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Everything posted by VR-Raiden
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So in 1.1, her DAA was nerfed, It's now her 6P animation instead of c.S. It knocks you farther away on hit, on block it's still pretty bad but not quite as bad. Easy dash c.S punish. You can now low profile it with 2D as well and punish the whiff with c.S. Another thing of note, Badmoon is in crouch state for recovery now. You can even punish tk.Badmoon with dash 2HS > GF now for a really painful meterless punish, but only works up close and it's pretty tight. crouch hit 2HS > GF > dash j.K > j.S (JC) > j.S > j.D > HSVV->TO = 225
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Updated stuff in 1st post for 1.1. I'll be doing the same for other threads. What did they do to f.S again? Slower startup?
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Something I looked at after watching Kazunoko at FR. Against door teleports, you can also just YRC right as he reappears to confirm what he's doing. CH 6P can punish any option if he doesn't YRC himself. This is probably the Xrd matchup I feel least comfortable in right now...need way more exp. It was a while ago but Mugen did a nice combo at round start https://www.youtube.com/watch?v=jY5Q0VfTGR4&t=2m22s air 1 hit CH HSVV > Fafnir > IAD j.S > j.K > j.D |> dash j.D, falling j.K (JC) > j.D > Kudakero > ender The IAD j.S is especially helpful on him since f.S > 5HS will fail on tumble hit.
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Gonna miss this one, I'll be at Combo Breaker.
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More random info from testing a few things. If you IB her 2D and she cancels it to pull out pineberry, it's a free f.S which explodes her, then air hit 5HS combos so you can do IAD routes. 2D will work too but won't reach as far. This is good to know if they auto pilot pineberry after 2D a lot. It's not on reaction though, so if they jump cancel or bridal express instead you're in trouble. If for whatever reason they don't cancel 2D, f.S will also be a punish. After flash, Genoise (bazooka overdrive) can be GV punished unless you're really far away. She can of course YRC/PRC it, and this won't work so well if she does it after throwing pineberry. On oki, I can't get deep in corner OTG 2K > GF (YRC) to connect, must be her slow wake-up. It's less lenient on her with how deep in corner you can be for it to connect.
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I thought of trying WT just now and that actually works too. Interrupts immediate rekka 3 and punishes rekka 2 on IB. Now that would lose to his throw invul back turned moves if he went through, you mistimed it, and he went for those. Another option though. I originally looked at this when I saw Eiji mention it on twitter a while back.
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Yeah I tried again and as far as I can tell if you IB 236S->236HS it's a free 5K or HSVV regardless of what he does. If he does the final rekka as fast as possible, the gap to interrupt with 5K is really tight though. I wasn't able to get back stance D out in time either. Main issue seems to be knowing what side he'll be on after rekka 2, because that determines IB direction and VV input if you wanted to do that over 5K.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Some theory mixup. Messed around with GF RC oki and stumbled on this trick. Looks hilarious, need to play test. You do BB so it whiffs just before their wake-up then 2K. Timed right you're still airborne so if they reversal throw GF will CH. You can delay BB more to make it connect. http://www.twitch.tv/vrraiden/b/653165550?t=00h55m10s at 55m10s More to be seen out of it this I think but wanted to share the BB thing. At the end I'm toying with whiffing something horribly obvious and making the opponent try to hurt you, not realizing GF will connect meaty (because it's somewhat hard to tell that it will, and if timing is off slightly it won't). Then you probably still have time to mixup if they blocked. Gonna be looking at it more. -
Maybe another long shot but anyone interested in Combo Breaker May 22-24? I'm considering going if I can get a decent flight price and figure out room. Hmm I guess it could conflict with May Xanadu though. Hopefully it's the weekend before.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Yeah if you already planned to empty jump 2K you can convert pretty well if they just took the meaty GF hit. But on mininum height air dash j.S whiff, you can attempt an air throw reset or just stay grounded and pressure after they tech. I think only Potemkin gets hit by the air dash j.S > j.D at minimum height after GF hits. Something you can do in theory to cover them getting hit by GF while still getting mixup if they blocked is use j.HS at about the peak of your jump after GF YRC then act accordingly to what happens. If they got hit by GF, the j.HS will combo and you can convert. If they blocked GF crouching, j.HS whiffs and you go for the usual mixup. If they block GF standing, j.HS connects and you go for the mixup after that (different blockstun here though due to j.HS). I think this would be pretty hard to confirm due to timing of things changing depending on whether j.HS connects or not but in theory it would work. Haven't really tried in real matches yet. If they start purposely getting hit by GF and you expect it, you can always falling j.D too to easily convert into huge damage. Also might as well mention something interesting from a recent match. I messed up the YRC timing and did it too early so I got RC, improv led to possibly really expensive extra mixup options: https://www.youtube.com/watch?v=Jh1XDwom9VU&t=45s Haven't gotten that gapless on IB yet, but IB timing on that GF is really weird, the slow down is so significant. No gap on normal block though. You can do this sort of thing in the usual GF YRC setup, but if they're quick they'll be ready to throw your landing and you'd have to mix in empty VV and whatnot. (also yeah I totally could have killed with OTG's in that round, oops) -
I'M ON THE CASE! (assuming you mean doing Sol things)
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Pretty sure jump startup is unthrowable though. So the window to have it connect is just their landing recovery after the Burst. And yeah the punish is much more realistic if you IB or jump IB the Burst. Random oki thing I have seen work many times in videos and play testing: So if you aren't going for jump-in oki from a far away knockdown, something I see a lot that works is dashing to about max 2D range or so then dash stopping as they are knocked down. People love to backdash or jump in that situation because I think it gives the illusion that it would be pretty safe to do so. You follow that up with a quick dashing 5K/f.S/Fafnir or whatever else to catch them trying to take the opportunity to escape. I think the significance of his dash stop animation, along with the spacing and situation in general gets reactions like that out of people. -
[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Hmm I didn't try reversal VV or something right on landing but I had the dummy holding up to jump after their burst and WT still worked, so from that I assumed it was guaranteed. -
[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
I'm just trying it now, wasn't sure either, but the OTG Burst grab is subject to OTG scaling. It only does 16 damage, and doing RC > BB allows them to air tech immediately and does crap damaage. So I was curious what would happen if you WT the OTG Burst recovery, and it seems like it's the same as any WT. Should mean that the optimal OTG Burst punish is IB > WT. Ground throw RC combos work fine too. -
I'll be there with a setup
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Apparently for his rekkas, if you IB the 2nd one and 5K it's a guaranteed punish. It will punish recovery and interrupt 3rd rekka. HSVV should work too but I didn't check myself yet.
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Against safejump oki you can just fuzzy jump to block a meaty safejump, and jump out of empty low/throw or delayed air dash attacks. Block until he can't make a falling jump-in connect, then jump and block again. It pretty much eliminates mixup opportunities for him and limits his options to always doing meaty into pressure or baiting the jump with air throw. Or using YRC OS to punish. Meaty can be reversal Blitzed and if you know he wants to air throw you, and you don't jump, then you're in an advantageous situation. Reversal backdash can also avoid the meaty but he can OS to punish. It's an option to try for until he does. As Sol, you also have 6K+HS throw OS which also blows up a lot of options when he jumps in. Slightly higher risk at higher rewards than fuzzy jumping. If it's a good GF YRC jump-in setup on oki, neither of these techniques will be effective. You'll need to rely on blocking or DAA, or Blitzing the GF. In empty 2K vs airdash j.S mixup, the 2K will connect first typically. At round start, 5P is pretty low risk and counters f.S which is a very common choice from him. He can CH 5HS to call that out.
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As if Chipp wasn't slippery enough, this problem is highly noticeable on him. From long range hits, he tends to get pushed out of range for your next attack very easily. So things like far f.S > 5HS or far 2K > 2D/6P are not lenient with spacing. Keep in mind for confirms because whiffing those pretty much kills your momentum. A somewhat useful OS against his oki in certain situations: 623/421S+HS will give crouch FD one way and SVV the other. It's not that great since it will lose to highs if it's on the FD side, but it can still cover multiple options at once in his side swapping oki. Probably better against his corner stuff. Maybe you can 623S+HS6 or 421S+HS4 to block high too but I haven't tested that much yet. If you mess up you get GV which is bad. Also, 2D > BR that is too far for BR first hit to connect will hit him OTG with the 2nd hit. This is bad because he then gets to air tech away. Only BR if you know 1st hit will reach. This happens on him and Faust.
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I think IAD immediate j.HS is worth using on occasion in this match. It connects on him standing, can catch him jumping away, he can't anti-air it well, and it combos to falling j.K on stand hit. If he summons excessively at long range you can use GV to keep him in check...highly risky though so be careful. As it goes, sometimes you have to take risks and make some big reads to get in. Noticing another combo issue, I think TO doesn't reach him horizontally as well as most others. I have been surprised at it not reaching on multiple occasions. For DI combos Kudakero can be an issue later on. You can do things like delaying it slightly after j.D or jump cancelling j.D before doing it. You have to be higher up than usual for it to connect consistently. In regular combos, I don't think it's mentioned yet in here but you can replace any delay 5HS with delay 2HS to help Kudakero connect. EDIT: Dash stop will dodge his 2K, probably pretty useful because that's his fastest low poke which they like throwing out at close range to hit 2D or stop approaches in general.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
You mean 1.1 patch? So it should be fixed in arcades? I'm glad that is being addressed because it's silly you can get ground thrown out of an air move at a height that would be ideal for frame advantage. On that note, been playing more characters with good throw OS buttons like Venom/Elphelt c.S/throw more lately. Jump in oki feels so much weaker. If they mix up doing reversal Blitz to catch meaty and reversal c.S/throw. It can get pretty annoying since many of the options that beat one of those loses to the other. Something fun you can do to blow up either is jump in DI then DP through their button or punish Blitz whiff. Empty jump VV should work as well as long as they don't throw your landing frame. Also have had some success jumping a bit earlier than meaty safejump timing then doing airdash j.P to counter their OS mash. If you try air dash j.P at regular meaty timing you tend to lose or trade at best with 5f stuff in my experience. But I've started favoring just plain old GF oki if I'm losing the mind games often on their wake-up. -
Random somewhat specific things I've noticed in the match: - In neutral, I dislike trying to win poking wars. I feel like you have to be very evasive in neutral and carefully pick opportunities to go in. Dashing 2D is good but they can 5K it in anticipation at very low risk. It is pretty much impossible to whiff punish on reaction, but dash brake to get it to whiff then Fafnir, f.S/5HS, or moving in seems good. Maybe 6HS too since for CH possibility. You can use f.S, but trades with her own f.S and 2S will be in her favor. Our 2S does not seem useful as a poke, since her 5K and 2S don't extend her hurtbox, and getting hit out of it by f.S sucks ass. Also clashing with stuff means danger time possibility which I honestly wouldn't choose to be in vs Elphelt. Mixing up a healthy amount of max range GF, dashing 2D, dash brakes, and long dashes to catch backing away seem like the key to me. - Don't crouch block after blocking f.S unless you're in 2D range (which seems rare). She has IAD j.S which hits your crouch -_- - You need to bait her S tier back dash. Even if you don't get a punish it helps to move in after her. Be careful throwing something out if she dodged something with it, it has very short duration so she's often at decent advantage. - Round start I think jumping back is a decent choice. I honestly don't want to be in her f.S range often if I can help it. Kazunoko did it multiple times at NCR, mixing that up with going offensive immediately. I don't like this match. It's sad being out-gorilla'd.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
I remembered something that I still don't understand and wondering who else has noticed it and your thoughts. In Xrd if you do a deepest possible meaty j.S/j.HS (probably any jump-in though), it is possible to be reversal ground thrown by the opponent on wake-up. I do not remember this ever being a thing in XX games, but I could be wrong. It can happen with multiple characters doing the meaty or waking up. It doesn't make sense to me because if the air hitbox is active you shouldn't be on the ground, and therefore shouldn't be throwable. Am I wrong? Is there a frame of strike invulnerability on wake-up or something? Yes, it's easy to avoid by timing the jump-in so that you get it slightly higher up. But I am curious since I don't even understand why it can happen at all. If you're airborne when your attack connects, how are you throwable? -
Oh that's what it is, I was wondering why it didn't work on any other lights when it's just a dustloop rep, thought it had to be a hurtbox issue so makes sense. On that note, I was looking at minimum height airdash j.S > j.HS combos on her in more detail (since j.D whiffs over her crouch here). You can't seem to use this new route with land 5K 6P due to pushback, but that also makes Fafnir connect after 1 dustloop rep. You can land 6P to omit the 5K pushback but I find the confirm much less reliable that way. So I prefer the 1 rep to Fafnir routes off this starter.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Yes that is definitely worth knowing. empty 2D does have some advantages over 2K. More range, more (unburstable) damage with tension and only 1f slower, at the cost of worse pressure if blocked. It is certainly hit confirmable to TR, I like inputting as 632D146HS for it to get TR out fast when you see it hit. And if you're midscreen or too far for TR combos, it leads nicely to GF RC combos. -
[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Usually that's the case, but not if the opponent isn't in stun when you RC. They are not in stun at this time because GF changed the length of blockstun they are in (shortened it in comparison to Fafnir blockstun). It follows how the mechanics work, just an interesting scenario. Other examples of YRCing a Fafnir that connects with something: hitting Zato shadow and Potemkin during hammer fall. For both of these, the opponent is not in hit or blockstun, therefore YRC happens. With this scenario in discussion, the opponent is not in blockstun at the time you input RC. GF registers as connecting after the Fafnir. You GF YRC > Fafnir > Fafnir connects and puts opponent in Fafnir blockstun > GF connects and puts opponent in GF blockstun > you input RC and it's YRC because they already left GF blockstun by the time you input RC.