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Everything posted by Orrax
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Ugh, not looking forward to possibly having to fight Lorenzo. Assuming both of us win our first two matches. Where did you find this info, by the way? I'd like to see if the +R brackets are up yet. Also, looks like US PS3 +R might finally get released: https://www.facebook.com/arcsystemworksusa/posts/271294576369823 Edit: Found the +R brackets. Looks like there are going to be some really good players there; I'm looking forward to it, but I fully expect Jo or someone to kick my ass, haha. -
If there's a buffer in this game, 2H iad j.P shouldn't be too bad. It was a great dustloop setup on some characters in #R, but it didn't get used very much for the reasons you already mentioned. If it's still that difficult now, I doubt it'll be mandatory, or expected. It's pretty useful in +R (and was in AC), but I don't think I've seen anyone outside of Roi using it consistently. And I looked over the video again; there's definitely a super jump, even though Sol doesn't jump that much higher. There's even an added sound effect and a few extra "motion lines" (not sure what to call them) that aren't there usually, but it's all pretty subtle.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Sol's combos are looking really fun to me, even if a bunch of them are variants on old dustloop stuff. Also, based on what I've seen, the new RC system not only slows time, but increases hitstun as well. I've seen several things combo with RCs that would normally whiff. -
I think that the j.D-KD part involves a super jump. Air hit 2H (or 5H) iad j.P has been possible in every GG edition I've played thus far, so it working against Bedman doesn't seem too outlandish. In the previous games, the timing was very tight. I'm really enjoying the stuff I see in that video. Looks like there are many more combo possibilities with Xrd Sol than I initially thought. Dustloop also looks like it should be easier against lightweights than in #R or +R. It does build meter, but 6H also has a lot of recovery. 214P should cut that a bit.
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Youtube link: http://www.youtube.com/watch?v=MCPqMT9TRnM&feature=youtu.be
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I've seen throw RC bandit bringer connect, but it was in dragon install. I'm not sure if it works normally.
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I thought the start-up in #R was 15 frames? It's not very good for maintaining pressure, or at least it didn't used to be back then. You could use it to sometimes catch jump outs after 2S, and it was ok at max range, but still not that great. Yes, I've seen two rep dustloops. I saw a few at the end of this video: http://www.youtube.com/watch?v=G5JWypA_lcI&t. I haven't watched anything but the last five minutes or so, though, so there may be more examples.
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Fafnir was +3 in #Reload and it looks similar here, maybe better. I doubt it'll be a free PB even on IB.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Hammerfall YRC looks really good. I'm curious to see what people will do with Potemkin this time around. Scrubby Sol players look like they're going to really annoying to deal with... as if they aren't annoying already. But Sol looks super fun regardless. Chipp's invisibility looks like it might actually be pretty good this time. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Scrubby Sol players look like they are going to be very annoying to deal with. Chipp looks pretty good. Millia looks nerfed from #R, but still good. Slayer's hit boxes look a bit nerfed to me. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Yep, Ryan won. By the way, GGs everyone. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Was this the one? http://www.youtube.com/watch?v=JGeVkO6y9TU I'm not sure if Kusoru did it. The only other combo vid I remember showing was the #R Jam one. EDIT: Axl's looking pretty good with that stance and what seems to be a better dp: http://www.youtube.com/watch?v=X34qZNepLaA Danger Time still looks dumb, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Actually, most have 8f of invulnerability. /nitpick -
Does this mean we can cancel 6C into 5D/2D? That would be nice, but I'm guessing no. Either I'm not that familiar with the BB lingo (which I'm not), or these change notes seem kind of cryptic (probably due to translation issues).
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
After looking through that list again, I noticed the motion change for Tsubaki's projectile has the A and D buttons, which are for the air projectile. So, that would mean a quarter circle is turning into a dp. Yeah, not a fan of that change. I hope I'm wrong. Kiba says it is to the ground projectile. I'll just go with that, then. -
So, wait. Is the projectile change to the air or the ground? Because A and D are used for the air projectile, while C and D are used for the ground. I'm all for getting rid of charge moves (I'm just not a fan of them), but not so much about changing a quarter circle into a dp motion.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
I'm looking forward to the videos. But I'm wondering if any US arcades will get it eventually. I'm guessing probably not, though. Although I remember Golfland getting BBCT. Oh, and looks like we've got the BBCP change list: http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ I'm glad they changed Tsubaki's projectile input to not be a charge command. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
If the opponent being in block or hitstun means you can't YRC, cancelling into taunt and then RCing is just going to be a red RC and not really worth it. At best, you might be able to make some unsafe moves a little safer, with only a slight frame disadvantage for 25%. On the other hand, I'm still not really familiar with exactly how YRC workd -- it may be that you don't need to cancel to taunt at all and can just YRC the normal once the opponent is back to neutral. -
Well, I watched the Order-Sol, Johnny, and Kliff matches. I don't really have much to add, unfortunately -- for the first two, I thought you played well. I think your biggest problem was just dropping combos or missing punishes, especially with Order-Sol. Johnny is also not an easy match for Sol, and I thought you played it well. As for Kliff, I really have almost no experience against him, so I probably shouldn't comment much. But I will say you should throw his dodge -- I saw you trying to poke it in retaliation a few times and that doesn't really work as far as I know. I'm guessing you may know about this already, but you can do a j.H meaty/throw option select against him on oki, although you'll be vulnerable to gold bursts. If the Kliff player isn't cancelling the dodge into the P follow up, you can probably just react and throw it instead, which should be safer. If you've got a corner, you should be able to do j.H and then 6+K+H to do a three way OS: meaty for block, throw for dodge, and 5K for back dash.
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Some things I noticed against Slayer: When you've got your back to the corner, it's really not a good idea to poke him. Usually your best way out is to FD super jump away. If he's being predictable with Dandy Step, Grand Viper and Riot Stomp can both beat Dandy Step in the corner, but the former loses badly to lows, especially 2H, and the latter will get you killed if he 6Ps. If you really want to poke him, I'd stick to 2D or 2P, but both are pretty unsafe. The best way to beat his pokes is really just to do Volcanic Viper, and if you can do running H VV, it's hard for him to punish. IMHO, the best thing to do in the corner against Slayer is to just FD jump away, or VV him if he's relying too much on his stupid good normals. Slayer tends to struggle in the neutral game (and it looks like you were doing well there), so the top priority when you get cornered is to get back to the neutral game, not to beat his pokes. FD jumps are the best for that and, failing that (usually because of too much poking keeping you grounded), VV. I haven't had a chance to watch the others, so I'll try to add more when I get a chance.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
GGs Ray and Brian, and thanks to Tempered for hosting. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
So there is hosting tonight? I think I'll stop by; I want to get some gaming in. Plus I missed both of the last two. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Wasn't there a 23 v 23 in Slash where Isa took out 16 people with Ky? And Reload Ky was mid-tier, right below Sol. He wasn't great by any means, but he wasn't that bad either. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Good luck to everyone entering the ranbat today. I'm not going to be able to make it; I've just got way too much stuff to do. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Looks good! Also, the BuruRaji clip has even more footage (and shows May's instant kill): http://vimeo.com/85432871