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Thread Necro: It is now 2026. I collect a salary and still play fighting games. For anime we now meet at Level One Game Pub downtown every Tuesdays, courtesy of DTR. There's also a fighting game meetup that happens at Tanglewood Community Centre on Fridays. Both start around 6:30pm and have a cover charge of approximately 10 bucks each.
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The invuln window is QUITE large, so if you know the opponent is going to throw out single-hitting moves that don't have a huge amount of active frames, you can use it to squeeze through the hits of certain meaty normals. Check the frame data on each character's meaty options to see what it works best against. Moves with 3-4 active frames can be Dust YRC'd through no problem. Think about using it if players are using oki options with less active frames, but watch out, as Dust YRC can still be option-selected against if certain characters buffer light attacks against it correctly. Things to Dust YRC against: Slayer's Helter Skelter (Anti-air or Airthrow after)All Milia's Roll options. (Just do it)Everyone's DP (Swag, leads to full punish)Potemkin's SlideheadRam's target combos (?)Elphelt's Gunshot (What is this The Mask?)People who go for meaty P/K into S/H confirms and aren't OSing against it (Especially safe if they're outside of throw range).Axl's YES! UnblockableYour 100-Ton WeightYour own BombYour opponent's Bomb
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I think 2D jc jK,jS,j.HS 5K is the easiest route, but I haven't really training moded hole setups.
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5P>6H is a great frame trap in some matchups, which is what 6H is actually used for. And you can YRC on reaction to their response to keep pressure. When you're fighting someone good, and they know you don't have FDC j.K in your arsenal, they will always be ready for 6H unless they fall into it (Off screen 6H is god). For FDC j.K, you want to make use of, as you said, connecting where you'd land the first hit of 2K. 2K(1) jc FDC jK is the other good spot. With item cover, this is a very scary option, as attention is divided. YRC in their face and FDC jK over counterpokes. On block, I will burn meter on Drill RC to keep pressure. Fall and go low, or airdash forward into jK,jD Fastest possible overhead in the game is any fuzzy guard setup involving a j.P or j.K... technically, since I think they have a quicker startup than Bad Moon.
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6H is reactable, so you can't rely on it to create real mixups. 6H is mostly used to catch counterpokes, not as an actual overhead. Once you fight good players, you'll start to see them block it more often than not unless you're playing online. I thought I posted this earlier (You just had to superjump install in the previous version). The problem is in practice it doesn't work so well on a moving opponent. It loses most of it's ambiguity unless your opponent is standing still.
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Ottawa: Why have fundamentals when you have gimmicks?
Krackatoa replied to Freezerburn's topic in International
No Gonq for 2 weeks. -
At 25-49 meter, to meaty Sol, you can do a few different normals just inside DP range (Of the normal), and option-select YRC. If he does something invincible, the normal whiffs and cancels. While you'll still be in YRC recovery, the YRC animation immediately pulls Faust's hitboxes back, and he'll avoid the DP entirely. If he blocks, nothing happens. If you do this at 50-100 meter, you get RC, but continued pressure regardless of what happens. Timing for this is very strict, so watch out.
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GMY wallsplat animation fucks with reversal windows (No buffer for it, I think, or it has something to do with the inconsistent recovery based on how high the splat was). This means your meaty pressure afterwards is going to be a touch safer. I think the main one is the backdash window is reduced to 1 frame off wallsplat's return to neutral. O: This info may not be correct. It was hearsay I got recently.
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Ottawa: Why have fundamentals when you have gimmicks?
Krackatoa replied to Freezerburn's topic in International
Get well, Essay. D: -
Ottawa: Why have fundamentals when you have gimmicks?
Krackatoa replied to Freezerburn's topic in International
No Gonq tonight. We got rektd by 22 Minutes. They took over the building, which closes at 6pm -
Ottawa: Why have fundamentals when you have gimmicks?
Krackatoa replied to Freezerburn's topic in International
February 21st, $50 pot bonus for Xrd. What time would you like the tournament? 2pm? I don't wanna run late in case we run side games. Please bring setups. -
f.S or 2HS RC Scalpel is a big deal. If you whiff, you get YRC. In some matchups, players are trying to instant air dash over your long-range pokes. The YRC ends up being a sort of option-select in neutral, where you can anti-air with 2K if they predict the 2HS Using RC after blocked drill sets up offensive pressure OR a confirm if you catch them with drill. 6HS xx Pogo RC 214P (Forward Door) combos are really good in the corner. While 6HS is slow (Reactable overhead), it's one of the easier tools to start using, and even if this isn't a confirm, Pogo RC keeps them in blockstun. The rest is best used on YRC
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Ottawa: Why have fundamentals when you have gimmicks?
Krackatoa replied to Freezerburn's topic in International
We gather at my house fairly often. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Krackatoa replied to BladeOfJustice7's topic in International
It's a sincere sinful sink and/or singularity of sinister sin players along a sinewy sine wave. My sinuses and sinciput sinply hurt just thinking about it. That last one didn't count.