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Everything posted by VR-Raiden
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Let's discuss the Sol vs Leo matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=le JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#LE Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Leo: http://www.dustloop.com/wiki/index.php?title=GGXRD/Leo_Whitefang/Frame_Data
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Let's discuss the Sol vs Ky matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=ky JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#KY Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Ky: http://www.dustloop.com/wiki/index.php?title=GGXRD/Ky_Kiske/Frame_Data
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Let's discuss the Sol vs I-No matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=in JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#IN Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data I-No: http://www.dustloop.com/wiki/index.php?title=GGXRD/I-No/Frame_Data
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Let's discuss the Sol vs Faust matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=fa JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#FA Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Faust: http://www.dustloop.com/wiki/index.php?title=GGXRD/Faust/Frame_Data
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Let's discuss the Sol vs Chipp matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=ch JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#CH Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Chipp: http://www.dustloop.com/wiki/index.php?title=GGXRD/Chipp_Zanuff/Frame_Data
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Let's discuss the Sol vs Bedman matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=be JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#BE Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Bedman: http://www.dustloop.com/wiki/index.php?title=GGXRD/Bedman/Frame_Data
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Let's discuss the Sol vs Axl matchup in Xrd. Video Database: Eng: http://dustloop.com:6608/?character1=so&character2=ax JP: http://horibuna.web.fc2.com/GGXrd/GGXrd_SO.html#AX Frame Data: Sol: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Frame_Data Axl: http://www.dustloop.com/wiki/index.php?title=GGXRD/Axl_Low/Frame_Data
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If he's able to mash 2P out after j.S you're probably doing it too high up. It could also be you waiting too long or doing something too slow to pressure after landing. To keep him from approaching you can put GF out, poke him at range with f.S or 2D (or any other poke depending on the situation), and look for him to jump to anti-air him. Having YRC available if he jumps over GF or a poke helps.
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At round start, Leo's can forward jump j.K to whiff punish f.S starter. If you anticipate this, you can CH 2HS him for that. Note if you want to do CH 2HS > BB from this high hit you need to JCC in order to delay cancel to BB. You can easily convert if you were a bit slow and it trades. So by looking too hard for the rekka 2 punish (discussed in here already), I have been letting them get away with restarting pressure off rekka 1. I finally looked at shutting that down. If you IB rekka 1 (not hard to do if you buffer it in when you think it might be coming), you can simply do 4 or 6 throw OS stuff to either punish him or begin pressure. IB rekka 1 > 6P+HS is an example. He's -4 after IB rekka 1. Note he can't delay his cancel to rekka 2. If he does rekka 1 and attempts to pressure, his fastest normal (2P, 5f) will trade with 6P which is obviously favorable. If he does rekka 1 > rekka 2, with perfect timing you throw rekka 2 whether he was too far for it to cross behind or not. If you're a frame or so off you'll FD rekka 2 if it was close enough to cross behind. 6K+HS punishes IB rekka 1 if he did it very deep with the same results otherwise. 4 throw OS has the benefit of throwing him the other way if he does rekka 2, but if he doesn't do rekka 2 (or it's too far to cross behind) you simply FD. Oh and proximity OS VV (6321P+HS) is good against back turned stuff. His counter doesn't trigger proximity guard. However this won't matter in Revelator since I hear it's gone (yay).
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5K Burst Throw OS: https://www.youtube.com/watch?v=MgPTLVffu0I Safejump OS Examples: https://www.youtube.com/watch?v=GU3gGLpKxds
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https://www.youtube.com/watch?v=l0W-9OWPAQU Situational air throw reset OS, input dash [6P+K+HS]x2 after Kudakero. If they don't tech, 6P > 6HS combos into knockdown. If they do tech, you YRC and get guaranteed air throw. Being able to combo off the air throw is specific to the combo leading up to it. Works with 25-49% meter.
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This match got tougher in 1.1. He can get damage much more consistently. 1/2/3HS jump cancel gives him much more freedom in pressure. Be ready to VV pressure restart attempts off this with his air dashes. If you IB the 2nd hit of his 5HS, and are in range, HSVV will hit him for doing anything but immediate 2D. You can also Blitz here to counter 1/2/3HS. Task B (spin) DV pressure is susceptible to Blitz now if he's close enough. His 6HS got slower but I think that resulted in a longer invul window in the middle for dodging stuff. He can still use it for crossup, 421S+HS is a useful OS if you suspect it may be coming. You get low FD or SVV on crossup. It's also throwable right as he reappears. IAD Kudakero is good at blowing up his 6P since it extends his hurtbox quite far up during recovery. This 6P has a gigantic hitbox vertically and horizontally so if you cross behind it you aren't always gonna avoid it. I have had j.K crossup clash with it before at least. His dash goes much farther now so it's easier for him to escape corner with it. Otherwise it works the same as far as I know. Maybe longer catch window too.
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ok I reserved a room nearby TCW venue for Fri and Saturday nights. Nobody else confirmed in it yet but I'm asking around. also, I decided I wanna go to EVO a bit ago. That room has just myself and a friend in it right now. So let me know if anyone's interested. There's gonna be a big Xrd 3v3...
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On Sparrowhawk stance, the mid chain hitbox reaches lower in 1.1, so you can't 2P under it. That means the old low chain > low chain punish with 2P is not safe if he does low chain > mid chain now. 2D will still punish low > low and goes under mid, but is still super tight and bad on whiff. Block low chain > CH 6P or VV will punish blocked low chain > mid chain, but 6P is very tight and both are going to get punished on whiff. Block low chain > 5P is a safe way to hit a low chain blocked > mid chain, and recovers in time to block low chain > low chain. An OS that seems somewhat reliable so far: block low chain > 5P > 2P mash. 5P counters mid chain, and if he does low chain, 2P should counter it after your 5P whiff. This can prevent him from just chipping your life away for doing 5P whiff > block low chain instead. If he does spaced out Rensen > low spin chain, at a distance where if you FD he is pushed out of connecting range after the first few hits, you can Fafnir punish. Unfortunately it's normal hit and very tight. If he does this move close enough, you can punish the last swing on IB with f.S.
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His 2S does stagger on CH now, be aware of that. It is very short but you can prevent getting combo'd easier if you're ready. Rapid punch super is CH 2HS on block, or FD him out then wait til the end > CH 6HS. Zansei Rouga is a dash CH 6HS after he lands.
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So now that he actually can use 2HS at neutral, max range 2S can't be abused quite as much. We can go back to using CH 5HS to counter it. Interestingly enough he is in crouch state when this happens which means BB combos. From round start, if he did 2HS and you did 5HS: crouch hit CH 5HS > BB > Fafnir > BB > GF > 6P > GF > j.D > Kudakero > 6P > 6HS > HSVV = 274 His 2HS is supposed to be -9 now, it seems that way because if he does it too close you get a f.S punish on block regardless of IB.
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Something I learned the hard way, they upgraded the hitbox on Sickle Storm 2nd hit. So if you just try to jump normally as before after blocking 1st part to make 2nd part whiff you get hit now. You have to FD immediately after leaving the ground to get it to whiff, then you can do the same punishes.
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Lots of tournies in June. I'm going to TCW June 6-7 and thinking of ECT June 13-14. Let me know if anyone wants to join me for either, rooms pretty much empty as of now. I had been considering CEO but I heard rooms are sold out already so not sure on that one. Plus I doubt I'll be able to make it to 3 majors in 1 month.
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In 1.1 you can poke the swords during and after their swing to knock the little guys down for a little. Whiff punishes for her command grab are the same as May (she also takes CH during recovery): neutral jump = land c.S or falling CH j.D back jump = air dash j.P backdash = CH 6HS
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Potemkin Buster whiff punishes: neutral/forward jump = falling j.S/j.D back jump = nothing good, back jump j.D while rising hits it though if close enough. backdash = dash c.S Heavenly Potemkin Buster flies up faster in 1.1 so reverse CH HSVV no longer punishes after flash up close. backwards hj.P/HS still works (This is a rare situation anyway but it can be used if they heavenly to avoid a safejump meaty),
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Iron Savior (hair car) pushes back less now, so on IB you can get a dash f.S. It's max range so you can only convert from that with RC. Digitalis (roll>HS) is a CH 5HS punish on block now. IB makes it work from farther out. Pretty sure these are new in 1.1.
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So at round start to deal with his immediate 2P, you can walk back immediately and you have just enough time to step back and make it whiff. Walk back > it whiffs > then do something. 6HS for example can CH him for mashing something after the whiff. Punishes for his command grab/unblockable: neutral jump = land c.S jump back = airdash j.P (j.S also works, but barely, would've had to jump early) backdash = dash c.S/6P General note GF use at neutral seems really important in this match.
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I think the Kudakero 2nd hit whiffing in corner issue is gone, I was testing a bit and couldn't replicate it. So you should be able to forward jump in combos with no weird things happening now. Saw a note that her air hutbox was adjusted slightly so maybe that's it. On punishing a whiffed Overhead Kiss (45f recovery now), note she takes counter hits: neutral jump = land c.S or falling CH j.D back jump = air dash j.P (note a 2nd j.P whiffs here so cancel to j.S) backdash = CH 6HS Dunno if new but HS horizontal dolphin is a dash f.S punish on IB, max range where gatling to 5HS won't reach.
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If you IB DI Kudakero, you can throw him before the explosion connects as long as you're in range. This is pretty big because it wastes DI time and negates his huge frame advantage. Fafnir is now +2 on block, -2 on IB. You can disrespect much easier than before, especially on up close IB. WT is way easier to whiff punish now. Later I'll add punishes here. I suspect you can jump it and land into c.S, or maybe even airdash j.S. EDIT: WT punishes: - On neutral jump, you can land into c.S. Or just falling j.S j.D as before. - On back jump, you can airdash j.P. - On backdash, you can dash c.S/6P. Example RC combo from 6P which is probably close to max damage you could get: dash 6P > GF RC > 6HS > BB > Fafnir > BB > GF > 6P > GF > j.K > j.D > Kudakero > HSVV = 225 or c.S > JI 5HS > GV RC > BB > Fafnir > dash GF > 2HS > HSVV = 250
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Tested some more random anti-Elphelt stuff. On 2S > 5HS blockstring, I already posted earlier that dash 2S will be a CH punish regardless if they keep shooting or not. They'll have to YRC to prevent getting hit. Realized you can also dash CH 2HS with the same results. This is pretty bad on whiff if they YRC the shot, so unless you can YRC yourself you're gonna get whiff punished. dash CH 2S can work from f.S as well but on IB only, since it's got more blockstun. A common blockstring ender I see is 2D > IAD back > Pineberry, she flies way back and it's almost impossible to hit her. The only thing I could find was IAD j.K which causes the pineberry to detonate and you get a short conversion to VV knockdown. It's easier on IB. This is pretty bad if they don't do this ender, so it's just useful to show that you can punish them for using that every time. Other than that you choose to just run in at her and pressure. On shotgun pressure, is there any reason not to 5K (or 6K+HS to throw roll too) after IBing her shotgun S or HS, provided you're in 1st hit of 5K range? As far as I can tell she can't frame trap then. I guess she can cancel shotgun S to bridal but I doubt that's a common thing. S > pineberry toss seems to be blockstring on IB. Command grab whiff punishes (she takes counter hits): neutral jump > falling j.S or CH j.D back jump > airdash j.P backdash > CH 6HS