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Orrax

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  1. Me too. Apparently Slayer has bite loop in Xrd. I am excited about this. I'm assuming they'll tone it down a bit, though.
  2. Just wanted to start by saying that I think you played well! Also, before I get into any critique I think I should say that this matchup has always given me trouble. I think it's slight advantage Johnny, and I'm curious to hear if you or anyone else disagrees with what I say, because I'd love to hear some second opinions on this matchup. Anyway. Two important things I saw you doing against him that I usually find to be bad news: approaching Johnny from the air, or being in the air just in front of him a lot. He's just too well covered by coins, mist finer, and 5H, not to mention his 6P beats all your air approaches except VV (although it can be baited). Of course, I'm not saying never approach from the air, but you need something more reliable to fall back on. What I usually find to be the best approach is to wait for an opening in the footsie game and then run in with either 5K or 2D. You want 5K simply because it's fast -- once you get an opening, get in there asap. Your run can also go under coins and other things, and 5K comes out fast enough to punish a lot of the time. 2D simply beats or goes under a lot of his moves, so run in 2D is pretty viable against Johnny as long as you don't abuse it. Basically, he wants you in the air because he has so many ways to punish you there, so getting him to think you're going into the air gives you an opportunity to run in on the ground. GV can also be ok for approaching for the same reason 2D is, but, yeah, it's risky. I don't find 2S to be that useful of a spacing move in this matchup because Johnny seems to outrange it fairly easily. Also, I find 6P and 2D to be occasionally useful oki against Johnny since they either go under or clash with his overdrive if timed right. Or, at least, they used to. I haven't tested them in +R.
  3. More Xrd news: Slayer has been added to the roster. There were some system changes. To summarize, there are now some situations in which RCs cost 25% (it's not yet clear when, but based on a screenshot it might be for projectiles), most of the clashing stuff is out, and there's a new mechanic called blitz shield. Blitz shield seems to me like a modified version of slashback that repels an opponent and costs 25% meter (so I'm guessing it's probably easier to do). Not quite sure how these changes will affect the game yet. I'm a little skeptical about blitz shield, but I'm looking forward to seeing loke test impressions nonetheless.
  4. I believe Ishiwatari said that they want to add in new characters to Xrd, but that old ones have priority. So, we'll probably see Dizzy join the cast before we see any new characters. I'm hoping that we get at least all the characters from #R plus a few new ones.
  5. More Xrd news: looks like Faust will be playable at the next location test.
  6. Nope, I think we'll have to wait for the next location test for new footage.
  7. In Xrd news, I-No's chemical love is now a 214 input and has a follow up move, 214S. I guess I-No's absurd execution requirements are finally going down. Axl also got some new moves, but I'm not really sure what they do yet. The next location test is Nov. 2-4, and there may also be an unannounced character at the test.
  8. Yep, that one worked for me.
  9. Good stuff. The link you posted didn't work for me, though; I had to go into your recent uploads to get to it.
  10. This is fairly accurate in terms of ease of use. I'm not really sure I should comment on combos and damage because I haven't really kept up with how easy/hard the damage is for anyone except Sol and Baiken. That said, Sol gets decent damage fairly easily, but his big damage combos are usually much more difficult. Faust's combos seem easy to me, but it's usually not that much damage. Jam, A.B.A, and Potemkin can crank out really big damage, but, again, I haven't really followed how easily they can do it. Kliff also seems to get pretty good damage.
  11. 10/12/2013 GGXX AC+R Mikado Masters Series 3on3 Roi vs KesukeK (Testament) http://www.youtube.com/watch?feature=player_detailpage&v=_n8Z0MuEvPI#t=50 Roi vs Hato (A.B.A) http://www.youtube.com/watch?feature=player_detailpage&v=_n8Z0MuEvPI#t=204 Roi vs Tsu (Eddie) http://www.youtube.com/watch?feature=player_detailpage&v=_n8Z0MuEvPI#t=416 Uki vs Shuuto (Axl) http://www.youtube.com/watch?feature=player_detailpage&v=j0sJGVTP_gU#t=319 Uki vs Endou (Chipp) http://www.youtube.com/watch?feature=player_detailpage&v=j0sJGVTP_gU#t=439 Kishitaka vs Kuni (Baiken) http://www.youtube.com/watch?feature=player_detailpage&v=PvMESpLhiOE#t=253
  12. What Delrian and the TheRealBobMan said. Sorry, I meant my phrasing to be precise but I think I sacrificed some readability. And, for the sake of completeness, I think I should point out that Sol's max damage "appears" to have gone down because most people don't go for dustloop. In a lot of situations, dustloop has actually upped Sol's damage -- but he needs the right setup, the right starter, and dustloop is also pretty difficult in +R. The end result is that not many Sol players even go for dustloop. Thus, when you add together that sidewinder damage hasn't increased, that total health has gone up, and that dustloop is both difficult and often impractical, Sol's max damage output has effectively gone down.
  13. 2D (CH) GF FRC j.CLSW, short dash 2H, nj. CLSW, 2H j.S CLSW, nj.S CLSW, BR. That's the one I used in AC/AC+, and it should still be pretty strong in +R. If you've got a corner, there's probably a dustloop setup for mid to heavy weights, but I haven't had a chance to mess with it. If you miss the FRC, or omit it, you should be able to do 2D CH GF, j.K CLSW/FBSW and go from there.
  14. You are most likely not leaving enough time between inputting up-forward for the jump and inputting the quarter-circle needed for sidewinder. Make sure you are tapping up-forward and not holding it.
  15. But will it have +R? That is the question. Or I guess it's my question, anyway. And it looks like it's going to be from Feb 28 - Mar 2: http://www.socalregionals.com/?p=466.
  16. I don't really consider myself an expert on the matchup, but I think you've already listed the main points. Ky's damage went up and he got 3H oki, which is pretty huge. Sol just converts damage a lot better now -- pretty much everything leads to fafnir for passable damage, 6P is just way better all around, j.D buff makes converting to air bandit revolver relaunches much easier, and force break sidewinder helps converting any random air hit to decent damage. That said, a lot of Sol's hit confirms don't actually lead to that much damage, and he still needs the right set ups for big damage. Mostly, though, the matchup plays out like it always has. Ky zones and then pressures, Sol tries to get in and mix Ky up. 3H oki is probably the biggest "new" addition, and it helps Ky's already strong oki game. Sol's 6P changes are also pretty important; the move is actually worth fearing as an anti-air now. The reason I think it's even, though, is that each character can deal with the other character's stuff pretty well. Ky's got good zoning but it's not so good that he can reliably keep a good Sol player out all the time, and Sol has the tools to kill Ky pretty quickly with a few right guesses, but, again, Ky can be pretty good at making this hard for him. I guess it just seems to me that both characters' tool kits are pretty close to equally effective in this matchup. Actually, Sol doing less damage on average isn't really true. His max damage appears to have gone down, but the damage he can get from just random hit confirms has improved tremendously. Fafnir, FB fafnir, the 6P buffs, and FB sidewinder all let Sol convert many more starters to significant, though usually not big, damage. The apparent max damage drop is, imho, pretty well balanced by his added ability to convert to damage off of pretty much anything, which he couldn't do all that well before. On the whole, Sol's average damage has probably gone up a little (adjusted for the health buff), not down. His max damage is going to seem lower as sidewinder loops do the same numerical damage as vanilla AC but less percent damage adjusted for the health buff.
  17. Well, it's supposed to be a statistical prediction, but nowadays I mostly see people using it simply to judge how hard a matchup feels. For the latter case, it does seem pretty arbitrary. I'm curious about this as well. I've played a fair amount of Sol vs Ky in +R and I think it's pretty even. Ky's got the advantage in zoning, but it's nothing Sol can't deal with, and Sol gets good reward for correct reads.
  18. Hopefully +R will drop on PSN on Tuesday, but I've been hearing that rumor since the JP PSN +R was released. I'd like to stop by today, but I've got some stuff to do. What time are you hosting?
  19. Looks like the +R patch was just released for 360: http://www.dustloop.com/forums/content.php?588-Guilty-Gear-XX-Accent-Core-Plus-R-Update-Now-Available-on-Xbox-360 And the NA PSN version is still not out. Also, for anyone interested in playing Dizzy in +R (e.g. Ruben and Erik), Goldenrody wrote up some pretty detailed notes on her: http://www.norematch.com/2013/09/03/ggxx-acr-dizzy-notes/
  20. Very nice. I especially enjoyed the ending.
  21. Playing pad is fine, but using macros is not. As a pad player myself, I really don't think playing pad without macros is hard. Putting H on R1 and D on circle (PS pad) makes it even easier, but the setup takes a little getting used to (and makes OS throws way easier).
  22. Only thing I can think of is that maybe you can get ground thrown out of the first frame of being airborne. Which makes sense, I guess.
  23. JP PSN only right now. The NA release date is bullshit sometime before the end of the year.
  24. Arizona Thread: We've already dropped CP for P4UTUUSH Although I guess that joke will become obsolete way too fast... like pretty much as soon as CP actually comes out. Can't really think of much I guess. Arizona Thread: Now playing unannounced ArcSys PS4 title =/ EDIT: Arizona Thread: All we've got are dick jokes
  25. 9/28/2013 AC+R Mikado Random Team Tournament Ogichan vs Motsu (A.B.A) http://www.youtube.com/watch?feature=player_detailpage&v=H_fsvN1t9_M#t=215 Ogichan vs Schichimi (Zappa) http://www.youtube.com/watch?feature=player_detailpage&v=H_fsvN1t9_M#t=371 Ogichan vs Azesuke (May) http://www.youtube.com/watch?feature=player_detailpage&v=H_fsvN1t9_M#t=534 Ogichan vs Mugen (Bridget) http://www.youtube.com/watch?feature=player_detailpage&v=H_fsvN1t9_M#t=695 Ogichan vs Tsubu (A.B.A) http://www.youtube.com/watch?feature=player_detailpage&v=GochlrsXik4#t=16 Roi vs Tsubu (A.B.A) http://www.youtube.com/watch?feature=player_detailpage&v=GochlrsXik4#t=150 Nyoromo vs Koma (Kliff) http://www.youtube.com/watch?feature=player_detailpage&v=7fjVz5P0hIM#t=507 Nyoromo vs JUN (Millia) http://www.youtube.com/watch?feature=player_detailpage&v=7fjVz5P0hIM#t=707
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