-
Posts
400 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Killey
-
What are Jin's most commonly used frame traps at the moment? Although I've heard of frame traps I'm not too familiar with the concept. To my understand you are doing a move that basically puts you in a position where you have frame advantage at the end so whatever you do next you should have the priority. I think I've heard that 5B was Jin's frame trap but I'm not sure. Also, what are good options after Jin's frame trap? If this is all explained in a different thread can you point it to me. Thanks.
-
I'm looking for advice on this match up as I got wtfpwned by an exceptional Racheal player yesterday. If I could maintain pressure I had the match but the minute the Racheal player could get out of my pressure it was game over for me. From what I can tell Racheal is vulnerable to Ice Car if she is launching those lightning rods from the ground correct me if I'm wrong though and I think I am. Frog in jumping animation can die to 5D but not sure if I want to be doing this often with all of the other shit Racheal throws at you during this time. Jin has a weak hi/low mix up game and the only way to do an overhead is after a 2.a, which makes it a bit obvious in your block strings. Once the opponent sees I'm starting something with 5B he can low guard and be safe unless I mix it up with a throw but a few of those and they will anticipate and tech out. Racheals pressure game is sick especially when you are put in a position of blocking the frog. I'm now in a guessing game of low jump overheads or low knockdowns. Part of my problem is I don't know what Racheal that well so is there any visual indication of anticipating on those hi/low mix ups? Furthermore, is there anything in general that can help in this match?
-
Here's my quick break down of the Arakune match: Why is this fight such a bitch? Upon curse Arakune can completely control the match and make very nasty come backs. On top of this he has a good keep away game with many ways to just out run. This means that playing on defensive while curse only allows him to maintain control and momentum of the match which forces you to find ways to rush in but ultimately you'll be eating his offensive game during this process. On top of this control Arakune has a good keep away game that allows him to keep him safe. Thus, we are at a point of how to approach this match. General Breakdown of the match: Much like any character that can out zone Jin and keep a distance game, you want to play aggressively and stay on them as much as you can. These type of characters have a bad close game so once you get in there don't let up. Detailed Breakdown of the match: In my experience Arakune's game relies on him being in the air but some set ups can be done from the ground as well. Thankfully Jin has an incredible counter to his air game with Fubuki (DP/SRK). B Fubuki invicibility frames don't occur at the start of the move but has great range while C Fubuki has invincibility frames at the beginning but limited range. B Fubuki's invincibility frames happening later than sooner is actually good in this match as Arakune will eat the Fubuki when he goes for air setups like j.D. Although he gets hit by the Fubuki the j.D will still carry through and you'll see the bug from behind that hits low. Thankfully, the invicibility frames will cause the bug to go right through you. I cannot stress the importance of Fubuki in this match up as it stuffs a lot of Arakune's momentum and if he blocks it it forces him back onto the ground for a rush in/frame traps. Part of Arakune's air game is mixing up your blocking with j.2A/B/C while swarming you. It's a bit annoying as you can't really tell, which way its coming from due to the height and distance this is performed. However, C Fubuki's will knock him out of this clean and give you a counter hit you just have to keep an eye on how he's approaching you as a reverse block will force you to input Fubuki in the opposite direction to compensate otherwise you'll do an Ice Car instead, which if it does happen will transport you safely away but puts the distance to Arakune's favor. Keep in mind the timing for C Fubuki is not strict here as the invincibility frames happen at the beginning. I actually recommend timing it later as the closer he is to the ground when you nail with the CH C Fubuki the better chance you have to combo into 5C. The higher he is the faster he can tech out. Jin's Ice Wave super will also stop Arakune's air shennagins at full screen away so don't be afraid to use this move. A lot of the times when I have a Arakune player on the defensive they always do a jumping block, which messes with your hi/low games. Frame Trap them with 5B's and if they barrier block to push you away A Ice Car or A Fubuki to get them back on the ground and in striking distance. Careful with the A Ice Car's though because they can IB it and punish you with a Rekka loop, which will deal a ton of damage (around 50% off of your life if he gets in 3 Rekkas) and leave you in a cursed state. Getting cursed is a natural part of fighting Arakune so you have to find a way to deal with this. Ideally you want to pressure him so that he can't do this but this doesn't always happen. All Arakune players have a pattern when they curse you so you have to keep an eye on the pattern to find ways to close the gap and get back on the offensive. I recommend that you don't go on the defensive in corner as it allows Arakune to get in close and spam his 2D and 6D traps. You're pretty much screwed at that point as he'll Guard Break you if you continue to block but the pressure from the 6D prevents you from jumping over. I'll try to High Jump dash/Ice Car but chances are he'll throw a curse cloud or the anti-air D bug. On occassion you can bite the bullet and try to take a hit in the air and tech towards Arakune or if you are really good at IB try to IB and High Jump Dash out. Keep your defense up during the time you are cursed and keep an eye at what's coming at you and what the Arakune player is doing. If he starts jumping he's most likely going for j.D or air dash in with B if he's close by, just straight jump to avoid j.D or block low. A blocked j.D pushes you towards Arakune and he'll go for 6A overhead to get you into his BnB's. Remember to block but the more favorable thing to do is IB and punish. Part of Arakune maintaining dominance during a curse is setting up his offense/defense game through clever use of the bugs and curse clouds. All of these moves have set animations and last for so long before the Arakune player has to set them up once again. Maintain your defense and look for that small gap in his offense to get in close. Part of the lock down is throwing in 6D (the falling bug) to lock your air game. This has a lot of startup to it and leaves Arakune vulnerable. Keep an eye on what he has in the front of him and if it looks clear you can Ice Car your way in and start applying pressure. If he's got curse clouds covering his Body it's not safe to do a B/C/D Ice Car. If he's out of range do an A Ice Car to get out of his pressure and try to close the gap some more. Getting in striking range of Arkaune will make him nervous and he'll try to retreat to get his zoning game again. A/B Fubuki if he jumps back, at worst you trade and you'll be in a cursed state while Arakune will be sent flying in a CH state. You'll be able to tech out faster than he can and can start closing the gap. The better alternative for Arakune in that scenario is to IAD j.B for pressure into his mix ups. Fubuki's will help out but the timing in this scenario is strict. Late A Fubuki's will get stuffed as I've had j.B go right through an A Fubuki and tag me. B Fubuki should stuff that but the timing needs to be precise as it comes out slower and it's invincibility frames only last for a short period of time while Arakune's j.B has a lot of active frames to it. I have yet to test C/D Fubuki out so I can't say whether it should be able to stuff j.B but in theory it should work with C Fubuki requiring an early timing and D Fubuki should be more laxed in the timing. You can IB the last hit of his j.B and then punish afterwards or jump block the j.B and then try to back dash/IABD out of there but this gives Arakune control of the match as he's in zoning range. EDIT: Edited for corrections as someone was kind enough to point out that A Fubuki has no invincility frames to it and CH C Fubuki can be combo'd with 5C without a dash. Updated with more tactics and removed whatever was inaccurate.
-
http://youtube.com/watch?v=-pv_R6edWW8 http://youtube.com/watch?v=wcwEE-q-AjE http://youtube.com/watch?v=AI_EzdJBVI8 http://youtube.com/watch?v=jJxyO6ZoFEE 1st vid is noobish but the next two are much better. Already seeing high level play in the next two vids. Alex double stungun headbutt ftw!
-
There was some gameplay footage of a location test on youtube. I'll post the link up when I get home from work today. Anyways, it showcased Ryu, Batsu, Morrigan, Soki, Gatchaman, and Yatterman (I think?). The footage was noobish as people were still getting use to the system. Personally, I thought the people should have been doing more complicated things since a lot of the mechanics look familiar to other VS games but for all I know it plays differently. Here's what I noticed from the footage. The game speed looks slower than MVC2 and seemed more on par with the first few VS games though that's subject to change once people start getting use to the system. Ryu: Seems to play like his VS counterpart. His launcher seemed to be the equivalent to 2.FP in the VS series. I don't know what the button layout is but the attack animation was the same uppercut he did. His aerial combo from the VS series looks intact but the player seemed to have a lot of problems finsihing the combo. His aerial hurricane kick didn't appear to travel in an arc like other games. Instead it would travel in a straight line and it looked kind of sluggish at moments. At one point I saw one of his SFIII chains that led into a 236 FP->shinkuu hadouken super combo. His dash covers a small distance and people were trying to throw after the dash but it seemed like they couldn't get the spacing right. He staggers for a short amount of time if he misses the throw like SFIII. People were trying to chain 2.RH -> 236 FP but it looked like it only worked if you knocked them out of the air first. Overall he seemed to transition well into this game. Just a neutral character that is noob friendly. His tag in assist is him coming out and throwing a fireball then leaving. Batsu: Didn't see a whole lot from him and he got his ass handed to him pretty easily. Not sure if his combos are the same as his Project Justice/Rival Schools counterpart. His fireball-esque move came out slow and didn't travel far. The aerial version launches diagonally downwards and multiple fireballs could be thrown. He has an aerial diving kick that travels the entire screen really fast. Appears there are two versions of this move depending on which K button (I assume) you press. One version will travel in a semi-straight line across the screen while the other version travels diagonally downwards. Both come out really fast and the recovery time is decent but it's still punishable. Probably good for escaping the enemy or tacking it on at the end of an aerial combo. I think his tag in assist was him coming out and throwing a couple of punches/kicks but I can't remember off the top of my head. Morrigan: One of the faster characters in the game. Her dash travels diagonally upwards and it doesn't look like you have control of her flight path. Her crossup/rushdown capabilities seem to be present. Her chain combos are still there and her launch is still the same. Aerial combos look the same as well but again the people playing were having difficulties nailing the finish. Overall, didn't see too much from her and she looked like she played the same as her VS counterpart. Her tag-in assist is her throwing a fireball standing for a moment then leaving. Soki: Slower than the other characters that were shown in the match. Has a sword strike special that is comboable but seems punishable even on hit. Didn't see too much from him and the person had a difficult time using him. Single-handedly cost him the match too. :l He has a super that travels across the ground but it can be super jumped over with no problems.
-
Got the game and having never played it before I must say that this game is extremely easy to get into. It doesn't take long to pull off those flashy long combos you see in most match vids. I feel bad for using Kamui but she's the one character that has a familiar feel to most guilty gear characters.
-
oic why now. My apologies for not spotting that earlier.
-
Can I get an invite to the irc matchup channel? Killey | Killey | Alberta, Canada | Delay 4 I wonder if I can get back into #R now that Accent Core is out. I'm back in training mode and I'm already developing habits of trying to FRC stun edges.
-
So I'm hearing some mixed opinions about AC Ky but it looks like he's fairing pretty well against the majority of the characters based on the various match vids/tourney vids I'm watching. However, I've yet to see Ky win against Holy Order Sol. Where exactly does Ky rank in the tier list (if one exist yet)? Possibly mid tier to high-mid tier? http://kedamono.net/download/20070324_GGXXAC.wmv.torrent The above torrent is a Ranking Battle Tournament where Ky comes out on top with 6 victories and 0 losses. Participating characters are Ky, Slayer, Zappa, Dizzy, Testament, Jam, and Venom.
-
Has anybody gotten the online mode to work?