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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
Last several times I've been there it's been BBCP and GGXX+R. They're usually good on setups (turnout is a lot lower than at Ruben's). -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
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[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Sol is definitely a grappler. His entire game plan is either to land the command grab or to punish people for trying to avoid it. He has some defensive tools that most grapplers don't have, and is pretty mobile, but his offense revolves almost completely around wild throw. And that is how we differentiate a character as a grappler, is it not? If someone has a better definition, please let me know. Other characters are more debatable (i.e. May), imho, because while they may have an important command grab, it's not necessarily the lynch pin of their game. Back to Xrd, I really want to see bite loop. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Yeah, I'm always down for some +R. H-F Blade plays as well, and there's a few others who will usually play if you ask. Not sure who's playing in Tucson anymore, though. I'd guess that Marvin (Kyoku) is still interested in the game, but it's been a while since I last talked to him. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
I looked it up. It sounds like a retelling of And Then There Were None. Unfortunately, murder mysteries and formal logic don't typically have that much to do with each other. Or is Umineko different? It sounds like it might be interesting, though; I'll look into it if I have time. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
No, assuming they are inductive and not deductive. That is, they are probably true, but not necessarily true. Sorry, my background in formal logic rears its ugly head every now and then. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
GGs everyone. I think my Tsubaki may be improving. What time? -
Good stuff as usual. I need to start using those in matches.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Zato-1 and some mystery character have been announced for Xrd. Zato-1 and not Eddie. I thought Zato was stone dead. Looks like they've given Edd--I mean, Zato some new moves. No idea what they are yet, but I can't remember ever thinking that #Reload Eddie needed anything more than he already had. Maybe they nerfed him in other areas (like guard gauge buildup and j.K). -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Jackhound was added in Slash. In wasn't in #Reload. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Jam had big damage in #Reload off of almost anything as long as she had 50% and a charged dragon kick (which did 100 damage by itself). Her normals were also better in general (particularly j.H's hitbox and 5K's plus frames), and she had no proration on her throws. Oh, and puffball super had tons of invulnerability and was almost impossible to punish as well. So, yeah, if Xrd Jam is anything like #Reload Jam, I wouldn't be too worried about losing 236P or AC 6H. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
Slayer was way easier to play in #Reload than in AC, imho. He had a lot fewer links to worry about, and a lot of his combos weren't very difficult. Bite loop and BDC took some timing, but the rest of his stuff wasn't too hard from what I recall. As someone who has played both AC and #Reload extensively, I'd actually say a lot of characters were simpler and easier to play in #Reload. There are some exceptions, but that's the general trend. And Millia was really damn good in #Reload (top 3 with Eddie and Jam above her), so losing her FBs isn't necessarily a detriment. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
^ What he said. BBCP seems pretty fun so far; it's good to see so many people playing it. I played a bunch of +R yesterday as well, and I still feel like it's a great game; it's disappointing to see so few people playing it, but them's the breaks, I guess. -
[Xrd] News & (Theoretical) Gameplay Discussion
Orrax replied to Shinjin's topic in Guilty Gear General
It's not just you. Others have mentioned this as well. -
I honestly don't think the player base for +R will be very significant in comparison to Xrd's. I'm not saying there won't still be people willing to play +R, but I'm hoping Xrd draws in a lot of new players, and, if it does, there may be a bunch of people who never played +R.
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Yeah, there's a netplay patch for the PC version. Here's the thread. Also, the net code on the PC version is actually pretty good; the main problem is just finding people to play with.
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That worked in AC, but I thought 6P lost invul frames in +R? At least, I thought I remembered hearing that 6P loses to Riot Stomp again. Someone please correct me if I'm wrong. And the tree stuff does indeed require some setting up, but it's generally a good idea to do so. In fact, being just behind a tree is generally a good idea in this matchup anyway.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
GGs to everyone yesterday, and thanks to Ruben for hosting. It looks like I haven't totally forgotten everything with Tsubaki, but I need to relearn how to apply it. My initial impression of Kokonoe is that her setups aren't broken (except for that stupid overdrive with the epic Dark Angel meteor), but her damage potential is. She just gets way too much damage for what she does. Her unblockable is pretty silly, I guess, but I didn't think it was broken in and of itself. Her pressure might also be a bit too strong, but it's hard to say for sure based on my one day of exposure. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
I plan on stopping by tomorrow. I'll see if I can remember how to do anything with Tsubaki. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Maybe we should just consider her a joke, console-only, non-tournament character. Like Kliff and Justice before +R. Is she even in the arcade version? -
Best Casual Matches vol.186 - Roi(SO) vs Inoue(HOS) 2: http://www.nicovideo.jp/watch/sm22189172
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I haven't had much chance to play this matchup in +R (I play Sol), but I played it a lot in #Reload before forward beast became a good zoning tool. The matchup's probably better for you than it was in #Reload (was 6-4 Sol's favor then, but I'd guess that it's mostly even now), but some of the same tricks should work. The best way to deal with Riot Stomp (the glide I think you're referring to) is to be just behind a tree. If you've spaced it right, you should block the Riot Stomp and then the tree should trigger and hit Sol. Your best air to ground is j.D (and the closer to its max range, the better). Really, I think the key to dealing with Sol effectively is good tree placement. It's certainly the thing that gives me the most trouble as a Sol player. Nets are good and all, but Sol can get rid of them easily with j.P or 5P, and that's not as true for trees. The best way Sol has to get rid of trees is to air dash into you just above the tree's hitbox while mashing j.P (not kidding, it puts you in block stun and then the tree whiffs, Sol lands, and you're at a disadvantage). Also, just generally being able to keep Sol out of your face is good. If you're got him at the range where the only moves he can hit you with are 5S and 5H (well, 6H too, but that's not frequently used), or even just beyond that, he's going to be at a disadvantage. Be careful of 5H counter hits, though. Always look for Grand Viper. You don't need to punish it directly, just block it, and watch for the RC if he has tension. You can also throw it just before the last hit. Well-placed trees while blocking can also help deal with Grand Viper. Keeping nets above you and trees below you is probably your best anti-air. Your 5P can, if spaced just right, beat Sol's j.H, but it is not something I would recommend relying on. Once you get the offensive on Sol, make sure your spacing is good. The best way to deal with Volcanic Viper is to be just barely out of its range. Generally, if Sol is disrespecting you a lot, you are probably too close. I don't like to disrespect Testament once he gets his game going on me -- usually he's just out of range of my good pokes, and I've usually gotten punished for trying. I don't know the exact punishes themselves -- hopefully someone else who knows Testament better can help with that -- but I do know your pressure should be tight enough to discourage a fair amount of disrespect. Generally, I think the only time you should be close to Sol is for mix ups with your overhead, but Sol should ideally be in some sort of block stun (from a beast, usually) when you do it. I'm not 100% everything I just said is totally accurate for +R, so if it's not just let me know.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
Ahahaha, oh man. This Wednesday gathering has grown out of control. I'm almost tempted to show up too, now. EDIT: Just to be clear, "almost" means I'm not actually going to show up. I don't think Ruben would appreciate me adding to the chaos, especially when I'm not that interested in getting "Blaz'd" to begin with (at least not before I get a chance to spend some time in training mode). -
VR already commented on Pot, so I'm not going to add to that. I have a few pointers on Millia, though. It's really important not to drop your combos against Millia. She's great at getting away from you and her neutral game is stronger than Sol's, so capitalizing on damage and knockdowns and oki are all key to winning. Don't otg Millia unless you're going for the kill. It's not worth losing the knockdown. And if you do otg her, make sure you do a combo that works. Those 5Hs you threw in didn't combo (5S(f) would have, though). I find random VV to be pretty risky against Millia; she is fast and can punish it easily. I don't recommend random BB either. You were too close on oki multiple times, and Blitz clearly has the reversal throw timing down. If you want a meaty, I recommend either gunflame (actually pretty good against Millia because she can't backdash it, but I think she might be able to super through it) or j.S or j.H. If you've got her in the corner, you can also do the j.S/H 5K OS, which should catch backdashes (careful about supers and bursts, though). You can also jump or do FB Fafnir to bait throws. Speaking of backdashes, end combos in the corner whenever you can against Millia. Her backdash is amazing, but it's not so good when she's backed into the corner. She still has a fast jump which is great for getting out, though, and a big part of the game once you've got her in the corner is dealing with her jumping out. I have never found Tyrant Rave to be very useful against Millia. I'm not really sure why you're using it so much. Generally, when you connect with j.P or j.H and you're higher up or not in the corner, just combo to VV for the knockdown. I saw you jump out of Millia's oki a few times, which was good. You also got away with some VVs, also good. But a lot of the time, I just felt like Blitz was in your head. Getting those combos down and having better oki and will help, though.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Orrax replied to Chumaralupa's topic in West Coast
And I-no's expression surprised no one, heh. Yeah, 6 reps is what I heard. I'm fine with that -- I'm more worried about the stun rating and whether you can make bite's startup fully invulnerable with BDC. In fact, #Reload BDC just needs to be nerfed in general; it's the biggest reason that Slayer was so good in that game. I'm mostly interested in Axl's stance. It's supposed to be pretty good, but I'm not quite sure I can visualize it. I'll have to wait for footage.