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Everything posted by Magaki
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Souji dropped Teddie for Ken This kinda confirms that we are indeed low tier in 2.0 Ohh well. Let's hope the TL will evolve favourably for us.
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Koichi's thoughts on the loketest. He doesn't speak english so he used google translator to talk. Still easy to figure out what he means and confirms our thoughts concerning the loketest.
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Additionnal changes: First tweet and Second. - JD on counter, shorter rolling distance, non-techable - Alpha blows opponent higher - Alpha-plus, bigger hitbox - S teleport, appears at higher position - Kunai-super, bigger hitbox, slower acceleration timing for 2nd kunai Kunai super changes are awesome. Should be much easier now to convert random airborne hits into nice combo with knockdown. 22S being higher like 22H really depends on how much higher he is now. Might be barely noticeable though to make jPKS universal hence why they tweaked both teleports. Nerf on jD is too bad but then again the CH on it was ridiculous. Alpha buff is a welcome change. Not gonna be used that much anyway. Unless it concerns air alpha too ? Gotta wait and see.
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Reject only works point blank. Doesn't really concern her at all then and the unblockables should be fine. Additionnal change: Bigger airborne and OTG hurtbox Unless they made her Potemkin/Bedman big, it's not really worth mentioning I guess.
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Only changes that matter IMO: -Grenade nerf only affects its use in neutral. Toss YRC should still be strong but you can't use it to get in mindlessly like before. Okizeme-wise, you will just do like usual, toss the grenade and check whether the opponent blocked or not to apply more pressure/mixup. -fS being level 2 instead of 3 means that crouching confirm into fS>2H isn't at thing anymore. Would have to go with cS>2H only unless they slightly buff 2H's startup. fS>2H on block will also be mashable now on normal block or you can jump out of it (you could already get thrown before though) so frame trap into 2H CH>shotgun loop in the corner for huge damage is very risky. This also affects the May, Chipp, Potemkin, Faust and Millia matchup where you could go into 2H>2D>jP route on crouching for big damage meterless. Finally, this also nerfs her abare and you need the opponent to be much closer for fS>214K to connect. -Projectile blitzshield nerf and the bigger reversal window will make it much easier to deal with unblockable loops but you can get around it with meter anyway. Question would rather be, is the rejected part considered to be unblockable or not ? If it's blockable, it barely affects her okizeme because you can just throw a grenade and wait to see if it's blocked or not while holding 1. Finally, if it's blockable, is it punishable ? If it isn't, it's back to neutral for just 12,5 tension used. Elphelt isn't really affected by it as badly as Ram or Millia anyway. Also, after checking the changelists, looks like the tops least affected by changes are: Faust Elphelt Millia Ram Zato Will have to wait for the full changelist to figure out how good Elphelt 1.10 could be hence why I wrote down the famous players' twitter accounts in order to check their opinions during the loketest.
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Main reason why I opened a new one is because directly talking about it in a gameplay or general thread easily gets important informations flooded by wishlist, and other topics which is quite annoying when the changes and anything related to them are what you're looking for. Though, the Chipp board got neat posters so it might have been unnecessary indeed. I agree with most of what you mentionned but I share different thoughts concerning other changes: 22H changes: Duration buff is very useful and is great for the j214214K air combo route with something for example like: 2S>22S>air combo>d or tjS>jH(1)>j214214K>land>dash cS>5H>IAD jP>jD Now with 22H, we can choose which side we want to corner carry with. Problem I have though concerns the higher height change. This might actually make the jPKS>djKKKKS>tjSH more stable (wasn't stable on the whole cast on ground hit and even worse on air hit.) but it really depends on how much higher he is now. However, in neutral, 22H obviously became worse as making him higher makes it easier to go for an AA, reversal or, most importantly an air throw. Granted, 22H alone wasn't an option that great in neutral but the same can't be said about 22H YRC that is very useful in matchups against characters who rely on projectile YRC like Ky, Elphelt etc Making it go higher makes it worse. Though, like I said, everything depends on how much higher he is now. Will need to watch loketest footage to figure it out. Zansei changes: Only situation where that super is useful now is just for very specific neutral punish OR to have guaranteed damage after a Blitzshield (you can't BS supers). I think the change on the way the opponent moves is because sometimes, like in +R, the first hit touches the opponent but the others completely whiff. Situation was very rare though and only happened to me when I hit an airborne opponent close to the ground. Nothing really important though.
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February 6th loketest changes: Official link Chipp changes: Full translation by SoWL Chipp: 2S - now staggers on counter-hit. Tsuyoshishiki Meisei (214K) - the appearance is changed. Tsuyoshishiki Ten'i HS (22HS) - the overall duration decreased from 26 to 20 frames, now same as the S version; now appears slightly higher. Shinkirou (623H) - now blows the opponent away on counter-hit. Zansei Rouga (632146H) - the opponent's movement on hit is changed; the last hit's damage is increased from 110 to 150.
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Previous February 6th loketest changes: [collapse] February 6th loketest changes: Official link Elphelt changes: Full translation by SoWL Elphelt: f.S - the attack level is reduced from 3 to 2. Pineberry (236P) - now has a hitbox before the explosion, can be pushed away by enemy attacks; when Elphelt is attacked, she no longer explodes; when it clashes with a projectile, it now explodes on the spot. Bridal Express (214K) - both ground and midair versions now have increased proration. Miss Confire (236S) - now launches the opponent higher on counter-hit. Miss Travalier (236HS) - the amount of tension gained with the reload is decreased from 200 to 100. Other Elphelt translations: Pineberry changes System changes: Full translation by SoWL - Added Sin, Elphelt and Leo. - Various adjustments to all characters. - the input buffer for button presses, forward dash etc. has been increased. - Some commands for specials and supers are now easier to input. - If you Blitz Shield a projectile and the opponent is nearby, they get repelled. - The start-up of purple Roman Cancel is reduced. - When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed. - Changed the behavior of neutral ukemi at low altitude. Other translations: Blitzshield on projectiles can reject the opponent if nearby Blue Burst force RRC state Bigger input for reversals and specials [/collapse]
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Do NOT post any wishlist here. February 14th loketest changes: Official changelist Elphelt 1.0 => Loketest: 2S 90% initial proration added, forward hurtbox expanded j. D floats on ground hit Pineberry (236P) - now has a hitbox before the explosion, can be pushed away by enemy attacks; when Elphelt is attacked, she no longer explodes; when it clashes with a projectile, it now explodes on the spot. Bridal Express (214K) - both ground and midair versions now have increased proration. Bridal express air and ground versions pushback reduced Miss Confire (236S) - now launches the opponent higher on counter-hit. Miss Confire air CH untech time increased Miss Confire regular shot damage increased 30->35 Miss Confire MAX shot hit stop increased Miss Confire RC auto-corrects Elphelt if she was crossed up. Miss Travalier (236HS) - the amount of tension gained with the reload is decreased from 200 to 100. Miss Travailler regular shot damage decreased 40->35 Max shot (close version) damage decreased 70->60 Fixed SG-D's hitbox hitting the opponent behind Elphelt. System changes: Full translation by SoWL - Added Sin, Elphelt and Leo. - Various adjustments to all characters. - the input buffer for button presses, forward dash etc. has been increased. - Some commands for specials and supers are now easier to input. - If you Blitz Shield a projectile and the opponent is nearby, they get repelled. - The start-up of purple Roman Cancel is reduced. - When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed. - Changed the behavior of neutral ukemi at low altitude. Other translations: Blitzshield on projectiles can reject the opponent if nearby Blue Burst force RRC state Bigger input for reversals and specials Famous players' twitter accounts: Sharon Koichi If you need help with any japanese texts, please ask SoWL.
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Mind elaborating your thoughts on the Millia and Elphelt MUs ?
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metatron-x1
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You should definetely watch some of Souji's matches against Kanji. He's probably the Teddie player that knows this MU the best. Basically, summary of the matchup is that like it was mentionned, you don't really plan to really pressure him that much. At least, not without an item out. There are plenty of very annoying options for Kanji that you can use. jC for instance is something that Souji likes to throw out in neutral once in a while. For items, his most move is high jump jD which is also very annoying for Kanji who got no hard counter against that. There is still 236D yeah but somehow, it whiffed quite a lot against him. Guess the hitbox is far from being as great as it looks like. It's also a big commitment because he won't be able to use his persona for a while so you can use jC or 5B more with him being unable to poke you. After a high jump jD, don't forget that you still have your airdash or can use j236A/B to move around. That's the whole reason why they added a landing recovery on it because it was ridiculous in several matchups like Akihiko where their only option was to break the persona. Though, you could still do high jump>j2C>jD. Again, something that isn't possible anymore in 2.0 During pressure, if you want to bait DPs, you can also uses 5D considering that his reversals are quite slow. Though, your options afterwards heavily depends on the item you threw but unless you ended up getting curry or fog ball, they are still nice. Forget about 5D however if he's in awakening with 50 meter. His 214214C is +0 after superflash which means that even if you weren't doing anything, you won't be able to jump out of it and avoid the grab so doing airbackdash jC to bait it or just GTFO with a high jump are your safest options. jC unblockable in the corner works very well against him too so make sure to abuse it. But yeah, overall, it's just your typical grappler matchup where his neutral forces him to take risks to get in. And he really needs to because Teddie's items are a huge pain for him to deal with and gives him great advantages. Anyway, if you have troubles pressuring him, just go back to neutral. Honestly, Teddie's pressure is great because of his many options but that's it. Neutral is really where Teddie shines and only a few characters got hard counters to whatever he might want to do so focus less on your offense and capitalize on his neutral dominance and the Kanji MU should be much easier for you.
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-Updated the first post with the actual changes and kept the twitter links. -Second post have the loketest changes in it instead. Either do it manually by using [ url ] and finishing with [ /url ] (without the spaces). Or if you directly want a sentence with a link, do [ url="link" ] "sentence" [ /url ]. Speaking of a video thread, I would suggest one of the main posters to make a new one for 2.0. I wish I could do it but I don't have the free time to take care of it unfortunately.
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Yes it is. Actually, it's so lively that the first thing you will do when you will get invited there is to do /alertsoff unless you want to be flooded with notifications. Anyway, I'm the one adding people in it now so just post your skype and I'll send the request. Or just add me and tell me you want to be in the group. Much faster. Skype:metatron-x1
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It's actually quite hilarious so I'll allow it. Here are some that I received: "Her fucking champagne is exactly what it is. Everytime she pops it, it's a fucking fiesta." "Your character is so braindead you just need to put some duct tapes on the H button and you win." "Play a real character instead of a cleavage with some roses you retard." "Stop spam shooting me. This is GG, not a fucking deer hunt simulator."
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Too bad the debate stopped as it was particularly interesting in my opinion. Here are a few things I would like to clarify: -6P is a situationnal AA. You only use this move if the opponent is directly above your head. Main problem with it is that the hitbox isn't as great as it looks like (Especially horizontally) and the invul ends BEFORE the active frames. It pretty much means that 6P will only work in situations where you hit the opponent during their startup. It also only has 3 active frames. Meanwhile, you got 5K which is Faust's main AA because the hitbox is great, it leads to a full combo on hit (you need a CH most of the time for 6P), it's fast and it got a small recovery. This is pretty much an AA that you can throw without really fearing to be whiff punished and it's the sole reason why you don't want to be in the air against him. As for FDC jH, it's an air-to-air you mostly use against jump happy opponents and generally matchup dependent. Here are my thoughts concerning the MU: Neutral: The most important point of this matchup. Before I go into further details, there is something extremely important you have to keep in mind: The risk/reward ratio. Yes, Faust's neutral is one of if not the best neutral in the game but there is something that he's not the best at: Conversions. And that's thankfully, one of Elphelt's strongest point. If he gets a fS CH, that's it. He will generally cancel into 236P afterwards. If you get a fS CH, you can pretty much land a 214K and get a knockdown. Heck, even if he blocks it, the 214K will be + on block with the right spacing so you can start pressuring him. The same could be said about any other pokes like 2S or 5H that leads to knockdown too. 2S is great in this matchup. The reason why it's good is because you will often use this move to trade which will be in your favour thanks to the stagger. On block, you can cancel into 214K but he can 5P you out of it because 2S got an attack level lower than cS and fS. This is mostly a tool you will use if you want a trade. 5H is a great counter poke in this matchup and a pain for Faust to deal with. If you have 25 tension, he can't do much to deal with it at all so make sure you use it. You can go for 5H>214K if you're certain it will hit or 5Hx5 if you want to YRC in case it whiffs. Those three tools are pretty much what you will use most of the time and your best options. Pineberry is nice especially with a 2P YRC but keep in mind that if you get hit by a dash fS or jH while you still have it, he gets a knockdown. Of course you might be thinking: Why would you want to take some risks and trades rather than playing a much more patient game ? That's because if you're not aggressive, the Faust player will get an item that will allow him to rush you down safely and that's specifically what you want to avoid as getting back momentum afterwards will be particularly difficult. As for doors, Faust will appear exactly where you were when he inputted it. It means that if you see him disappear, dashing will make any version whiff. You can high jump chicken block if you reacted too late too. Love (his j236P) can be annoying to deal with as it shuts down rush attempts. Generally, if they like throwing it out a bit too much, you will want to either do backdash 5H or jD but it's mostly something you will do with a read. Basically: Make sure that you learn how to convert most of your pokes into a knockdown and, if possible, know RCs combos to get better damage and corner carry. Staying in his fS range isn't a big issue because trades will often be in your favour either thanks to 2S staggering or the fact that his fS is only level 2. Defense: Faust's pressure and offense are still pretty much like in every other GGs with 50/50s during oki and basic mixups if makes you block. When he knocks you down, he can either go for IOH FDC jK(jump>j1K~S>jK) or 2P(hits low). No secret here, you either block it right or you use 236236D. Once you're in the middle of a blockstring, his options are much easier to deal with and generally won't lead him to much. IOH FDC jK has to be done very close and considering that his pushback is quite important, it's not something he can really rely on. He can also tick throw into 214H (generally, after a blocked 2P or 2K) which is a command grab with more range than a normal one. He got 2 overheads, 6H and 5D but they are all reactable and very obvious. Generally, you will either FD and jump out/whiff punish him or DAA. If he got an item with him, you will either have to respect him OR throw him. Usually the former. You might want to chicken block the meteor however because he will be able to go for IOH FDC jK/2P mixups otherwise. Offense: Time for Elphelt to shine. First thing you have to understand is that Faust's fastest normal is 5P that comes out in 6f and he doesn't have a DP. This pretty much means that stagger pressuring him is pretty much free and should be abused because he needs DAA or 236236S to get out of it. He can use FD to push you out but you can just do fS>214K to get back on his face. Like I said, his fastest normal comes out in 6f. Unless you do it point blank, it's hard for him to stop you from mashing 2P afterwards and not eat a counter. In case the Faust players likes FD a bit too much, go straight into 2H>236H>SG-P stagger pressure on block. Don't forget that every SG-P removes 5% tension on FD block and SG-P stagger pressure got a great tension gain which will allow you to make the next confirm do huge damage. Throw out some SG-S and SG-D too. His air hurtbox is huge so SG-S is great at preventing jump out. That's the best matchup for shotgun stance pressure and getting out of it is a huge pain for Faust. Also, it should be noted that 5D is strike invul on the first frame but the invul stops at the 11f for 26f startup. Most of the time, you will hit him out of it without even doing it on purpose. Conclusion: A rather neutral-heavy matchups where Faust wants to get an item out ASAP and Elphelt wants to force trades that will often be in her favour. I would say the MU is actually 5:5 as both characters only got soft counters to what the other might do. Getting that first knockdown is VERY important. Much more than in other matchups as both characters have troubles dealing with the other's defense.
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Depends of your ender but because of the grab being 1f, you want to always watch your spacing. Generally, you will do if you're too close: walk backwards slightly>236P>2P Go in training mode and check the throw range. It is extremely short compared to most FGs. To be more specific, it's roughly the same range as Darkstalkers' which is the serie that inspired GG1's gameplay. Learning the throw range is important for your offense but also for your defense too. Considering how good 6H+S is for Elphelt, it's a tool you will use very often. Like chun_li1 indicated, using a low after the opponent blocked a berry is a very good idea because if they mistimed their throw, they will block high. Generally, you will do 236P>2P>(dash) 5K>cS>etc
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It's pretty much a MU that I play everyday so I'm quite knowledgeable about it. About the grenade: -236P in this matchup is a bad idea. Prefer to go for j236P instead. -NEVER pull the grenade in neutral if he's at mid distance. He can uses either 236H>YRC or Ride the lightning on reaction. Main reason why he will do that is because both will cancel the toss (Ride eats ANY projectile so he can use that in combos if there is a berry around too to get knockdown without fearing it.) but you will most of the time end up having to block them which will pretty much always result in the grenade exploding on your face due to the very long blockstun and giving him a knockdown. If you also were in the air, don't forget that Ride is air unblockable if done on the ground and removes a LOT of tension on FD block. This might seem silly, but Ride is very strong in this version and if it is done at mid-range, it becomes safe on block. Try to IB as much as possible in order to try to punish it and have him as close to you as possible. It's also a guaranteed way for Ky to get out of the unblockable setup. More notes: -Despite the fact that Elphelt got faster normals, Ky's range is much bigger and make rushing him really difficult. His fS and 2S are very strong for ground footsies and fS>3H on crouching or CH confirms allow him to now combo tensionless out of it. -Don't jump. His AAs are very strong and 2H will beat most of your air approach options. j214K to reset pressure should never be used against him because of that too. Also, a 2H confirm allow him to get some very good damage (Yes, Elphelt isn't the only character who can deal high damage with just an AA). This MU is pretty much a ground heavy one. Though, if he jumps, don't hesitate to cS him or air-to-air jS. His aerial game is far from being as good as his ground one. -Unlike what was said above, don't ever use 2H in this matchup. It will only work at close-mid range and at this range, he will rather go for a YRC if he throws a Stun Edge meaning you're giving him a free CH into big damage (At this range anyway, he's gonna mostly abuse his normals). The only efficient way to use that would be to do a dash 2H against a SE long range as a hard read which is pretty much an option with huge risks and okay rewards unless he's in the corner which is very situationnal. Play it safe and slowly make your way in. -5H is an okay tool in this matchup and it will be something you will throw out once in a while to deal with fS happy Ky. Make sure to throw it out once in a while to make him respect your mid range game more (It's the only reliable tool you have mid range against him. Gets hard countered by his 236K and dash 2S.). Otherwise, your main ground poke is 2S. Why 2S ? Because it will beat 236K>(RC) attempts and will trade in your favour thanks to the stagger on CH against his pokes. You can use 2S if you hard read a DP but if he blocks it, you won't be able to do much pressure-wise considering the few gatlings that 2S leads to. Just throw your pineberry as usual instead. -Like you pretty much guessed, Ky completely dominates mid and long range and got hard counters to everything you can do which is the main reason why this matchup can be very difficult if you're not patient. Thankfully, the close range game is completely in her favour with her much faster normals. An important thing you have to keep in mind is that your fastest normal comes out in 4f and his fastest normals comes out in 5f. This makes stagger pressure a very strong option against him and even if you don't open him up, it will give you plenty of tension to convert the next hitconfirm into big damage. Like I said above, don't ever throw j214K. Usually, j214K's odd hurtbox allow you to beat several AAs but it just won't work on him. Prefer to go for max range Bridal, 236P>fS>2P or 236H to reset pressure. Obviously, considering his options, shotgun pressure is very strong against him and his wide hurtbox while blocking makes it even easier. Speaking of shotgun, it's one of those matchups where it can be particularly useful. SG-H for instance will cancel any SE he throws out and the invul on SG-K will make him twice before throwing out pokes. The main answer he has against it is pokes with big active frames like 2D. Once he got 50 tension, he will rather go for safer options like 214K RC. Shotgun is a tool that will force him to respect your neutral so don't hesitate using it once in a while. -Defense-wise, it's actually quite okay. FD does work very well against him (He doesn't have options like Elphelt against FD with Bridal express and other moves like that.) so make sure to use it. Her DAA is very good too as long as you watch your spacing. Something else that is quite important: His main 50/50 in the corner (popularized by Ain) consists of getting a knockdown and then throw a Charged Stun Edge through a grinder to then jump and do either land low>airdash high. However, the airdash part doesn't work that well against Elphelt because of how short her crouching hurtbox is. In that case, the Ky player will rather go for jH/land 5K which actually allow you to fuzzy guard it ! Just press 4 for a bit when you see him jump then press 1. The only options he has to directly go for a high after landing are 5D and 214K and they are all reactables. I'll try to write a proper and cleaner MU guide when I'll have more time but the point in that MU is that you're forced to play as safely as possible because of how good his neutral is. This is however by no means in Elphelt's favour because you need to take risks to really get in against him considering his superior mid range game while all his options are much safer. Would say it's either even or slightly in Ky's favour for this very reason alone.
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Whether it is for the shotgun or rifle reload, just try to press 46S/H right after shooting. If you have troubles doing it this way, the only explanation is that you're too slow and have to input it faster.
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Please talk about anything related to her okizeme here. Obviously, the unblockable setups too whether it concerns odd situations, new setups, mistakes that might have been made etc. Links: Okizeme wiki section Detailed unblockable explanations Counters universal or not (WIP) Alioune's unblockable loop playlist
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I'll probably write down every updates I do here now instead of the gameplay section. -Updated the wiki with the new notes and fixed some mistakes in it. I recommend everyone to read it as most moves pretty much were updated. -Added now an okizeme section with the current unblockable loop we are doing and every links required to understand perform it. For more details, this page will be used now to list everything in order to keep the okizeme section clean. Like you could guess, it was written using the datas transcribed by Rikir (great work by the way). I will take care of the known counters another day. Obviously, big thanks to Alioune who found all those setups and shared them to us. About the ninja nerf rumors: Like you probably guessed, whether it concerns Elphelt's shotgun stance, her unblockable loops or anything else, it's still the same. This is exactly the same character so it's obviously not true at all. Also, once I'm done writing the counters that were mentionned before, I'll work again on the combo thread and will finish it this time. (Unless new techs are found and I'll have to update the wiki to explain everything once more.)
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【Ogawa's XRD Top 6】 Zato > Millia > Ramlethal > Faust/I-No/Elphelt 【OGAWA XRD TIER LIST】 S: Zato > Millia A+: Ramlethal > Elphelt > Faust A: I-no=Venom=Sol=Ky B+: Rest "Elphelt is really strong all around and has more chances to setup unblockable that Zato. I think she beats every char below Faust." -Ogawa Based on tweets translated by Jiyuna. Considering how tier discussions tend to fluctuate quite a lot, I would prefer that you talk about it here. As for me, I agree with Elphelt being high tier but disagree with his opinion about her beating every character below Faust. Some matchups like Ky and Chipp are particularly tough. Also doesn't look like he knows how to deal with Elphelt's unblockables while it's much harder and rewarding for Zato considering he can also do jS safe jump with it.
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Congrats. As for Chipp's corner oki, no you have no 50/50 with wall cling after wall alpha. Actually, you can't even hit meaty with that. I'll explain: Once you go with the usual corner BnB with wall alpha ender, you got the following mixup choices with 22H: -22H>jH meaty. Only way to hit meaty. -22H>wall cling>6>2D. Reactable. -22H>wall cling>4>jH. -22H>wall cling>delay 4>jH. Crossup. -22H>delay wall cling>6>2D. Wall cling as low as possible. Difficult to react to. -22H>delay wall cling>S/H. Okay to throw out once in a while. Kind of a bet but the only unreactable way to use the command grab. Can be disrespected like all the others. Like you can guess, you can chicken block/disrespect everything except 22H>jH meaty. Main reason is because there just isn't enough time after a wall alpha to really be able to meaty with wall cling mixups. Your gameplan is pretty much to just use 22H>jH meaty and once you're certain they will respect, mix them up and confuse the hell out of them. Something quite important: Wall alpha will ALWAYS knock the opponent face up. Also, 22H>jH must be done ASAP to meaty against everyone except Chipp and Sin who wakes up face up much later than everyone else. Check the data Kedako found for more details. Now you might think: "Wait what ? Are you actually saying we got no true oki 50/50 where the opponent HAS to respect you ?!" There are actually 2 ways so far meterless. One makes you sacrifice a lot of damage while the other is height dependent. First way is with 2D ender>22H>wall cling. -Wall cling>4>jH meaty. Press 4>jH before they finish waking up to not crossup. -Wall cling>delay 4>jH crossup. Delay the 4 to crossup. -Wall cling>6>2D meaty. jH and 2D meaty is the 50/50 here. Make sure to delay the wall cling as close to the ground as possible to make it way too hard to react. Second way is height dependent and you mustn't use any jump option. Basically, you want to end your combo with jD>alpha>wall cling. DON'T DO WALL ALPHA. You will get a knockdown if you're at least at jump height. Corner BnB ...>2D>236S>623H>jD>Alpha>wall cling is perfect for this. From there, you can do: -Wall cling>6>airdash jH meaty -Wall cling>6>2D meaty -Wall cling>4>jH crossup meaty. Better than a 50/50, it's a 33/33/33. Even if the opponent plans to reversal, not only does he have to do it frame one but he has to guess whether you will crossup or not otherwise his inputs will be reverted. Reason why you mustn't use jump options before is because you won't be able to do airdash jH meaty if you do that.
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RULES: First rule: You can pretty much consider this thread to be the "Elphelt Non-gameplay related thread." You can talk about anything concerning Elphelt here. The point however is that the main subject is and should always be Elphelt. If you believe that a thought you bear doesn't belong to the gameplay section, you can share it here. Second Rule: Going off-topic a little bit is more or less allowed. If there is a debate, at some point, there will be a need to mention subjects not directly related to her in order to bring new arguments. It happens quite often in debates and generally, improve its quality. Not allowing it would be a shame but it HAS to be moderated and I'll be here to tell you when you have been off-topic for too long. Third Rule: Story and fanart related subjects belong to the Zepp Museum. Not here. Like the second rule mentioned however, there can be some cases where you will need to mention that in a debate. In that case, I'll allow it as long as the main subject is still Elphelt and I'll tell you when you should stop. It's in your best interest to talk about it in the Zepp Museum however as you will be able to share your thoughts and opinions with more people. Fourth rule: Dramas, insults or anything displaying bad manners or immaturity will be sanctioned. If you have poor social skills, don't know how to properly behave or have no common sense, don't post anything in this thread. This rule is your first and last warning. You will be sanctioned right afterwards if you don't respect it. Final rule: If any of the above rules gets ignored several times, this thread will be locked. Whether it's the same individual who keeps behaving this way several times, members ignore my authority or any big dramas happening, this thread will be locked definetely and gameplay will be the only subject the Elphelt forum will be allowed to talk about. The thread won't be deleted and will be used as a future example to make people understand what happened the last time the Elphelt forum as been given a chance. You have been warned. If you can respect the rules I've set, you're welcome to post here and have fun !
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They are indeed much easier than in +R for 2 reasons: -Buffer is bigger in Xrd. -Less character specific combos. Before, for most air combos leading to knockdown, you had so many character specifics that before going to a tournament, you needed to know which character would be played in order to properly grind the right combos which was a chore. Pretty much the reason why +R Chipp top players were already famous in AC. Actually, only name we didn't see that much in +R was Susumu who was pretty much the #R Chipp god and won a ton of tournaments. He seems quite rusty in Xrd though. For jD after 623H, no secret it here. You have to grind it again and again. It's a basic link really. Try to first get a feel of the timing. For wall alpha, there is a delay after wall climb where you can't do anything but it's actually quite short. Try to figure out first how big that delay is to know when you can do wall alpha as soon as possible. Also, don't use Ramlethal, Slayer, Venom or Ky as a training dummy as they can all sometimes make the wall alpha whiff. For jump installs, you will use cS to deal the most damage (and it's also easier to JI than 5P thanks to the hitstop). If you're too far for cS to connect, you will use 5P JI instead. Best example being combo leading midscreen into ...>2D>236S>cS/5P JI>2H combos. If you're point blank which is rare, you will use cS. Otherwise, 5P it is. Also, if you're too far, 5P might whiff and sometimes, 2H too. Finally, you don't do 2H>22H but 2H>22S. 22S got less recovery. Universal air combo always depends on your starter but so far, the most used air combos used by Samitto and Endou off a 2H JI is the same as the one in challenge mode. cS JI>2H>22S>jPKS>djKKKKS>tjSH Do the jP as soon as possible otherwise the first jS will whiff. As for kunai super, you use it generally after a jD or a jH midscreen to get knockdown. j214214K ground bounces too so if you're not too high and didn't do a lengthy combo, you can do ...>jD>j214214K>land>(dash) cS>5H>IAD jP>jD for more corner carry. Generally however, if you're too close to the corner, jD will wallsplat so you can do jD>alpha>wall alpha. There is a rule of thumb however which is that if jD is the 8th hit or higher, jD>alpha won't connect. In that case, you will need to do either jD>RC>alpha>wall alpha for knockdown or jD>j214214K in the corner.