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Everything posted by StrawberryGL
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Discussion thread for the Ky vs. Haehyun matchup. Video Database ENG: http://www.keeponrock.in/?character1=kyk&character2=kum JP: N/A Frame Data Ky: http://www.dustloop.com/wiki/index.php/GGXRD-R/Ky_Kiske/Frame_Data Haehyun: http://www.dustloop.com/wiki/index.php/GGXRD-R/Kum_Haehyun/Frame_Data
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Discussion thread for the Ky vs. Raven matchup. Video Database ENG: http://www.keeponrock.in/?character1=kyk&character2=rev JP: N/A Frame Data Ky: http://www.dustloop.com/wiki/index.php/GGXRD-R/Ky_Kiske/Frame_Data Raven: http://www.dustloop.com/wiki/index.php/GGXRD-R/Raven/Frame_Data
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I think it's agreed that it's the same as Xrd Sign was, but I don't think there's any confirmation. I heard that using legacy controllers increases input lag but i'm not sure who tested that, really.
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I'm going to post a few things i've learned from the Ky side, feel free to comment/correct! I feel like Ky's strengths in neutral play well to Johnny's weaknesses, so like many matchups with Ky, it becomes a game of keep away, of course once he catches Ky he's in for a world of hurt so it's best to avoid those situations. Stun Dipper is useful when being pressured by Johnny if he's not correctly structuring his pressure to account for it, since it low profiles most of his moves that he'll be commonly MC'ing into. It'll also catch him if he dashed in most of the time, a couple times it's been dodged by the feet invul on Johnny's dash but it's rare. Also goes right under a lot of coin tosses. Very useful with 50 meter to save yourself/confirm into a combo as always. If Johnny starts to incorporate 2HS into his pressure it will CH Stun Dipper. He can also just MC something and do nothing of course. Don't mash 2K to interrupt throw attempts since the invul on his dash will avoid it, use 2P or 2D instead. Aiming for CH f.S's can be really rewarding for meterless damage if he's pushing a lot of buttons trying to compete against Ky's. Watch out for attempts to force his way in with Zweihander YRC and block/jump away/6P/airthrow Watch for Zwei YRC from jump ins, either stand away from it or Vapor Thrust if they're close enough to the ground. If he's just going to use his normals from jump ins use 2HS and 6P like normal. If you find it hard to Just block 6K (like I do lol), and he pushes buttons after it a lot, you can try Vapor Thrust after you block it to catch attempts to continue pressure off frame advantage He can low profile Vapor Thrust with 2S or 2K pretty easily on your wakeup so it's usually not a good idea. Ride The Lightning can beat unblockables if he's just going to Coin > 2S for every setup, if he's throwing two or more coins it'll be baited, and if he throws one coin and then stops it'll be baited as well.
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I just made some adjustments to the Revelator Ky wiki! Overview section: Air Ride The Lightning was listed at 10+1 frames from startup instead of the correct 8+1 frames of startup Sacred Edge was listed at 5+3 frames of startup instead of the correct 4+3 Reworded some of the move descriptions for clarity Added some extra character background Combos: imported Xrd Sign combos, removed all old 5D > homing dash combos. I'll be adding more to the combo section soon! Strategy section is after that.
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[March 26th, 2016] Dallas Distortion (MMT Final) - DFW Texas
StrawberryGL replied to StrawberryGL's topic in Locals
Thanks for coming out everyone, here are the results~ BBCPE: 1. Milk Kaichou (Nu 13)2. Sunfish (Tager)3) Strawberry (Jin) GGXRD: 1. Sunfish (Venom)2. Strawberry (Ky)3) Milk Kaichou (Millia) P4AU: 1. Pfhor (Mitsuru)2. Sunfish (Akihiko)3) Pitaya (Kanji) -
Back to Back! Our April monthly will be held just one week after the March gathering to work with schedules for Texas Showdown. Location: FX Game Exchange 3000 Custer Road, Plano Texas, 75075 The Games: The event will be held from 2pm to 9pm, the brackets start at 3pm. 1) Persona 4 Arena Ultimax @ 3pm2) Guilty Gear Xrd -Sign- @ 4pm3) Blazblue Chronophantasma Extend @ 5pm Challonge Brackets: http://fxdfw.challonge.com/ Stream: https://www.twitch.tv/dallas_distortion All games will be run on PS3's. 5$ venue fee, 5$ entry for each game If you have any questions please feel free to PM me or @dive-slam here on Dustloop! We hope to see you there~ Event page on Facebook: (will be edited in soon)
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I made a Discord server for any Ky players that are interested! I don't use Skype much anymore so I thought it'd be nice to migrate the group chat. Just PM me on Dustloop for an invite. Edit: The character discords have been endorsed by Dustloop since I made this post, i'm no longer the server owner either! Here's a link: https://discord.gg/0u3qom4GahREjNdF
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I wonder if Sky Should Be High will be a selectable in versus mode. It's the arcade boss theme so it's got a good chance I guess, It's my favorite new song so I hope it makes it!
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The next monthly is on March 26th! Just a quick update~
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The training arc for TXSD begins! This will also be the last time the monthly tournament goes by the name MMT, the name is being changed to Dallas Distortion. Location: FX Game Exchange 3000 Custer Road, Plano Texas, 75075 The Games: The event will be held from 2pm to 9pm, the brackets start at 3pm. 1) Persona 4 Arena Ultimax @ 3pm2) Guilty Gear Xrd -Sign- @ 4pm3) Blazblue Chronophantasma Extend @ 5pm Challonge Brackets: http://fxdfw.challonge.com/ We now have a twitch channel where the games will be streamed: https://www.twitch.tv/dallas_distortion All games will be run on PS3's. 5$ venue fee, 5$ entry for each game If you have any questions please feel free to PM me or @dive-slam here on Dustloop! We hope to see you there~ Event page on Facebook: https://www.facebook.com/events/1736607189904129/
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Either way, I definitely need to get optimal Split Ciel loops added so i'm adding that to the list. The only ones I know are off of throw, like [Throw RC > microdash 5HS > Split Ciel > 2HS(1) > Greed Sever > Split Ciel > 2HS > Split Ciel > 2HS > Split Ciel] for medium weight characters. I'm probably just going to remove the unoptimal Ciel loops that are already there because they're only a bit easier.
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Burst safe combo variations? I never thought about that, I don't know any besides doing things like substituting other normals for 2P/j.P in a situation where a burst is likely. If anyone has any specific suggestions I can put them in, though.
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I've been making edits to Ky's wiki page over the last few months and I was thinking that it'd be better if we got together and complied our thoughts and suggestions for the page in one place to make it as accurate and informative as possible. So, feel free to suggest edits, ask questions about information currently on the page, or talk about anything related! My current projects: Find more concrete examples of Dash VT combos and add them to the wiki Change all instances of "H" to "HS" for consistencies sake lol Finish up (or possibly completely rewrite) the combo theory section
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They haven't said anything concerning another character vote yet.
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Optimal Character Distributions (with science!)
StrawberryGL replied to AmayaGin's topic in Guilty Gear General
Really interesting, thank you for sharing! So even though Leo and Potemkin are typically low on tier lists, it's good to have a high amount of them in a community according to this. Is it because they're strong at lower levels of play and taper off at the highest level? -
am I the only one prefering sign visuals over revelator?
StrawberryGL replied to DaiDensetsu's topic in Guilty Gear General
I like pretty much everything except the round timer better, but I do really like SIGN's HUD too. -
Here's a writeup Eh san did in his +R Ky thread that's relevant (edited sections involving Ain Prison and FRC to be more Xrd applicicable). https://www.evernote.com/shard/s426/sh/bb9eaaea-541d-411e-9609-4b063a0c1185/562bbc60745131784f46e3a6dbfb2f5a If your opponent is jumping out of your pressure a lot, maybe end your strings with a move like Split Ciel (only -1f on block) to place yourself in a good position to 2HS their jump out. Or use a jump cancelable move like 2D or c.S and chase them for an airthrow when they jump.
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Is Ky's frame data on the wiki up to date?
StrawberryGL replied to Wutai_Shinobi's topic in Ky Kiske
Alright, I updated with the above information + the Ground Throw RISC change. -
Is Ky's frame data on the wiki up to date?
StrawberryGL replied to Wutai_Shinobi's topic in Ky Kiske
Nope, that isn't included in the frame data section. If there's nothing else i'll update the wiki tomorrow with the correct info. -
Is Ky's frame data on the wiki up to date?
StrawberryGL replied to Wutai_Shinobi's topic in Ky Kiske
We should compile a list of things that need to be changed to fix it! So: 2HS: Initial hit proration 90 added 6HS: Recovery decreased from 3f to 2f. Second hit active frames increased from 1f to 2f Stun Edge: Initial hit proration 85 added Air Stun Edge S + Air Stun Edge HS: Initial hit proration 85 added DC Air Stun Edge S + DC Air Stun Edge HS: Damage changed from 33 to 43 Stun Dipper: Initial hit proration 90 added Sacred Edge: Startup changed from 5+3f to 4+3f Air Ride The Lightning: Startup changed from 10+1f to 8+1f Anything we need to add? I'll edit the wiki in a day or two. -
Is Ky's frame data on the wiki up to date?
StrawberryGL replied to Wutai_Shinobi's topic in Ky Kiske
I'm not sure if it's up to date either. I know that it was accurate pre 1.1 but things like 6HS/Split Ciel/Sacred Edge were tweaked slightly. I see that Split Ciel was updated with it's new frame advantage and attack level but I don't know if the other changes were added (6HS/Sacred Edge adjustment) yet.