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DoubleDistilled
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BewareMyPowerr
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Damn is this true? Why would they do that . When I heard they removed dash cancel from normals (before they put it back in) I tested if you could 2H counter hit and hover dash (non dash cancel) for a follow up and it does work, its just tighter than 2H and dash cancelling out of it.
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Blackalpha reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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I play a local May so I have some experience in this matchup - she's a lightweight character so if you have her in the corner you can get an extra VCL loop for more damage which really helps in this matchup. - As noted, you can 6P the j 2H and if they go for IAD > j.S > j.H you can 6p this too. - May can't combo from 6k unless they have a beach ball continue combo, dolphin, or they RC it. If the May does a 6k without these there's a good chance they will go into a command throw on hit because they're at + frames. I recommend backdashing, jump back, or VCL if you're feeling the hard read to punish. - If you're feeling awesome, 6P the horizontal dolphin! - HCL the beachball if they do it unsafely (non YRC) All I can remember for now.
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Haha I love watching U-zen for tech and mixups, but I feel he goes just a little too hard in the paint. It's fun as hell to watch cause he just is in your face constantly, but I play a little more reserved than that (probably because I was a guile player)
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madigawadesperate reacted to a post in a topic:
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Blackalpha reacted to a post in a topic:
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Yes midscreenn I'll edit the post to reflect
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May have found some max damage meterless off our command air throw, but it differs depending on the character what you can end with and its also pretttty tight, you gotta hit the airdash j.S > j.H as low as you can to the ground to get c.S to come out and combo. Midscreen: Axl: SM > late P dive > late airdash j.S > j.H > land > c.S > j.S > j.H > HCL ~ D (138 on Axl) Sol : SM > late P dive > late airdash j.S > j.H > land > c.S > SJ j.S > j.H > S dive Ram: SM > late P dive > late airdash j.S > j.H > land > c.S > SJ j.S > HCL ~ D Edit: I don't know if this works on everyone, but I tested with 3 character types (Ram is bouncy, Sol is normal, Axl drops faster) so I'm just guessing it does, but could be wrong!
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madigawadesperate reacted to a post in a topic:
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Blackalpha reacted to a post in a topic:
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Thank you guys for posting these videos of the JP players, I learn so much watching them. Glad to see Koichi back in the action! Looks like he needs some more time to get used to the game though.
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Played a bunch of matches with our local Slayer, got some info on this matchup after I went into training to help you guys out. Punishes from dandy step: Pilebunker is -20 on block, free punish with anything on this really Crosswise Heel is -14 on block, also a free punish Under pressure and the overhead follow up are safe, but you can backdash the overhead to get out of it. You have to delay the backdash though or you will get tagged by the overhead into KD. Works in the corner too. Although Helter Skelter is +12, If the slayer goes for an air normal after it to try and continue pressure we can 6P > 5H this for a combo. Worth noting though if he does the air normal late 6P won't work because he'll be too far in front and the upper body invincibility doesn't come into play, instead you can just 5P here and cancel into an air combo. Just watch what he is doing after helter skelter and go for either option. Most slayers will be doing j.H and are trying to combo with it so you will be able to 6P when they are that close in the air Other stuff 6P can also beat out mappa punch, use this if slayers are abusing it on block to get a nice punish combo. BDC on wakeup!! Alright so if you do not know, Slayers have this tech called BDC (backdash cancel) in which they can cancel their backdash at any point into a special move. Slayers backdash is a teleport really so from frames 1-20 he is not even on the screen and invincible. Why this is so good is that on their wakeup since slayer doesn't have any meterless reversal options, they can BDC into mappa and if you stick out a normal he'll completely evade the normal and we get tagged by the mappa. If you have the setup, the best course of action to beat this is to use a note and lock him down on wakeup. 2nd best option is doing FFVCL into c.S which will beat it clean. If that isn't viable however but you want to stay on him and keep pressure with hover dash normals, there is a neat little OS we can do. When doing a quick hoverdash j.S, buffer in a K input with the S. If you've ever played SF4 the OS works very similar in that what happens is Slayer will become invincible during his backdash, the j.S will whiff because of this, I-No will land, 5k will come out and tag him if he tries BDC mappa because we buffered in the K with the j.S. From there you can still be in range to hit confirm this into a combo with 6P > 5H.
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If you're getting more than 4 the connection is shit, or you are playing way outside your region guys. I get 1f delay on anyone with a 4 bar connection and 2-3 on anyone with a 3 bar. I live in Massachusetts and my friend lives in San diego, we get 4f delay and that is OPPOSITE COASTS, so whatever they did with the patch fixed the online. It was easily 6+ before. Make sure you're wired and look for people in your region.
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Blackalpha reacted to a post in a topic:
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Thanks man. So #3 that was really just nerves because I rarely do the HCL ~ D in a combo when I play casually. Mostly just HCL on the ground for the knockdown into better pressure. I had 0 experience against slayer at this point so the reason I was mashing was to try and find the gaps in his pressure and maybe catch him with a 2k, didn't work out too well but had to try something than get my risc bar blown up and eat death (which happened anyway). Thanks for the advice though, I was really just nervous so I wasn't thinking about all my defensive options other than, block, find gap, run away or get combo. The other thing that was blowing me up if you noticed was he did BDC mappa's on wakeup. I didn't know about this until I went into training last night and it really fucks with our oki. I'll post more about this in the slayer thread soon for anyone interested how to beat this because you can be sure good slayers will use this option.
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Thanks man. I'll try and look at the other guys vids and see if I can help out. I went into training against slayer and found out a lot of stuff actually about him I'm going to post up, especially how you can poke out of helter skelter when they try to follow up with j.H and make it combo, you can 6P > 5H it for a full punish. Screw their +12 frame advantage we got 1-13 6p invincible!
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Alright so we had our first local GG weekly tourney on Friday, I ended up taking 2nd (got to grand finals but lost both sets ) missed combos and bad VCL timing aside I need to learn how to get out of slayers pressure, god that was so rough! Winners Semi's https://www.youtube.com/watch?v=FtVwdNhAuMM Winner's Finals https://www.youtube.com/watch?v=qw9YrGFwrZc&index=10 Grand Finals https://www.youtube.com/watch?v=Ra3Edf9SqJg If you guys can pick anything out in grand finals I should've done more/less of I'm all ears. I couldn't find the gaps in his pressure and was hoping 2k would catch but his dandy step goes just far enough back. 2S seemed to be slow so maybe 5k is the answer? I'm going into training today to figure out what i can do.
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Antitidus reacted to a post in a topic:
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Been playing this matchup lately against some pretty good Millia's, got some notes I think would be helpful. I'll post more about the actual match later, just some things off the top of my head I'd like to get down. - When you get knocked down in the corner from her j.H (the hair helicopter!) you're going to have to take the ring pressure. If you have 2 bar you can dead angle out if you block the first mixup right, they will either go low or high here so just get ready. - some players like to do roll > roll > throw as a mixup. This is not safe so you can punish it with quick normals (2p, 5k, c.S) into a combo, or just go for a throw yourself and beat them. - If they do roll > dignitas (the spike move after roll) this is actually punishable on block unless they do it from max range. If you block this, do a 5k > HCL > knockdown into our pressure. - Also in the corner, if they fail the first mixup another popular one they go for while you are still in blockstun from the ring is 6k > S version of ring (one where its around her and she spins like a ballerina). This is -1 on block so although we can't punish, get a fast normal out there so you can get her in blockstun because we have to get out of the corner if we want to win this match. - Badmoon is unsafe on block (the moon coming down). If you block this you can get a free 6p > 5H > air combo. This is imperative to punish on block because of the damage and momentum swing we get.
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Blackalpha reacted to a post in a topic:
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madigawadesperate reacted to a post in a topic:
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Been mostly using B for now since it works on everyone, but damn option D reaaal nice! Good find
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Wow thanks for that detailed and informative write up Bobman, I agree with a lot of things you said, our connection was mostly solid I would say, but I have definitely leveled up a lot more since these matches. I do go overboard with the dives right now because no one has been punishing them, but I know that won't work when I run into people who will. Look forward to growing a lot with this character. We have a local tournament in 2 weeks that I hope will have some footage from. I'll be writing these things down on my "break habits" post it notes that are on my monitor haha. Cheers mate
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I play regularly against a Ky so I can shed some knowledge in this matchup. I'll edit this post as things come to me and remember, here is what I have so far though. --------------------------------------------------------------------------------------------------------------------------- - Full screen you want to use note, definitely a safe time in this matchup to do so. - In regards to the note, if you can get it off earlier so the note wracks up more hits on it, you can go through one of Ky's fireballs and it keeps going - Note from full screen that has at least enough travel time for 4 hits is excellent if Ky does a CSE, it trades with the CSE for 3 hits, and the 4th and 5th will continue on. It can surprise the Ky player - You can 6P through fireballs! - If you get hit by a CLOSE stun dipper from Ky (236k move where he slides low and slashes you twice) the first hit will hit, but the 2nd will not combo, so make sure you are in downback even if you see you are getting hit by the first slash, because you will be able to block the 2nd one and punish. - Stun dipper and Greed Sever are both punishable on block, but depending on the distance when you blocked them will determine how much of a punish you can get. Close up you should go for a launch combo (c.S > 6P > 5H > stuff) but further away this won't connect so read the distance before punishing! - HCL destroys any seal Ky puts up, great option to use in neutral - HCL is another good tool in this matchup, you can catch him when he throws a fireball or even a CSE (charged stun edge, 3 hitting fireball). In this version, if you hit him while CSE is in startup, it completely disappears. Don't be scared about trading with this anymore as you can beat it clean now. - Also watch out for using HCL too much though, Ky has a clear counter to this if he reads it with doing stun dipper. Make it safe with a YRC though if you are unsure and then you can block the stun dipper and punish. - if a Ky is going for a f.S > fireball blockstring, it is not tight, you can STBT inbetween the f.S and the fireball. - Can counter poke with 6P if you're expecting a f.S also - Have I mentioned how awesome STBT S and HS version is in this matchup? In neutral you can go right under any fireballs and close the gap to start your pressure. Free note oki pressure after a STBT-H lands too. - Ky definitely has the upper hand in the neutral for this, so when you get an opportunity to knock him down with an HCL, STBT, or have him block notes, you absolutely want to go in and stay on him. - On defense, just block low and react to overheads. His only overheads are his 5D and Greed Sever, and both are blockable on reaction with experience. Greed sever leads to big damage now in the corner so make sure you pay extra attention if your back is up against the wall. - Ky has a good reversal DP on wakeup, so you have to watch for that sometimes. I occasionally like to do some fake hoverdashes and backdash on his wake up. His DP will completely whiff and he cant make it safe if you do that.