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SBRJCT

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  1. I haven't seen any rose loops with a 214p starter, so here's a little vid I recorded with a couple of combos (2369p and 214p starters). https://youtu.be/aC9I89lryrw
  2. I hope this is now as untechable as CH 6p. I hate landing it and not getting a combo because I'm not near the corner.
  3. Some of us think that the projectile BS range will be c.S range. If you're far enough to get a f.S then you're probably safe. Really, any range larger is just ludicrous.
  4. This is a classic fuzzy. Late jH into falling jP/jK (jK doesn't work on Millia, Chipp, or Leo) will hit if they crouch. Doesn't work on May or Faust. Get jH, FjK, land 5K-5H RC or 6P etc. for instance. Back in XX/#R, AD jPKD would fuzzy but I can't get that to work anymore. [Guess I'll just edit this post] An oki gimmick: (corner) knockdown, j214K YRC into 1) land, WT, 2) land 2K, 3) jP/jK. No. 3 is sadly not a universal overhead. jK is the easier of the two to hit vs crouch, but it only works on Ky, Pot, Slayer, I-no, Axl, Leo, and Bedman. jP is harder to hit, but it works on everyone jK works on and also (exclusively) Sin, Venom, and Zato. The overhead option doesn't work on the others. If YRC didn't eat inputs, jS would work as a universal overhead. You have to hj214K YRC to get jS to execute. The overhead option above beats holding 7. If you want to empty land out of throw range, you can IAD back j214K YRC. This has the advantage of being spaced so that if you don't YRC, the Kudakero is safe on block (standing or crouch) and beats wake-up jump. However, you lose the overhead option on most characters. Midscreen you can get some cross-up shenanigans off of Kuda YRC after VV > TK knockdown (gotta be that close). If a taller character (at least Sol's height?) standing blocks j214K, you can RC jP as an overhead. That gives you a weak overhead/low option. *-5D YRC into WT or 5K is decent throw/frame trap. So is *-2S-6H YRC dash WT or 5K or whatever if they don't jump. Since YRC loses inputs (probably 2-3F from my cursory testing) you can naked YRC someone's reversal window.
  5. 2f to input a button. This is how I reversal, but I roll H~S for button input.
  6. I couldn't get it to work with VV (623S~1) or BS (S+H~1) near the reversal window. They do help if one doesn't have the timing down and starts either input too early.
  7. For midscreen oki, which gives more advantage post 2D, short dash disc (2366H) or roll > disc? I kinda feel like it comes down to preference, though dash disc never crosses up into SG. Also, are there any no tension set-ups that aren't jumpable?
  8. Indeed. "People" claimed this. Hence my question. In particular, I'm referring to a certain SRK article.
  9. Did it get cross-buy like people were claiming it would?
  10. Test it against May 2k-2d. Block the 2k and try and 1f jump the 2d.
  11. It's derived from a Virtua Fighter term. Fuzzy guarding there was the act of holding the guard button and wiggling the stick between 1 and 4 ( down-back and back) to give a decent chance at blocking low/mid with no skill. Here in Xrd it refers to the fact that you can block chained high/low attacks and switch to block low/mids safely by holding 1 for bit and switching to 4. It's worth noting that this is the FIRST time the term is used correctly in GG. I was around when the inaccurate fuzzy guard term was coined to mean an ambiguous mid/low mix-up from a jump-in where the jump attack could hit because of a bug in the transition of a hurtbox from standing to crouching guard. I recall Destin and I being quite irked by it.
  12. I'm reviving this just in case people in the state wanna throw down regularly.
  13. Picked up a copy from my local GameStop. They totally opened a box and sold me one of the two PS4 copies they had.
  14. That makes sense, actually. In any case, I may just pick up a converter or a new PS4 compatible board before release.
  15. Has there been any word on whether or not ASW will allow PS3 sticks on the PS4 version of Xrd? Any rumors, even?
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