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Killey

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Everything posted by Killey

  1. Just because you're safe on block doesn't mean your at frame advantage. Essentially, after his 236S or 236HS it didn't appear that he can be punished but if he was pushing butons after wards he would lose to my buttons.
  2. Fought against a Leo player online today. lol My impressions after 4 matches against him and rewatching the replays is that he's somewhat similar to X2 Ky. He seems very one dimensional and it's easy to adapt to his pressure game with a lot of his specials into stances leaving him negative on block. Granted this is day negative whatever Leo but this is just my early impressions of fighting against someone who's new to the character but knew enough to do his more 'advanced' combos. A couple of things to add to the notes posted earlier. 6P - Much like Ky's 6P this is Leo's go to anti-air against certain jump arcs. It's not too bad in block strings since he can jump cancel it. The hitbox is really good on this move and actually hits behind him. Really good to use against people who double jump and try to come straight down on you. 6K - Good range on it and is special cancelable on block. Not sure if he can link or chain anything on hit since the opponent used it as a poking tool. 3D - This looks exactly like Azrael's 3C from BBCP. He does a drop kick that causes a knockdown on hit. He can combo into it with his gatling strings and it feels like there's enough time to go for a meaty HS fireball like Ky. Probably could YRC the fireball after wards and get some sort of mix up. 2S - Leo does a horizontal swing with one of his weapons. The animation and range is very similar to Ky's 2S. 2HS - Leo swings upwards and is probably combo filler and a situational anti-air. It's slow on start up. 2K - This normal looks dumb from an aesthetics perspective but I can't really describe it well. It has good range on it and hits low. Close 5K - Does a knee to the gut. Close 5S - Headbutts the opponent. Far S - He swings with one arm pointing his weapon towards the opponent. The range is mediocre and it looks a bit slow on start up. j.S - Strangely it looks like a gut punch which is weird for an air normal. Looks like it's strictly combo filler. j.HS - Leo extends both arms forward pointing his weapons horizontally. It's a pretty good air-to-air tool but a bit slow on start up. The hit box on it is nice though. j.K - Good horizontal hit box and decent start up but not as active as j.HS. Probably a good reactive air-to-air tool like Ky's j.K but probably not as godlk as Ky's. Back Throw - He has the option to transition into Brynhildr Stance. Might be possible off of a forward throw as well. Specials: [4]6S/HS: If Leo is hit after the fireball is out the fireball will immediately disappear. The hitbox on the HS version is pretty good. You can't normal jump over it. 236S: Safe on block but leaves you pretty negative. You basically cancel into 236HS or RC it because you give your opponent free pressure after wards. 236HS: It's a cross over like MvC3 Wolverine's Berserker Slash but with much slower start up. I was able to up back and avoid it altogether when my opponent tried to do a block string into it but you can definitely Blitz Shield this. It looks like you might be able to link into Brynhildr 5K on hit but not really sure. It's really easy to react to even with 4-6f of online delay and leaves Leo minus on block. j.236HS: Looks like it should be used as a juggle ender. It automatically brings the opponent down to the ground and does a follow up attack that forces a re-stand on the opponent and puts Leo in Brynhildr stance unless my opponent was holding HS to get into the stance. Brynhildr Stance Normals: 5K - Hits low 5S - Projects an orange cross. Really good hitbox on this normal. 5D - Creates a huge shield that I guess is a parry but it didn't appear to be active that long. It looks like it leaves Leo in a counter hit state. The opponent used this after finshing a corner combo into j.236HS. He was trying to bait out button mashing but I didn't push any buttons against him immediately so didn't see what the parry looked like. Overdrive: 632146HS - Is invincible on start up or at least projectile invincible since it went through my Sword deployed normals (Ramlethal). I didn't get to see j.P or 5P at all so not sure what it does in neutral and Brynhildr stance.
  3. So are Ramlethal's 6S and 6HS considered projectiles? I saw a match vid where the player YRC's them and they still continue the attack and then a different match where Potemkin was able to flick them.
  4. Yeah, it doesn't seem like you can use j.D to set up mix ups due to the changed hit box of j.S. I can't remember #R j.S hit box so I don't want to call j.S nerfed. lol At most you can do 2D, jump cancel, delayed j.D for the meaty but that's about it. Seems like something you would do while pressuring the opponent but you didn't expect them to get hit by the 2D.
  5. Yeah, tested this further. There can't be any hit or block stun otherwise you're going to a regular RC. In the case of 2D, YRC CSE you can't cancel off of 2D for the YRC. You have to fully recover from 2D, then you can do CSE and YRC it. There's actual enough time to still get post oki set ups from this but it just feels weird because I'm use to doing 2D xx CSE FRC. Same thing applies to block strings, there needs to be enough time for the opponent to recover from block stun in order for the YRC to work, so it's just another thing to get use to.
  6. If you're wanting to get the NA version on release day (Dec 16) then pre-order from a game shop, such as EBGames and pick it up from their store on launch. I pre-order games from them all the time and I always get them on launch day. Otherwise you're looking at a digital download for something faster.
  7. I think I must have something wrong because I tried to do that combo last night and could not get it to work. I think it might be on CH only. I can't remember which match I saw it on so I have to go through Ain replays and see if I can spot the combo again. Messing around with the demo some more and trying to experiment with some things. -Really not use to YRC air stun edge not restoring jump options. The only reason you'd want to YRC an air stun edge after doing an air option prior is for defensive purposes to get yourself out of a bad situation. You have to really keep in mind that if you want offensive pressure with something like YRC air stun edge, air dash, etc... you can't do any other jump option prior. -Seems like you can't YRC stun edges if you special cancelled from a normal. It felt like the game registers the next roman cancel from a special cancel as a regular RC. Everytime I tried to do 2D xx CSE (on hit) and then try to YRC the CSE I kept getting a regular RC. Seems like it's better to do 2D xx 236K, CSE for the meaty. I need to do more testing on this. -Corner 236D combo you can do micro dash 2D but the timing is strict. I usually ended up with a black beat combo but it could just be the fact that I'm playing on pad.
  8. Okay, I'm a bit confused here. So when the opponent is in Hellfire Mode you're able to combo into IK because the IK activation causes a brief freeze time? EDIT: Never mind, just read the wiki for clarification.
  9. I thought you didn't have enough time for this cause of the mashable stagger but I just saw Ain do a micro dash sweep so it's definitely possible. I'll play around with it tonight but pad is pretty annoying. Yeah, I've seen some variations of the corner combo end in 236K but it's usually if you're closer to corner but not quite. It sometimes also puts you just inside the grinder seal so CSE won't go through it. Yesterday I went back and watched some Ain match vids and in the corner he'll sometimes shorten the combo to 6HS, 6K xx 236D for the 2D to connect.
  10. Doesn't the PS4 have a feature where you can directly upload your save videos to youtube? I haven't played around with the sharing features that much.
  11. Seems like corner 6HS, dash 5S, 6K xx 236D, 2D is character specific. From what I recall the 2D whiffs on I-No, Millia and Ramlethal due to them being too far away. I think you might have to shorten it to 6HS, 6K xx 236D for those characters
  12. Is it just me or are 1f jumps gone in GGXrd? I was testing in the demo and I use the lack of smoke as the indicator that the 1f jump was successful. Every time I tried I kept getting smoke so not sure if it's gone, different, or if I was screwing it up.
  13. Need to correct myself previously. You don't get restored air option after a YRC/RC/PRC air stun edge you are just left with the air options you have prior to doing the RC. So you can't keep yourself in the air with multiple YRC air stun edges like you could with AC/AC+R Ky. Found out that 3HS only combos on CH or crouching characters and it only gatlings from far 5S. Pretty much only going to get it off from 6HS, close 5S, far 5S, 3HS xx GS, etc... I tried to implement Ramlethal-esque mix ups by doing 2D, CSE through a grinder seal jump whiff normal YRC and then force a mix up. Unfortunately, it appears that you won't be able to YRC your next attack while CSE is active in any way. If you have 50 meter and attempt this it'll actually RC the CSE provided it's hitting or being blocked. You'll probably get a purplce RC if they avoid it. 5K, 5S xx GS, 5P, 5S, 2HS, etc... is pretty legit but I think most Ky players will end the ground string with 236D, 236K for better positioning and oki.
  14. Air Stun Edge YRC just restores your jump options like in other games. I wouldn't call it auto JI though. Played around with the PS4 demo last night and noticed that j.S hitbox is smaller or something. Was testing AC mix ups with knock down, CSE YRC, jump over, back dash j.S and had the j.S whiff. It sucks that Tutorial mode is Sol only (at least from what I checked) otherwise that would have been my interim training mode.
  15. Hmm...I have to re-watch Ramlethal match vids again and start taking note of the sword set swings. Been trying to notate the BnB's players are using, their set play, and neutral game but was getting confused with the sword set stuff.
  16. Not sure if she can block with the Shotgun out but she can't jump based on what Pachi said during the walk through demo. The grenade pull pin also momentarily stops you in the air and then continues the momentum. I wonder if you can do something like j.N xx pin pull, j.N, throw grenade for a double overhead scenario. Might be too slow to be effective and carrying the momentum might not give you instant overhead options.
  17. Trying to get a grasp on the character based on match vids and the information posted here but getting confused with some of her sword set stuff. 1) Is Sword Set done with 6S/j.6S (black horizontal sword) or 6HS/j.6HS (white vertical sword) only? 2) The swords are deployed in relation to the opponent with the S (black) always being deployed low to the ground and HS (white) always being deployed slightly above. Are there separate commands to set them in specific areas? 3) To activate the sword attacks once they're deployed you just input 6S/j.6S and 6HS/j.6HS again? or do 2S and 2HS activate them as well? 4) If 2S and 2HS doesn't activate the swords once deployed then she has no actual normals/attacks with 2S and 2HS, right?
  18. Does she have any standing overheads? I don't really see too many options for pineberry oki to be dangerous for the opponent but we don't have the full picture with this character. If 5K hits low then I can see some throw bait potential with it. Also, Shotgun command grab might be the other option with pineberry oki.
  19. It's in one of the 2 match vids I linked previously. I suspect the hit box is a set distance away from Elfet so there's this gap in between. It's definitely not block string material.
  20. Hmm...thought there was another Elphet thread here. Anyways, here's a round up of all the game play footage of her so far. http://youtu.be/tg8iDwKqqsk - Demo walk through of Sin and Elphet http://youtu.be/eiuUE1smi34 - Sin vs Elphet at TGS2014 http://youtu.be/SS2QKB2ltzw - Sin vs Elphet at TGS2014 Special Move Info: Pineberry – 236P (air ok), Elphelt pulls the pin on a grenade when she hits P. She can then throw it in one of two ways depending on her input. Once the pin is pulled, a timer counts down to zero, upon which the grenade explodes. Be careful, as you can damage yourself this way. Throw Above – 4P Throw Under – 2P Shotgun Stance – 236HS, readies Miss Travailer. Elphelt switches to her shotgun. Hitting opponents will wall splat them, allowing her to approach. Shove – P (while in Shotgun Stance). Roll – K (while in Shotgun Stance). Kuzusu – 8P (while in Shotgun Stance). Shoot – HS (while in Shotgun Stance). Rifle Stance – 236S, readies Miss Confire. Elphelt brings out her her sniper rifle to shoot anywhere on screen. The power of her shot increases the longer the crosshairs stay on her opponent. Shoot – P, K, S, or HS (while in Rifle Stance). Bridal Express – 214K (air ok) Judge Better Half – 236236P ? - ? - Her second super where she fires from her rocket launcher. Hits 6 times. Things I noticed from the TGS early match footage and demo walk through: Once pineberry is out, the explosion will not hurt Elphet at all. It seems like it would be good for pressure, oki, and neutral game when backed by her sniper rifle. Not sure if she can toss pineberry in the air. She can pull the pin in the air but it doesn't look like she can toss it while in the air. Pineberry has a hit box until it lands on the ground but doesn't explode until the timer turns to 0. Should be really interesting how people utilize this move in set ups and neutral by 'cooking' the grenade. Has a normal where she shoots a pistol. If you keep mashing on the button she continues to fire for up to 5 hits. It's special and super cancel-able on block/hit and looks like you can stagger the shots. The hitbox is a set distance away from Elphet so it'll whiff at close ranges and on crouching. Forward throw causes a stagger state like Slayers command grab. Might have interesting follow ups if you can RC it. 2D xx 236236P does not trigger the full animation. She can't jump while in Shotgun Stance if I heard the developers correctly during the walk through demo. Her Shotgun Stance actions can be used multiple times until you shoot, then it automatically takes her out of the stance. Looks like you can chain her Shotgun Stance actions together. Her roll looks like it has strike invincibility on it and it will go through opponents so she can do left/right mix ups. What I'm assuming is Kusuzu from shotgun stance causes a stagger on hit. Looks like Shoot from Shotgun Stance is on button release not on button press. If you hold down HS she'll get into an aiming stance and on release will fire the Shotgun. On hit it'll cause a wall stick if you're close to the corner. The charged version might be a level 5 or 6 attack based on the sound effect of it on block so might be at massive frame advantage after wards. Non-charged Shoot from Shotgun Stance causes a knockdown and you can combo off of it. Shove from Shotgun Stance causes a wall stick on hit if you're close to the corner. Has a currently unlisted super where she fires a shot from her Rocket Launcher that hits 6 times and causes brief untechable time. Not sure if you can combo off of it without an RC or if you can YRC it. Bridal Express causes a knockdown on hit and you can combo off of it. I'm wondering if her 5K hits low, pineberry toss is air ok, and any practical YRC uses with Pineberry toss, and Sniper shots. Character looks interesting but not sure about her tool set. Was hoping for some better zoning tools and trap placements with grenades like MvC2 Cable. I'm interested in how useful Sniper Stance will be in neutral. The damage output on it looks low and it seems risky to use unless full screen away but it's nowhere near as threatening as say Axl's stance change special. She seems kind of incomplete to me but we'll see what people discover with her.
  21. 3C anti-airs at farther ranges but it's slow on start up and you have to understand their angle of approach if you want to use it as an AA. 3B is a more reliable anti-air but there are ways to beat it depending on the character your playing against.
  22. I wrote the details of the pseudo-infinite blockstring on the wiki under the mix up section. Carmine has actually really good long range normals, imo. Generally, for his normals you want to use 5B, 2C, 3C, 5C, 6B, j.6B, j.C, and j.[C] at around their max range during the neutral game. For specials, you want to use 236A/B, j.236A/B, and 214[A/B] but when you have blood puddles on the screen you want to incorporate 6B+C, and 623A/B. 2C in particular is amazingly fast for that kind of range and lets you convert into a combo any range that leads into mix ups. 236A/B controls a lot of space and stops people from assaulting in carlessly. You want to use 236A/B outside of the opponent's range to act as a shield to safely set up 214[A/B], obviously, this doesn't work against zoning characters. If you get 214[A/B] during neutral then you can definitely shift pressure to the opponent and make them navigate through 236A/B and worry about the button release from 214[A/B]. You can even force the situation with 6B+C into the button release and go for pressure/mix ups, as they're blocking the button release. Depending on how close you are you can do button release into 236A/B and then go for a mix up.
  23. Whatever your imagination allows really. I'm going to elaborate on this in the wiki at some point. 236A Oki: dash throw/63214C (236A doesn't hit immediately when they quick tech so there's a gap for them to be thrown) dash 6[C] 2B/5A/5B, 6[C] 2B, wait, 2B (catches people who want either want to poke out the over head or anticipation block to 6[C]) Half charge 6C, 2C or 623A/B 6[C], chain shift (on block), 6[C] or 2C Assault j.C Assault j.[C] whiff, 2B Assault j.[C] whiff, 6[C] Assault j.[C] whiff, Assault j.C Assault j.[C] whiff, throw/63214C Assault j.A, Chain Shift, j.B (double overhead) Air Assault, j.C (swap sides) Air Assault, do nothing/j.[C] whiff, 6[C] - You swap sides in this mix up Infinite blockstring (214[A], 236A x N) - Within this I lay 214[A] then go for a mix up Do nothing and bait reversal or buttons 214[A/B] Oki: All 6[C] mix ups apply All assault j.[C] whiff mix ups apply last second assault j.C - Throw Bait dash, back dash, ]A/B[ - Baits wake up throw, reversal, buttons assault j.A, ]A[ walk back, dash throw - Can be done with either A or B charge because the blood trap doesn't hit right away Block string, leave a gap, ]A[ - Baiting counter pokes 5A/B xx 236A/B xx 63214C
  24. You can use 236A or B. It doesn't really matter either way. I simply listed as the A version as I was just doing straight notations from the combo video.
  25. No, that combos correctly. You can do 5A, 5B, 2C, 6B, 2C etc... If your second 2C whiffs it means you're doing it too slow.
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