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Everything posted by Angry Guy of DE
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Blitz works pretty well in the basic sense; obvious things can be predicted or reacted to and blitzed and then punished. Does it really work as a gamble? Not really. It costs 25% tension that could be used to YRC to get a chance to react to the situation or bait a reversal like a DP and then punish it. Both standing and crouching blitz cover mid hits and one or the other catches lows or overheads while leaving you CH to the other. They all lose to throws clean so its not really wise to use if the opponent can option select throw and make you waste 25% tension for nothing. Its hard to remember to use sometimes because you have to be at neutral or just holding down to perform it, and I can't recall ever using the air version that has reduced active frames to catch attacks. Its kind of like Chaos Code's parry (it had that) mechanic that could catch pokes and let you punish them if you do it right. Blitzin a Blitz can be funny since it was kind of your fault for using a mid hitting normal as a punish when they have 25% to try and reject you back.
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The change to grenade and prorate on bridal express will make the shotgun damage less common since people will be more willing to do something than let Elphelt run up and do the command throw in shotgun stance. The change to far slash also makes going into shotgun mid-pressure less easy since 2H > shotgun stance was actually plus and could be done from far slash. The shotgun loop will still be rewarding it just won't end up on a silver plate since the grenade won't cover as many risks you take with shotgun stance.
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So this is something that has been driving me nuts on the wiki. Bite is stated to do 72 on the wiki where it does 48 on Sol at full health. If the information is true in the loketests the bite will do almost double and if the wiki is correct heals the same amount Slayer will be healing 90 before guts and defense modifier. If this remains true some combos might be more useful on a standing opponent to YRC 5H > bite since 5H leaves them in a stagger to let bite combo. This will makes BDC bite really strong when Slayer could potentially heal 90 damage with a bite on bad pressure or unsafe normals.
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Bridal Express does beat 6P consistently? Man I hate this character in this version... For some reason her 5K on wake-up is hard to backdash and is +1 on block making it easy for her to confirm into cl./f Slash > 5H > Bridal Express for a knockdown and push you into the corner. Grenade will just shut down Slayer's entire ground game in this version with you unable to remove its intial hitbox so Elphelt gets a lot of screen control in this matchup. Also I hate her 2S with its range and how low profile it makes her along with being able to go to 2H which is pretty safe (-2) or cancel into shotgun stance. Did I mention I hate this match-up?
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Zato will likely still be very good, he just has to pay more attention to the Eddie gauge and will have more time without Eddie due to cooldown changes. I think that most people are lead to believe that every Zato is Ogawa and is incredibly afraid of the character when they see it. Elphelt will go down a little bit in the list. The grenade change will make most Yolo Elphelts get wrecked when they can't simply throw a grenade and do risky mix-ups knowing that the grenade will cover most attempts at a punish. The attack level change to far Slash will limit her Bridal Express spaced pressure since the range that makes it plus will now make it blitz shield bait and get her punished.
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[Xrd] Slayer vs. Leo Whitefang
Angry Guy of DE replied to The_undercover_beret's topic in Slayer Matchups
This matchup drove me up a wall when I did a set with a friend. Leo's 5HS outranges your 5K, hits on both sides (and a little above his swords), has a hitbox beyond the sword itself, and has vacuum on hit. It also outranges and feels like crushes your 2K as well leaving you in a crouching states that is an easy confirm to rekkas for him. Leo's rekkas can be staggered on the crossing hit to make it have to be blocked since it isn't a true string anymore. If patch notes are correct this will become throw invul so that is another option you won't have once Leo starts his pressure. I feel like bite is very useful in this match since Leo has a [2]8 reversal that stops a lot of dandy step pressure and UP mixup since Leo can just react to the follow-up with his [2]8 move. Man Leo does a ton of damage out of nowhere with a ground game that beats Slayer in a couple of areas. -
90 base damage for the bite is amazing, that's pretty close to a 1/5 of a life bar before defense and guts come into play. Since it does more damage do you think the amount of life gained back will stay the same or will that get increased as well? BDC bites going to be a great option with that chunk of damage, I just hope that the opponent isn't pushed too far away now.
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Well let's not forget that most tiers are based on mostly arcade play. Venom's one super Bishop Runout? 2363214H was never used since it was barely explored in arcades, and Dark Angel's immense chip got stolen by Ram's sword super. Though comparing Venom to I-no is a little odd since I-no doesn't want to neutral to happen since basic hit confirms can at least carry 1/2 screen and corner push is where she gets even stronger. Venom's pressure, oki, and mixup are strong once he can get a ball out to start but without them or meter to YRC either [4]6 or [2]8 for pressure he can't just start a high/low mixup like I-no can. Once Venom gets a knockdown his strengths really shine with oki but he needs to get that first.
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I think the reason why Venom is not considered higher is because of how technical he is and yet not having an unblockable set-up to go with it. His mixups are pretty strong once he has a ball out to cover him as he goes for overheads or empty jump lows but some of his normals are lackluster in frame advantage or whiffing on crouchers on the hits like c.S. He at least should be a low A at worst, but good venoms are rare.
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When Slayer can start his Under Pressure and It's Late pressure he can blow up people that rely on wake-up throw since It's Late has Throw Invul on start-up. As far as damage goes Slayer is able to do A TON off of CH's like 6H, It's Late, and CWH but some characters can nullify his ground pressure with his average anti-air abilities. Likewise Elphelt feels like a 4-6 to a 3-7 Match-up because the grenade shuts down so much of Slayer's ground game with no risk. Not to mention her f.S has more range than 5K and is special and jump cancelable on block. God I hate Elphelt, who thought to have a light-weight character have 1.00 defense?
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Pretty much that. When you want to determine a character just go by this logic: My character is good and can do damage and pressure without needing resources My character is good and can gets better WHEN I have meter My character good IF I have meter to do damage and pressure My character is good ONLY when I have meter to confirm off of RRC because meterless confirms from pressure are poor. Like May's oki only really is good if she can YRC so she can maintain advantage, Meanwhile Millia can combo and go back into her oki meterless and extra meter can be used elsewhere.
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At most this game is goes S to C in rating of tiers. S: These guys are pretty much acknowledged as being good in both match-up theory and in tournament results. A: Very strong with only a few issues in match-ups that require some adjustments to your gameplan. B: While not "bad" by definition, characters here often get compared to other A & S tier for having a similar type of gameplan that is more consistent or effective. C: You have a either a very strict gameplan or one that is hard to start against some of the cast. Very often associated with "gimmick" characters that rely on developing setups or techniques to make up for being out-matched by the rest of the cast in terms of options. With the DLC entries I feel that Elphelt is in A tier, Sin in B, and Leo at this moment also in B that could rise up to A if people don't learn ways to stop him from getting started.
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Weird Japanese stuff > Anything that our media shows relating with Kardashians or whatever. Thinking on the concept of being able to seal the opponent, I could imagine a character's drive that would disable a button with these rules: The effect goes away after 5-7 seconds. If the opponent hits you the seal goes away. Sealing a button does not prevent actions that require multiple buttons (Throw, Barrier, Burst, etc.) I mean in the CS story at least Ragna and Jin get moves sealed so its not an impossible concept.
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He's a very basic character that can turn any hit into 100+ Hell his 623S on wake-up can at least hit around 100 and be able to eat afterwards for what is a DP. I think in time he'll drop in tier since his mixups are rather poor and when people learn to blitz shield his things more. Blitz Shield as a whole isn't used enough to blow up strings that can IB'd to make a gap where blitz shield can reject them.
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Honestly a couple of May's normal feel "stubby" compared to the rest of the cast, and outside of RC or command throw she needs to CH with something to do good damage. Also doesn't help that her Resenga(?) if it doesn't hit properly doesn't give her the time to set up a dolphin or ball for oki. Meanwhile Millia j.H will always knockdown and let her start her setplay. Outside of Venom she has the most required use of charge moves and instant air dashes in optimal combos that need certain starters or corner to even do. Her Horizontal dolphin also can be disrespected by ALOT of the cast or even low profiled with ease.
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not sure where to go with a character that has a parry dagger than to parry :/ I refer to the parry as if she does manage to catch you can cancel into a non-D normal something similar to the parry like 3S. No dagger means that she can only use backdash, jump, or throw.
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So they are making that manga canon now...eesh. Parrying dagger and rapier? First thought is a weird mold of Mitsuru, Persho, and potentially Millia. Mitsuru type normal with rapier Something along the line of double hitting strings much like Persho double sword attacks Millia maybe with agility and being able to use the dagger to toss it as a projectile. She could pick it up just like Milla does or she can summon it back to her with 22D anywhere but it has recovery. Her D moves with parrying dagger would have 2D 5D and 6D auto-guard moves of a certain attribute (Low/Mid/Overhead). Without the dagger on hand she still retains auto-guard but doesn't get the attack follow-up since she has to parry with the rapier. Nevermind that sounds too stupid.
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Akatsuki is a very reliable assist for Taiga as both 5S and 6S can be used reliably. 6S is very easy to use in ground confirms by calling 6S during the second hit of 5AB to allow 2AB to connect before the launching hit of 6S. 5S is also able to be called during strings to protect from a blocked 5AB done by mistakes and if they are blocking on the ground can allow empty jump low mixups. Enju is also another good all-around assist with her 5S being able to be used with 5AB to allow power burst follow-up or super. Enju's 6S is very good with trump gauge active since it functions as a DP in sorts. The main thing to understand with Taiga is that she suffers from a crippling weakness of having no meterless option on air combos that lead into a KD. Both Akatsuki and Enju can allow Taiga to use 5[C] to knock the opponent onto the ground and not allow them to tech in the air. Learning how to do 5[C] so they don't pop out and air tech is vital as Taiga's anti-air ability is non-existent and some characters like Asuna can anti-air her with 2A easily so don't let the opponent get away and make you have to approach and risk getting past their normals.
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I think its rare for any game that has a semblance of balance to have literally nobody play a character. A good Bedman that knows match-ups can definitely put in work, meanwhile 90% of people probably have no real high level Bedman play. Now let's wait for a leak that shows Bedman's sister CouchGirl to be playable.
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Yeah the Midscreen CH 2H > 6H > K Mappa combo is seemingly character specific. Pretty much here's the basic thing to understand to have the K Mappa hit deep enough to have c.S link. One thing to understand is spacing of 2H and whether 6H can even reach the character. Light Weight: For most in this group its better to just do dash > c.S because this group is the most inconsistent with the 6H route. Elphelt is borderline impossible with her air hitbox that seems to be wide horizontally but small vertically that no matter how meaty you make K Mappa Slayer will be pushed out too far for c.S to link or she will be too high up to hit. Medium Weight: A slight delay for 6H into K Mappa can allow c.S to link into basic air combo. Some character's hitboxes are odd so Ky can be easier to combo than Sol, while Leo's hitbox makes 5P more consistent. Heavy Weight: Do 6H into K Mappa almost immediately since they don't launched as high and this group is the most consistent group to do this on. Everyone in the corner CH 2H > 6H > P Dandy > Under Pressure > c.S works can is able to be done consistently.
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Some people like characters that they can actually win with :/ Bedman's main issues is his movement is a little clunky with a faster than normal walk but a poor dash when used to advance. Once he gets his rewind moves started he can do pressure but most of them on block are iffy or able to be blitz shielded or IB'd to make you unable to pressure without meter. Bedman also seems to have rather poor guts and stun(?), his better than average defense unfortunately evens out with most of the cast with higher guts once they get below 50% health. Also being heavy weight is generally bad since they are easier to combo, especially for Slayer since he can confirm into j.2K loops and end with j.PD to get a knockdown.
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Well...Elphelt's wake-up super is a 3+1 startup so it's pretty fast, if you don't meaty properly then you'll pay for it with that. Most supers like that are either 5 or 7 so it can surprise you if you aren't mindful of it aka if they can 2P out of something Elphelt could do that super instead.
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[Xrd] Slayer vs. Sin Kiske
Angry Guy of DE replied to The_undercover_beret's topic in Slayer Matchups
RTL = Ride The Lightning Sin can alter what direction it goes so he can left right left and you need to block accordingly depending on the direction. -
[Xrd] Slayer vs. Sin Kiske
Angry Guy of DE replied to The_undercover_beret's topic in Slayer Matchups
Sin's overhead attack when done in pressure strings is easy to Blitz Shield and if most rejects can turn into a K dany CWH. Another thing to be mindful of is that Sin's RTL isn't a true block string between all the hits so if he goes past you and then comes back you need to change the direction you are blocking. -
5P can work, but the timing is harder than c.S for the rest of the cast and the potential combo will be less and harder to do. Her hitbox is awful, the CH 2H combo I mentioned a few days ago doesn't allow c.S link after K Mappa because she seems to have a wide horizontal hitbox but a small vertical hitbox when she's being combed in the air. I'll have to check if any light weight characters can be hit with c.S after 2H in the corner.