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Everything posted by Drake Aldan
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Oh, it's you. ... It's you, right? Bridal Express has lots of active frames. Theoretically, El can be +7 on block. In practice, however, this doesn't usually happen (you'd have to be sitting there for quite a while from afar for Bridal Express to hit that late). Most of the time you can punish a Bridal Express that is too close with a throw. From a certain distance (around El's fS) Bridal Express can't be thrown because of pushback, but you should still be able to 2P her out of followups. Air Bridal works like a divekick, it is + the lower it hits, and more likely to be throw punished the higher it hits (unless it hits high enough that El crosses you up and lands far away on the other side). Don't try to whiff punish it as it recovers extremely fast (3f) and you will likely get nailed by fS or something trying to set something up on her recovery.
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Dead Angle. Blitz. Sit there and block. (Instant block for meter so you can do the above two options.) Faultless. Backdash into jump into airdash Footloose (YRC if you want). The backdash gives you some invul frames to work with, but if you find a spot where you can jump out raw you can just do that. (If you do not do airdash Footloose fast enough, you'll just kind of float out of the corner, which is not what you want. Do it right and you should shoot across the screen.) BDC bite (6321447H). Eternal Wings (236236H... but I would rather Dead Angle). Depending on what they're doing, you can abare and start pressing buttons, but you need to have that sort of read (study your frames, please). Dead Angle is just going to be very easy to apply in most situations as long as you have the meter. Keep your head on straight during the reset to neutral and it is usually a very good investment.
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Mo mappa mo problems. GGs to all, let's play tag again!
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Good play this week all around. Many +1s.
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... So. Undertow setups! Let's talk about them. - Helter Skelter RC (Hase?) - It's Late RC (thanks Sanger Zonvolt) - Pilebunker RC - Raw/deep K Mappa RC RC proration reduces the damage, and RC setups can be beaten in a variety of ways (except for Helter Skelter, which is "guaranteed" but difficult to execute). http://youtu.be/hD1YWV4KXW8 Canceling into it, via - cS - cS > fS - fS - 2P Undertow is 60 damage (less if prorated by RC). It knocks the opponent away, and doesn't give hard knockdown unless it lands CH. (I am assuming that you would accomplish this by cranking the opponent's RISC.) Even on CH it doesn't seem comboable unless you spend meter for RC, or unless the opponent's RISC is at least 70% full (Undertow, 5K > 6H > Pilebunker/CWH). So what would be the use for this move, as compared to walk-up throw or bite? As far as I can see, you can use it as a gimmick to end a round, or as a mercy kill if your opponent is just not willing to press any buttons as their RISC gets filled...
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866j214K (or just air 66j214K) is sooooooooo, soooooo cash. Screams across the screen, smacks anyone in the air. First I'm getting zoned, then boop! Hi, how ya doin'? The only thing I don't like is how fast you have to input it- but even then that works out, as the "slower, shorter" version can mess up people expecting the "long, fast" one. Is there any drawback to doing this aside from getting predictable with it? I do not feel uncomfortable with Slayer now at all. No more hanging out at fullscreen... There's no escape!!!
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So what's the deal with reversal backdash/how does it work? I've been getting stuck in the corner fighting El, sitting in crouch block and getting my RISC cranked. I thought I really had no options, but... Slayer's backdash invul frames are as much as Pot's... I guess I never paid attention to it. I know I read it here before, I think, but it must've flew over my head. I've always been doing BDC and never using the full backdash... 20f of invincibility, whiff punish cancels on reaction with P/K Mappa, DOT, etc.... I guess being stuck in the corner isn't so bad after all... Can you mash out reversal backdash? (Should you mash it out?) Can opponents call you out for it by using lows in blockstrings (is there a better way to sneak a backdash in)?
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After going back to Slayer and playing casually for some time, I've started to dislike K Mappa as a general tool. If it's not RC'd, it feels negative on hit and block- which is fine, but some characters can start whiffing attacks (Ky 2D, Ram 2KK, Leo gatling series, etc.) to beat BDC P Mappa/Pilebunker/etc. I end up having to block, which isn't good at that range. Sol can IB 5K > K Mappa and 5K punish as well (really no good!!!) Watching Hase, he seems to never use Mappa except- - when he can RC - to chase down (like a movement option, or to catch backdash) - to hit at tip (for more leeway if backdash is necessary) I found it quite interesting. Hase does some peculiar (well, to me) things. - Lots of 5K IAD. - Jump-in/IAD attack, canceled into j214K. (Seems pretty safe, knockdown on hit.) - Confirms into 2D (cS > fS > cS/2K > 2D, 2K > cS > 2D, etc.) - Use of BDC P Mappa as a "DP". - j2K as a movement option after super/double jumping. - 7/8, 66214K to escape the corner. - Use of 214PS in neutral (rarely 214KS). What are some other Hase habits you notice?
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I believe this is actually listed in the in-game movelist. IIRC the ways to enter BT are: 5H hold 6H hold Throw 236S > 236H 236H (must cross up) j236H hit 632146H hold The totally lame thing to do is get 632146H blocked, enter BT, and then BT D their punish because they were too slow.
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I just use BT 214H combos (BT 214H, 5K > cS > air combo). --- If you use 236H to approach... Is it pragmatic to always block if you whiff (especially if the opponent is grounded)? 13f recovery, obvious startup... --- How about using dash 5K > cS as a standalone stagger string? I saw Jiyuna doing 5K > cS > rekkas. In training it seems very confirmable (I don't need to rely on sound cues to hit it). cS is +2 on block which is just... OK, but cS is jump cancelable (seems like leading with jK > jS or jK > j236H for risk is good. Or, you could empty jump throw, or back jump airdash forward, or...). And you can still do 6K, infinite blockstring, 2D, dash FD brake throw, etc... I wonder what the merits are of dash 5K > cS vs dash 5K > 2S. --- Apparently, dash 5K, walk forward throw is a thing. A little more inconspicuous than dash FD. --- For my own reference... in 5K > cS > 5H > 6H, you can insert dash FD brake throw after 6H and after 5K.
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Assuming that 5P trades with fS, you can sub in 5H, which will cause the opponent to whiff, and you'll whiff punish them for trying to interrupt you. If 5P doesn't trade with fS then I need to git gud... Someone like Zato with his long-ass 5P might be able to shut down the whole thing... How would you get him to stop? I'm having a hard time of thinking up good deterrents...
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Wait, are you using 5P to check interrupts, or fS? If it's 5P, I just can't seem to catch the timing for that. (Chipp seems to be boned hitbox-wise on his 5P/2P, strangely enough... but it works with his 5K?)
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Am I timing this wrong? Ky, Sol, I-No, Slayer (2P), May, Leo, maybe more... will trade with fS. http://youtu.be/Gsz59hbVpl8 Some 6Ps may beat it entirely (I haven't thoroughly checked, Sol's is one.) fS has a bad hurtbox, and trading with it is not as good as trading with 5H... --- This seems pretty good (speaking of which, I do j236H RC on block to make it safe often, since the fastfall catches a lot of people off guard...) I think you would be better served by ticking into it with 5K first (i.e. 5K > 5D or 5K > 2S > confirm into 2D). When the screen darkens due to the RC it makes the red glow of the Dust more obvious.
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Is there a risk for consoles, even the next-gens? I've put my PS3 in a DMZ since day one and haven't looked back.
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Because of BT based setplay Leo only needs one knockdown to come back, even if he is dicerolling the whole time. If your opponent lets you rush them down you should, but otherwise you can afford to be very patient getting in. --- [4]6S seems very good for controlling space, stopping opponents from rushing in on you... Since it's two hits it works well to negate projectiles, too. Runs right through Zato's drills, Ky's regular Stun Edge, etc. --- Mashing 5K to "travel" along the ground may not be so bad, especially if your opponent likes to jump away/stay airborne. You might be able to catch them with it...? --- If you get the feeling that your opponent will airdash in on you, a preemptive j236H may work as an air-to-air (?!) It has a pretty big hitbox...
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Another for the bag of tricks. http://youtu.be/Lgd1EsbKlLc 6H YRC in the "infinite" leads nicely into a throw. The YRC slowdown means they cannot jab or throw you out of it... They have to reversal, throw you out of 6H before the YRC, or jump to escape. Why exactly a character who thrives off of matchup ignorance is paid DLC, I'll never know. To be honest, playing randoms feels like cheating...
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Kaz is really good at nailing air throws. Man, how does he do that? He makes it look easy... Also, screw him, all of Japan, and that 1F delay up top. Maaaaaaan Awesome, cool stuff. This is interesting. Reminiscent of the 2K > gunflame oki I get hit with all the time. It seems reliant on the opponent not teching/mashing buttons to tech. Neutral tech 5P and (as you said) forward tech airjabs knock Leo out of the projectile startup. Still, it's probably a good addition to the bag of tricks, as long as you don't use it too much. --- Watching Kaz had me thinking about frametraps again. 5K > 5H only fails against Chipp's 3f 5P; it trades vs 4f 2P (and trade means you still win). This would let you do 5K, 5K, 5K over and over for stagger pressure... though I don't know how good that would be (doesn't seem too hot to me). One of the Leos he fought seemed like he was mashing 5K to travel, that was kind of weird. cS gives so much blockstun that you... really cannot gatling into a frametrap. The pushback is so much that if you do 5K > cS and then try to 5K again, all they have to do is sit there and punish your whiff... Stagger pressure in Persona was doable because of the long delay possible on 5A~A... No such delays here on almost any of Leo's moves. It seems Kaz was getting away with stagger pressure here because... apparently Japanese have a predisposition to moral play??? I suppose that make sense. So much respect. I wake up in the morning, I just get mashed on. --- I am indeed stealing jump back, [4]6H. You should have enough charge to toss it out right when you land. --- It seems that if you can do 236H whiff oki, you can also do dash, 5H hold. (Seems fairly lenient, too.) Convenient for when you're nearing the corner, so you don't put yourself into it should you guess wrong... Before, if I wasn't dead in the corner where I could just whiff 5H point blank, I would toss out a [4]6H or something. I'll be doing this instead from now on.
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At about 27:43 http://www.twitch.tv/godsgarden/b/604169710?t=27m38s he goes for his reset, and gets CH by Ky's 2P (5f startup). We can't see Kaz's inputs to know what he was doing at the time, but I remember not liking the 236H reset at all during my initial testing. Actually, I went and looked up what I wrote back then. Sol's 5P is 4f, Ky's 2P is 5f... I don't think this looks good. You would have to threaten their mash with BT D- since you are not going to be backdash whiff punishing 5Ps/2Ps. Even then they have the option of just holding upback (timed FD)- if you go for a reset they jump out, and if you finish with Dritt well they were getting hit anyway. Maybe it is an option depending on the matchup, or if the other player is just plain ignorant about Leo (get what you can, right?) but, for general play, eh... (It does seem that if you are able to get away with it, standing resets are a great way to crank them into a stun.) 5K > cS stagger pressure was interesting to see, but I haven't been punished enough for using 6H to develop that myself... Jump back, [4]6H seems obvious in retrospect but I just have not been doing it. I need to steal that. Maybe there will be some offline Leo footage at KiT? (Does anyone have any from Japan, is that a thing?)
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http://www.twitch.tv/drakealdan/b/607023912 Today's session. I really do not do a lot of losing (... well at least to early morning randoms)... Is it me, or is it Leo? (Or is it both?) Or maybe it's just online, and I need to stop puffing myself up over it... --- Venom was jumping out of my BT pressure today (!) I have to wonder if it was because I was using BT P and not BT K. I was able to slam him back down with BT H because he was not using Faultless Defense, but... maybe BT P not catching pre-jump frames is a function of the lag? It's somewhat concerning, since I use BT P specifically for lag/online play, since there are more throw invincibility frames... --- Getting a little better with my confirms... Not by too much, though. :P BT H > BT K > BT S > rekkas is the easy modo stuff I try to do from the overhead. Well, when people block long enough to let me point-blank overhead, anyway. --- I suppose I should start thinking about how to bait bursts... Seems like 5K > cS, block works. 5K > cS > 5H > 236S, block works too. Using the fS~P/5H~P block works, you get a free 6H dash 5K > cS air combo. Pretty sweet. Because you can't dash before the 6H though things can be kind of tricky... Depending on when you hit them with 6H, it'll result in them air teching, or a hard knockdown (feels like you get this if you delay it a bit)... If you get the air tech you're more likely to drop your combo, and if you run up and 5K > fS comes out you're more likely to drop your combo. Maybe someone can look into it? You can do these as well: precharge 2H > [2]8H 2H > 632146H 6H hold, BT S > 632146S (pretty good damage!) 6H hold, BT S > 214S (extra combos in the corner) 6H hold, BT S > BT H (dash twice and you should still have enough advantage to go for regular BT pressure) I think I would use the last one the most. YRC OS looks like it'd be difficult to implement...
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http://www.dustloop.com/forums/index.php?/topic/9909-xrd-leo-whitefang-general-discussion/page-8#entry878706 tl;dr - 5K > cS > 5H > 6H, 5K 6H is +5
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Aside from the H~S plink, not really. Flashkick leaves you reeeeeeeeeeally open, and it has poor horizontal range. Sometimes I use it as an anti-air but if they faultless you're still boned. I think what you have here is pretty nice. 6H for reset 6K to stop throws P block to stop DPs 5H on crouching hit or to frametrap 2D on standing hit (Would this hit at tip?) The only thing I am worried about is a reversal overdrive after fS. It is -11 on block, I have to wonder if the pushback is enough to prevent you from being punished... Or is fS > 2D gapless, perhaps, and that can be your "block"?
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Something evil I was doing today was BT P > BT K > BT 214H (the unblockable). Very effective when you're hitting in the first place, and oodles of damage. I just love this character. The general gameplan and execution is so simple once you get the hang of things, that you can really go freestyle with delays and resets. --- http://www.twitch.tv/drakealdan/b/605438292 http://www.twitch.tv/drakealdan/b/605489233 Today's session. Same ol same ol. Leo really chews through people who don't know the matchup, or haven't studied him. Went for BT H combos today... It feels like you shouldn't go for too many S>H/H, S loops unless you're in the corner. I think the funny thing is because of the nature of the character, you can play sloppy and drop things, and it'll still work out for you sometimes. Lots of American resets today.
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Oh, hey you, what's up? It depends on what exactly you've been facing against Leo (I can't speak for all Leo players...) Here's the frame data: http://www.dustloop.com/wiki/index.php?title=Leo_Frame_Data_%28GGXRD%29 From what I've seen with people playing against me, you need to: - recognize 6H http://cdn.wiki.4gamer.net/files/attachment/000/022/699/upload.jpg - throw 6H in blockstrings, backdash it, blitz shield it, etc. - know you're playing a dice game when Leo turns his back- his P and K from stance are throw invulnerable but his parry/shield is not (but is invulnerable to everything else!) - his running crossup (236H) can be thrown. you can even mash 4SH (faultless defense) for a FD OS throw You really should, I did it with Margaret in P4AU... PS3 version was like... $10 less than normal, so... just consider Leo (and maybe some DLC) that part of the full game.
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Just shut it down. Don't feel bad about it, people will just make a new room and all move over there. You can be courteous sometimes, but sometimes people just need to deal with it. The chat window in the lobby is easy to miss. I don't think a whole lot of people will want to talk. A surefire way to talk to local players is to go to a nearby tournament. A lot of times just going to the closest major will let you know who's in your own town.
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It's OK. They have to respect you and they can't mash throw when they see you move. (In that case, you can do it while they're on their feet, and it'll still work.) I'd say "added layer". BT stance gets progressively more options the more it is respected, but use any of those options before respect is established and you'll get crapped on.