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[Xrd 1.1] Ramlethal Gameplay Discussion Thread
vanfleihight replied to Syklone's topic in Ramlethal Valentine
http://esports-runner.com/guilty-gear-xrd/garospe/ New unblockable looks like it might be incredibly useful for Ram with a good setup. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
vanfleihight replied to Syklone's topic in Ramlethal Valentine
Reacting to yourself whiffing a punishable move at neutral and YRCing to cancel recovery and stay safe YRC 214P to toss a projectile out to cover yourself for sword sets YRC to mess with their inputs on wakeup to make it more difficult to reversal your oki YRC to pause time briefly to see what your opponent is doing and react to it. One use is to YRC when they are jumping or airdashing to slow their movement down and attempt to air throw them. YRC is required for her ideal corner oki 2KPK & 2KPP for a weak/average high/low on block. High ender is not a true blockstring. PPP, KKK, PKK are pretty much interchangeable combo filler in the corner to get the wallsplat. PPP is the easiest one to combo from but does slightly less damage. KK4K & K4K are combo enders that lead to her ideal oki 2KK is good for confirming random hits into a knockdown to get her oki started. KPP is not really used much anymore since it doesn't have a high/low guess on the last hit and doesn't have any use in combos. If you are midscreen, have swords set already, and find yourself confirming into a juggle, you can do something like 623P > PK > recall one sword > PK > recall second sword > PPP. This allows you to go into the double set combo if you get into the corner or to reposition your swords by setting them again if they are still midscreen. PK is mostly to juggle in midscreen combos to move their body toward the corner. PPP and other 3 hits are generally combo filler to get a wallsplat to extend your combo in the corner. It mostly depends on the matchup and personal preference/comfort. If you are fighting an immobile character like Pot or Leo you can be more liberal with your sword use to control space. If you are fighting very fast characters like Millia and Chipp you tend to keep the swords on you for the huge normals and because they can just outrun any sword set attacks. Most people set HS sword and keep S sword on them to poke and zone with fS. 2S/H is for situations where you are medium - fullscreen distance from your opponent and can safely set that without getting hit. You also have to actively try and cover their options of escape if you do that, whether they try to run below the sword or jump over it or backward and away. 6S/H sets are good for medium - close range and a decent way to reset block strings. If you do use them in blockstrings you just have to keep in mind there are gaps when you set the sword. Both options have their combo uses mainly in the corner. Mainly for combos. If your opponent is playing wild you can attempt to fish for hits with it as well. One trick you can do on block is fS > 623P YRC. This helps you gap close unexpectedly and you can attempt a high/low/command throw. If you throw it out and notice your opponent never blocks it or mashes out there's no reason not to use it. Against someone who can deal with it it is very easy to react to and mash out so it's not worth it. KPP should be avoided since it's very linear and has no high/low guessing. It is a decent tool with YRC to have something shielding you while you set swords. If you have both swords set and you're in the awkward range where fS doesn't quite reach but it's too close to safely set swords you can 214P YRC and sword set or use it as a shield to gap close and do things up close. It is a good combo ender since I believe it does more damage than Trance now. Example combo: in the corner with both swords set > 623P > PPP wallsplat > cS HS > recall > cS 2D > recall > Calvados. This will hit OTG. At neutral with 75 meter you can super > YRC to fill the screen with a giant laser to lock them down and force them to block. Not worth it most of the time but can be situationally useful. I think it also combos off certain counter hits like CH j.S in the air. -
[Xrd 1.1] Ramlethal Gameplay Discussion Thread
vanfleihight replied to Syklone's topic in Ramlethal Valentine
I've been meaning to write this but put it off for a while so here we go. I tried formatting it like SKD's analysis on the Izayoi thread. I'm sure I missed a lot of things but it's something to start with. Match: LordKnight (Millia) vs. Kuni (Ramlethal): https://youtu.be/LdQ9tttb0Xw Game 1 Round 1: LK begins the match backing off and respecting Ram f.S. Millia's f.S is faster but from round start position doesn't actually reach Ram. Millia could jump over the f.S but wouldn't get much out of it as her air attacks don't have a lot of hitstun to allow her to land and get a knockdown. LK commits to an IAD j.P but Kuni IADs backward at the same time, causing him to whiff and land in f.S range in front of Kuni. Kuni lands first and is in position to take advantage of this. LK tries to backdash to get back to a safe range but gets chased by Ram 3K. LK tries to 2D, possibly anticipating a dash in or a sword set, but gets hit by counterhit f.S and bursts to prevent additional damage. Kuni techs immediately and commits to a forward airdash to try and regain pressure safely with j.P. Millia is spaced too far out and he ends up whiffing and is forced to block on landing. LK takes the opportunity to pressure and eventually gets a counterhit airpin and confirms into a combo that drops half way. Kuni bursts anyway and resets the situation back to neutral. Kuni tries to stuff Millia's advance with 2S but LK backdashes and causes it to whiff. LK takes advantage of Millia's speed and Ram 2S recovery to run in and punish for a full combo into oki. One mixup later, LK cancels 2D into Chroming Rose to try and seal out the round with even more momentum. He does a blockstring into 214K~H and uses the frame advantage to run up and reset pressure. Kuni disrespects with 4P and gets hit by 5K, but LK goes into turbofall and gets hit by the second 4P. Luckily the roses keep him safe but LK is now in a bad spot as he just lost all pressure and now has no resources left to fall back on. Kuni tries to play safe and chicken blocks in the corner to wait out the rest of Chroming Rose. LK rushes in and connects with j.P but doesn't manage to convert into knockdown. Realizing this, he jumps back a bit and does turbo fall to cover the area below Kuni with roses and force him to block on the way down. Kuni techs in the air and regains his double jump, jumping forward and barely avoids the roses. LK is already on the ground and chases his landing, connecting with a hit into full combo and oki. The combo builds enough meter and LK spends 25 meter to YRC and get the 50/50 midscreen. Kuni tries to OTG burst to avoid the oki but whiffs entirely as LK backdashes. LK IADs in, lands a hit, and wins the round. Round 2: LK jumps forward j.P for low commitment engage and uses his air option to jump back after seeing it miss. After some dancing around in neutral, LK tosses out hairpin and gets some pressure but nothing comes out of it. Kuni gives up positioning on the pin to avoid getting pushed into the corner and LK gets to pick it back up for free. Some more neutral happens and Kuni attempts to set 6HS out but gets his landing chased by Millia 5K. LK pressures a bit and lands a raw 2D but ends up backdashing, probably not expecting it to hit. He does haircar to try and get a surprise low into knockdown but Kuni blocks it and begins to try and get out of the corner. Kuni tries to airdash out and Millia responds with AA 2H, but Kuni uses j.2HS to stop movement momentum and avoid it. LK jumps up and gets hit by the sword and Kuni lands a small combo and gets out. He sets 2HS again to cover the air and uses 3K and dauro to cover the ground and slowly try to push Millia into the corner. The dauro lands at an awkward timing and Kuni can't convert into a combo. He sets 2HS again to force Millia into the corner but this time doesn't cover the ground so LK runs under it and gets out free. Kuni is now in the corner and LK wants to take advantage of this so he slowly tries to move forward safely. Kuni sets 2HS again to cover himself and force his way out safely with j.P. He lands at an awkward spacing and 4P whiffs and he ends up trading hits with LK and they go back to neutral. LK IADs in to gain pressure and Kuni makes a guess to blitz any air normal LK presses. Millia was spaced too close and the IAD ends up making her whiff to her benefit, and she recovers in time to punish the blitz into knockdown. LK opts for secret garden oki moving toward Ram and covers the space in front of Millia with 2S. The 2S stuffs dauro but doesn't get converted into knockdown and Kuni gets out. Kuni sets 2HS to cover air space and tries to airdash in with j.S but Millia crouches under it and punishes and pushes all the way into the corner. A few mixups later LK cancels a blocked 6K into Chroming Rose to try and seal the round again since Kuni has no resources to work with and safely get out. LK attempts the same blockstring as last time and this time Kuni disrespects again with 4P but earlier, hitting her out of the roll. The rose protects Millia and LK lands a 2K, but doesn't gatling into f.S and presses HS instead. The gap lets Kuni 2KK into knockdown and LK bursts to prevent oki. LK still has Chroming Rose and lands 214K~H but doesn't manage to land a combo. He tries to TK turbofall to put roses on the screen but Kuni makes one hell of a guess and throws him out of it and lands the mixup to win the round. Round 3: LK is now in a bad spot as Kuni's burst just came back at the end of the last round and he just spent his. LK tries to play safe with low commitment j.Ps. Kuni jumps in and gets a counterhit 4P and tries to convert into 2KK knockdown. The spacing is too far and the first hit whiffs. The second whiff gets blocked and the third lands. LK probably saw the first hit whiff and tried to jump out thinking he had space but ends up getting caught out of jump startup. Kuni lands the mixup and gets a corner push. He tries to do the bnb on the PPP wallsplat but the combo drops as Kuni hits c.S too early and doesn't leave enough hitstun for the sword to land. Kuni notices this and opts to get a reset with his second sword, creating a huge gap for LK to disrespect with. LK doesn't press any buttons however, and gets hit by the overhead into a combo. LK just now gets his burst back but holds the burst until he sees Kuni commit to the combo with c.S so that he can't get baited. Kuni techs and immediately recalls S sword to have a neutral tool to work with. After some neutral Kuni hits with a f.S and 2HS and tries to run up and j8D for some extra damage and corner carry. Realizing he misses, he YRCs to try and chase LK's landing with airdash j.8D but misses completely. LK commits to an IAD hairpin at the same time Kuni happens to jump j.2HS. Kuni tries to YRC and hit him with j.K on the way down but LK lands first and gets an AA c.S into a combo push into the corner. LK has an execution error with microdash disc and Kuni wants to take advantage of this with f.S but LK is still at significant frame advantage and counterhits him for his trouble. LK spends the 50 meter to try and combo into knockdown. It looks like he tries to make it burst safe by doing 2P but Kuni bursts after 2P while LK inputs 2K. Kuni gets out and sets 2HS in the air to cover space. LK tries to chase the jump with j.P but Kuni airdashes over him and he ends up jumping into the corner. LK eventually gets out and they go back to neutral midscreen. Kuni jumps and sets j2HS to try and lockdown Millia and does j.2D to try and bait out LK to run under the sword set. Kuni then immediately launches 6S to cover ground space Millia would have ran through. He sees LK backing off and tries to chase with dauro twice. LK does YRC Disc, maybe expecting a third dauro, and starts moving forward in reaction to Kuni jumping. Kuni YRCs in return and tries to preemptively beat a rising Millia j.P with j.2D but neither people land anything. LK lands and backs off again and is now fullscreen away from Kuni. Kuni takes this opportunity to try and push her into the corner, using 6HS to cover the ground and 2HS to cover the air. He sees LK double jump while setting swords and does a rising j.P to cover every option LK has left. Turbofall and airdash get hit by j.P and if Millia just blocks the sword, Kuni can react and air dash in and mash j.P to pressure him all the way to the ground. LK is also at a significant risk of getting chipped out right now as he has a pixel of life left and no tension for FD. He opts to turbofall and gets hit by j.P on the way down, and Kuni wins the match. Analysis: This set is a great example of how this matchup is heavily momentum based and difficult for Ram. Millia's speed and low profile dash neutralizes a lot of sword strength and forces Ram to be more diligent/committed with controlling space on the screen. Millia's gameplan in this matchup is to play around set 2HS and f.S and get Ram to block hairpin or j.P. She has the initiative a lot of the time and has to make Ram play her game. Ram has to constantly control space with set 2HS to even get in and start pressuring, much less get a knockdown. She also has to be sure to do this while retaining air options (off regular jump) to deal with Millia running in and chasing her landing or jumping up for a rising j.P. Ram could approach with a low air dash j.S but getting the height just right is relatively difficult and whiffing j.S leads to immediate punishment and oki. Trying to approach with j.P/j.K is also a risky guessing game against 5P/6P/2HS, which all lead into knockdown. Ram's meter gain mechanic is displayed very prominently here as Kuni struggles to even get 25 meter much of the time since LK manages to avoid a lot of the sword attacks and sword attacks are generally late in combos (which LK bursts out of most of the time). LK gives up a lot of momentum in this set in two main instances. The first instance is that every time he landed a knockdown midscreen, he didn't meaty Kuni's wakeup and Kuni could just disrespect his mixup and upback for free. In some cases he might have found himself standing too close after microdash disc and was afraid of getting of getting thrown. The second instance is when he does Chroming Rose in round 1 and 2 to try and steamroll the matches. He supers after doing a high/low and likely gets significantly less frame advantage than if he were to just disc > super raw. As a result he has to do some weak string afterward into digitalis, which has a gap during the roll and is only +5 if they actually block it. He ends up having to use that frame advantage to gap close instead of doing more high/lows and Kuni accepts the risk and mashes out since he was losing anyway. In both rounds LK does this and loses a huge amount of resources in addition to letting Kuni get back in the game. If he is resolved to use Chroming Rose anyway, he should just do the setup off disc or hairpin so he can spam TK Badmoon/Haircar for significantly better mixup and frame advantage. Kuni has some interesting use with his swords. It seems like he holds onto HS sword until he feels like there is a good opportunity to launch and once he does, he goes out of his way to never recall it, instead leaving it out for j.2HS sets. He plays pretty consistently low risk in neutral and almost never tries fishing for random hits with dauro. His main problem seems to be judging spacing/positioning in many situations and combo consistency (mainly the double sword set after PPP). One example is judging whether or not LK's first hairpin combo on him would drop and then whiffing a huge 2S immediately after he bursts that. Another is when he has to YRC a whiffed j.8D to try and chase LK's landing. However, his consistently strong sword control and a couple of good reads is all he needs to deal with Millia's low hp. -
Do 2C before the second 6C. Ice car followup has to hit above a certain height to get the untech time to run up and 2B.
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Started finding his frame data. I'll do frame advantage later, although the doc is open for editing if anyone wants to fill it out too. https://docs.google.com/spreadsheets/d/1m-MAQepDrS9lTCGZyuaMwwN8i6sK2TpFdctlClNZvi4/edit?usp=sharing Can anybody double check?
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I just did raw jumps. On a side note, maybe other people knew this but apparently shield only "shields" the first hit for multi-hit moves so it doesn't apply the 3 frame recovery bonus to the last hit. This also applies to gapless blockstrings.
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Ok yeah I double checked and fixed all the moves with super flashes. They should be accurate now. Super flashes for EX moves are "1" frame. Super flash for IW are variable so I checked by shielding a -10 normal and punishing with it. j.2C I'm pretty sure is 13F. 13F vs. 14F
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Apparently the game displays damage and hitsparks 1 frame after a hit registers so I updated the previous posts to reflect that.
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I can't really test 421C since it puts you in the air but it's probably the same as A and B version. Edit: Updated to reflect game registering a hit 1F before the damage is shown
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Posting as an image because tables are doing weird things. Edit: Updated to reflect game registering a hit 1F before the damage is shown
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Sure
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How to 5D Cancel: 1. You must make the opponent's attack land exactly on the 3rd frame of 5D startup, frame 3 being the first frame the guardpoint becomes active. 2. After you input 5D you have 14 frames afterward where you are stuck in animation/recovery. You can input commands during this time. It's also important to note you need to input a shadowstep distance before anything else unless you are barrier blocking. a. Specials can be inputted directly in this 14 frame window and will come out on the 15th frame. b. Normals seem to need a barrier cancel and you only input normals after the 14 frames are over. c. Supers seem to also need barrier cancel but I can't be sure since I can't input the super fast enough within those 14 frames lol. d. Overdrive behaves like specials and can buffer during the 14 frames and activates on the 15th frame.. e. You can always input barrier to just end up neutral after the 14 frames and be safe. Any easy way to practice this is to set Ragna as the dummy. Record the dummy to do 2B > 6B and try to guardpoint 6B and then immediately hold barrier. 5D when his leg looks like this. Short video reference for input display: https://www.youtube.com/watch?v=YOJF0LxX12U&feature=youtu.be
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http://www.youtube.com/watch?v=DKetAU_A9PQ&feature=youtu.be Okay, here's 6C. It does more damage than the other one but has more ways of going wrong if you time it badly. As for ice arrow, it behaves really stupidly if you get hit by the super ball so you can't really get a combo off of it.
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http://www.youtube.com/watch?v=V3RolWjm2uI&feature=youtu.be I made a short video for punishing Kokonoe's wakeup super ball. Couldn't figure out a way to make this work off 6C though
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[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
I'm just delaying pressing the button until I see you do something lol. Archive for viewing pleasure. No one should ever do a mirror match for 2 hours. NO ONE -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
Oh my god 4 bar connections are amazing. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
I thought CP had hold to tech from P4U now, or does that not apply to staggers? -
Nice to see we got the same values lol
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The 2B does in fact work. Release Coup Droit with 3 instead of 6 and you end up closer to them (for some reason). Jourdal posted something about it earlier.
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FC [4/5/6B] > (Optional 2C) > 2AB > B Coup > 2A > 5C (15 Hits) > 2C > 2A > 5B > 2B > 2D > j.B > j.C > C Bufula > [6B] > 2AB > B Coup > (Bufudyne) Easiest way to make this universal and not worry about spacing is to release the first B Coup using 3 instead of 6. If you add the first Marin Karin in, you can gain 87 meter before super (ending with 37) or 91 without super.
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http://www.youtube.com/watch?v=UBzkBQzjOYo&feature=youtu.be Saw this in a JP match. If, for some reason, you ever need to tell Kanji to go fuck himself. ------- Actually this is universal if you space correctly.
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6B. It's not a walk, it's just 6B making her move forward.
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Still -4 on full charge. It's all in their head if they're afraid to move afterward.
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That was what I was told, however I just spent the entire day figuring out her move list through training mode and here's what I found: [table=width: 500, class: grid] Input Startup Frame Advantage on normal block Jump 3F [/td] Throw 4F 5A 6F -9F 5AA -9F 5AAA -14F 5AAAA -9F 5AAAAA -14F 2A 8F -7F 2B 10F 5B no charge 16F -12F 5B charged 26F -5F 2AB Sweep 20F -3F 2AB Sweep feint Lasts for 26F Coup Droit All versions -4F 5C 16F 5D 26F at closest hittable range, add a few (1-3) for longer distance 2D 24F toward the tip j.A 6F j.B 10F j.C 15F j.D 24F Myriad Arrows Either 6 or 7F Bufudyne (C Version) Either 18 or 19F Bududyne (D Version) Really damn slow (>25F) [td] [/table] Grain of salt, possible errors, etc. Something to have while waiting for Arcadia to release info.