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Everything posted by Magaki
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His pressure and neutral can be pretty good once he gets seal setups. Keyword here is "setup" and making sure he won't get them is the most important part of this matchup. Because every special will give him a seal allowing him to use his deja vu specials, you have to keep in mind that he obviously need to commit to using those specials in the first place. Didn't play against that many Bedman in 1.1 but matchup seem to still be exactly the same as in 1.0 though. Plenty of tools Elphelt has that are risky or can be easily countered in most matchups isn't with Bedman at all. For instance, IAD back>j236P>j4P gets beaten flat by people choosing to simply rush Elphelt with a simple dash or IAD resulting in you in recovery with a grenade activated right before their face. This risk doesn't exist with Bedman simply because his mobility is one of the worst and he got no way to stop you from doing just that. In fact, his only answer would be to use a special to get a seal to have some momentum too but the recovery on them is pretty big and the fastest one is 236P or j236P which is his main zoning tool that however disappear on BLOCK. Whether the projectiles cancel each other or Bedman get hit/block, it's generally always in Elphelt's favour. Of course he can go for other specials but the big recovery on it makes the situation worse. To be honest, the gameplan neutral-wise in that matchup is just always the same. Throw a grenade and rush him down. Elphelt wins on the ground and her air game against him is even better and his seals will tend to pop more often than not due to Elphelt's hitboxes. Speaking of her air game, his air combo routes are very unstable and j236S only gives knockdown at low height making air throws his best air-to-air option against her. Problem for him though, the untech on it is meh so he can't setup any seal after it and has to just go for a simple meaty. That's why if you want to observe whatever the Bedman player is doing, you might want to stay in the air that got a much better risk/reward ratio for you in that matchup. There are also other stuff in neutral you can use that is really annoying for him. For example, that's the only matchup where rifle in neutral is legit very strong and annoying for him to deal with. Of course, there is still the threat of 3H that is now jump cancelable but he needs a hard read for that (unless you decide that using rifle and not shooting is a good idea of course.) and if you decide to rush him, he will be in recovery for a very long time due to 3H's horrible frame data. Defense-wise, the only tools you will need are generally backdash, fuzzy jumps and DAA. Judge tended to have the first hit whiff way too often for me so I just decided to use Dead Angle instead that seems to be a major headache when coupled with Elphelt's fast backdashes. Obviously, fuzzy jumps if successful result in you in the air which is again where you might want to be against him. Finally, don't get opened up by silly stuff like 236H or more known as the beddive (Just use cS that will beat both cross-ups and fake crossups. Blitzshield is great too if you want something faster) or Bedman who think that 993 jS/2K is a legit 50/50 (Against people who keep using that, just disrespect it. With 6S+H OS ideally. Otherwise, this is quite easy to fuzzy block. You risk getting thrown however with a fuzzy block.). A good mixup option he got however is his IOH jD RC but that will only be dangerous most of the time on okizeme. In pressure, he needs to be quite close to really have an "instant" overhead. To be more specific, in throw range. The exception however is 5H(2) that vacuum and is jump cancelable on block. However, jump cancels can be delayed but not gatlings. So 5H(2)>2D obviously can't be delayed either meaning that a simple fuzzy block will deal with it flat. That's the only things that comes to mind right now but matchup to sum it up is just horribly in Elphelt's favour and the Bedman players need to either be MUCH stronger than the Elphelt player or simply deal with an Elphelt that doesn't know the matchup at all.
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I did test them and there is still no gap after IB> UB shot. The Elphelt you played with simply fucked up.
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Actually, 2H is the same. Faust's hurtbox is now wider and it was listed amongst his changes IIRC. 2H(2) still seems to whiff on some occasions on him but it's definetely not as common as before. Anyway: All berry combos are still working fine. Character specifics like Zato are still around though. If 2H floated higher, this wouldn't be the case. Alioune's unblockable loops work fine. All shotgun combos work fine. Damage comparison 1.0==>>1.1 SG-D>standard loop (188 dmg) (44% total health) ==>> 172 dmg (41% total health) SG-D>Walk loop (225 dmg) (53% total health) ==>> 201 dmg (48% total health) SG-D>berry loop (219 dmg) (52% total health) ==>> 205 dmg (48% total health) SG-D>SG-S link loop (237 dmg) (56% total health) ==>> 215 dmg (51% total health) Around 5% less damage on SG-D combos. 10-15% with big starters meterless. Ground Bridal CH not as good as it looked like but it's definetely easier now to follow it up. Still not possible if you're too close though except against big characters. Air Bridal CH is amazing now and you can go straight for 2H>236P afterwards with no problem at all. 90% proration on ground Bridal, air bridal and 2S. SG-D still hits from behind but she auto-corrects now. Confire level 1 shot got pretty much the same float and full untechable time as CH level 2 shot now. Can do level 1 shot>normal reload>aim on the ground>level 1 shot to get knockdown for 67 dmg. HUGE hitstop on it though so CH level 1>RC allow to do fullscreen dash and keep comboing. Confire YRC auto-corrects now. jD floating on ground hit not as interesting as it looked like on paper. Midscreen, best option seem to just be jD>(microdash) fS>5Hx5. In the corner you can do jD>(5P)xN>cS for unblockables I guess. Grenade nerfs exactly like we saw in videos. My conclusion: Slightly weaker character with the small damage nerf and grenade in neutral not as strong as before but she's still top tier for sure.
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[CP2.0] Celica A. Mercury Skype Group
Magaki replied to Master Of Chaos's topic in Celica A. Mercury
Sounds cool. Skype: metatron-x1 -
Gotta learn it manually unfortunately. To be consistent, your best bet is to press 1/2/3D exactly when the second 236B hits to make sure you get the timing right. Also, don't forget that pressing 5D results in 6D that got a different startup IIRC. 1D, 2D or 3D are faster than 6D that is also faster than 8D and 9D.
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Elphelt mod here. Didn't notice before that the Sol board did some research to deal with her so I'll provide more details on a few things mentionned here. At round start, fS is actually a very good option. It comes out in 7f and Elphelt's 2S and fS respectively comes out in 8f and 9f. This means that if Elphelt wanted to press any button at the start, you're gonna hit her with a CH. The only way to hit Sol out of it is with 5P like you can see here. Problem is that you just have nothing to follow with afterwards. Too far for 5P>fS. 5P>5HxN and 5P>214K are pretty bad idea because they won't combo at all and result in punishes. With 5HxN, they will be blocked and if you were holding 1, will completely whiff. If you notice a 5H mash whiffing, you can whiff punish with GV even from 5H max range due to her increased hurtbox. With 214K, at this distance, she will be minus and will land exactly before you meaning you can throw punish her. By the way, those are important things you have to keep in mind in that matchup. If you notice 5H is used and it whiffs because you crouched, you should go for GV ASAP. With 25 tension however, Elphelt can YRC it and punish the GV with 2S. This will result in 2S CH>214K giving her knockdown. Same thing for 214K or j214K btw. Your best bet against those moves is, if possible, to IB them and throw her out of it. 214K is -5 if done point blank and +7 max range (12 active frames). You need to be in neutral and very far if you want to get +7 which is quite rare or very risky. During pressure, it's possible with blockstrings like dash 5K>cS>fS>2S>214K to be + on block and she will land outside of throw range. Your only option will be to either reversal or respect (or backdashing but it's dangerous because most Elphelt will gatling 2P>cS. If 2P whiffs due to a backdash, fS will come out and punish it). However, in this kind of situation, there will be a gap before the 214K. Obviously you can reversal but you will feel really silly if the player didn't cancel into 214K. Your best bet is to just jump out with FD and go back to neutral. With j214K, it's +10 if it hits the feet and +0 if it hits the top of the head. It tends very often to land in throw range however and is much easier to IB. Like it was mentionned above, you can DP or blitz her. Problem is that a common mixup is j214K YRC>jS/empty 5K/airdash jS>jP>jS. If the Elphelt player YRC and see you trying to do something, you will be punished. Just blocking it and throwing her is the safest option really. About her okizeme, keep in mind that the only time where she can really rely on grenade oki is from corner knockdown or air knockdown with jH/jD>j236P>land>Toss. In situations like Berial ender (Anything into>2D>214K or just 214K), the grenade oki Elphelt players will do is generally 236P>microdash toss>dash 2P/5K. If you IB the toss, there will be a gap so you can just use VV/Low Blitz/Backdash. It can be risky obviously but if you notice the Elphelt player just doing that, keep in mind you still got this option. Against Sol however, it's better to go into a 3-way mixup which is generally after a berial ender (delay)>microdash>jump 9 First mixup is a crossup/fake crossup jS that are both safe jumps based on the timing for the microdash. Second mixup is either safe jump jS/empty 5K/airdash jS You got a third mixup off airdash jS based on the string you choose. Basically, you can do up to 4 overheads with airdash jS>jP>jP>jS and at any point, you can land and do 5K like airdash jS>jP>jP>5K for instance. Like Raiden mentionned above, she can also do that with an IAD if you're in the corner from anything jump cancelable. There is a noticeable gap however. Your fastest option (unless you're a bot able to input 623H in 1f) is to just blitz. For the 3-way, you can also blitz the first mixup. For the rest though, you will unfortunately have to guess right.
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Midscreen ? Not really. But you get a godlike corner carry off a 5C CH that allows to start Valk's vortex so it's completely worth it. In the corner or close to it, you will generally want to do something like: (Works on CH or crouching) 5C CH>236C>6B>5B>2C>6C>2C>236A>2C>tk214B>2D>w236B>wj236A>wj236B>wj214B>wj214A (4142 dmg) IIRC, you could get even more in the corner with (5B)>5C>236B~236B>brjA>w5C>w236A>etc but I don't remember the exact damage. Will need to test one day. Though, if you have troubles with 5D~B, I don't think you should try out the 236B~236B>brja route as it is particularly hard.
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Yes and no. Yes because the window is different. No because all versions have a 2f FRC window. To be more specific like you can check in his frame data, the FRC window on 236P/K/S/H is on the 10th and 11th frame. On 236D, it's on the 16th and 17th frame. I have no idea why they gave a different FRC timing however except artificial difficulty though.
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The TL posted by TagerTime isn't really the usual tierlists based on characters' matchups and potential but just a ranking based on the number of high dan players representing each character. Whether you consider it to be credible or not is debatable. While in a sense, it actually reflects how hard it is to be successful with a certain character which is perfectly illustrated when you look at the top tiers and bottom tier, it doesn't seem that accurate at all when you start looking between them (Taokaka same tier as Celica and Amane ? Just what ?) meaning that other factors like character popularity, execution and gameplan should also be taken into account making it far less accurate than a normal TL. But then again, whether it's credible or not is debatable and entirely depends of one's opinion. PS: Also guys, you almost all forgot to mention Valk and his wjA doing a great return in CP2 on the top tier seat.
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2.0's wolf gauge management is better than in 1.1 despite having it works the same due to the new routes. Rather, it's because both Uma no Hone and Suya like to go ham with wolf gauge in neutral and they like flashy mixups too instead of going for much simpler options or simply using more human mixups (IOH jC, safe jump jB/empty 2B/airdash jB>jC, etc). If you compare Suya's matches in 1.1 and 2.0, you will notice that he's doing way better than in 1.1 Though, I didn't watch the last matches but I doubt both drastically changed their gamestyle meanwhile. Too bad Zekuso dropped him for Azrael to be honest. He kinda was the best when it comes to gauge management IMO so it would have allowed us to see really how 2.0 Valk would look like when being played by someone always optimizing his wolf game.
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Wolf IAD loop consists of sacrificing wolf gauge for corner carry. In 1.1, aiming for combos that use the least amount of wolf gauge possible to guarantee you will have enough afterwards to mix the opponent up is very important. Much more than corner carry or damage actually because a Valkenhayn unable to keep his vortex going isn't really scary at all. The most important part about the ...>w5C>wjA>5D~B route is that it allows you on N starters to do 5B>5C>tkj214B>IAD jD>wjA(delay)A>5D~2C>etc which leads to great corner carry, better damage than wolf IAD and better wolf gauge management. So nah, wolf IAD loops were useful in CSE and a nice option in CP1.0 but in 1.1, the wolf gauge nerf doesn't make it worth it at all.
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I just do 2D>66236P without buffering it during 2D's recovery and I'm much more consistent this way. If you're used to input fast or visual cues, it's better to do it this way. Otherwise, buffer it during 2D like mentionned above.
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I don't know if 1 frame jumping is still a thing in Xrd. Most characters still have a 3f jump startup however so fuzzy jumping is still a much stronger option than in any other ASW game. As for doing it, just piano the FD right after inputting 7. Once you're in jump startup, you can't block anymore so the FD will be done as soon as you're in the air. As for punishing with 6P, if the Millia player keeps doing 5K>6K then absolutely go for it yeah. To be safe though, input, instead of 6P>6H, 6P+H>6H. This way, if the Millia player go for a frame trap, a roll or whatever, they will be thrown. If they went for 5K>6K, they will be hit CH by 6P. Just don't forget that if the Millia player start using lows, you're better off going for the fuzzy guard I mentionned.
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4f of blockstun on 5K huh ? Unfortunately, that's not how you calculate frame data haha. I'll explain. The frame advantage is based on (total recovery)-(blockstun) with the total recovery being (remaining active frames+recovery). As a rule of thumb, frame advantage is always calculated starting from the first active frame or to put it more simply, when the move hits as soon as possible. 5K is an attack level 0, got 5f startup, 6 active frames and 14 recovery frames with -10 frame advantage. If you hit with the first active frame, then you have (Remaining active frames + Recovery) =(5+14) =19 If the frame advantage is -10, then it means that 5K got 9f of blockstun. If you check the blockstun values here, it states that attack level 0 moves indeed have 9f blockstun. If 5K got 9f blockstun, then 5K>6K got a 10f gap and not a 15f one. That means you can indeed hit her out of it with 6P. In fact, every normals except 6K, 6H, 5D and anything that hits low will work. Problem is that she can do quite a lot of frame trap from 5K and getting hit by something like a 2H CH that got no proration unlike 6K will hurt quite a lot. Especially for Chipp. Your best bet if you notice that you're blocking a 5K is to fuzzy guard 41 really fast. Why ? Because if the Millia player go for 5K>6K, you will block it. If he goes for 5K>2K>2S, the 2K will be blocked before you have time to react to the 5K and you will block 2S with the final one. If he goes for a frame trap, you will also block it. The Millia player can also decide to do 5K>2K>2K>etc to beat it but if he does, he will end up too far to get a knockdown without tension. The best way to punish the fuzzy guard and get a knockdown for the Millia player would be with 5K>2K tick throw. In that case, your best counter is to fuzzy jump 71 but this will lose to frame traps and if the Millia player tried to bait a DP and see you jump, they can just airthrow you.
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The higher the attack level of a move is, the bigger its hitstop will be. Because 5P's attack level is lower than cS, the hitstop on 5P is also much shorter than cS meaning you have less time to input 5P>82H. Unfortunately, there is no secret here. You just have to do it as fast as possible.
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Already posted them with timestamp to see the changes here
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Didn't see the post about fast shuriken but it has to be used exactly like Millia's except that it's better as a neutral tool in this version. You can use it to safely get in against a lot of characters with IAD forward>fast shuriken>jH and will make it impossible to 6P him due to the shuriken hitting them first. It's mostly something you will use to get in from long-range however so you will mostly see it being used against zoners or players that really want to play keep away against Chipp. It's generally a much safer option than Invisibility or teleport YRC. It got two important weaknesses though. -Gotta start every round with slow shuriken so opponent can keep track of when you can do it. Safest way in neutral to throw a slow shuriken is IAD back>slow shuriken a bit before landing. Do NOT use it as a zoning tool. It's very slow and got a massive recovery meaning you will be punished quite often. Can be done without a IAD back close to the ground against rushdown-heavy characters however due to the angle that can be quite obnoxious. -IAD forward>Fast shuriken is pretty much the only way to get in while being protected by the fast shuriken. That's why any attempt to get in this way is quite obvious and most of the time against players worth their salt, it will be FD blocked with the following jH which will minimize your pressure options afterwards. In other words, it's not something you can always rely on but rather something you want to throw once in a while. Just consider it to be one of the many options Chipp can use to get in. That's also something you can prepare at round start. IAD back>Slow Shuriken can't really be punished except by a few characters and even with that, they need a hard read. ------------------------------- Anyway, you can see here Dora using Chipp's 214K. Looks like the change is that before, the amount of frames where you could be visible and invisible were totally random. Now, you become invisible for 1 second, visible for another one, then invisible for 1 second etc. Dunno if at this point we can consider that to be a nerf or not. Thing is that obviously, it nerfs it as a neutral tool but now, you can figure out when exactly you will be invisible and go for as much 50/50 as you want when before, you could be unlucky and have the visible frames kick in while you were attempting to mix the opponent up. So, neutral nerf but pressure buff in my opinion.
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Dogura said he's dropping whoever he's playing to main her. Pretty self-explanatory IMO. Only footage we have at the moment is on Jonio's twitch. But the video is like, 10 hours long. I honestly don't have the patience to watch it whole. Doesn't seem that we have any footage of her on youtube last time I checked. Goldenrody uploaded a day1 Xrd 1.1 tournament but it doesn't have any Elphelt in it (No Chipp too sadly). Horibuna didn't add a 1.1 section yet unfortunately so directly looking for footage on Nico is the only option.
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Not really. There were some significant changes made for Slayer, Potemkin and Axl for instance that were shared on tweeter by japanese players. Didn't see anything related to Chipp though so it's safe to assume that, like Elphelt, no changes were made for him during the third loketest.
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For people wondering why there were no changes updates, that was because I found no notes at all concerning anything related to her and the third loketest. Sharon and Konsomme (Yeah, looks like he will play Elphelt too. Looking forward to it.) both said that she was exactly the same as the second loketest. Koichi confirmed today that she's the same too.
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I would say his backdash cancel can be very annoying on oki but that's it. It's a particularly easy matchup I would say especially in neutral. His airborne hurtbox can make it annoying to convert random air hits into combos that lead to knockdown but that's quite situationnal so it doesn't really matter.
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If you check the official list (page 25), you can see that it says 90 for 2S so it looks like it's 90% proration instead of 80. Thanks for clarifying the last changes though. Edited them in the first post. Main problem I have with jD though is that it whiffs on every crouchers even Pot. Using a blockstring like IAD jS>jD will make the jD whiff if the opponent crouched resulting in a throw or even a punish. I tested in training mode and it looks like some use we can have for it is to do stuff like fS/5H RC>IAD jK>jS>jD that can combo in case you're too far for 214K and on standing hit. If jD floats like on air hit (untechable for 30f then), might be possible to do dash 2H or at least dash cS. Doubt it will allow us to get more damage than 214K RC combo though but it's probably better than 5Hx5 RC ender. I agree with shotgun damage nerf being fair though.
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fS being back to level 3 is a huge news and will allow us to roughly have the same pressure as 1.0 Bridal having less pushback makes it great for CH confirms and should make oki better too. Doubt more hitstop on UB confire will affect the UB so it looks like it's still unchanged. Concerning shotgun, we have roughly a ~15% raw damage nerf (looks like Bananaken guessed right haha). Considering the proration/damage decay during combos, it should be something like 10% less damage on shotgun loop from full health. Will still be huge damage though. Doubt the other changes are really relevant however. jD floating on ground hit would be interesting if the downward hitbox was slightly better but I don't think it will really be used that much. I'm quite satisfied with this version however and if she stays unchanged, will be one of the best characters for sure. Edit: First post edited with all the changes so far from Elphelt 1.0>Second loketest. Second post got the first loketest changes. Looks also like you don't get tension back anymore if you BS a projectile ? Makes BS options to get out of UB setups slightly more expensive.
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The proration change on Bridal certainly concerns initial proration and it's fair because Bridal or Air Bridal on CH were just ridiculous and much bigger threats than 2H CH. Changing the proration anyway got nothing to do with SG-D itself. Shotgun stance didn't change at all and the same can be said about her shotgun stagger pressure and her tension gain with shotgun pressure. SG-D should be only used after the opponent respected it due to its huge startup anyway. fS>2H will still be there but this time you can mash or jump out of it. It was already not really something you could abuse because you could throw her out of it quite easily. You still got plenty of options after a blocked fS like 236P, Bridal frame trap, jump cancel, air bridal, air bridal YRC, etc. This change really only affect her abare. Her pressure will still be great and cover a lot of options. Anyway, considering the fact that she got the smallest amount of changes, it most likely means that they are quite satisfied already with her current version. Future still looks very bright for our waifu.
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New loketest this weekend based on previous feedback.