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Everything posted by Kikuichimonji
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There's a setup in here where he does 46HS YRC, dashing 6K, crossup 236HS, (fireball hits) bt.S rekkas http://youtu.be/Q_6CwVqMQbw The opponent is at least forced to respect you on wakeup because of 6K. Slashes version does 165 damage versus 161, but doesn't work or does less if you get f.S from 5K, and f.S > 6K will combo on crouchers. In addition, you have more than enough time to confirm that they're crouching from the 6K, and it's a good place to stop your string anyway if they blocked. And if they get hit standing and you gatling to f.S you lose a lot of damage and have to take 2D.
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Near corner, when they get that really high wallsplat from counter, the best combo I found was 22 (exit BT) dash j.S (2) (jc) j.K j.H j.236H On crouchers: 5K cl.S 6K 5P 5K f.S 5HS rekkas = 161 Damage
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Throw/Rekkas > 236HS whiff > meaty bt.K makes every character block low because bt.K is throw invincible. Besides that, 6K is also a good meaty because 6K is also throw invincible. I'm also experimenting with immediate j.D as a meaty for the same reason, but you probably don't need to try that.
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[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
Okay so bt.S > bt.K seems to have a 6 frame gap. After blocked bt.S, Slayer's 2K trades consistently with the fastest followup bt.K I could execute. This supports the calculation that bt.S is -1 on block, and not +2 as was posted at first. -
[Xrd] Leo Whitefang General Discussion
Kikuichimonji replied to CCVengeance's topic in Leo Whitefang
I'm pretty sure that bt.S is at least +1 on block. I managed to set up a situation where bt.S > bt.K stopped Leo from jumping after bt.S a while back. That only makes sense if bt.S is at least even on block. I think the special hitstop on the move somehow makes calculating the frame advantage with the normal method incorrect. -
Fuzzy Guard j.K dj.K setup and combo: http://youtu.be/oH6v4FrS9ds J.K (jc) j.K, RRC, j.K j.HS, 5K cl.S 5HS, 236S, 236HS, 214S = 150 Damage (Not taking RISC crank from first j.K into consideration)
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Not doing combos into restand makes no sense to me because back turned stance near the opponent is the only real time Leo is at a significant advantage. It's not even about the damage, you want that back turned stance. I kind of want to say that if you don't want to do backturned mixups, you probably don't really want to play Leo.
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I uploaded some Leo combos to YouTube yesterday. If anyone knows of any ways to optimize them more, let me know. I think doing j.S instead of j.K first in the double jump combo might do literally 1 more damage, but I'm not going to worry about that. Leo air throw RRC combo: http://youtu.be/SucBHBW8-aA Air Throw RRC > 6HS > 236HS > 5K cl.S (jc) > j.K (jc) > j.K j.HS > j.236HS (142 damage) Leo Counterhit Punish Midscreen: http://youtu.be/t41sScb4BoY 2HS > 6HS > 236HS > 5K cl.S (jc) > j.K (jc) > j.K j.HS > j.236HS (219 damage) Leo Stance Unblockable RRC combo: http://youtu.be/e2_YAp74c8s bt.214HS > RRC > dash 5D > Homing Jump > j.HS j.HS j.K j.S(2) (jc) > j.K j.HS > j.236HS (117 damage) Leo 236HS RRC combo: http://youtu.be/QUoUE9gvDF8 236HS> RRC > 5D > Homing Jump > j.HS j.HS j.K j.S(2) (jc) > j.K j.HS > j.236HS (169 damage)
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Yes, St. Louis has an anime scene! While we're definitely a smaller group, we have a few dedicated players who travel to major tournaments, as well as a larger group of local players of varying skill levels. The most consistent venue for all fighting games in St. Louis is Danno's Pub, located directly off Watson Road. Besides that, most hookups are impromptu meetings at various players' houses throughout the general St. Louis area. Almost every Monday, there are at least a few players at Danno's to play anime games. We are currently trying to create a regular weekly or monthly tournament schedule, but working around our players' work schedules is currently an issue. I recommend joining the Danno's Facebook group, STL Bar Warz. It is currently set as a private group due to issues with spambots, but if you request to be added, your request should go through quickly. Almost all of our local fighting game discussion happens on Facebook, it's just more convenient than Dustloop's format for most people. As for what games we play, currently everyone is focused on Xrd. However, in the past we have played Persona, Blazblue, UNIEL, and Melty Blood, and many of us would be happy to play other games with you. If you have little or no experience in anime games or fighting games, many of us are very willing to mentor or play you. Being new to a game is nothing to be ashamed of, but please come ready to learn and ready to lose (like a lot). If you have any questions, feel free to message me on Dustloop! I'll get the message and reply when I stop feeling lazy.
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Even if it works only half the time you try, that's still as good as guessing high/low. And if you guess right, you probably get to combo Sol.
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https://twitter.com/hc0519/status/562916205229789184 If the opponent Blitz Shields your projectile while you're nearby, you get rejected. This effectively kills Sol's Gunflame YRC oki because you can just Blitz Shield it now. Even Gunflame YRC in pressure will be weaker because Blitz Shield is a hard counter to it. If they can time the Blitz Shield, they basically get to do an unblockable attack to you on their wakeup. This is a huge nerf to Sol, and it's really a terrible gameplay change.
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cl.S > 6K > 2P > 5K > 2HS > Rekkas combos on Leo, even when he's standing. I think 2P > 5K > 2HS > Rekka is really important to convert off stray 6HS and 6K hits with Leo. There's basically no way to convert off 2S into Rekkas on a standing opponent unless you chain to 2HS, right? 2P seems to whiff on most characters.
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There is practically no noticeable effect on latency on wireless controllers. You're talking about single digits milliseconds of difference.
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Sorry for the belated response. Start with the Challenge mode combos to get an understanding of what's possible with Slayer. It will help you learn how to move around the screen as well. Beyond that, the best resource is the Slayer character board. I could tell you specific tech with Slayer (for example, he has a different length forward dash depending on whether you hold forwards or let go, which lets you set up left-right mixups), but that board is the best place to get accurate information of what Slayer is capable of and analyzing what styles of play are strong. Starting with a group of people who are better than you is great. As you get better at the game, you'll eventually begin to build your own opinions which may disagree with theirs, but for now take everything they say as basically true. As for finding these people, locals are the best resource. Beyond that, look online in the regional matchmaking/PSN netplay threads. I would also recommend reading everything about the System Mechanics at the bottom of the linked page. It will take time for it all to sink in, but if something happens that you can't explain in game, odds are the System Mechanics pages will help you piece together what happened. Beyond that, don't be afraid to ask questions, especially if they're very specific. Things like "how do I get good at Xrd?" are a lot harder to answer than "how do I anti-air with Slayer?", and an even better question would be "In what situations would you use Slayer's 6P to anti-air May instead of 2S?". The more specific a question, the more helpful the answers will be. That said, if you need to ask a more general question, go for it.
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It varies wildly based on the move, but normals are generally safer, faster, and harder to punish. In any case, Bandit Bringer, Riot Stamp, and Grand Viper are highly punishable by experienced opponents. It would be better to not use those 3 moves at all rather than overuse them. The double j.D is the Dust Loop that this site is named after. Dust loop is critical to Sol's huge corner combo damage. The trick to connecting the second j.D is to do the first j.D as soon as possible when jumping, so that you can go into the second j.D as soon as possible. Hit confirming is a method of landing combos from individual hits. You rely on safe moves, like Sol's far S, to attack the opponent. One hit confirm combo of Sol's is the far S 5HS string I told you to use. You use the two hits to confirm whether the opponent blocked or was hit. If the opponent blocks, you can just cancel into Gunflame to be safe. If the opponent doesn't block, you Red Roman Cancel the 5HS and combo into Bandit Bringer > dash cl.S 2HS (jc) > j.S (jc) > j.S j.HS > HS Volcanic Viper > Knockdown. You use the safety and priority of far S while still getting large amounts of damage on hit. Sure, add me on PSN and I'll try to play you in a set if the connection's not terrible. My PSN username is MagmaFisher.
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Learn to do the input slowly and methodically. You can gradually speed up the inputs as you get more comfortable. Turn on input display. If there's additional inputs besides 623 on your SRK motion, you need to clean it up. Some situations require a fast SRK motion because the time to input the SRK adds to your reaction time basically. But you can be really slow and methodical with the input during stuff like say Sol's j.HS, which is a 2-hit move that gives you tons of time to input HS Volcanic Viper. It only gets more fun as you get better at it, too.
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You're not playing in a way that lets you hit-confirm so that's not even an issue for you at this point. First off, forget that Riot Stamp and Grand Viper are moves. In fact, forget everything except the following moves: 5K - close range super fast button and anti-air far S - far range poke that's relatively fast, used to play footsie 5HS - farther range than far S, but slower and combos from far S 2HS - Combo tool and anti-air 2D - Super amazing sweep that low profiles under everything and knocks down Gunflame (236P) - Great half screen projectile that is significantly plus on block at farther ranges 6P - Great anti-air and beats high pokes like Ky's far S Fafnir (41236 HS) - Slow move, but leads to good damage and corner on counter-hit. Leads to offense on block. Learn how do to dashing 5S > 5HS > Gunflame. Raw Gunflame kind of sucks because it has so much startup, but cancelling his normals into Gunflame is very difficult to deal with as most characters. You should just try to run up to people and do 5S > 5HS > Gunflame. If they block the Gunflame, do it again. You basically force them to react to what you're doing. Stop throwing out specials. Rely on your normals. A player with good control of their normal attacks is very scary.
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You don't have to return to neutral. You have to hit 6 or 4, you can't hit up forwards. The OS shouldn't mess up your throw attempt unless you're hitting K before HS. Look at your input in training mode. You also could be out of range of the air throw.
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If you can't convert your decisions into damage, then your correct choices matter much less. It doesn't have to be max damage, it doesn't have to be flashy, but it does have to leave an impression. Learning how to move in Guilty Gear is hard. Learning combos can actually help you understand movement a bit. Looking at how people start combos can help you learn which tools are strong at neutral (Sol 2D) The first thing you'll probably need to learn in matches is defense, but you can't practice that easily on your own and you'll probably be focused on that in match anyway.
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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
You can just fall with a j.P or whatever (I think you can do j.S too). It's basically the safe jump oki, only a little better because j.HS forces people to stand so they're less likely to crouch under air dash j.P, for example. If I'm reading the frame data for Level 2 moves right, Sol is +12 on perfectly meaty j.HS in the air. -
It's actually the opposite. A high Guts rating is good, and a low Defense Modifier is good. Basically, as you take damage, depending on your "Guts" level, you end up taking less damage than you did when you had full life. For example, with Sol, there are combos that do 210 damage, but those won't even kill most characters at 30% life. Honestly it's all confusing and mathy but really what you should take out from this are "It's a lot harder to take my opponent from 50% to 0% than it is to take him from 100% to 50%" and "Different characters have different amounts of life." The RISC gauge is a way to encourage interaction without forcing a defender to stop blocking. As you block moves without Faultless Defense (aka FD) in Guilty Gear, your pink RISC bar will go up. The more you block, the higher it goes. This is bad for you, because if the opponent does land a hit, damage scaling doesn't take effect until that bar has full drained. That makes combos do a LOT more damage. For example, with the right starter, it's fairly trivial for Sol to literally kill Chipp (a character with terrible Defense) in one combo if his RISC gauge is fully cranked. Guilty Gear doesn't force the defender to ever stop blocking. Perhaps even worse, once the gauge gets past half full, any hit the opponent lands is considered a counter-hit. This often allows them to combo off things that they generally can't - for example, Sol can easily combo off Gunflame on CH. If you're not blocking, the RISC gauge starts draining slowly. What you should get out of this is "blocking pressure makes any followup combo the opponent lands do more damage, so playing super defensively will force you into bad situations." Blocking is super good in Guilty Gear, but if your opponent lands a full combo with your RISC gauge high, you'll likely lose most of your life from that one combo. So don't hold down back in the corner for twenty seconds. Both of these systems are only used to determine damage of moves you do, so understanding Guts, RISC level, and Damage Modifiers won't improve your play much, for example. Your max damage combo is still your max damage combo, but it will do more or less depending on these factors. If it's confusing, don't worry about it.
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http://www.dustloop.com/wiki/index.php?title=Damage_(GGXRD)#Guts_and_Defense_Ratings
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You have to do it super late, but it's highly rewarding because on CH midscreen you gatling 6P to 2S. 2S will whiff if they get hit, and you dash up 5K 2HS > j.S (jc) > j.S j.HS and get about 175 damage off of it. 6P is also a super strong dumb poke because of the above. As for Dustloop, you have to do the first j.D immediately after jumping. Besides that, it's just a timing you learn and never really drop after that.
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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
You're not crazy, I tested six different recordings and you have what seems like exactly one frame to throw. Like I said before in another thread, though, that isn't really a big deal because you just do super late air HS VV (if you want to RC) and they can't do anything but block. I'll post the combos in the combo thread. -
[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
Kikuichimonji replied to VR-Raiden's topic in Sol Badguy
Any setup can work. It's just a matter of conditioning and being unpredictable. Just because "they can OS throw" doesn't mean you can't win games with it. And if they are abusing the OS, just empty jump DP RC > 220 damage. And no, they can't throw it because you're cancelling your landing recovery immediately into the uppercut.