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Krackatoa

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Everything posted by Krackatoa

  1. 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.
  2. New thread hype.
  3. 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
  4. Krackatoa

    Black hole combos

    I think 2D jc jK,jS,j.HS 5K is the easiest route, but I haven't really training moded hole setups.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. No Gonq tonight. We got rektd by 22 Minutes. They took over the building, which closes at 6pm
  10. 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.
  11. 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
  12. We gather at my house fairly often.
  13. 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.
  14. Great in neutral, for sure, but different applications (Covering long-range pokes from IAD punish vs. Oki Set Play). This will catch a spread of defensive options on the opponent's wakeup, which is useful in situations where Meaty 2K doesn't work against faster reversals, or just covering reversal-happy players in general.
  15. If you have the basic concepts down, this isn't necessarily the case, you may just not enjoy getting beat down unless you're very patient. This is how I learned to play, and having only amazing players to play against immediately stops any bad habits from forming, or makes holes in your gameplay feel VERY obvious.
  16. Meaty 2HS YRC is an option-select at 25 to 50 meter. If they backdash or do anything invincible, you YRC, which recedes your hitbox out of reversal range while keeping yourself able to punish backdashes or the aforementioned reversals. Can be done with far.S or whatever. Also... something akin to Force Break Door? When you toss a Bomb, you can superjump install S.Door just after it lands, YRC, then airdash > FDC in either direction for not only a left/right mixup, but conversion off bomb as you fall through the explosion.
  17. Ah. Don't worry about it too much. My venue date was chosen by a third party. Whatever's more hype for you guys. If anyone can't make it to WB, tho. Or want that sweet, sweet, Ottawa poverty experience...
  18. Sup bros. Is there anything else going on on February 21st? I have acquired more venue, and I have a $10 GG Xrd tournament happening in Ottawa, with Ultra and Smash. Other anime is welcome. Same place as before, Gonq, but venue is looking to be $10 (Profits going to charity).
  19. The only arguments I can think for Tap-to-Tech is the catharsis of pressing buttons, plus if you want certain situations to stick around (Stray low-hitstun blackbeats leading to damage during scrambles, etc). I certainly don't mind tech traps becoming more consistent. At a high level, we're either teching or not teching anyhow. Let's give new players the ability to escape combo drops, and give them the ability to skewer themselves on tech traps more readily. Both systems offer their positives. I can easily see why it's not in the game, and I see the benefit of having it. I'm fine with it either way, but I'm not playing on pad (This game seems like it would be ass without claw grip)
  20. Well, on GGPO, the game would roll back 6 frames into the overhead animation as it comes out, giving you less time to react anyways. This isn't true if they gatling into the overhead and hit the gatling buffer early (Since the game would have already caught up by the time the overhead starts). GGPO will help you with timing on combos; reversals; safejumps; timing-specific options-selects; It will do little to make overheads easier to block.
  21. I understand the beef with YRCs. YRCs are very similar to 3rd Strike parries. A universal mechanic that fundamentally changes how neutral, offense and defense operates compared to the XX series. Some players hate parries, some players LOVE parries. What they do to the pace of a match, how they function, etc. I feel if YRCs didn't exist, Xrd would offer little new over XX. It wouldn't be different enough. They also solve the issue that FRCs brought to the table in terms of ease of use. It's a neat implementation of a new gameplay feature that solves a lot of outstanding accessibility issues, while being aesthetically cool (YOU'REAWIZARDYOUCANSLOWTIME). Arc could make Guilty Gear far more accessible if they felt like it. A real "simple mode" that brings down inputs to their base parts and introduces motion leniency (Only require cardinal directions instead of diagonals+cardinals), instead of P4A or BlazBlue auto-combos. Simply make the game easier and see how it picks up. A lot of players simply can't take the execution requirements for some of these characters. I would rather have more new players doing real mixups and damage rather than forcing them to build execution fundamentals in order to do things I consider simple. I want more people playing this game. Period. Netcode qualms are obvious. Rollback would be so useful in this game for reversal windows and making use of practiced combo timing.
  22. "Faust Offense in a Nutshell"? This might not actually be all that accurate. 1. 2K(3) > 2P ~ Hit-confirms/Beats Reversal Throw Mash to beat Option 3/Beats Up+Back(?) 2. 2K(1/2) JC > FDC j.K JC j.2K > Beats Lowblock while convincing the opponent that Low Block was the right idea as you hit them high. (Lizard Brain Meta?) 3. 2K(1/2) JC > j.2K Whiff > Mettagiri ~ Beats Blocking (Faust offense outside of Mettagiri is NOT that scary, at least offline) 4. Meaty 3rd Hit 2K > 2P ~ Safe against some reversals/Super Plus On Block 5. Meaty FDC j.K JC ~ Beats Lowblock. Wins in situations where people will OS block switch between Low and Up+Back to escape Mettagiri/Throw attempts. 6. Shitty FDC > Air Faultless ~ Baits twitch reversals. FDC j.K is reactable if you gum up the FDC and do it too late. People are looking for this. 7. Early FDC > Empty Low ~ Rope-a-Dope. Can be hard to time if you want a meaty low. 8. Bait Reversals outright because RCs. 9. Gatling into Item Toss. People will block Low by default thanks to 2K. If they block, just end in item toss. Watch out for reversals. As an example, Meaty 2K is safe from Rammy Splode super, I think. o:
  23. Making full use of normals with YRCs in neutral seems to be key. Throw out a big move that covers space, like far.S, 2HS or 6HS. YRC to keep them safe. If you have enough for RC, use it to capitalize off stray hits (You can combo full screen, and you'll do a TON of damage in most cases, thanks to Millia, Chipp and Rammy lifebars being teeny tiny). Against their offense, make sure to Faultless and block correctly. Drill Cancel j.HS is very useful for keep everyone grounded, but Drill Cancel j.S is also a fairly good normal to stop Millia's from running in.\ Don't RC if you think they're going to block the hit. RC if you see them running airdashing/towards you, and react to the fact that they're not blocking, and cannot block these pokes on reaction (Save for 6HS). 2K to challenge double Millia Roll. Block if she's going to roll into Multi-stab. You can do 3 to walk under Big Stab. You can't react. You have to guess. Faust wakeup timing is also pants-on-head weird. This fucks with Millia oki. Play the meta by pressing 2P or 2K on wakeup (You can also check to see if they know by trying to chicken block on wakeup, Up+Back > Faultless as soon as you leave the ground). If you get off the ground, they're fucking up their meaty timing. This is only from what a Millia player said to me yesterday at a local, though.
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