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Everything posted by Kikuichimonji
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You're not going to get a full Eisen Sturm RRC combo after that many hits. It would be best to just do cl.S 5H Eisen Sturm so you can get the full 6H 66 5K cl.S (jc) j.K (jc) j.K j.H j.236H combo.
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Yeah pretty much.
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[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
Please use the quote tool to refer to earlier posts. It makes reading and understanding your post much easier, especially for those of us posting from mobile. There is a universal buffer window for all specials, and charge moves can take advantage of it too. If I feel motivated today, I'll test the charge time and the buffer window. Edit: I got Graviert Wurde to hit on frame 54 of a recording with no precharging. The S Graviert Wurde has 10 frames startup. That means charge times are 44 frames or less, so I'd round that down to 40 to account for input error and because it fits with what I had thought earlier. I managed to delay a buffer by 8 frames, so it's probably exactly 10 frames for the maximum buffer window. -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
We already answered the first question like four posts above yours. As for the second, look at the Dustloop Wiki frame data. -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
If you needed to assign a term for it, that would be another type of charge buffering. That's a known quality of charge attacks in GG. It's also the reason that it's important to 1 frame jump with P and K with Leo, so that you don't get Eisen Sturm -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
All charge times in Guilty Gear are pretty short (like around 40 frames I think?). That's why stuff like Leo's cl.S 5H [2]8H combos are possible. You can do multiple [4]6S fireballs in a row by charge buffering. I made a quick video. https://youtu.be/5A6BzC82f_0 -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
I've been looking at stuff involving [4]6S YRC, and it seems really strong in blockstrings. I made a little video of a blockstring involving the YRC, and you basically get to IAD j.K for free if they didn't already contest the projectile before the YRC. https://youtu.be/GoWwPso2rNE -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
Do you mean a chart with all the matchup numbers? I don't think that exists for Leo because he's console only, and the Japanese have only recently been able to access him in arcades. So you probably won't find a matchup chart with Leo in it until 1.1 stuff is done. If you want to know how a few specific matchups feel in terms of numbers, I'd be happy to help. For example, I think Leo goes even with Zato in 1.0, but loses to Millia and Elphelt 4-6. -
Just because you can't use it at neutral doesn't mean you can't use it on defense. You should be blocking low and reacting high against Faust. It's not like you won't have charge. Reacting to moves like Faust's j.2K is actually easier/faster with Eisen Sturm than VV, just hit up and H and you get it.
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Dude, Eisen Sturm is even bigger than Sol's Volcanic Viper. I never wish that Eisen Sturm were better when I'm playing Leo.
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H Eisen Sturm, but it's unsafe and requires charge. 6P is good if you get it out early. 2H leads to 200 damage on CH if you are at the right range to combo from it with 6H 236H 5K cl.S j.K (jc) j.K j.H j.236H. However, 2H requires you to throw it out even earlier than 6P, and you can't combo from it without CH or RRC. You can cancel it to H Eisen Sturm on normal hit, but you're usually not going to have charge in this situation. Both 6P and 2H can beat Faust's j.2K, but they have to be done very early when Faust is still high in the air.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
Kikuichimonji replied to VR-Raiden's topic in Sol Badguy
2D GF RRC combos do a lot more damage and give better options on block if you can confirm the RRC f.S. They work from much farther away, too. -
Usually I just go for 5K cl.S after the unblockable. If they actually mash out of the stagger and block consistently (nobody really does this that I play yet), I'll go for a throw, crossup 236H, or 5D to keep them guessing. But cl.S and 6K are both plus and leave you with good options on block, so going for the black beat combo after the unblockable doesn't cost you much in terms of mixup opportunities. Don't use 2H to confirm. If you delay the cancel from 5K to cl.S, you'll get cl.S much more consistently. This only fails at the very tip of 5K range, and at that range I believe that 2H whiffs too. You can't delay 2H the same way because it's slower, so it won't combo if you delay it. Also yeah 236S is safe on block, but if they Instant Block it and hit a fast button, you can only 236H (second rekka), Eisen Sturm, or Blitz Shield to interrupt. So while 236S is a good place to stop a blockstring, if you're predictable with it you can completely lose momentum when you could have stopped your string earlier and kept attacking. If you have meter, you can just do all three rekkas and RRC the third one to keep doing stuff, but otherwise rekkas are pretty risky in terms of pressure options. A lot of the time, I'll do 236S and backdash just to reset to neutral.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
Kikuichimonji replied to VR-Raiden's topic in Sol Badguy
A lot of it for me depends on if they have burst. Early in the round, I'm willing to RRC for a combo even if they can burst just to get it out of the way. If they don't have burst, I want to take advantage of that window and land a hit to knock them into the corner and potentially win off the next hit. If you knock them down in the corner, always doing GF YRC is fine. If they're impatient in blockstrings, just frame trap them into a hit confirmed RRC combo. If they're willing to block lot, I choose either to build a lot of meter or burn it and try to end the round. Sol can't improve damage that much with meter, so mostly he uses it for pressure and stuff like GF YRC. Just make sure you're getting value for your meter. -
[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
Kikuichimonji replied to VR-Raiden's topic in Sol Badguy
Dude it's Sol. If we knew exactly why we do everything we do then we'd be playing Ky or Zato instead of Sol and acting like we're smarter than everyone else. You've just gotta do it when you think it will work. Hard and fast rules for this don't make sense because it's a gimmick that you do to make another gimmick (low air dash) more legitimate. Raw YRC is a pretty strong tool in general because the slowdown gives you a significant advantage, and if you see they're already in the windup of an attack you can just uppercut it. If you want to try to eat their reversal with YRC, it's probably because you know they have a tendency to challenge your mixups. And note that they can still uppercut or whatever after the YRC. I've done it to Zatos that YRC to change the reversal timing for the unblockable. At the very least, you'd do it when you have a lot of meter to spare. It's almost strictly worse than Gunflame YRC, so that's why I call it a gimmick. -
Just want to note that j.K can cross up if timed well. Only time I really go for safe jumps is after rekkas or bt.214S in the corner. Also, I don't do the safe jump all the time. Often I go for the 236H whiff > backturned oki stuff. After Leo's throw, I always double dash > backturned oki unless I'm doing HS fireball YRC stuff. Yeah, the lack of landing recovery is pretty much the biggest difference between SF4 and Xrd safe jumps, as well as the fact that reversals are typically 5 frames or slower. I believe that when you jump, your first 2 landing frames cannot be cancelled into movement, just like SF4, but you can cancel them into attacks or blocking (whereas in SF4 you're completely vulnerable). I looked for the document on this for around fifteen minutes, but I couldn't find it even with Google, and I don't remember where I learned it from anyway.
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Now I feel silly for not adding a f.S after the homing dash. I added 3 damage: 5D cl.S f.S 5H 6H 5P 5K cl.S f.S 5H 236S 236H 214S Also, you can get 145 or so just by doing 5D 6 cl.S f.S 5H cl.S f.S 5H 236S 236H 214S. I think this is his best combo after say a random j.236H hit that you RRC near the corner because the normal homing dash stuff won't work. You just get pushed back too far for the 5P link.
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Does anyone have a corner Dust combo that does more than 144? This combo works on Elphelt and Sol at least, and I'd assume it's universal: 5D 6 cl.S 5H 6H 5P 5K cl.S f.S 5H 236S 236H 214S Also, I'm pretty sure this is Leo's optimized damage after a 3-hit string into 5H in the corner: http://youtu.be/sJgorbrBxsE 5K cl.S 5H [2]8H RRC j.D (whiff) j.D 6[H] bt.S 214S 2[8]H (245 damage) And no, I didn't add the j.D in there just because that move is mostly useless and I wanted to find a use for it. It adds like 4 damage, I swear! But seriously, I think the j.D > 6H route is best for basically every RRC combo in the corner. You can also use j.D > 6H after backturned super in the corner. bt.H 632146S run j.D 6[H] bt.S 214S [2]8H did 258 on Elphelt. bt.H 632146S run j.D 6[H] bt.S 214S cl.S (jc) j.K j.236H did 257, which is less than bt.H 632146S 66 6[H] bt.S 214S cl.S (jc) j.K j.H j.236H did 259, though. So the j.D is basically worth adding if you're not going for a Siegesparade (j.236H) ender. Elphelt's 236236D is 4 frames, which is slightly faster than Sol's H Volcanic Viper, but if you can safe jump Sol's VV consistently then you're pretty much set to safe jump anything else.
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[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
5P/2P 5K cl.S 6K dashing 5P 5K cl.S f.S 5H 236S/6H: Their guard bar is now flashing. All of my Leo's strings end with 6H, 6K, 236S, or 2D. If the opponent instant blocks the end of that string, he can potentially get a move out. However, Leo has a variety of moves with which he can reset his strings, and many of his normal string moves are plus on block, so it's easy to stop a string early and continue pressure as long as you're a little unpredictable. 5K, cl.S, 2S, and 5H can all be used as string enders, especially if the opponent is anticipating a chain (say a 6K or 6H). Doing 5K three times in a row is semi-legit against people conditioned to not mash out. This is also how you can sneak 236H into blockstrings against good players. You make them forget you have it, then hit them with it when their RISC bar is flashing and get a juicy meterless combo. Plan A: Don't get knocked down in the corner Plan B: Block on wake-up, jump over the Gunflame. Plan C: Block for a long time, FD to push him out, try to read when he's going to Wild Throw and jump/2P/6K him out of it Plan D: H Eisen Sturm anything and everything Your j.K, when done early, has a good chance of beating his 5K. Besides that, you can double jump to bait it and come back down with j.K, but he probably will have recovered by then. Just respect the anti air. Or try to Blitz Shield/j.236H it as a call out. -
Honestly this matchup feels the best amongst all of Leo's matchups against the top tiers. H Eisen Sturm has to be respected because it can very easily kill Eddie AND hit Zato. You can use 2P and 2K to kill the shadow besides 2S. Zato has no answers to Leo's offense besides Amorpheous and the normal options, and he's made out of paper so two good touches will put him down. At max f.S range, f.S > 5HS won't combo on crouching Zato, but f.S > rekkas will. You have to bait Zato's normal anti-airs with double jumps. If he guesses right and doesn't whiff a normal, then you either hold that and FD down to the ground, our you do a yolo j.D/j.D YRC to try to force your way in. You can H Eisen Sturm out of the unblockables. He can safe jump it, but he doesn't want to do that because then he can't do the Shadow Gallery combo because of height restrictions. It's worth it to Eisen Sturm RRC to get out of the corner. Smart use of Eisen Sturm, FD, and Dead Angle are essentials to surviving the offense. That's all you can really hope to do is survive, because anything you do has to be a big guess. Zato's only really good mixup on the ground is throw or 2K (with P Shadow covering the gaps), so if you make a smart read on when he's going to command grab and 2P/6K/jump out/Eisen Sturm/Gold Burst, you've basically escaped. As for the buzzsaw/fuzzy jump mixup... just guess and hope that you're smarter than him. Or H Eisen Sturm and he'll probably get hit if you can get it out there. A lot of not losing to Zato in neutral is A)Not getting hit with anti-air Nobiru (S Shadow) and B)Not running into drills on the ground. Besides that, just watch for the yolo j.K from Zato on resets/jumps. You can 6P it, but you have to throw out 6P very early. When he's flying above you, he's trying to bait the 6P to get you to whiff and punish, so either jump up and air throw, or blitz shield late, or H Eisen Sturm, or just block.
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List of moves that Faust can crawl forwards underneath: 5P, 5K, cl.S, f.S, 6P, 6K, stance 214S, j.S, j.H, the first hit of 63146H Moves good for smacking him out of crawling forwards: 2P, 2S, 5HS, 2HS, 6HS, 5D, 2D, rekka, any backturned normal On standing Faust, bt.S > bt.H does not combo. However, it combos fine on crouching Faust. The matchup, in ten words or less: Damnit Faust get over here so I can kill you. Faust's f.S gets CH stuffed by Leo's 6P which combos to rekkas (but probably not 5HS at the range you'll use it to counter-poke) Leo's 6P can beat Faust's j.2K according to my training mode analysis, but it has to be fairly early or you'll lose on startup. 2HS will generally trade, and converting it into a 6HS on trade is awkward because of the range. Faust has no fast buttons to interrupt Leo's offense, so he has to rely on blocking, 1-frame jump, risky forward crawl, his highly punishable 236236S super, invincible frames on 5D, and Blitz Shield to get out of Leo's offense. Don't let him out of the blender. Many of Leo's standard strings just automatically OS his 5D on wakeup because Leo's strings come out on block or whiff (eg 5P > 5K), and Leo's 6K recovers in time to block the 5D. However, you need to be especially aware of Faust's options because getting kicked out of close range will often guarantee a loss on your end.
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Hey, this is Mr. K from St. Louis. I had a lot of fun at Frosty Faustings and I'm always looking for people to netplay in Xrd. If you guys do anything bigger than a weekly, let me know and I'll try to make it out.
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That's probably best because it makes it more useful.
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[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
If someone is trying to punish 5H by Instant Blocking it and doing a fast move, you can use the guard point to stay safe. It also is useful in case someone jumps over your 5S or 5H. I think it is a really big deal in the Slayer matchup because he can't whiff punish you with K Dandy > Pilebunker or Crosswise Heel. Here's an example combo for using the guard point to punish a burst on 5H: http://youtu.be/vKsV8EqEV9g -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
Do you mean Leo's bt.D, the counter in stance? If so, yes it beats 2P, you just needed to do the counter earlier. If he's doing instant block on second rekka and hitting 2P, that is a legitimate punish. You would have to do third rekka instead of counter to punish, but the third rekka is unsafe. Throwing you between rekkas or punishing the second rekka with Instant Block > throw is a legitimate way to punish Leo's rekkas. There is no way to stop this exactly, although if you stop at the first rekka and immediately 5P, if they predicted a second rekka you'll probably counter-hit them out of their HS and you can confirm into a combo. Really, I recommend staying away from second and third rekkas as pressure options. They're there and they can work, but normally it's better to just stop at first rekka and either try to 5P into more pressure, or just backdash after first rekka and reset to neutral.