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Everything posted by zaeris
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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
I remember playing around with it a while back. I did remember it require crouch stance for some characters. I do believe its j96s since for iad back it needs to be a cross over. Edit: follow up on sols dp hit box you can do the standard combo ender 2d or j8d low ender. 2hs high air dash j2hs above sol. Although j8d ender is more meaty. Both hs and s dp will whiff or in most situation that a cross over may occur when sol input 6 late. Otherwise it forces a block 2hs for any mix up and it converted by 2s afterwards. -
Cp was a blast for nu, the most fun and free style with mode cancel. If she's comes out terrible isnt that a good thing then she be awesome in cf extend. And if its the final game ot makes it better.
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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
We're are talking about reversal, so anything meaty cant be have a double frame input. Like during the buffer you can have 2 inputs before wake up. But because you're not in neutral the system chooses what special goes on that 1 wake up active frame if you input buffer 3 frames before that. Done some more testing: Against various dp from other character ky and axl it will beat out ramlethal and hit both swords. I can only recreate this with s vv but if someone wants to try reversal hs vv without plink. So it is not a start up issue if other slower dp can hit ramlethal. However when hs bat is reposition further away but not direcly above sol you can be reveraal dp with sol s vv. The following normal events happen sol svv hits both bats and ramlethal. Which leads me to conclude that it is a combination of s vv not having a great hit box directly above him and a combination of start up active and dead frames between 1st and 2nd hit. Edit: i see what you mean because xrd doesnt have a negative edge system, except eddie. But i think with a 3 frames buffer you can piano keys fast enough rather p pk its p~k. Edit2: never realise that when bats fall down they dont necessarily position themself in the same area lol. It is readjust towards your opponent location but it could screw up 6hs positioning. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
I did manage to recreate it, the answer partly is it is svv, while a hsvv will hit both ram and sword because of its move horizontal hit box. S vv works when its not meaty but by 2 frame or so more after reversal window. Why does it work..... i can still science it some more. Looking at data i can see why old frame data svv Is 7 frames start up with an active of 3 (3) 11 and a full invul of frame 9 and strike of 10 - 12. Looking at its active component there is a dead spot of of active from frame 10 to 13 when you add start up plus active. And full invul is until 9 frames from start up after that strike. From my recreation it only works as a reversal, and will hit if its not reversal meaning it is hitting the dead spot of between the hit 1 and 2, its 2 frame slower start up compare to hsvv could by why you can safe jump it compare to hs vv. Hsvv will work because it is 5 frame start up and 2 frames active it is hitting ramlethal early from frame 6 to 7. And by your information earlier that you plink or even if you os by pressing s and hs together ggxrd prioty system goes weakest to strongest meaning that s has priority over hs. Plinking in sf4 only extended frames by 1 frame and with buffer now 3 i believe after patch, with any one 1 frame difference you can hit s and hs between frame 1 and 2 whichi the system can pick betweem vv s and hs where s would take priorty. Anyway that is my theory. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
Both hs and s version of vv doesnt have much full invul something like 6 and 10 frames after that it moves to strike invul, ramlethal sword count as projectile from that point making it moot. According to old frame data. -
For me axl is somewhere between a medium weight and a light with a wonky hurtbox for jksd loop. 5cs 5hs usually leads to fail unless you are very near corner or hitting j8d very close. I cant remember if it affected some pk dash combo. Otherwise wallbound combo will depend on distance hieght and gravity, recommend using 5cs 5hs at the middle point. Beside jksd i dont think there is anything that needs to be adjusted much.
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I kinda prefer playing against millia and chipp since you still have j.p while you dont need to commit to anything and build tension during movement. With axl however you need to build meter to FD, which can take some times during which you will need to block a few before having enough to FD. The match up is manageable if have enough tension to FD but at round start there is no advantage there... Axl would probably have enough meter first to build his rensen yrc before you get to play. It becomes a game of patience but with axl damage and rensen yrc it is more likely to be in his favour. Since swords summon have little effect in this match up you either take risk in this match up or finding oppotunity while blocking, the game does change once you have enough tension for dauro yrc and blitz shield and 214p yrc but however it becomes more of a get in tool. I would find the match up quite different to what it was prepatch. Edit: i should learns the names of moves.
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No, the match up is probably the worst for ramlethal. Hello rensengan yrc and hello ramlethal blocking 24/7
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Im surprise you haven't notice that they have been nerfting 22x since cs2 and after each version it just gets worst. maybe its a conspiracy so they can remove finally lol.
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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
Im surprise no one talks about tension gain via opponent. Like double dauro combo is extremely terrible for feeding your opponent more. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
kkk wallbound is applicable when the combo hight allows it and also the numbers of hit before it. I do believe you need a big run up near corner since the delay on kkk is heavy but if kkk hits low enough f.s wallbound should bring them down. however if your aim is multiple jksd you could be face huge push back and tighter links where kkk is unlikely to combo at 7 frames start up. in the end i think its rather just hight adjustment for wallbound extension that is important that makes kkk a good alternative. -
For me anyway in new games, setting goals to achieve can be a great motivator hence you can neglect the fact that you might not be winning as much but gain small victories during most of matches. With a new games or character, something like: I want to land xx combo in matches and expand on that. I want to punish xx move consistently everytime. Anti-air xx attack Land xx okizeme/mix up. So with games like blazblue and persona setting small goals like these can start you off. Lastly I believe in luck and training, the more training you do the more luckier you will feel in when playing. Edit: echoing Myoro. Often finding people to play with offline in friendlier environment is more rewarding than online games. Other times knowledge is a factor since the guy with more experiemce has more knowledge, i.e perform xx during this situation or avoid xx situation. Sometimes you will need to do your due deligence and study matches, your character and your opponent character. In this case you can improve on what you did wrong with knowledge and try to reinforce that with more practising.
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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
https://m.youtube.com/watch?v=IHwBf5YauC0 I wasn't sure if it's a reposted older vid but otherwise, what I needed complete science. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
There an interesting vid on youtube that goes through various combination of starter and combo potential. The main point is highlighting the damage and difference in tension gain between you and the opponent. raising jk that hits opponent while in hit stun from previous attack in standing animation e.g 6hs that works on hit ky, axl and zato. I should test this on the entire cast. However zero proximity i.e the shortest difference in distance between x and y works on a few other characters i.e 2d 6hs ad 6s between left and right side land jk. -
[Xrd] Ramlethal - Oki Thread *WIP* (Updated 01/20/2015)
zaeris replied to Sakaku's topic in Ramlethal Valentine
The only real issue of not having a meaty 6hs is that reversal timing increase given they would have extra frames of input to enter special after reversal window frames. If they just jump and block a 6hs it would be low to ground and various other option still work. What 6hs doesnt meaty allows for j2s iad jk to meaty instead, its nice have other option. edit guess i should contribute also... double depolyed sword oki after 2d corner. the very useful daiji fake fuzzy 2d jc7 j2s delay airdash jk j2hs cancel : option 2d, raising jk, 6k 2d ->low j2hs/j2s/ or iad back j2s land 214p yrc 66j82s / j2hs land, option 214p, 2d, 2kp, jk basic startegy 214 aims for low health chipping, your 2d 2kp and jk 6k are your mix up option. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
Its was only a matter of time. Love daiji though. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
More grinding as usually. 5kpp on air hit has a few good application, the theory behind this route is that it is similar to 2kk but on air hit instead giving you the same kd timing however a very high 5kpp hits gives you the same timing as 2kpk. Anyway it provides an interesting way to convert the general dauro conversion into a grounded close up kd, Why do this when you can do various other stuff? It just provides you with the otg function that 2kk provides, so an otg 2d jc into stuff is an interesting play for addition corner carry and throwing your opponent off guard. However with any otg its best for predicting neutral or backwards recovery. You will need a different strategy for a forward recovery. Other otg button such as hs with sword equip is encourage because you get tension also. E.g c.s 623p dash pk pk 5kpp 2d otg iad j.k j.s can be meaty or slighting positive advantage. A slight delay can pick up an air tech instead into a low j.d into general jksd loop. A good option on light chara since its provide a stable route, where stable just mean easier time instead of going for longer carry combo which are harder on light character. Alternatively you can just set up simply oki similar to 2kk route. J2d function increase as the higher you land it meaning hitting your opponent with jk js jc js j2d provide you with more time to set up. While the universal route of jk js jc j2d gives you enough time for dash normals to be meaty. Basic theory c.s 623p c.s 623p c.s jk js jc j2d or jk js jc js j2d instead, depends on opponent hurt box and positioning i.e directly close and verticle usually is a signal for jk js jc js j2d conversion -
Charging and general kinda enforce a diffferent game play. I dont think it suits her rush down style, although ac may was quite the rush down character. Anyway i be amaze if it isnt an overhead although sonething that is foot invul is a good addition to 214x series.
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Remember the last time she had charge input it created more problems with her existing 6+normal commands, there also 646 input.
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Why is it the first thing that comes into mind seeing that gif is "Batman"
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So is that a new shiny coat I see, lol.
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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
My general theory is ky player are likely to throw out stun dipper when they have rc availible of course you could be wary of yrc as well. As for damage, its almost a non issue because getting that oppotunity or carry corner out weighs the damage and besides blitz doesnt trigger tension penalty so its not that bad. Edit: although counter blitz is another risk factor. If you're talking about that bedman match it was interesting but there were a few things to consider, the near time out and damage potential on both sides. Actually i found the bedman player to be more interesting, since you kinda expect standard bedman oki. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
I'm actually enjoying ramlethal current tier position because its motivating or rage inducing lol. since you need to hone in and improve your skills otherwise a clear defeat or perhaps 1.0 ramlethal just made me more lazy. playing around with blitz but it's interesting for daruo starter where you can use 3 dauro in those combo. i.e blitz ground repell ky random stun dipper second hit. dauro c.s dauro c.s dauro 5kk4k c.s dauro 5ppp. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
It covers some but I felt the new route in 1.1 or 1.5 console patch added some new addition that could be first page material. For me anyway i always felt there is room for improvement in everything but otherwise a dedicated mod will still be require even if the next revision is release sooner or later. Little tibits, that otg with 2k is a valid strategy for corner carry for those situation where u havent yet reach the corner but almost or when you've use rc (yrc too) where tension penalty applies and a quick reset an work in your favour. This aims to reach ramlethal strongest game at the corner where sword position of 6hs. Im liking new aeriel into j2d that does have a general theory in order go kd down all cast member and varies base on position and yet at the same time one of the few ways to generate tension midscreen when you have s sword equip. Anyway I like theres various small details that could be useful for new players when exploring ramlethal. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
zaeris replied to Syklone's topic in Ramlethal Valentine
I suppose it be easier to make new thread for 1.1 combo and okizeme, i feel that new players are likely getting obsolete information.