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  1. Against 6P's, you're going either have to not do it or cancel into j.S for the deeper hitting hitbox. To whiff against high blitz, I like using j.H but some others like j.K. Even j.S is probably fine, but j.P is fairly difficult to do and j.D has landing recovery so don't do those ones. If you're doing a ball setup and baiting blitz, you're going to have to make sure you're not within range during the third hit of the ball, or else charged blitz will reject you by proximity.
  2. https://twitter.com/Mefi_Nidhoeggr/status/735530239342878721/video/1 I also use regular jumps.
  3. today i found out how to punish backdashes
  4. Command grab becomes easier to combo from: https://twitter.com/NateHawke/status/733262460828913664 Scratch does more damage: https://twitter.com/NateHawke/status/732956393439940608 And Stab Super has more hits, the higher level you are. In addition to special moves, Raven gets an overall damage buff listed here: https://twitter.com/kedako_faital/status/736239510678175749
  5. How do you make the yoyo stop in place on its way back **Hit Me:** **Can you bait DPs with Hit Me?:** Yes, if you absorb an attack, you are not considered in hitstun or blockstun, so the opponent cannot RRC. **Can you absorb bursts?:** Yes, but the game will treat it like a gold burst and the opponent will gain 100% tension and burst gauge back. **Can you absorb unblockables?:** Yes, including Faust's Hack 'n Slash and Potemkin's Slide Head. However, Bedman's sheep super can still stun you. **Are status effects applied when you absorb a move?:** No. Absorbing Faust's poison will not poison you and Bacchus Sigh will not put mist on you. Also Faust's platform will not launch you! **Is Hit Me damage affected by guts?:** Yes, although it is unscaled. **Does getting hit during Hit Me start put you in counter-hit state?:** Yes. **Excitement Gauge:** **Which specials get different properties after getting filling up the excitement meter?** Command grab becomes easier to combo from: <https://twitter.com/NateHawke/status/733262460828913664> Scratch does more damage: <https://twitter.com/NateHawke/status/732956393439940608> And Stab Super has more hits, the higher level you are. In addition to special moves, Raven gets an overall damage buff listed here: <https://twitter.com/kedako_faital/status/736239510678175749> **Does excitement go down over time?:** No. **How should we count excitement gauge levels?:** We will be calling the empty excitement gauge level 1. So counting from 1-3. **Airdash:** **How does cancelling the airdash so that you fall work?:** First of all, check out this infographic: <https://twitter.com/gg_keeponrockin/status/735846824834011137> Sometimes it's difficult to fall out of the airdash because it was started too low. There weren't enough downward pointing arrows for you to cancel at. **How do you fall after the opponent blocks the glide attack?:** You must make contact with the opponent early enough in the airdash to be still going in a downwards direction and then cancel into a whiffed jump normal. This usually means you have to start fairly high up when you glide, but not so high that your jump normal makes contact. The way I do it is forward jump and complete the airdash motion at the apex of the jump. **How do I unlock Raven?:** Raven comes with online pre-orders for free, but if you didn't get him, you can unlock him via in-game currency, fish for him or buy unlock DLC. **Do Raven's projectiles go away when he gets hit?:** Yes. **Can you airdash after a double jump?:** No, Raven's airdash uses up an air action, so after a double jump, you can't airdash and after an airdash you can't jump cancel. **Is it possible to FD break with j.2K?:** No. **Is Raven's instant kill a strike or a throw?:** It is a strike. **Do Raven's needles slow down the opponent's normals?:** No. It only affects movement speed. *if you don't see your question, ask in here!*
  6. 1. Dunno yet. 2. Yes.
  7. I just took a screen cap from the video and uploaded it to imgur: http://imgur.com/TiMWBDX
  8. I like drill kick to beat start of round 2S now.
  9. His okizeme potential seems very solid with j.D-j.scharf kugel looking fairly easy to apply. As for his zoning, we will have to see about how the slow down on the needles can be abused as it looks like they don't lead to very much besides the debuff if you don't YRC it. I'm not too sure about scharf kugel in neutral either. Maybe it can be used, since it stays around for quite some time! Edit: I'm sure using the needles when you jump and such will serve as a good complement to airdashing though, much like how Bedman will mix up his airdashes with task A. Like pretty much any character in Guilty Gear, the zoning tools Raven is given are most likely going to be used to help him get in.
  10. I'll start off with a few ideas: Raven has a dropkick (j.2K) so maybe he can do FD cancels like Faust and Chipp! But it seems closer to May's j.2K than the other two. Can May FDC with her j.2K? Even if Raven could, would it be useful? His jump arc is very similar to May's so it may only be useful during his airdash and even then, doing a normal at the start of his airdash will have him drop out of the airdash and later in the airdash he's already very close to the ground. edit: Yes, May can FDC with j.2H! https://twitter.com/R2IceCube/status/705791134216237056 edit: Faust, Chipp and May can all do FDCs with j.2K/j.2H, but of the three, only Faust can FDC out of his dash. Raven has a unique dash so maybe he can do it out of his dash too, but it could go either way. Raven's jump does not have very much horizontal distance, but it has a lot of vertical distance so his FDC may behave closer to May's. It would be difficult to jump over the opponent and use it to fake a cross up, but you could decrease the height of a jump or super jump with it... "Hit me Here" has very short total frames! Maybe he can do stance cancel pressure? During LOX's match with FAB, he goes for a lot of j.H during his airdash. It looks like he was trying to land early during his airdash with the idea that since j.H has longer start up it would whiff and he would land, but the airdash momentum keeps carrying him forward. Maybe it's not possible to land early once your airdash has horizontal momentum or maybe j.H has too little start up? https://youtu.be/YKQn4rSgAxE?t=12m42s https://youtu.be/YKQn4rSgAxE?t=14m48s
  11. With the new Kum vs Raven Exhibition video released by arcsystemworks: I have compiled a screenshot of most of his normals here: http://imgur.com/DVLIRd5 And also I started up a public google doc for analysis: https://docs.google.com/document/d/1jG0FBWhJMg8XBCuip3c1_4dk5O6bYKIKJpXXHGAC5os/edit?pref=2&pli=1 Basically the idea is, solid info goes into the doc, ideas down here. :> Have fun!
  12. Something like this (1m9s to 1m28s) Edit: To a little bit in depth, when you're trying to air throw Faust that high, you want to go for a 'fuzzy' air throw. That is, you want to be blocking all the way up to the moment you can air throw him in case he does any attack before you reach him. If this is common sense to you, good! In this situation, Faust has a few options besides going through with the dash. 1) FDC and do j.D right away, which would be punishable on block at that height and unsafe to cancel into 'Going My Way'. 2) FDC and go for an air string j.PKPKPK..., which would lose to anti-airs and rising jump normals. If blocked, he could gain a bit of pressure, but he would still be in the corner. 3) Throw a bag, if you jump at him and block the bag, the bag will explode on Faust and you get a knockdown. (I think) If you try to hit him, there's a chance the bag could still explode on him too and you both get a knockdown. If you stay on the ground, the bag will give Faust frame advantage. Are you sure this is true? I know doing low airdashes is actually extremely difficult online, but I'm pretty sure he can't crouch under j.S if he's blocking a durandal CSE and even if he could crawl under it, you could hit crawl with a low without fear of being mashed on.
  13. Generally, you can anticipate how low you're going to connect with the J2K based on how you used it. If you use it off a jump cancelled move, you're going to end up pretty low and same for if you do it right away off the ground. If you were actually doing it from pretty high up, maybe after baiting an anti-air with FDC, you won't land as early and you might opt to cancel into Going My Way, a bag or just block when you land. If you're being hit on the opponent's wake up, (during your okizeme) you might be attempting okizeme from too far out. Knockdowns like 2D and Going My Way will always allow you to do meaties, but if you have a random KD from something like CH 5K or catching a backdash with the fishing rod, it's possible you'll only be able to reach in time with something like f.S. 5K has a problem with hitting crouchers, but I would say it mostly depends on what jump ins you started with. Usually I go for c.S though.
  14. Basically, it's two things. 1) He wanted to close some distance with f.S RC and do a bit of pressure. 2) He expected the other player to respect his pressure, so he threw an item to try to gain even more advantage. The opponent didn't expect the item toss, so it was very difficult to react to/deal with the following 5P.
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