-
Posts
2,018 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by VR-Raiden
-
Yeah still running it, probably will be a round robin since there's 5 of us. I'll have it recorded
-
Anyone else coming for the monthly?
-
Just fyi, we decided on locking the Q&A thread until release, for now just using this topic for questions/discussion is enough. Q&A/FAQ thread will be revamped after release with a 101 included. Questions will be much easier to answer specifically once it's out so that will be reopened for questions. Feel free to keep questions/discussion going in here til then. On DI use, it definitely looks stronger than it has been in the past. Main use seems to be for comboing into it to increase damage, more so if it will kill. Specifically WT into DI combos look good now. It's good for significant comeback attempts. There's also the fact that invulnerability lasts through the entire recovery of activation (DI > VV/TR through stuff). It still looks like there isn't much reason to use it when you're at an advantageous situation in a match (unless it's in a combo that will kill, any hit in DI could be converted to a kill, or you want to force them to burst or something). Some reasons are the recovery animation of course, for if you weren't in a position to end DI safely. You also lose your meter. Another thing worth noting, while DI combos build a ton of meter for yourself, it also gives the opponent a ton. Especially hitting them with DI TR. So if it doesn't kill them, they get a lot to work with afterwards while you drop to 0. You'll probably get more detailed answers soon. On Axl stance attacks, I can't say for certain without being able to try it. I'm also not familiar with exactly what limitations he has as far as what angle he throws his chain at in succession. There are probably some good examples in vids. The chains definitely extend his hurtbox way out though. You can surely 6P, GV, or VV the high chain, and maybe middle as well. You can probably run under high too although you wouldn't get far before having to block a lower chain. I'm wondering if Fafnir would duck under high chain and CH too (I've seen it go under Ino dash attacks). As for low chain maybe you can pre-emptive BB or RS or IAD j.S. BS probably catches them. DI activation would invul through any. All pretty high risk options of course, unless there's some way to know what angle was coming next.
-
ok, I'll have my recording setup and I wouldn't mind running it with some help. Does anyone have a laptop to bring for brackets?
-
I'm planning to go and bring Marc with me
-
He drops it at the dash after BB, but this is a pretty cool route off a dashing CH HVV when you've got meter to burn: https://www.youtube.com/watch?v=IdVlkCBpDFE&t=2m43s CH HVV > Fafnir (RC) > BB > etc
-
It might not be too bad, he seems to have a decent B+D at least. But so far nothing looks like it would be a safe super cancel on block (maybe you can make one safe with Koromaru). Also he only has 2 persona cards but his B+D appears to not need it. That cinematic super seems to rely on Koromaru being active. 2B (assuming it's what I think) looks good for anti-airing. He seems to have lots of long normals to keep em out until Koromaru wakes up. but some look horrible on whiff as you'd expect (especially noticed what I think is 5A has very long recovery) that being said Koromaru meter refills surprisingly fast, if that doesn't change you won't have to deal without him for long.
-
Just noticed watching again, Ken appears to have an SB move which recharges Koromaru meter (like Eddie's Forcebreak) https://www.youtube.com/watch?v=lTwf4YRiHEk&t=11m12s
-
It's the 28th, I'm planning to go
-
I haven't watched vids in a bit but I recall seeing it used more in blockstrings now since it's a lot faster. Such as 5B 5C 5D. It forces them to jump out or avoid/punish it some way, otherwise you get some more pressure.
-
Random tip I noticed watching some vids before my last tourney (and it worked the one time it occurred there) If Potemkin gets a knockdown which doesn't allow a safejump and he's too far out for 5P/5K/6K/Potemkin Buster, an obvious choice for you on wake-up is to backdash. I noticed Potemkins will take that into consideration and commonly do meaty 6H to punish a backdash hard. So in this situation, block and be looking for meaty 6H which you can reversal GV punish (as long as he doesn't FRC).
-
As something I've found myself explaining often, I made a safejump oki tutorial https://www.youtube.com/watch?v=R1KlHSzn1D8
-
Thanks for the info. I guess trying most fuzzy stuff will have to wait for a full training mode. I think some things may be confirmed just as well by doing them on hit but this isn't very crucial stuff anyway. How about trying to confirm some DI enders that we already assume may be possible? DI stuff > corner TR > tk.PBB? DI corner TR > GF > tk.PBB? DI corner TR > 5D homing dash j.PPP...PBB? maybe corner TR > 5H > tk.PBB? For tk.PBB I assume you can just do 9623K. Can you perform air actions after PBB whiffs? After it connects? How low/can you tk.DI? Is there time to get a jump attack out before he lands? Thanks again for trying stuff and sharing findings.
-
I've been curious on some fuzzy guard stuff. It wouldn't be the most practical but I've been curious if j.S > fuzzy j.S(RC) allows any combos following the RC. or combo after fuzzy j.P RC? (doubtful) Also wondering if j.S > fuzzy j.D works on Bedman. Or if fuzzy j.S j.H combos on him like it does on Potemkin. Or either of those on Ramlethal? (doubt her though). Does cross up j.K > fuzzy j.P/j.S/j.D work? If you happen to land fuzzy j.D (should still work on Zato/Pot?) wondering how comboing off it is midscreen/corner with Kudakero and/or air DI. Sorta unrelated but how does DI crossup j.K > dj.Kudakero (tk) look as a sorta double cross up type thing? Regular cross up j.K > tk.Kudakero over YRC shenanigans for ambiguous crossups/confusing stuff? Oh and if by some chance you hit CH 6H on air hit, we still don't know exactly what that does (do we?)
-
[May 23-25, 2014] Ultimate Fighting Game Tournament 10 (UFGTX)
VR-Raiden replied to Chris Chaos's topic in Archive
I need to do some shoutouts too cause UFGTX was easily some of the most fun I've had at a tournament to date. Thanks to everyone who made it possible! Mike Z, GGs in our tourney matches, I hope we get the chance to play again soon. I enjoyed your commentary and the Riot Stomp counter haha Brandino, GGs in tourney and casuals. It was great getting to meet/play you offline. Your offense was too much for me to handle, very good stuff with that HOS! Eshi, good to see you again and GGs in our GG and BB matches! We seem to be running into each other in the same brackets often lately haha Woocash, nice meeting and talking with you. GGs in tourney and casuals! You were doing some cool Baiken/Anji stuff which I definitely hadn't seen before. That FB On tech trap had me like...well shit LOL Filthy Luker, good seeing you again and GGs in casuals/tourney/MM. Definitely learned a lot the hard way on that match up lol. That Axl is solid as hell! Skeletal Minion, also good to see you again and GGs in our casuals/MM. It was fun learning from your terrifying ABA! We had some real intense matches. Sym, great meeting you after netplaying +R so much lately! Thanks for the matchup tips. GGs in tourney, I only wish I wasn't playing in full panic mode for our match, you were reading me like a book lol! Good stuff getting 4th that Millia is so strong. DaiAndOh, good to see you again and GGs in those room casuals! Enjoyed your commentary as always. Kitsoru, also good seeing you again and getting more chance to talk/play! You'll get the Sol match down just have to keep playing it. And any questions about it you might have you know what Jam/Sol players you can ask! Also, that totally intentional wake-up parry on my jump in was great lol ShinSyn, also great seeing you again. GGs in the room casuals and tourney. Always enjoy playing your Chipp! Special thanks for putting so much in that pot bonus and working hard to run stuff smoothly. Teyah, awesome finally meeting you after playing so much in #R PC so long ago! Enjoyed our talks and thanks for the match up tips. GGS in casuals and grats on 5th. Long live Sol mirrors! Sarvets, nice meeting you and GGs! Keep it up with the Chipp. Tsukahara, nice meeting you and GGs! Nice Johnny. FleshPounder, nice meeting you and GGs! We only got to play 1 set but that Dizzy was scary. Bob Washington, nice meeting you and GGs. Long live Sol mirrors! SlothFacts, good seeing you again and GGs, glad you were able to make it! LudwigVan, we didn't get to play but good seeing you again! SuperJ, GGs as always! Amadeous, good seeing you again and GGs! Feels like you've really come a long way in that matchup. Zinac, nice meeting you and GGs. That Faust is crazy I feel like I can't move lol Circ, good seeing you again! Wish we got to play more but GGs. Nope, we didn't get to play but I could tell your improving with Sol. Sorry bout not getting to show you stuff in person but hopefully my next vid helps. Loved your match with ShinBlade lol Also GGs in BB to Johnny Morris, Silent Z, BloodWolf. GGs in P4A to Duckator, Setsuna (good seeing you again and getting to play offline!), Psykotik (thanks again for the Riot Stomp at WB LOL), and Vista. Grats on placing 2nd Grover! The death combo made me happy. My only regret is not just pulling an allnighter on Sunday to play more GG. Would've loved to play you Kenji, Fiestament, and blackSNAKE. But I'm sure we'll get the chance again sometime soon. If I forgot you sorry this is getting long if I met you nice meeting you, if we played GGs! Til next time! -
https://www.youtube.com/watch?v=Q5_XUoFGL00 Youtube version
-
Managed to get 5th place somehow, yay. Made Mike Z hate me in the process lol There a date for June monthly yet? I need serious work in the Axl matchup. and Millia.
-
Indeed
-
Ian here's our GG pool, we aren't on the same side of the bracket http://ufgt10.challonge.com/UFGTX_GG_PoolJ1
-
Sounds good, I'm OK with staying with it. I might get a chance for revenge from CW.
-
Ian we got in the same pool. Lol http://ufgtus.wordpress.com/2014/05/19/tentative-pool-assignments-subject-to-change/ I can ask Keits to move one of us if you want
-
Updated to include those notes, and adding this stuff since it was getting me last time I got some casuals. Nuetral - Your 2D can be hit by his 3H and 6H. Be careful not to get baited into whiffing a 2D, getting hit by either of those hurts. You can easily stuff those with CH f.S since they're pretty slow. Defense - Struggle fast to escape stagger from Jackhound. He can get away with some big combos if you aren't getting close to lvl 3 recovery.
-
Some more comments Neutral - Slayer j.H hurtbox got bigger in +R if I'm not mistaken, so antiair 5K can actually work against it sometimes now. - Can't do so much dash 2D here due to his 2H hopping lows. Well spaced 5H will CH his 2H. Offense - FB Dandy Step is throwable, but keep in mind he can BDC to prevent that. I was using OS WT on safejumps to catch it before, but Mac was BDCing it when I was playing him in casuals last FR, so that was failing. - Speaking of safejumps, they don't seem as strong simply because Slayer has so many wake up options. Worth noting though when you do use them, his upward super hits very fast so you need a low and properly timed jump-in to be safe to that. Also on BDC>jump on wake-up, you can OS 5K and it will tag his jump high up if he doesn't air FD immediately. However this tends to lose to FB DS>crosswise, and doesn't catch a backdash, so not always a foolproof method. - I find delay airdash j.P mash on oki to be pretty effective, it catches backdash and regular Dandy Step stuff, and beats throw attempts like usual. Punishes - As Orrax said Dandy Steps can be GV'd, on reaction with a sharp eye. If he FRC it he is safe though. - Recommend BBU punish on block is CH 2D> no mash GV. - As stated above, Dandy Step> S is -3, punishable by 5K at very close range. - FB Pilebunker is -3, can punish with 5K but keep in mind the block stun is LONG so don't press too early. - Crosswise and Pilebunker easily punishable with dash 5K. - Upper super and Dead on Time easily punishable (within range)
-
Neutral - Offense - Defense - When cornered, don't try poking your way out. Doing RS or GV is especially risky. Slayer has too many ways of stuffing or avoiding your options with his normals, leading to harder punishes on you since you're in corner. Safest way out is looking for a safe chance to super jump airdash out of corner. If you need extra distance, following that with air BR is usually pretty safe. - Be able to react to his 6K. It is plus on block, but instant blocking helps. With a large enough gap, you can 5K it. VV will also work of course. - On oki, Slayer can 6K such that the last active frame connects as you get up. This is safe to any reversal slower than 5f. Therefore, reversal HVV can counter it. - Since Slayer pressure is mostly link-based, instant block > VV is strong. - Dandy Step > S (high swipe) is -3 on block, and cancel to H (overhead punch) is interruptable by 5K with good timing. So 5K is a good option after blocking it up close. Also, on hit there is a gap, so attempts to reset with the H can be VV'd. More later
-
Updated first post to include that stuff.