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Everything posted by Orrax
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Well, that was Chipp being hit by (DI) Tyrant Rave. But still, in the 012 vid, 012 did (DI) Tyrant Rave into 20+ hit Grand Viper while in Hell Fire for the win, and it did a surprising amount of damage. And it was off of a Wild Throw, too. Speaking of which, (DI) Tyrant Rave into (DI) Grand Viper is clearly the best way to win a round.
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It's a gatling, but it doesn't combo in +R because 6P is slower.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Considering how well Isamu and HEVEN have been doing with Venom, I wouldn't worry too much. And Potemkin may be bottom tier, but that's not stopping FAB or Konsome from winning tournaments with him. I'd say he's still a pretty significant threat. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
I think it was forced prorate 60% in #R and 70% in Slash. From the way people are using it in combos, I'm guessing that changed somehow in Xrd. -
I tried to note a few things as I was watching. You probably know a fair amount of this already; I'm mostly just jotting down things off the top of my head and hoping that something helps you. I know you said major flaws, but, for the most part, I didn't really see major flaws. Instead, there are a lot of minor things I noticed, but combined they can still be important, so I made note of them anyway. Your main Wild Throw set up seems to be off of 2K. This is ok, and it keeps people blocking low, but I feel like you're neglecting 2P. 2P has frame advantage, so you can mix up with frame trap -> Wild Throw. I feel like some of your hit confirms could use a little work. I saw you do 5K 2D on block at close range and then you cancelled it into BR, which left Eddie at a pretty big advantage when you sailed over his head. Adding in 5S (close) to the mix -- so, 5K/2K 5S -- gives you a move you can late cancel, so you can add in a late low to catch jumps after it, run in Wild Throw if someone's respecting you, 5H or 6P to counter hit poke attempts, or just blocking to bait stuff because it's safe. I am not seeing much 6P. Why so little 6P? I think I only saw you use 6P as poke-bait once in the first match. I've also seen you air dash into your opponent with j.H a lot, which isn't bad by any means, but you keep doing it in a way that's vulnerable to IB -> throw. This isn't necessarily a major problem -- it's just kind of the weakness of air dash j.H in a lot of situations -- but I've seen a few times I think you had time to add in a j.P before you landed, which would help against people trying to throw you on landing. GF Feint -> Wild Throw can work against opponents who are respecting you a lot (like this Eddie player), but be wary of it because it's pretty gimmicky. I've seen low air dash j.SK a few times. Why? I usually only do j.SK when I'm not air dashing, and with air dash j.SK you can also tack on at least one j.P at the end (and I think if you're high enough, you can do air dash j.SKS). Basically, you're leaving too big of a gap in your pressure and it leaves you vulnerable, and makes it so you cannot continue a combo when you land. I feel almost like you're getting ahead of yourself in these matches -- something I am frequently guilty of myself -- and instead of hit confirming a lot of things, you're anticipating things. This means that you're hitting buttons based on a guess, which may not work out, rather than having a set hit confirm you can react to and follow up with each changing situation. This is probably the biggest issue I've seen with your play style so far, and probably the only thing I'd call a big issue. The other things I pointed out are significantly more minor. That said, being able to read your opponent is important, but you still want to minimize the amount of guess work you need to do. I've seen a bunch of times where you do run in 5K and basically put all your momentum into your opponent not blocking the 5K. But when they do block it, you're left with nowhere to go. Again, hit confirms can help here, and you can also mix things up with run in Wild Throw. Run in 2P Wild Throw or 2P 6P are other options. Max range 2K -> run in Wild Throw is usually not the best way to go about things. 2P is much better for that because of the frame advantage, but is still risky. I've seen you using Gun Flame as an approach tool, but not so much as a pressure tool, which is a shame, because Gun Flame FRC is probably the best pressure tool Sol has. Granted, I think a good case can be made for using it sparingly because of the tension cost, but, imho, it's too important to Sol's pressure game to leave out. Also, using GF FRC to get in from full screen when there's nothing out to run through is not the best use of tension. You're probably better off just doing Gun Flame with no FRC from full screen and watching what your opponent does, since they're too far to punish you for it. I saw you use 2K 5S finally, and then you cancelled it with GF Feint. There is no reason to do this. 5S is safe on block, and GF Feint takes away from the safety. Hmm, I don't see you using much meaty j.S or j.H on oki. It doesn't matter that much against Eddie and you can opt for low/throw instead, but you can do similar mix ups of the meaty, and you can option select it against back dashes. That's all I've got for now. I watched about half the video, but I felt like I was writing too much and nitpicking too much. I thought you played well overall, with some mostly small things you could work on. The most important thing was probably just getting better hit confirms and not getting ahead of yourself, which should help you keep momentum better and have a better pressure game. I didn't think your neutral game was bad at all.
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4/29/2014 P4U2 1.10 Akihabara Leisureland Matches STD vs Kameten (Yosuke) STD vs Tahichi (Yukari)
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[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
20-25 or more will kill the type of mix up Teyah is talking about. But it's not going to kill a lot of low/throw stuff, like Hammerfall YRC. Some characters benefit from this more than others, and the others, like Millia, have kind of gotten the short end of the stick with the new system. I'm not really sure who else, though -- I main Sol, and it looks like he's got plenty of YRC shenanigans that look legit. But it's hard to say any of this for sure when most of us haven't actually played the game. Everyone I've seen who has played the game doesn't seem to be complaining about this, so let's try not to get too worked up about it. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Sorry if my post came off as abrasive. I've been having a lot of tooth pain and taking a lot of pain killers, and it doesn't seem to be doing great things for my better judgment. What I should say is that I'm not necessarily against using a couple of forums, but I feel like it's splitting the community unnecessarily. It just seems more efficient to stay focused on one, or maybe two, forums. My point about Japan not playing it was that it didn't seem to bode well to me about the quality of the game. I wasn't worried about player base (I think that would be pretty hypocritical of me as a Guilty Gear player), and if I like the game, and there are at least a few people playing it, then I'll probably play. I had just been hearing that UNIEL was mostly dead in Japan, and, considering that UNIEL seems like a game Japan should be playing, I was worried that it might be because the game is still pretty poor quality. That's just speculation on my part, though; I'm really going off of hearsay, so take anything I say about UNIEL's popularity with a huge requisite grain of salt. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
We should just use Dustloop all the time so we don't have to keep checking multiple forums. I already do that with both this forum and the Melty Blood forums and I'm not keen on adding more forums to keep track of. Assuming I play UNIEL, anyway, which I may not. The original release looked terrible, and it sounds like even Japan isn't playing the update, so I haven't decided if I'm going to play it yet. I'll at least give it a try when it comes out, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
The new RC system does change things, but not necessarily for the worse. I think you're worried about it taking away options, but it creates a different set of options. Rather than just one strong option (FRC throw), it creates a mix up with low-throw (usually). Potemkin 6H FRC is a good example -- it still works to do 6H YRC Pot Buster, but the Pot player needs to mix it up with Heat Knuckle or a low. It still creates an unreactable situation (at least in those that you listed), but in a different way than before because the defending player has a chance to do something. Does that mean it's weaker? Well, perhaps. But it's still strong. Just look at all the mileage FAB gets out of Potemkin's Hammerfall YRC stuff. I've also been seeing Sol players using Fafnir YRC similarly. Plus you can also sometimes catch someone in the middle of something, and respond accordingly. It still seems useful from what I can tell, but the situation it creates is different. The situation Teyah listed is a bit of an exception, because the mix up can be mostly dealt with by just having decent blocking timing. Millia might still be able to air dash after it (not 100% sure on this), so maybe there can still be mix up potential off of it, but, even so, I'm not sure if it's worth it given Millia's other mix up options that don't involve burning tension. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
I'm pretty sure I've seen Ky use air Stun Edge where it hit the chains. I can't remember where I saw it, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Doesn't matter. What I'm saying happened was: air block string -> both players land, Sol is still in hit stun -> Eddie command grab goes active while Sol still has block stun throw invulnerability and whiffs -> Sol leaves block stun and immediately uses Blitz Shield. It just happened so fast that it looked like Sol used BS and it beat the command grab. Another possibility is that, in older games, throw invulnerability lasted for 5 frames after hit stun ends (iirc), so, assuming Xrd works the same way, it might be possible for Sol to use BS right after leaving hit stun and the throw invulnerability might still be active. Or what Titanium Beast said and he was just barely out of range. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
I think Eddie did the throw while Sol was still in block stun (and I don't think you can BS until neutral). -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
GGs. I need more Justice practice; that's a difficult match for Sol. Thanks for hosting, Tempered and Dippy. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
I heard someone suggest that she fights her enemies with the power of rock. I hope this is true. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
After playing mid-low tier Sol for the past couple games, I wouldn't mind playing high tier Sol. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
I can't think of anyone else off the top of my head in south Phoenix, although I'm not sure where everyone lives. As far as I know, most people are located in Tempe or Mesa. -
I guess they thought her awakening buffs were more significant, but those buffs ultimately didn't amount to all that much. As a result, they nerfed the worst character from P4A, all while buffing the best (and by, "the best," I mean Yu).
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I can't really see these changes saving Liz in 1.1 based on what's listed. Her neutral game still involves a massive amount of risk, and it looks like she still doesn't have a good way to balance that risk. I'm hoping I'm wrong, though -- video evidence is really what's going to confirm how much better Liz got, and for that we're just going to have to wait.
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GGs to the arcade lobby yesterday.
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GGs to ranked. I'm not doing as badly at this game as I was expecting. I feel like I'm waiting for the other shoe to drop.
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Most of the changes aren't that major. I'm more interested in seeing what happens to the shadow characters now rather than any individual character.
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If Justice does throw -> 6H -> Imperial Ray, it's burst safe. Moreover, if you burst the 6H, the Imperial Ray will hit you anyway, and without throw proration.
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As long as you haven't already air dashed or double jumped, you should be able to do either.
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GGs to: people. I would like to give a shout out to the people who skip the intros and then abuse lag tactics. You are all clearly much too strong for me. There sure are a lot of Terumi players. Some of them were very good! Others got mad at me for hitting them while they were trying to mash on wake-up. Oh well, GGs to you all regardless.