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Everything posted by felirx
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If you're in neutral: You're holding S. You realize you need to do -H- to dodge an Elphet grenade. What you can do is hold back and tap H. This should cause Zato to go in to Faultless defense, and Eddie to perform -H-. If you forget to hold back, you will probably get blitzshield. Another thing you can do is jump, and during the tigerknee timing portion of the jump, you can hold/tap H. Zato should only jump because of the jump startup frames, while Eddie can do -H-. You can wiff a 5P/2P/2K and while wiffing it, also tap/hold -H-. Not particularly safe since Zato is doing stuff. More variations in Presidents Zato Megathread. In combos: You're doing something wrong. Combos are muscle memory, you should already be holding the right buttons. However, let's take a flight mixup. and analyze it. Eddie is in Mawaru. You dash jump in and hit j.k. You release K immediately. You have 2 variations from here for the air portion. jump cancel, j.S (hold S), j.HS (hold HS), HITCONFIRM, Once you hitconfirm, you can decide on what you're going to do. You're holding S + HS, but you're still in the active or recovery frames of HS. If you confirmed hit, tap K. This will make Eddie perform Mawaru and you can go for your midscreen combo or corner unblockable. If you confirmed block, you can tap P and go for a command throw. You can tap K to go for a Mawaru extended stuff. You can also release S to get a Nobiru if you like. Second variation is with jump cancel j.K (hold K), j.HS(hold HS). Then if you confirm hit, you release -K-. You still have the option of tapping S or P to get different stuff on block. During flight mixups, you might have to move Eddie forward or backwards, to make the hitconfirm Mawaru work properly. In the corner, if Eddie ends up inside the enemy after the initial Mawaru, you will not get all the hits of the confirm Mawaru, causing your 5D to miss and your combo to drop.
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If you just want to win random games, go ahead and pay rankeds. If you want to actually learn how to fight characters, go to player matches. You can usually find a wide range of opponent skill levels in there but it's relatively hard to know how good an opponent is. You can check their card for games played for a rough estimate on how the opponent could be based on games played.
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Generally BnB would be substituting -k- for -p-. In the corner, -k- (5p)5k5s -k- 5[d] 6[p] -d- 2H 22S into fly j.S/H in to air combo or 6P jc air combo. This is the usual unblockable setup from -k- hitconfirm in the corner. You have to time your -d- release and your air j.S/H to make it properly unblockable. Midscreen, for example -k- (5p)5k5s -k- dash follow Mawaru, 2p 2d unsummon. You can also do this with 2k2s instead, making the timing easier, but dash following midscreen harder or not possible depending on spacing. The combo in the challenge does not setup unblockable, it instead combos in to drill. In actual game, this would be a low mixup sort of thing because 5k is a low. You also have to time your 5k properly. Ideally you hit with it on or around the last hit of Mawaru to give Eddie time to recover. You also have to hitconfirm either at s or -k- to see if you're hitting or not. One way you would use this in actual game, is you get the opponent to block Mawaru, while you're doing an empty jump in to 5k or 2k to setup a empty jump to low mixup.
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For a basic runthrough of what the general stuff Leo has, read http://www.dustloop.com/forums/index.php?/topic/9961-elphelt-vs-leo/#entry884388 I hope I'm not missing anything critical in that list.
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There's at least about 30-50 people in the French lobbies, a bit less on the other regions. Generally 10-20 at least during peak hours. Delay is 1~5f from Finland <-> France unless the opponents connection sucks. Same Region delay can be up to 1 frame. I had 1 Frame delay with a friend who lives in the same city. You can always buy the Japanese version if you're scared of lacking updates on the US version. It's 99% texted with English, except a few cut scenes and some pictures.
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BT.KSH is not all that great unless the low hit. There are no options to low after blocked S, making it really easy to block. BT.KP hitconfirm to BT S rekkas. If blocked, try BT.KS for double low, BT.H for overhead, BT.214H for unblockable . BT.KH hitconfirm to BT S rekkas.
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Easy solution is to do 5k c.S, this is where Ky bursts. As soon as the burst animation starts, you jump forward and throw him. You have to jump after Ky so that you are below him for the airthrow to work. If you jump before Ky, you won't be able to throw him. If you want to do it from Dust, what you can do is Dust. j.P WAIT. When you see the Burst animation, throw. Works every time. The opponent has to be out of blockstun for you to be able to throw him. Burst removes blockstun, thus you can throw as soon as you see the animation.
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I-no also has the added distraction that most of timings in her loops and combos are character specific. This is a factor for a lot of the cast of course, but I-no has one of the more varied ones. And J.DFD... It'll take a while for any new player to get it consistently without getting a burst.
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S projectile destroys dolphins and ball without dying itself. H projectile is god but it has a million frames of startup and recovery. If he does it anywhere that is not fullscreen and does not YRC, you can probably get a punish of somekind. Jumping / dashing over S projectile can lead to punish if he doesn't YRC at the right spacing. His antiairs are pretty good. S projectile completely stuffs dolphin ride poke attempts. Wins cleanly even pretty late. If he's down charging, flashkick is pretty decent and ignores crossups, autocorrecting if done right. He can charge down while in stance without losing ground. Getting hit by H flashkick in to RC anywhere near corner can lead to a world of pain. Ground dolphin makes it harder for Leo to approach. Ball is annoying and you have to either avoid it, block it or pop it with a projectile. Read http://www.dustloop.com/forums/index.php?/topic/9961-elphelt-vs-leo/?p=884388 for a rundown on what his basic frametraps and mixups are in Neutral.
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6H YRC throw or stuff seemed to sometimes work. Maybe. Going for Rekka instead at least prevents you from being thrown, but you lose your pressure. [4]6S depends on how far you are from your opponent after 5H, since it's up to -8 if it hits point blank. Going for 5H hold into stance and stuff is a different route, but this really relies on enemy respect for 5H.
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Guilty Gear Tips for new comers wanting to play GG XRD competitively?
felirx replied to Yuno's topic in Guilty Gear General
It's certainly a viable way to learn and get good if the better opponent is willing and patient to play long sets with you. Local preferred so he can give you tips on things like what this pressure string loses to etc. You have to understand at least some of what your character can do, and of course you need to understand the concepts of the game. -
Here's the rundown on what Leos usual options are. If he's looping 5H -> 6H, you can throw it, reversal it and maybe even low profile it with some moves every time. There's a ~4 frame gap here in between 5H and 6H startup. Be aware that Leo can 5H -> YRC 6H for a throw mixup to throw you off for example. If you block 5H -> 6H, but instant block 6H, Leo can't loop back to 5k. There's not enough frame advantage left to beat mashing. However, he can probably do 5p or 2p depending on spacing and that should still trap you. He can of course also go for a Rekka or 236H. 5K is +1. If he's going 5K > staggered 5K, you can poke out with some moves, but you might get counterhit. 5k > c.S is +2. Another stagger reset. 5k > c.S > 6K is +4. This is sometimes frametrapped with a fast f.S or HS, or a staggered dashing 5K, or a delayed f.S / HS if you are playing mindgames. 5k can lead to tick throw. 5k dash FDC option select 6S+H is what they are most likely to use. 5k>2S is +4, leading to another frametrap. 2S is a low as well. Mashing between any of the frametraps depends on your character and the Leo player. If he's reading you like a book, you will get counterhit by a suprise Rekka instead. 236H is +1 on either side. Crossup depends on spacing. Crossup 236H loses to throws and maybe smashing at the right time. If you mash too late, you'll get counterhit and eat a combo to oki. Stance BT.k is low and +1. Can be staggered or dashed through. Dashing through mixup loses to throws and mashing as usual. The gap between BT.k and BT.k is 4 frames at minimum. BT.S is +2 BT.H is +5 and overhead. Can be linked to Bt.K for a low mixup or balsily to another BT.H for a double overhead. Double overhead loses to mashing, backdash etc. Stance BT.k -> H high mixup loses to mashing or throw if close AFTER BT.k. If you mash before, you will get counterhit by BT.K and it combos gloriously to the overhead. 214H is overhead and unblockable. If you block it standing, be prepared to mash out of stagger. If you block it low, he gets a short air combo to setplay. Leo always has the option of RRC the 214H blocked hit to a combo. Currently FD seems to work decently against stance mixups if you block them. It pushes him out fast and he can't really forward dash back to reset. It's entirely possible he has different stuff to counter this, his development is still pretty basic. If Leo is in stance and has 50% meter, think really, really carefully what you do and what you press. Leo can punish almost any button press with stance projectile super. It hurts. Minus moves. If Leo goes for 2D, it's -5. You can either get a punish or pressure depending on spacing and character. Rekka 1 is -1. You can stuff Rekka 1 -> 2p every time if you time your poke properly. Rekka 2 is -4, crosses over. If your punish is not done on first frame, He can try to stance parry on frame 5, try to backdash or DP of course. Rekka 2 cross over leaves him in stance, which means he won't be able to block. Rekka 3 is -7, free punish or pressure. Helicopterman (j.D) advantage depends on where it hits you. If it hits low, It's heavily plus. If it hits high, it's -3. 5 landing recovery. j.236H is -14. Free punish on block. Leo can only dust after one, or at max two moves in pressure. It has really bad range. Of course, if you respect too much and let him dash up and dust you... This is his only real overhead in normal stance and it's 24 frames or so startup. As Elphet, Leo gets free antiair against air Bridal. 6P and 2H both stuff it really easily. This leads to an easy air confirm to setplay. Stance parry has 20 active frames, followed by 17 frames of recovery. Can be Pink RC'd. If you're slow on punish, he could mash out another parry, or go for BT.K to beat out your late throw or punish attempt. Stance backdash is really good as well. [4]6H YRC -> 236H dash generally crosses over, but not necessarily. Have fun. If he times it badly, you might be able to jump out before either move hits. Reversals may or may not work, probably depends on timing and move. [4]6H YRC Oki in the corner lets Leo do whatever he pleases. Empty jump to 2k. Empty jump to dust. Jump to late airdash j.KH 236H Jump to no airdash normal and land. etc etc etc.
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Guilty Gear Tips for new comers wanting to play GG XRD competitively?
felirx replied to Yuno's topic in Guilty Gear General
Play weaker opponents to hone your combos and abare. There's a limit on the benefit you can get from here. Play similar level opponents to learn basic matchup and your offense. Play stronger opponents to learn your defense. If you play someone who is much, much stronger than yourself as a beginner, you won't really learn anything because you will be bodied in one combo to setplay to death and you won't understand why you're dying. You need a basic understanding of how the opponents character works first. -
A novice player hitting that "brickwall" in GGXrd
felirx replied to Sir_Bumble_Bee's topic in Beginner Mode
If you have a local scene available, check it out. Nothing will train you faster than having actual, real contact with people that can give you immediate, valid feedback if you are willing to take it.- 24 replies
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6K seems very valid on Oki to beat out throw smashers if you're not doing any bt setup or fireball setups. Properly meaty timed 5k should work as well as a pressure starter. Reversals will always beat 90% of OKi setups from any character. You simply have to read the opponent and how likely they are to do it.If they don't do it and you tried baiting it with a backdash or just blocking, it's their reward for being patient. If they did reversal, you get a strong combo as your reward for a proper read. If you tried to go for Oki and the opponent reversaled, it's their reward again but now you have some knowledge that the player could have tendency to rely on it. If the player has 50% meter and has a decent dp like Sol's or Leos, the likelyhood of the opponent going for it grows a lot. The usual way to bait out a RRC reversal for punish is to make it completely wiff (or either BT.D it in Leo's case). If you bait it with a basic block, they get free pressure from RRC reversal.
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Learn basic j.k 2k... and j.k dj.k/s... mixup in to mawaru hitconfirm. Basic command throw setups. Confirm Eddie hits into a knockdown and unsummon. After that, grind matchups and learn to play the neutral has been my plan. Combos won't win games if you can't win neutral.
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These are my basic observations on the Elphet matchup. Mind you I'm pretty new to Zato. You have to be really careful with Elphets 5HS when you start playing against her. If you try to summon after most blockstrings, or after a Drill, 5HS will tag you every time if you're at about midscreen or closer. Ducking under 5HS let's you do 2s counterhit -> far drill at the right ranges if she's too trigger happy with 5HS. Her antiair is pretty decent. Don't let her freely Bridal Express you from the air. This is up to +9 at the right spacing, giving free pressure. However, If you manage to move forward just the right amount, you can get a throw punish every time since It's up to -5 on point blank hit. 2HS works if you do it early enough, but it either loses or trades if the Bridal Express is already going. Air throwing with the right timing works. Her j.D has insane range when done defensively. Has landing recovery of course. If she tries anything silly with the Miss Travailler dashes to cross you over, you can throw every time on reaction or read. Miss Travailler shotgun shots in the corner... For grenade, it's annoying. Really, really annoying.
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[Xrd] News & (Theoretical) Gameplay Discussion
felirx replied to Shinjin's topic in Guilty Gear General
I play regularly on a 108" screen and the game looked fine last night during my 2 hours challenge session. There is a certain jagginess around that is to be expected for an upscaled 720p image. You can also see the polygons at certain camera angles during cutscenes which is to be expected. We'll see how it feels today when we have the first game night for this. -
[Xrd] News & (Theoretical) Gameplay Discussion
felirx replied to Shinjin's topic in Guilty Gear General
I'm mainly worried for the future I suppose. When something like GG Xrd + R v3.98 comes out and we're left in the dark again for ages. BBCP has been pretty good with getting patches to everyone . The markup is pretty much the same if you we're to import a JP game to US or EU. The markup the stores that supply Yen cards (10~20%) is higher than buying USD Cards with dollars. The small amount of cash is not really an issue though. Xrd having cross region online play does indicate that they have to ship patches to everyone at the same time though... -
[Xrd] News & (Theoretical) Gameplay Discussion
felirx replied to Shinjin's topic in Guilty Gear General
Looked through the thread with search but this hasn't been discussed in detail. As an European player pondering my options, would you import the Japanese version or the US version? I can read or make enough sense out of Japanese that I have no issues with my JP BBCP. The way I'm looking at it, these are the differences. I play on PS3 at least for now. JP. 12 days earlier. No translation. Somewhat higher price due to larger markup on Euro -> Yen cards. US. Slightly later. Translations. Chance of being completely ignored similarly how GG AC+R was about 1.5 years late. Anything I'm missing? -
Blocking always can be a sign that your neutral game needs improvement. Hakumen for instance has a decent antiair and decent pokes, which should make it harder for your opponent to get in as well. For Tager (and maybe Hakumen), there are specific opportunities on enemies blockstrings where you can instant block and do a 360A / Hakumen counter. For this to be succesfull, you have to know the enemy blockstrings, their gaps and be able to properly instant block the gap and execute the punish. An example for this is Taokaka autopiloting 2A>2B>2C>5[C] ( > 6C), there should be a 360A able gab in between 2C and 5C charged and there definitely is one if he autopilots 5C to 6C. On the other hand, Not every strings is like this. if Taokaka does something like 2A>2B>5B> jump cancel, and you try to 360A after 5B, you will instead get counterhit by her jumping hits. The proper reaction in this case would be to antiair if you have a usable antiair. Instant blocking certain hits can also make a gap that lets you smash 2A/5A if your A moves are good. Against some characters, their overheads are smashable, 360A able and DPable. One exception to this is for instance Platinum, who can cancel to her 6B overhead from specific moves with almost no gap while also having low crushing frames making your 2A wiff. Chicken blocking is also a valid option, again depending on what your opponent decides to do. There are setups to stop enemy chicken blocking depending on the character. Against characters that have virtually neverending blockstring pressure, you have to really know where the resets are and what are you options to this. Good examples of characters like this are Rachel, Taokaka and Carl. Rachels offensive pressure only ends after her wind stock runs out. Your only option is to block properly or counter assault. Sometimes Rachel's do execution mistakes, leaving enough of a gab to smash out, antiair out or 360A out but you shouldn't depend on this. Properly instant blocking again can create a gap that lets you smash out, jump out, dp out etc. Taokaka will pressure you forever if you let her run her stagger 2a>2a / 5b>5b pressures with jump cancels, crossovers and cat jumps. Izayoi will reset her pressure with stance cancels for as long as you let her if she's in second stance. Sometimes the reset is a frame trap and sometimes it just depends on the enemy to be conditioned to block. If you have a good antiair like Rachels 6A or Platinums, you will almost always beat the dash 5b/5c attempt to overhead. Naturally the izayoi player can choose to try to frametrap you instead with 2b/5b/another 236C/B etc to try to catch you smashing your antiair. This again becomes a game of reading your opponent or reacting to his actions. Barrier and instant barrier is an option often. Barriering Rachel will make her spend more wind to run her pressure, resulting in it ending earlier. Barriering Azrael will push him back, sometimes creating large enough gap to make him wiff or force him to try to reset with gustaf. Barriering can also benefit the opponent due to the minus frames you get, letting him run some barrier only frametraps.
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Doing 6C to catch a jump out can also occasionally work. Works decently against some Rachel players that like to end their blockstrings on lobelia and then try to jump away. 5A>5B>iad j.B>dash trough gustaf/tiger/5A is also quite a fun trick or j.B->dash trough in general.
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Some characters have almost godlike antiairs. A good example is Platinum and Kokonoe 6A. This move beats almost every airdash approach for most of the cast when timed properly. Your job as a rushdown character is to find a way past this. For example, as Taokaka you have multiple jumps to try and bait anti airs. Mindlessly jumping or airdashing in on characters like these is simply not an option. You can always try to safely approach from ground. You can barrier cancel dash to stop the skidding animation. Of course, if the opponent catches this with a well timed poke, you either get punished or put in to block stun and under pressure. Normally jumping or superjumping allows you to safely use barrier at any point of the jump. This is very useful against characters like Nu-13 or Rachel to get past zoning relatively safely.
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You can jump cancel forward dash. This leads to being able to jump cancel into a grounded special because of the way the game works. This enables stuff like forward dash TK gustaf, which is several frames faster than just doing a forward dash, recovering and inputting gustaf.