Dime_x
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Does Leo have any better than average, throw setups? Like you know, something better than 2p>throw or better than like 6H yrc>throw what I'm basically looking for is good setups for a dash throw from a blockstring... The best thing I can think of is wiffed 2S>dash break throw. anything better that doesn't take RC?
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Alright I'll work on those and try em out thanks
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The problem I'm having with Leo variance is range and my opponents counter hitting me out of my offense. Like.. What can be done after c.S? You can Gatling to 2S but there is no delay, you can Gatling to 5H but once again no delay, like everything has no delay and so it's easy for the opponent to see the stop and just avoid from what I've seen. there is no delay or variance and the only blocking threat is cancelling into 236 H (which kinda sucks) ive tried things like 5K,5k etc and I just get jabbed out easily... What's the counter for that from 5K? There is no delayed Gatling to CH my opponents from 5K that I know of. I can blitz shield... LOL I guess I'm making it out worse than it is or something. When I get in on some of my opponents they can't get me off of them at all. But the others just basically block and laugh, or have good timing and don't allow me to get away with dumb frametraps consistently. And the "smart" frametraps don't work...
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Just picking up xrd again because people seem to be excited for fighting games again for a bit while sf5 is looking to come out. Had troubles yesterday since I'm basically damn near picking up Leo from scratch again. had some observations that I wanted to ask about. firstly I got pwned hardcore by slayer dash shenanigans... Then once I got used to that and started to own it, then the slayer switched it up and started to just own me with slayer buttons. I couldn't really break out of his poke strings, it seemed very varied, but to go on forever. Had a mixture of 5Sxn and bla bla slayer stuff. Tried to fd out and to dp out but they were only weakly effective. then played against a chipp elf Faust and axl... Sigh. one of the primary things I noticed was once my opponents had a feel for my Leo, they could kinda just block me out and interrupt me if I went for anything after my Fra,e disadvantaged moves. This left my offense pretty weak. I WAS getting a lot of counter hits but I was getting them less than what would be conducive to a sustainable game. so I came up with a blockstring that while lower damage, seems to perhaps be what Leo should be going for rather than 5K>c.S>5HS i thought that going 5K>c.S>f.S might be overall better in terms of a bnb blockstring/confirm since the f.S can be canceled into so many things and also has has stagger into 5H. on hit the latter string does less damage against standing opponents since you have to go into a sweep but against crouches you get a lot more. i like this string so much because the f.S has so many cancel options: 5H 6H any special jump 2S 6K so what do you think... Does it have merit?
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Hossa (Leo) and BOB (Leo) beating up on hasegawa (I-No) and Roi (Sol) http://youtu.be/YdVG-ZnlSms Sorry but I don't know how to change link names. I'm old.
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Back when I was still playing this game this was one of my favorite uses for meter. But I didn't do it in blockstrings per se. I just did it at neutral. Also, though this was before any patches, you could cancel much quicker than you show in that vid. You could cancel so quick you can barely even see the fireball forming. It made for a ridiculously good poke for getting and out prioritizing just about everything on its way in. A lot of times I just used it to safely move forward without having to deal with getting poked into a combo. Idk if it still works like that, but yeah, great move.
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I havent been keeping up because there is no scene out here anymore. But [4]6S was already crazy good being 2 hits and hitting as high up as it did (and the yrc it had was just bonkers) Now it goes full screen? Jeez thats a super buff. Did its recovery get lengthened or something to compensate? -edit Holy cow they improved his stance transition by 5 frames..jeez. Incredibuffs. Me likey.
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I still think leo has some latent strength that i at least havent seen leo players using. For now ive stopped playing xrd because the scene seems to have disolved out here in perth and the internet is trash when your connect is less than 2mb. Having said that i did get a couple offline meets when i was playing leo, he does seem overall to fair, but i still found some latent strength in his moveset: Basically his S fireball is really good as a poke. Its got more range than most far S slashes (way more) and comparable speed. His [4]6S yrc is crazy good. Most leos i see (all actually) are trying to abuse [4]6H instead... But i feel like the fundamental power is in his S fireball when used from the right ranges. I see backturned stance as wholly something to be used on oki or at far ranges from the opponent for the reflect. But his yrc game is rather good. His S fireball has 2 hits so it can destroy most 1 hit fireballs and leo can advance on the opponent with charge voa wiffing 5K None of this makes leo godlike, but he DOES have tools, neutral game ones at that. I think leo is going to be hard for people to pickup that want a blockstring mixup character. He doesnt have the greatest high/low game. And i also think leo is kinda hard countered by projectiles that cant be reflected (rams and elphs projectiles as an example) but other than those things, leo is poised to be a decent character. Tldr, people need to throw way more fireballs with this guy.
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There are some things with leo that are still highly unexplored. His S fireball yrc is like sols gunflame yrc and leo makes good use of yrc in general with his ability to neutral yrc and then dash in and use his now pumped up 5H (its faster there because the opponent is slowed down) From the 5H, leo has options: Gatling into 6H to get closer and be at +5frame advantage Or cancel into 236S for a knockdown confirm on hit, or minus 1 on block and pretty close to the opponent. Or cancel into 236H for a crossup that is plus 1 on block from the front or the back. And leos neutral is a bit better than what is currently being shown. His S fireball is extremely fast startup and covers a big part of the screen. It covers characters trying to ground poke leo or ground fireball him since it has 2 projectile hits on it. Doesnt go full screen but thats ok since no one really wants leo full screen since they dont want to deal with H fireballs huge hitbox and 4 hits. For pokes leo has a good amount that are plus on block: 5K,c.S,6K,6H,236H,2S, stance K, stance H, stance S and his 5D and first rekka are only minus 1 respectively. Doesnt make him top tier nor elevate him to A status on their own, but he does have some standout qualities to make a decent case for himself.
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Just got done playing a 60 game set against an elph player. Cliffs notes, all these things are pertaining to the matchup, not necessarily to leo in general: 1. My opponent didnt know about throwing leo out of 6H and i found the matchup hard enough to not educate him at this time. 2. Elphs 5H beats like everything leo wants to do, except leos sweep hits it for free. 3. Elphs 2S however beats leos sweep clean 4. Elph is bullyable on her wakeup after sweep or after 28HS with leos 6K. 5. Pineapple is hard to deal with for leo. If hes trying to get in against it and it makes contact with him, then it will fall with leo and be a ticking time bomb allowing elph to easily follow it in and pressure leo. Even if leo hitconfirms the elph player, it doesnt matter because the bomb will explode and knock leo out of his combo and the elph player can easily confirm into an air combo. 6. Double jumping over AA pineapple is t the greatest look because leo will fall into elphs c.S AA 7. Staying on the ground underneath the AA pineapple isnt a good look because elph can follow it in and beat just about any leo retaliation such as poking or jumping with her 5H 8. Cornered shotgun pressure and dash up command grab is hard to deal with, so dont get cornered. 9. Try to pester elph with S fireball at near its max range range in neutral. That fireball is a great poke. After doing an S fireball that makes contact, throw another one or throw an H one. 10. Use 4K to advance from 3/4 screen range while retaining charge for neutral S fireball pokes. 11. Backturned stance against elph at neutral is terrible. You cant reflect her projectile so theres no reason to be in backturned when far away. Leo seems to have a type of "build" so to speak: At 1 meter he can threaten things like 5H>6H yrc into throw/6K mixup, or he can yrc his 46S at neutral as a way to get in or to simply gain some space if he was near the corner. Speaking of the corner, if the opponent is in the habit of giving leo space to bait the dp, leo can yrc his S fireball to gain control of the situation and go on offense. At 2 meters leo can poke into 236H crossup and rc into full combo. At 3 meters leo gets to spam 46S yrc to fully establish himself as a huge neutral game presence. At 4 meters leo can do just about whatever he wants. Meter is super important for him. Unfortunately i actually wrote alot more than this, but my ipads undo button decided it wanted to be a dick, and im not re writing everything i said, but if it seems kinda wonky, thats why. I need to find a good counter for when the opponent backdashes after blocking 6H. All in all, i think leo is much more about using his fireballs at neutral to control the opponents keepaway options, then going in once he has meter, unless of course the opponent wants to rush leo... But most everyone ive played against just plays keepaway from me.
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However you want to use it is obviously up to you im just happy that after watching hase play that he actually used many of the tactics i thought yrc would be good for. i especially liked how once he got cornered he airdashed out and yrc to slow his opponent down and make them unable to AA him on his way out. Today i used yrc to punish a dp from further out than midscreen... Normally i wouldnt have been able to punish but yrc made it easy. I also yrc a reactable dust. I normally cant yet block dusts on reaction cause i dont have the experience to see the red glow... But while they were slowed down? Pssshh easy. And i used a yrc to punish a f.S wiff on reaction as well. But it isnt nearly as easy to use as i thought it would be. I wasted probably alot more meter than i used well, but my gameplay was overall more solid as well, because i could slow time at critical moments and screen check. All in all though from play testing my favorite use for the yrc was to do it then make the opponent block my leos 5H that was the most abusive thing i could find and it was very very easy to implement into my game. The next yrc im looking to abuse is 46S yrc, but in my actual games i kept mistiming it and getting late yrc.
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I havent seen any jap players abusing this much at all the way i describe (with the exception of gunflame yrc stuff) though one of my friends has told me that some venom and i forget the other characters, use this as well. Hase slayer huh? Ill get right up on it and watch some right now. Always on the lookout to steal any tech i can (but i admit when i steal tech, because there is no reason not to). -edit HOLY FUCK. first match first round, this motherdude gold bursts, gets full meter, jumps once and wiffs 3 yrcs midjump... This dude is off his nut. Uses this the exact way i was thinking. Yo hes awesome, gotta watch more, but popcorn first, this is going to be good.
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You are right. When i tested it i must have been looking at the waking animation when the opponent is getting up, because that is a YRC, but if they arent yet getting up it is an RRC like you said. Will amend.
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This is a thread to chronical all the uses for yrc that can make a character better. The first thing to note is that as it is, YRC is vastly underexplored for such a powerful option. It probably has the chance to change the meta, it really can be that powerful. Having said that, in order to make it powerful... One has to know how to use it and in what situations it can be more powerful in. Making contact with a character can be said to be the most important thing to do in a fighting game. Once you make contact you can run your mixups and pressure and get damage and set the opponent up for further mixups via knockdown and okizeme. Knowing this, YRC becomes a VERY useful tool to enable just about every character to do just that. We all know about fireball xx yrc stuff. And weve come to know about yrc wiff option selects as well as to just make our pokes more safe in general. Well thats just the tip of the iceberg. YRC is powerful enough to affect just about every aspect of GG. Its up to the player to use YRC how they want and to figure out how their character can best use it... I will just list useful applications of YRC: 1. Increased KD advantage from far knockdowns. (YRC slows the opponents knocked down corpse) -edit1 the above doesnt work as a YRC if the opponent is still on the ground, but DOES work if they are rising, yet not hittable. Much less powerful and may not have any particularly good uses? 2. YRC screen checker (neutral yrc to see if the opponent is in the air or ground, and go from there) 3. YRC air to air (yrc when you see the opponent air dash backwards/neutral jump/ forward jump and then punish them) 4. Yrc wiff punish (think the opponent might wiff something big? Yrc so you can REALLY SEE the wiff and gain a proper punish on reaction... Also good against sols wiffed dp 50/50, and can make some punishes that would normally be very hard to do such as chipps fullscreen blocked maximum spider against characters with no run, much easier) 5. IAD YRC (when iading into yrc 2 things happen: 1. You retain forward momentum from the dash and immediately start to fall down so this is like a regular jumpin but faster and with more range. 2. You can immediately use FD. Try out the pattern of super jump, airdash, immediate yrc, jump attack. It acts like a bit of a divekick for leos j.k. Im sure other characters have very similar things. 6. Jump over /under fireballs and airfireballs respectively. Then activate yrc to increase your pressure advantage and maybe even get a punish... Faust doing f.S xx item spam? Yrc his item toss and pressure him while hes slowed so he cant easily outpoke you. 7. Yrc slow down those pesky chipps and millias so you have a chance to catch them on their last jump on the way down, even if they land a half screen away from you. 8. Defense. YRC to see that overhead or slowdown your opponents offense and give you a bigger gap to get out. Jump up while in the corner then yrc and airdash out above their heads while they are slowed down and cant AA you on the other side. 9. make the startup on certain moves safer such as long startup fireballs. (As opposed to making the recovery non existent like current (gunflame yrc, etc) 10. many many Character specific things. And we cant forget that the tension use means that there is a tension gain penalty and an amount of damage proration to balance out yrc and meter use in general. So tl;dr Lets discuss the always expanding uses of yrc and how they affect the game, what the best uses are/who gets the most out of current yrc (go go gunflame) and more and more ways that we can abuse this unique feature of xrd
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OMG. i just theory fightered up some... Maybe awesome... Maybe not so awesome shit... The problem is it isnt leo specific. Everyone can do it. Anyways: Whats the most important thing to do in a fighting game, in general... The thing that separates the advanced players from the exceptional ones? To me... Its simply making contact. Of course there is more to it, but in general, once you make contact, thats when you get mixups and damage. And one of the most fundamental things is not letting the opponent make contact. So... Seems to me that doing neutral yrc or simply using yrc in not so known to be used places... Can be a very good thing at least at the intermediate level. Like something i just noticed is that yrc has SO MANY MORE applications than what it is currently being used for. If you see your opponent jump in the air... Yrc slows them down and makes leo faster (than them)... Therefor it becomes easier to make contact with them or AA them on reaction cause you have buffed anti airs. Same with ground pokes. SAME WITH OKI!!!!... Dont have enough advantage? Just yrc and now you have more advantage to work with. Your opponent spamming fireballs/keepaway bs? Yrc to slow them down, increase YOUR advantage, make their anti airs harder to time if they are using normals AAs. Sol uppercut bs 50/50 on block? Yrc and now you can react what uppercut he did (maybe) Stuck in the corner on defense? Jump xx yrc airdash out while your opponent is slowed down. This can really really be a game changer... Maybe. Havent tried it out on spam, but there are so many theoretical applications that the slowdown from yrc can be effective to completely change the game.... Its going to be fun experimenting on what the best uses for yrc are gojng to be outside fireball yrc and stuff.