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VR-Raiden

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  1. Use this thread to discuss the Ky Kiske matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:Wake-up timing: 51f face-up, 49f face-down.Safejump Option-Selects: OS 5K, c.S, and 6P hit backdash, but none are safe to DP and Ride the Lightning.All fuzzy guards fail. Defense:Overheads: Punishes:Dust: f.S on IB.Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.Ride the Lightning (632146HS): CH 2D/5HS on block. Combo Notes:
  2. Use this thread to discuss the I-No matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:Wake-up timing: 52f face-up, 48f face-down.Safejump Option-Selects: OS c.S/f.S (depending on timing/distance), 6P, and 2D (ground hit) hit backdash. Neither safe to reversal Longing Desperation.j.S > fuzzy j.S works. Defense:Overheads: Punishes:Dust: f.S/2D on block.Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, can be dodged with c.S at point blank, punish whiff with c.S.Sultry Performance K/S (j.236K/S): IB 5K, c.S, WTLonging Desperation (632146HS): Throw after flash Combo Notes:When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.
  3. Use this thread to discuss the Faust matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:To deal with his round start 2P you can walk back to make it whiff then use that frame advantage to move in or attack. Neutral:5P, 6P, and SVV can counter his f.S in anticipation.HSVV is a very strong way of discouraging him from abusing j.2K, it will typically 1 hit CH him out of it.GF use at neutral is important to discourage him from pressing buttons all day to keep you out. Work around using GF and punishing his attempts to either hit you out if it or avoid it. Offense:Wake-up timing: 25f face up (standard), 29f face down (very slow).j.K will whiff on his crouch block on either side.5P will whiff on his crouch block, 5K 2nd hit whiff on crouch hit.Safejump Option-Selects: OS 5K hits backdash and 5D, whether it is YRC'd or not, but is not safe to reversal Overdrive.His reversal 6P will avoid all meaty jump attacks except j.S.All deep j.S/j.D (JC) fuzzy guards fail on him. Defense/Punishes:Overheads: 6HS (25f, -35 on block but special cancellable), 5D (26f, -3 on block)After blocking his j.2K from high enough, HSVV will be a punish regardless of whether or not he delay cancels it to Going My Way.Dust: 5K on IB within range.Dead Angle Attack: 5K/f.S/2D on block. 2D can low profile, c.S can move behind at point blank, punish whiff with 5K.For reacting to door teleports, there are a few options. Jump back FD will block any option safe but not grant a punish. YRC the moment Faust reappears allows you to confirm and CH 6P any option. Dash K+HS as he reappears will CH 5K him out of front door, dash out of range or FD back door and falling attack.Hack n Slash: neutral jump > land c.S, back jump > air dash j.P/S, backdash > dash c.S.Stimulating Fists of Annihilation (236236S): dash c.S on block. Combo Notes:Fafnir, BB link is easy on him.Fafnir, IAD j.S > j.K > j.D works for far range confirms.
  4. Use this thread to discuss the Elphelt matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:Jumping away to create space is a solid choice. Mix this with attacking immediately (such as f.S) if they want to move in after you.f.S will counter her own f.S/2S but only with frame perfect timing. 2S can low profile it otherwise. Neutral:Don't let them get away with air Bridal Express in neutral, it's a free CH HSVV combo on reaction (unless they YRC).You pretty much can't counter poke this character reliably or safely. 2D can low profile her f.S to CH her but she can throw out 5K to beat that at pretty low risk.Trades with her 2S will leave you neutral at best since it staggers on CH.Our 2S doesn't do much at all in neutral. It clashes with 5K at a distance and results in serious pain if she f.S you out of it.f.S can be used to counter her pokes but it's not overly reliable. It does have slightly faster startup than her f.S/2S, but trades will be in her favor. Her 2S also has the ability low profile it.5HS can be used at a distance in anticipation of 5K to counter it.You can't jump in on her at all if you're coming down within her c.S range. You can air SVV or Kudakero punish it but you'll have to do them very early in your descent. In general it is a terrible idea to challenge this move. Air dashing or spaced out jumps can work if they attempt c.S before you ate within its range.Max range GF can be useful for discouraging ground buttons but she can 5HS it or IAD punish.Pineberry can be knocked back with normals but only do so if she's not able to punish you for it. GF will detonate it, the explosion is pretty big so don't use that unless you're far enough away or YRC. Offense:Wake up timing: 27f face-up, 27f face-down (noticeably slow).Safejump Option-Selects: OS c.S hits backdash and is safe to reversal Judge Better Half.All deep j.S/j.D (JC) fuzzy guards fail.5K 2nd hit will whiff on crouch hit(? ). Defense/Punishes:Overheads: 6P (23f, -12 on block but special cancellable), 5D (24f, -8 on block).After blocking 6P up close, HSVV is a punish on block if they don't special cancel. Special cancel to Bridal Express loses to HSVV, if they do that string auto-pilot when they can RC. Tyrant Rave also works, and is a bit safer to her cancelling to other specials that would make HSVV whiff.If she's whiffing 5HS over your crouch there are a couple things you can do. CH 2S, CH 2HS, CH 2D, and GV can punish, but keep in mind she can YRC at any time.Unblockable escapes: Reversal SVV will dodge toss and shot, and is safe to explosion, but is punishable by shot YRC. Reversal Blitz Shield toss > 2D will low profile the shot and is safe to explosion, unless they are frame perfect on timing the setup. Reversal Blitz Shield toss > Blitz Shield shot is safe.Dust (-8): f.S/2D on block, dash 5K/c.S on close IB.Dead Angle Attack (-8): 5K/c.S/f.S/2D on block. Can be low profiled by GV.Bridal Express (ground): c.S/WT up close blocked, 5K farther out blocked, safe at max range. IB makes punishes much easier. 6P can counter it from very far distance.Bridal Express (air): 6P/VV/Blitz Shield counters on reaction.Judge Better Half (236236D): CH 6HS as she falls, c.S upon landing. Combo Notes:She is light weight, so landing TO after VV can be more problematic than usual.WT > delay dash j.D timing is very strict.Crouch hit CH 5HS > BB fails.
  5. Use this thread to discuss the Chipp Zanuff matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:Wake-up timing: 58f face-up, 52f face-down.Safejump Option-Selects: OS 4c.S, 4HS hit backdash and are safe to DP. 6P hits backdash but is not safe to DP.All fuzzy guards fail. Defense:Overheads: Punishes:Dust: nothing on block or IB.Dead Angle Attack: c.S/f.S/2D on block. Can be low profiled with 2D, whiff punish with 5K (requires you do to them simultaneously) or throw. Can be low profiled with GV (only mentioning because it's more lenient with timing). Combo Notes:2K > 6P must hit slightly closer than usual to combo on stand hit.When using Fafnir in dustloops, if deep in corner you must delay the maximum amounts possible in the combo, otherwise Fafnir whiffs.
  6. Use this thread to discuss the Bedman matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:... Neutral: Offense:Wake up timing: 24f face-up (pretty standard), 30f face-down (very slow).Safejump Option-Selects: OS dash c.S/f.S (depending on timing/distance, ground hit) hits backdash grounded and is safe to reversal Sinusoidal Helios.Deep j.S/j.D (JC) > fuzzy j.S works.Corner OTG Oki: Walk deep into corner OTG 2K > GF (YRC) catches forward/back tech into guaranteed air throw reset combo, and with the same timing GF still connects if he doesn't tech. Defense/Punishes:Dust: nothing on block or IB.Dead Angle Attack: anything, it's -21 on block.Sinusoidal Helios (clock Overdrive): throw/WT/VV/TR/DI after flash. YRC throw/VV after flash. Combo Notes:
  7. Use this thread to discuss the Axl Low matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:... Neutral:... Offense:Wake up timing: 25f face-up, 21f face-down.Safejump Option-Selects: OS 5K, c.S, 5HS (ground hit) hit backdash, but lose to DP and Overdrive. OS backdash dodges DP (RC) attempt (tight timing).On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you.Deep j.S/j.D (JC) > fuzzy j.P/j.S works. Defense/Punishes:Overheads: 6HS, 5D.Dust: f.S/2D on IB.Dead Angle Attack (-5): 5K(2nd hit)/c.S on block. Can be low profiled with 2D, but no guaranteed punish. GV will low profile it and punish.DP (623S): (dash) 5K/c.S/WT on close block, (dash) f.S/5HS/6HS on far block. Combo Notes:WT, delay j.S > j.K > j.D |> Fafnir, BB, dash 6P > (delay) 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR. Combo is burst safe through the Fafnir.
  8. I'll have my PS3 (+R, P4U2 w/DLC, Xrd) and monitor.
  9. Awesome, thanks! See everyone there.
  10. My main issue with it was the dpad is pretty stiff and it feels harder to do half circle stuff, but with enough time and breaking it in that wouldn't be as much an issue. The buttons are also thicker than DS2/3 so RC without a macro was a bit more annoying to me.
  11. Haha nice. I guess the j.S wasn't quite meaty there according to the frame data. I would've liked to have had more time to look at it, but sadly I started messing with it in the last few hours I had access to demo. After getting frame data I'm starting to think it's practical use will be somewhat situational. Partly because I suspect that in a lot of situations you could use it, there would be more practical choices. I'm wondering how it would be after a blocked RS, perhaps go through an opponent’s 6P attempt there for a punish, or allow pressure if they didn't do anything. As a mixup tool with tk.DI I'm a bit skeptical that will be usable outside of just doing it after a corner knockdown. Feel like it requires them to sit there for a bit to set up otherwise, and if you got them sitting there, that's what WT is for. I also just want recordings to play back and see just how strong the high-low there really is. Really wanna look more closely at it...just 1 more month.
  12. That's a shame, guess it makes sense that they allowed it to be YRC'd then. Can't use it as BS wake-up option. I think that also indicates that ground and air have the same frame data. If ground was really 19+2 and invul was 7-19f, the 2f after flash would get hit by the GF in that example on the first page of this thread where Sol does DI>TR as a GF is on top of him. I guess the GF doesn't reach him until 7f into DI. Here is where this happened: http://youtu.be/kjCzpj5HPfQ?t=2m19s Another clip I want to rewatch is when air DI dodged Venom j.HS (assumed to be airthrow) in that day 1 ASW tourney. Need to wait til I'm home to look at that again. Here https://www.youtube.com/watch?v=9ZDUy7JLPHA&t=1h00m59s But yeah it's still a lot of invul to work with. Just not quite as busted as I thought.
  13. Finally put +R in again and tried, dunno what I was on before but yeah I am able to safejump j.S the Robo-Ky and Jam 3f DPs. Also j.HS(2) worked on Jam's. Good to know!
  14. I checked just now and it's finally not letting me play it. I go in and get some message with a 12 and a 4 near the end, think it's pretty clear what it's getting at.
  15. You can do that but if they're in blockstun it'll be a Red RC so more costly. But I could see it working there, or say tiger knee'd off a jump cancel move on block or something.
  16. I hadn't really looked before but you're right the tension gain is surprising off that. Also, https://www.youtube.com/watch?v=1vK-oQijE5Q Interesting thing I was looking at today. DI can be YRC'd, no surprise there, but has some good implications. The invulnerability on DI lasts the entire duration before the super flash. If you YRC before the flash, it doesn't take tension for DI, so it will only take 25%. So essentially you can get a max of 18f of invulnerability before YRCing. Kind of like Faust 5D YRC. I could see using this to make reversals whiff then punish, or if they didn't reversal, just pressure after the YRC. Works on air version as well, and tk.DI YRC makes for potential high/low/throw mixup since it stops your air momentum. This could also be used on wake-up potentially, so long as they don't outlast the DI invulnerability and hit the YRC startup.
  17. To clarify, what I meant by it "not working" is I don't think the GF connects if they wake-up after not teching, when you do the GF YRC at the timing/range that allows the air grab reset. I was under the impression this setup was meant to both grab air techs and have GF connect meaty if they don't tech. It feels like slower face-up wake-up characters make the GF pass them before they wake up at the range and timing where air throw catches tech. Hoping I'm wrong. Chipp may be the only one it's an issue on actually, he's at 59 wake-up and the next slowest who is in the game is Slayer/Axl at 54. Assuming these are all the same, which it seems like. Dunno about new characters. Do people still have access to the demo? I still do even though I know I got ps+ trial over 14 days ago. Figure it will kick me off soon but just wondering.
  18. Oh yeah, yesterday I was able to get 6P > 5HS > 2 reps > Fafnir > dash 6P > 5HS (JC) > j.D > Kudakero |> 6P > BR on Potemkin. Didn't work on Sin, had to do HSVV end like the combo king of heart showed a while ago. So this works on heavy weights since you don't have to delay at all between reps in order for Fafnir to connect. Maybe it'll work on Bedman too. I only got from 6P starter so far, didn't work from 2K 6P or airdash j.S j.D. And on lightweights, the most consistent alternate to j.VV ender after 2 reps I've found on them is simply dash j.D > Kudakero |> 6P > BR. Comparing the 2 on Sin, it's hard to tell damage/tension gain differences by eye, gonna compare them again in training. After Fafnir, I've found 1 rep > delay j.D > Kudakero |> 6P > BR most consistent on them, as opposed to the falling j.K ender. But again need training to compare exact damage difference. This being for May, I-no, Millia when deep in corner where Fafnir won't hit. Ramlethal is fine with deep Fafnir. And falling j.K ender fails on all 4.
  19. I don't think that setup works on people with longer face-up wake-up timing (Chipp for example). Need to check some vids. I'm not convinced I'm doing it properly in general, need recording in training to be sure.
  20. Oh cool thanks, I actually did get it on May today after trying again on her so that makes sense. And I just tried on Potemkin and couldn't get it, so that matches, it's either hard or not possible. I think it works on everyone but Potemkin as far as characters available in the demo. From starting position, I got running tk.SVV on Chipp into the standard corner combo. All the damage. It's also cool if you RC the first hit, you can combo on hit, airdash/low/throw on block since they're in blockstun for ages. Same as we were talking about before on a jump in VV but from tk. Added CH 6P combos today, the last one in Near-Corner is literally full screen carry, any farther back and the camera zooms out so 6P can't wall bounce anyways. It's CH 6P > delay BB > airdash j.S j.K j.D > Fafnir > ender.
  21. Hmm I don't think so. Not sure what that's coming from. In +R max reps you can get is 2 before having to end. Strangely enough I couldn't find a chart on the current wiki, but this old page has it http://dustloop.com/guides/ggac/data/charts.html some info is outdated on there I'm sure but the gravity chart seems fine. Higher gravity = lighter weight in the terms people tend to use. Kliff acts like lights(1.10), and Justice acts kinda like medium-lights(1.05), I don't know their exact values but that's just what I gather from combos on them. Not really sure on Justice, sometimes she seems more like medium. And there are some random exceptions in certain combos. No prob that's what this thread is for.
  22. On dustloops, dashing for the 2nd rep is required on Ky and Eddie as far as I remember. Robo-Ky and Johnny cause problems too on the 2nd rep, it will only work if they were higher up than normal after the 1st rep if I recall. I got in the habit of just always dashing for the 2nd rep since it doesn’t hurt (this is seemingly not the case in Xrd for whatever reason, dustloops are slightly different). And on the lightest characters, you just can't get 2 reps (Baiken, Bridget, May, Kliff, Jam) (also not the case in Xrd). And I think more often than not, Sol's goal can be described simply as getting within range of Wild Throw. Wild Throw and the fear of it is one of his main ways of hitting people.
  23. Added a nifty 5D homing jump combo when it brings them into corner. 5D > Homing Jump > j.D (JC) > j.D (JC) > j.D (JC) > j.S > j.D > Kudakero |> 6P > BR Only works on Potemkin and Axl as far as characters in the demo, 2nd hit of Kudakero whiffs on the rest. I didn't try on Bedman because I have yet to run into him...does he only appear when you play as Ky or something? I also tried running tk.SVV |> 5K into the usual stuff, it was working on everyone except May that I tried. Didn't try on Ramlethal yet but I assume it may just not work on the lightest characters. Or maybe just not May, since Ram has that nice air hurtbox. Need to try Potemkin too, have a feeling he'll fall too fast. Someone more familiar with #R details may already know. The corner carry on it is hilarious.
  24. Interesting, thanks. Could've sworn I couldn't get it but I'll have to try again, I'll try Jam's charged DP again too.
  25. Orrax, I have actually never been able to safejump 3f moves with anything but j.P. Back when I was testing that a few months ago I determined that j.S and j.H simply can't connect within 3F of landing. I could safejump Chipp FB DP (4f) with them, but not Jam charged DP or Robo-Ky's high lvl DP (both 3f). I could only get those with j.P. Correct my if I'm wrong though, I did find this puzzling when I was looking at it. On timing the safejumps, it isn't so bad since Sol’s common knockdowns leave them face up, and a majority of the cast has the same face up wake-up timing. An easy method is after a Bandit Revolver knockdown (very common), walk forward a certain amount before jumping, and just know how long to walk on different wake-up timings. There's a chart on the dustloop wiki with all wake-up timings I'll have to find the link for. Here it is http://www.dustloop.com/wiki/index.php?title=System_Data_(GGACR)#Wakeup_Time Also this vid goes over the subject in some detail if you hadn't checked it out yet https://www.youtube.com/watch?v=R1KlHSzn1D8 Yeah the 6K+H OS is really good, literally only reason not to use it would be if you really want to throw them backwards for positioning, since 4K+H will give Faultless Defense instead. 6P+H is a common OS other characters use since most 6P can work as anti-airs as well. Usually almost anything is better than whiffing H normals. Oh and a universal good one is 4/6H+D, will give gold burst or throw.
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