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Everything posted by RentalBlackout
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Yeah, it was really hard to replicate it, so I was having doubts on how it practical it is to do, regarding the j.S>j.D safe jump. Learnt a lot from the other stuff said, really good stuff.
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Speaking of j. D, close 2H(normal blocked, 1 or 2 hits)>jc j.D can be followed up on hit unlike other situations you jump cancel from a normal, so I think it's somewhat worth playing around with. Unsure if it works if they FD the 2H. You can also go 2D or 236K instead to mix things up. The only problem is actually getting people to block 2H, because well, its range and speed is not exactly the best. If you manage to make someone block a j. 6H though, go ahead. Also, on people with slow reversals(like Ky), I found that it's possible to do a offensive OS safe jump j. S that also goes into j. D if j. S hits or is blocked, but it was pretty hard to replicate. After 236H blowback, delay 214K[6] j.S>[4]D. I think you're too far away to follow up with j. 214S, but with what Eshi found, it might be possible to link with 2S.
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I think the worst habit of mine is auto-piloting. Doing the same pressure strings, playing the neutral the same way in every match up, using the same anti-air all the time, etc. Especially when I'm unfamiliar with a match up or under pressure. Gets me into trouble a lot, as predictability will inevitably get punished by better players. This is one thing I attribute to not enough real matches with different people/characters. Even though you're playing the same character, the players don't necessarily play the same way, or play at the same skill level.
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Somewhat old footage of Dogura playing Leo https://www.youtube.com/watch?v=vLwCcyGEeLU For those that haven't seen it, Nage(Leo) vs Hase(Slayer) : https://www.youtube.com/watch?v=Q_6CwVqMQbw Niiyama(Axl) vs Nage(Leo) : https://www.youtube.com/watch?v=vlkIMefYj3c
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Leo(Dogura) vs J.T.(Sin), somewhat older footage https://www.youtube.com/watch?v=vLwCcyGEeLU&t=1h30m41s Unsure if there are matches of him earlier, certainly more matches of him later in the video J.T & Gaku JPN Netplay replays Part 1: https://www.youtube.com/watch?v=88lH-5osGOs Part 2: https://www.youtube.com/watch?v=C1OldVuUeuE
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Is it character specific or is it doable on every character, albeit with different timings?
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
I think it has its uses, though only in very few situations. Purely theory-crafting here, say you were trying to footsie with f. S/5HS against Slayer, but you whiff. If you know that he's gonna Mappa in, you can guardpoint it and punish with 2HS I suppose. Never actually tried it myself, but maybe that's one situation. In some match ups I see no use for it however, and even in said match ups where there are uses, it seems very limited to hard reads. -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
I think 2S is useful if you know your opponent tends to mash, 2S>5H/6K is a frame trap, but if you can late gatling 5H/6K from c.S(I'm honestly not sure), then I guess you can do it from c.S too. -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
It was +2 in the japanese frame data that was linked a while ago, but you are right, it should be -2, instead of +2, at least, according to the data given anyway. Maybe the author made a typo of some sort. However, it shouldn't change the fact that there is no gap between bt. S>bt. H if you gatling/chain it immediately. -
You probably are onto something, kinda makes sense with what Dime_x has been saying about it being seemingly random, yet having a pattern. Something is definitely triggering/flagged, and it could be the different hitboxes in BT and normal stance being the cause. I suppose it is a glitch? I wonder if it affects anything else outside of this situation. Really cool stuff in that vid shtkn posted.
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I still have no idea what is causing this phenomenon, but have you tried doing this from other normals? Maybe 2H, or 6H. If the game is indeed using the non rekka version of 236H at random times, then it should be possible to combo into 236H from any special-cancelable with attack level 2(or 1 in frame data if assuming 4 is highest attack level). It might also be a bug/glitch no one has really identified. Perhaps it could be a weird interaction with the property that 5H can be transitioned into a stance or parry. If that is true, f. S and or 6H might have the ability to cause this 'glitch' to happen.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
It varies according to the level of attack. The higher the level, the greater the amount of blockstun reduced, in general. I think the Attack Attribute table shows it. -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
You can even grab the 6H without IB'ing. I think some normals might trade(if it has the range and speed of 6 frames startup) Therefore, I think it's more of a pressure reset, or a pseudo infinite blockstring. -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
I guess you could, well, you know, bait it. Alternative is to grab. Also, it doesn't counter Undertow or Elphelt's Charged Rifle. -
Have you seen this video before? https://www.youtube.com/watch?v=G3bC0GthXlM#_=_ Maybe you could incorporate some of the routes into the route you found, as it seems like some of them would work. Have you tried BT S>BT 214S>c.S>jS(2)>jH>j.236H? If you have, then I'm afraid [2]8H ender is the only one possible.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
Maybe f.S>S sonic boom is gapless, though the distance might make it not. Need to test that. -
Most moves only prorate when used as a combo starter. There are a few that do prorate mid-combo however. In the wiki, the ones that say Initial would prorate only if used at the start. There's also the RISC gauge affecting proration. When it is over half full, it does not prorate subsequent hits(forced proration still takes place) in a combo at all, until the gauge falls back down to below half. This is how in that defensive options combo, he did 320 damage on Venom from a 5HS CH starter. EDIT: See post below.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
Yeah, it just goes back to what people earlier said, f. S should totally be an attack level higher. -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
Just to note, 5H meaty at it's best is +1, and this also holds true for 5H~H into any action other than walk. Might be better if you just whiff it into 5H~H earlier I guess, but at least we have another decent option. Have you guys found any success with the the ~P for f. S or 5H? It's somewhat unique, but I'm not sure when you'd exactly use it. Maybe for making them safe if whiffed in neutral? I remember someone saying earlier 2H follow up if blocked is pretty good, but I suppose it's only if they commit to heavier moves? -
[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
Hmm, 2S is an interesting tool. I wish it had more range. However, it definitely has uses. (Dash) 5K>2S>6K 5K About 5 frame gap(cause of distance) for 5K. Should catch/trade slower 5Ps/2Ps. There's something weird about using 2K instead of 5K. 5K>2S/c.S>6K 2K reaches the opponent if they were blocking high during 6K and 5K, but if they were crouch blocking the whole string, it whiffs. At least, it did this when I tested on Leo. If they mash it still should catch them though. I suppose it's like SF, crouch blocking and standing block have different hurtboxes, perhaps it's some interaction with earlier/later connection, hence more pushback. You can also cut it short by just doing 5K>2S. 5K or 2K afterwards from here instead. 2S and 6K are both +4 on block. (Dash) 5K>2S>5H/6K Pretty good frame trap, and I think it's what makes 2S worth using. Gapless on block for 5K>2S and 2 frame gap in between 2S>5H/6K. You should be able to continue into 5K as well, though I haven't tested it. Should catch mashing. On CH, you get a phat combo. (Dash) 5K>2S>Dash Brake>Throw There's obviously a gap here but hey, one frame throws, man. Gets beaten by mashing/being thrown. (Dash) 5K>2S>Dash>6K After opponents start looking for the dash smoke/sound, do this instead for a counter hit if they try and throw you back, kinda hard to tell the difference, at least I certainly did. Gets beaten by mashing. If you do 2S>6K however. it might urge them to mash into a frame trap.Them false positives. If they start jumping, just Dash Jump>Airthrow instead. I assume that would work. -
When I do BT H>BT S>BT H>BT S>Rekka3>RRC>... the j.H>j.236H grey beats for me(Done on Sol). Also happens when I'm doing CH 5H>5K>c.S>5H>Rekka3>RRC>... I suppose it is hitstun scaling affecting it. Either that or it's a height thing. Not too sure, I might be doing it with the opponent a bit too high. EDIT: https://www.youtube.com/watch?v=G3bC0GthXlM#_=_ This is relevant to our interests.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
On block, 5H~H>BT D will indeed catch pretty much every jab if done as quickly as possible(4 frame gap), since you can cancel the last frame of transition with any action except walk. Sol 5K is still 3 frames start up though, however I'm not sure of the range. 6H~H>BT D however has an 9 frame gap in between if done in the same fashion. I don't remember how far 6H pushes back(if any) , but it would be awful to do, even on hit if you end up right next to them. Though if it does push them back, it would be good to catch longer, usually slower ranged moves. Match up dependent of course. EDIT: Fixed a few numbers. -
In certain cases where you can't do Rekka>RC>66>HS route and have to result in the 66>5K>c.s, my friend found out you can use 66>6P>c.s, does about quite a bit more damage. In certain combos it doesn't bring you close enough to do more damaging air variations, though it usually is even.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
If you guys want to find out how much advantage on hit a move has, it basically is +1(in addition to what it would have been on block) on standing opponents, +2 on crouchers. The only exception is for lvl 0(lvl 1 if you're referring lvl 1 attacks as the lowest level), that has the same advantage on hit or block. Unless you hit them crouching, +1 then. So 5K on hit is +2, 6K on a crouchers is +6(hence, you can link 5P afterwards). Counter Hits also add a huge amount depending on the attack level. It also differs for air hit. It's helpful to refer to a Hitstun Level table. http://dustloop.com/guides/ggac/data/charts.html This is the Hitstun Level table for GGAC(you can also see it under Attack Attributes in the wiki) , but I'm pretty sure it is the same. Just a word of caution, somehow in the frame data we refer lvl 0 to be the lowest, yet everywhere else we consider lvl 1 to be the lowest(and lvl 5 to be the highest). I don't know why, but this is what the other frame data was like for other characters. As for playstyle, I don't know why, but Leo reminds me of the later Soul Calibur Siegfried(just with one stance though). I mean I never really played him, but being in BT stance puts you into reverse mixup situations.