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Everything posted by Giggles454
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A few matches of me in the Southern Cross Championships 2015, arguably the strongest anime major in Australia. All comments welcome:) http://www.twitch.tv/safgc/v/27889807 The archive starts from Top 8 with me in the winners side. Timestamps: 11:55 vs Ando (Faust) 35:50 vs HunterSteven (Potemkin) 1:02:55 vs Javi (Millia) 1:08:15 vs Ando (Faust) Losers' Finals The Runback >:( 1:17:05 vs Nerk (Sol) Grand Finals
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[CF] Naoto Kurogane Video Thread (Updated 12/3/2015)
Giggles454 replied to Kieofire's topic in Naoto Kurogane
Baaro (Makoto) vs Azupi (Naoto) Kaqn (Naoto) vs Taison (Azrael) Kaqn (Naoto) vs Azupi (Naoto), Kaqn (Naoto) vs Yanyan (Naoto) Thanks for the finds! -
[CF] Naoto Kurogane Information/Discussion Thread
Giggles454 replied to Tong's topic in Naoto Kurogane
Just read the evernote, great stuff! Is the 110% Proration on 6A a joke or for reals? -
Please eat! After you grabbed the burst you had about 5 opportunities in which you could've eaten but chose not too. Also, even when you have no food and do a special move, you can RC it and eat without going through the full starvation animation. This comes to mind as you did a Beak Driver on no food and didn't cancel, despite having over 50 meter.
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Beautiful
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
I've been hearing about this fandangled Discord a fair bit recently. I'm happy to give it a try. -
Ah, cool thanks. I didn't know there were exceptions like that.
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Isn't untech time solely dependent on attack level? According to the wiki, 6A is lvl3 while 5C is lvl4.
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I've seen a lot of combos involving 6A>5D right at the end. 6A>5D sometimes works when 5C>5D does not and I'm wondering why. They both have the same startup, 13f, and 5C has the higher attack level, so if anything, 5C should work better than 6A, right? Also 5C has further horizontal range than 6A so would never require a microdash unlike 6A.
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Since the match-up threads have been abolished, lemme ask a question here. How do we feel about the v-13 matchup in CPEX? Where are the opportunities in her long range pressure to escape?
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Haha yeah, so greedy on those IAD loops, as you said. Especially since it's netplay, keep it simple, I think. Now I know that it is online play so perhaps my suggestions would be fixed if you had those extra 2f offline to work with, but here's 2 things I picked up. 1.) Anti-airs. You didn't really limit Alioune's air mobility and as a result he had a lot of sky real estate to utilise. Try some more j.Ps or air throws to control the neutral a bit better. Also, you really let him just bridal express and air dash all over you. As you've acknowledged, you really need to 6P more. Sin get's sooo much reward for anti-airing and personally, that's always something I'm looking for to get a hit. 2.) Defense Yeah, I think you got hit by Elphelt 6P a bit too much. I think DPing a bit more would've been really useful for those times when he's in shotgun stance and getting really close (i.e. after Shotgun Stance S). I'd like to see some offline footage as that 2f delay can make all the difference. P.S. the first and second video links are identical.
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Uhh can you just choose a couple of matches for us to look at? 10 videos seems a tad excessive and I can't really provide focused critique since you're playing against so many different characters.
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[XRD] Sin Kiske Video/Match-up analysis thread
Giggles454 replied to Zephyrion22's topic in Sin Kiske
Whoa, I never knew about that crossup j.H into j.214S. I'd just been doing crossup j.214S. -
Voila, latest tournament match. Grand finals vs Nerk (Sol) @4:55 http://www.twitch.tv/safgc/v/16908523 First round is very messy, including a danger time...
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[XRD] Sin Kiske Video/Match-up analysis thread
Giggles454 replied to Zephyrion22's topic in Sin Kiske
Great job getting this started! I'm working on one as well, I just wanna do actual voice over for it. -
Ah, thanks! I've got a tournament this Sunday so I'll just post that footage instead later.
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I saw him use Gun Flame a lot in the mid range, just Beak Driver if you think he'll do it or you can react. You'll get that juicy wall bounce into serious damage.
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Uhh the video links are all linking back to the forum rather than the YT vid. I think the dustloop update might be the cause.
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If I see them IB my slide, I like to DP after to discourage them from trying to press their advantage and put them back into that blocking mindset.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
Let's discuss options after Leap (214P/K) in blockstrings and what they beat: If they block: - You can just run your general jumping mixup. (High / Empty Jump Low / Late Airdash) - Be mindful that they might try and throw after you land, in which case you can chuck in some late j.Ds just before you land and get that tasty counter hit. If they use a ground anti-air normal: - You can FD, just be careful to actually have enough meter to block their anti-air strings. - You can use j.214S to attempt to beat the anti-air. Sometimes the two moves will just clash so investigate your clash options after that. This option is quite risky if they just block, however, as they can sometimes punish your landing recovery. - You can use 214P[4] instead to make the anti-air whiff and then whiff punish with j.6H. - You can Blitz Shield. If they DP: - Yeah, you know this one, just FD and kill them after. - You could Blitz Shield it, if you're feeling good and are unsure if they will DP or use a ground anti-air normal. If they jump up with an air-to-air normal: - An early j.P from you can work well to beat out their move. I sometimes do a rising couple of j.Ps when I leap just to prevent this and if they don't come up to meet me, I haven't really lost anything and can then choose one of the aforementioned options to beat out whatever I think they will do. If they try to low profile your jump in: (Looking at you, Sol 2D!) - j.214S reaches low enough that it will catch them, but carries its risks if blocked as previously stated (which can happen when trying to catch low-recovery moves like Axl or Millia 2K). - If you delay your j.S or j.H, you should hit low enough. This is obviously only when following your normal Leap arc; if you airdash, you won't be able to reach low enough with j.S. If they try to Blitz Shield: - Bait it like you would a DP. - Even if they successfully BS you, don't lose hope yet! If you have 25 meter, and have the read on when they'll punish you, go for your own counter BS. I know it's saved me in a ton of matches. If they jump up and Air Throw you: (This is the option I have the most difficulty consistently beating) - Early j.Ps may work - 214P[4] to make them whiff their j.H *might* work but they can often just react to which leap you use and choose to air throw or not. - Deviating a bit, but you could try and cancel a special into 214S instead of Leap in the first place to catch them jumping up. Although, this has the same faults as the previous option; they just won't jump up and air throw you unless they see you get close enough with a Leap. - You could try and do an early j.D when you think they'll jump up to delay your momentum a bit and nab a counter hit if you're lucky. I'm not sure how well this works and it's not great if they just end up blocking your j.D that high up. Those are all the situations I can think of that I've faced when Leaping in. If anyone, has better ideas on beating the Air Throw option, tell me! -
God damn it, I just wrote up a big reply to this but it got erased by me hitting Backspace when outside the text window and going back a page... Briefly, he was good before, he's good now. The food meter changes colour when you're low on food so you know if you need to alter your combo to a less food-intensive one. I think that's the biggest buff, personally.
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Most recent tournament in SA with myself in Grand Finals vs Nerk (Sol). Starts at 15:35 http://www.twitch.tv/safgc/v/8598042 As always, I'd appreciate some feedback, Thanks
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That would be patch 1.1 - the only major patch we've received. You could try c.S 2D 236K 623S 214S 236H for the same food requirement. From far S, you'll have to just go for 236H 236K or 236K 236H. On the bright side, while these deal less damage, they consume less food. This means that you don't have to necessarily eat afterwards and can instead get a safe jump instead to carry the momentum.
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At the end of a beak driver loop if you do 214K j.6H, what influences whether you get the restand or if they just tech in the air? I want the former outcome for some sweet mixups: j.D, 2D, crossup 214S. EDIT: Solved. You want the j.6H to hit as late as possible.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
Don't forget OSing DP with 6231KS or 6234KS. Since it's sin's DP though, it's pretty tricky to confirm that you've hit the DP and input the follow ups after (as you don't want the specials to come out if they don't trigger the OS). Ironically, this means that the OS that reduces the need for hit confirming now requires a hit confirm if the DP hits.