting reset in the air is bad because it gives QB a free mixup opportunity but it can sometimes work in your favor (at least it gives you a moment to think). I think Felicia does very well against QB. Her anti-airs work against QB's airdashes and normal jumps, but QB has a very hard time anti-airing an unpredictable Felicia. A neutral jump spamming, backdash spamming, and walljump spamming Felicia can give a QB a real headache. I think Felicia kinda wins air-to-air also. And Felicia's HK also stuffs a fuck of a lot of QBs low pokes since it takes her off the ground and has an awesome hitbox, and QB doesn't have much that can stop her from tossing out HKs in general. Felicia is good at playing like a little bitch and running/poking all day, which happens to work on QB because QB has no fireball/dp/anti-air to stop it and her airdash gets thrown off by jump-shenanigans. The trick is to get her to start relying on her MP, which you can then play the guessing game that's in your favor once you get her to start doing it. However, both matchup charts I've seen put that in QBs favor slightly (either 6-4 or 6.5-3.5). Though personally as a QB and Felicia player who's played against other QBs and Felicias I'd say it's pretty close to even. The one thing that really hurts Felicia is that QB can use meter effectively but you really have to know what you're doing to use any meter with Felicia. She basically just has her dash overhead link, meanwhile QB as ES CR and EX Honey Bubble and ES cmd grab.
  24. From XenoZip @Srk. Post#2276 c.LP to c.MP is a 2F link. c.LP-c.LP to c.MP is a 4F link but only combos to dp+LP and only if you link the mp fast enough (making the bigger window kind of a moot point). I did some research on her framedata regarding her dash attacks. Her d.MP and d.MK give a lot more hitstun than d.HP or d.HK. Also her landing pose is about 7F but the pose itself is special/super cancelable which is why going right from a dash attack to ES/EX roll is easier than dash attack into c.LP link. Of course it's easier to hitconfirm the link but w/e.
  25. From XenoZip @SRK. Post#2240 Regarding pursuits there's about three useful situations for them that I can think of. Normally they only do white/recoverable damage and they don't put you in a good position for rushdown, so you'd want to avoid using them in order to go for a meaty mixup instead, but; - Obviously, if it will kill them. - If you're across the screen you can intentionally whiff a late pursuit in order to get across the screen very quickly (except Victor). - If your back is to the wall and your pursuit would put you on the other side (Felicia, Lillith, Aulbath, Sasquatch). Meanwhile there's really no reason not to do Felicia's down-down-punch scratch.
×
×
  • Create New...