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ehuangsan

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Everything posted by ehuangsan

  1. Any combo -> Runpast x2 -> raging storm. My guess is that should work. Also: Alpha 3 Evo2k2 matches ftw: http://www.youtube.com/results?search_query=alpha+3+evo+2k2&oq=alpha+3+evo+2k2 Japan crushed us, but Apoc's wacky A-ism Rog was one of the few bright spots the US had.
  2. Yeah, there are some people and some characters like that, who can react or smoothly go into a damaging air combo. Ino, Sol, and May are examples of characters where you would do it rarely, since it's not terribly difficult for them to transition into an air combo. It's not something you would do terribly often, just once in a while to catch them off guard.
  3. Defensive Tactics - Kurainige Gonna do this one next because it's easier to do. A staple defensive tactic that the Japanese use sometimes is called "Kurainige", which means "take a hit on purpose to run away". Not a terribly difficult concept. Sometimes, when you don't know what's going on or when you wan to try to quickly reset a situation to neutral when you're down, it can be good to purposely take a hit in the air just so you can tech out and reset the situation. This is often done by the Japanese during some oki or pressure situations, where they will purposely backdash, or 1F jump, or sometimes, normal jump to take a hit. The result is that you sacrifice some life to get out of a disadvantageous solution which may have costed you more otherwise. The idea is that your opponent will most likely not be expecting you to be in aerial state, and will try for a ground chain that will whiff. Here's a good example at 3:31-3:35, where instead of defaulting to blocking, I jumped to take a hit in the air just to reset the situation and prevent Slayer from having an initiative, which can be rather devastating to Ky. Here's another example from 1:24-1:27, where May is a little too far to do good oki, so I backdashed to either 1) cause a whiff to counter with stun dipper, or 2)take a hit and reset the situation. I felt that was better than 1F jump, which risks a May airthrow. There are certainly many possible situations where kurainige can be used. However, this shouldn't be employed too often, as your opponent may catch on and start chaining into something that leads into an air combo instead. I personally think this should almost never be done outside of a midscreen footsie situation every now and then to avoid the risk of eating a damaging air combo. Upcoming: Offensive Tactics - Effective use of Greed Sever Ky v. Ino Offensive Tactics - Effective use of Stun Dipper Ky v. Potemkin (requests) (Offensive Tactics - Corner Katame with Ky)
  4. Yeah, it seems like with that change, Sacred Edge is kinda useless now, outside of the unblockable ghetto trick or Sacred Edge -> FRC -> lightning strike OTG hilarity. Machabo's endgame damage combo of 2D -> TK RTL -> followup may have a lot more utility now, though it remains to be seen if it would be better than SE FRC or Orb outside of endgame damage.
  5. Sure. I guess I have a to do list now: Upcoming: Offensive Tactics - Effective use of Greed Sever Ky v. Ino Offensive Tactics - Effective use of Stun Dipper Ky v. Potemkin Defensive Tactics - Kurainige
  6. You just have no appreciation for the laugh riot that is Chizuru. However, I actually thought of some things for characters that I don't play that ought to work, simply because the game is hilarious.
  7. I was going to integrate those into Offensive Tactics. I can do those next. Ky vs. Testament Most people believe that this matchup is 6-4 in favor of Testament. I personally think that it is 5.5-4.5 in favor of Testament, but I think it could be argued that it is 6-4. Defense This is difficult because Testament can ruin Ky very quickly off of one or two wrong guesses with the overhead into badlands loop. If Testament ends it in Master of Puppets, then the large trees will make it even more difficult to attack Testament in the future. All you can really do is to try to fuzzy guard the overheads or 1F jump out of of the gaps when they appear, or maybe even DAA at appropriate moments. If Testament really does his offense correctly and he's in your face, it will be very difficult to do much else, which is pretty much why Testament is top tier. Basically, try not to let this situation happen, though it's easier said than done. If you have lots of tension, you could also go for an Ino gambit like manuever by HS VT -> RC, Air slash SE -> FRC -> Air dash. That should be a last resort option though. Some Testaments will try to ghetto you with poke into forward EXE beast over and over. This is not legitamate. FD or IB the poke and then either 1F jump out or, if you're bold, Greed Sever over the incoming forward EXE beast for an attempted counterhit. Neutral Testament has a slight edge in the Neutral game in that Ky is compelled to not let Testament do what he wants. Once Testament gets a decent web and tree configuration going, it will be difficult to earn the in that you need to attack him, so you have to prevent that. You can accomplish that with TK SEs, ground SEs, and generally staying slightly out of forward EXE beast range to attack Testament at a moment's notice and get your in. Testament will counter with reverse EXE Beast, and possibly poison counter to start his in, or maybe even a random badlands. Just remember that both the poison counter and the first hit of badlands is a burst point, so you can auto-burst there and be okay unless he RCs. If you stay at the right distance, you can earn an in with a TK air HS SE, FRC dash, as Testament will have immense difficulty in preventing Ky from getting in without a web/tree config to protect him. Offense The reason that I don't think it's 6-4 is because Testament is rather hopeless on defense against Ky. In XX, #R and Slash, it was 6-4 in favor of Ky because Testament was hilariously hopeless on defense with Ky. The front EXE beast gives Testament an extra defensive option that swings the matchup in his favor, but it's still not that good of an option. Ky can choose to do anything and everything he wants once he's in, including nearly free jump-ins as Testament has a very difficult time dealing with well timed jump ins from Ky. Testament is pretty much restricted to dead angle, FD, one frame jump, poison counter, forward EXE Beast, and super, which aren't very good options. You can take higher risks on offense here than normal, simply because of Testament's rather poor options. The forward EXE Beast is Testament's best option, but after awhile, you can get a sense as to when the Testament player will throw an EXE beast or not, and counter accordingly. Jump slash, or TK air slash SE FRC air dash will ruin Testament very quickly if he gets too EXE beast happy. If you can't figure out when the Testament player will throw an EXE beast, you should guess towards counterhiting Testament with 5HS, 6P, 2HS or HS SE in gaps where Testament may throw a forward EXE Beast, as the trade will be in your favor. The round at 50:14 is a good example as to how quickly Ky can destroy Testament on offense, even when you screw up multiple times. Overall, Testament has a slight edge because of the rather difficult neutral game and because of his absurd damage when you're on defense, but again, I think it's draw odds at best. Although this is an #R vid, I consider this match vid to be required reading for studying Ky v. Testament. Mitsutoshi is known for a generally passive and riskless Ky, but takes some risks here simply because it's Ky v. Testament. The important things to note are the difficulty Testatment has in playing defense, the rather absurd things Shonen is forced to do on defense to fence Ky out once Ky has an in, and above all else, Mitsutoshi's rather godlike tactics for ruining people for FDing on defense.
  8. We should have an "Aquapazza Hilarity of the Day" to showcase the game, since the game is a huge treasure trove of great things. Maybe even eventually compile them into a Norcal showcase video. I suddenly thought of three things that I want to try in Aquapazza that ought to be hilarious, but since I don't own the game I can't try them :P
  9. Thanks for the comments. I've been busy as of late, but I'll do Ky vs. Testament next.
  10. I am VERY curious as to what Chizuru's hitboxes look like for her jump A, as that's got to be one of the most broken air pokes I've ever encountered.
  11. Come to Gamecenter on Saturday; there will be lots of people playing GG then.
  12. Dust -> FD briefly -> HS -> land or the easier one is Dust -> double jump -> HS -> land. The correct combo is Dust -> slash -> double jump -> HS -> land, but us ghetto Americans can't do it.
  13. Take this, Google translate! とくべつのおきゃくは、らいしゅうのどようにけってい。 けんきゅうかいは、エンシーアイをじゃまするかもしれぬが、まあいいか。
  14. Take this, Google translate! とくべつのおきゃくは、らいしゅうのどようにけってい。 けんきゅうかいは、エンシーアイをじゃまするかもしれぬが、まあいいか。
  15. Is there any frame data available for Chizuru? I can seem to find frame data for pretty much everything else except for her.
  16. Defensive Tactics - Pushblock and Punish I thought that this was common knowledge, but evidently it is not, given how many people either choose to never FD on defense or hold down FD on defense. Few people seem to selectively FD. I have alluded to this in previous posts (see the Ky v. Johnny post), but I'll spell it out here. Pretty much everybody has one or several auto-pilot block strings that they would employ on offense. The idea is to watch for a poke or somewhere in the middle of the block-string pattern that would kick them out if it was FDed, and then punish the ensuing whiff if they are auto-piloting. This is a tactic that is routinely employed by MvC2 players. For those that are not familiar with the concept, I would recommend watching old MvC2 videos, particularly Cable match vids, as a staple tactic for Cable is to pushblock into AHVB. With Ky, the idea would be to selectively FD in the middle of the block string and then either Stun Dipper or Greed Sever (or maybe even SE, 5HS or 6HS) the ensuing whiff, hoping for a counter hit. Here's an example at 1:45:23-1:45:26. One of the block strings that BBZ likes to employ is to do the forward moving kick, and then 2HS to take advantage of the frame advantage, hoping for a counterhit against a wayward poke attempt. So I waited for the forward moving kick, FDed it back and then went for Greed Sever, for a counterhit on the 2HS. I didn't get the counterhit, but at least I got the initiative back.
  17. 「ごめんなさい。風邪をこじらせてしまい、動けない状態です。ものすごく楽しみにしていたのですが、日程を変更させてください。別日程は風邪が治ってからでお願いします。」 となると、明日の予定が中止された
  18. Code talkers ftw 「ごめんなさい。風邪をこじらせてしまい、動けない状態です。ものすごく楽しみにしていたのですが、日程を変更させてください。別日程は風邪が治ってからでお願いします。」 となると、明日の予定が中止された
  19. まあ、別に期待していないが、ただ、私だけが日本語を使っているとはちょっと不安。 私は7割ぐらい聞き取れるが、それはなんか足りないw
  20. lol @ BBZ's pool. Cross posting from the NorCal thread: 諸君! 十年前から引退したの特別のお客さんのために、この日曜日、私はゲームセンターでギルティギアの研究会予定 がある。 彼は英語をあまりしゃべないので、これぐらいが分かるなら、ぜひ来てください。
  21. 諸君! 十年前から引退したの特別のお客さんのために、この日曜日、私はゲームセンターでギルティギアの研究会予定がある。 彼は英語をあまりしゃべないので、これぐらいが分かるなら、ぜひ来てください。
  22. Defensive Tactics - Ino Gambit There is a school of thought that you should treat your lifebar as an indication of how much you can gamble on offense or defense. Such players will sometimes try to do something very aggressive on defense, if they feel that they can afford the life loss should it fail. Such tactics usually involve trying to inflict either a lot of life by counterattacking something that is seemingly innocent, or a mindscrew attempt like a "psychic" DP/super in the middle of a blockstring. Ino (CvS2 player, not the GG player) was the absolute master of this type of assessment. One of his specialties was to seemingly interpose a non-sensical DP or super off of a JD (or even off of nothing or in a neutral situation!) and it would strangely connect. To Ino, if he feels that the risk is justified or that he could mindscrew his opponent over that way, he will go for it, and oftentimes, he was right. The Ino Gambit is basically just that; off of one or two JDs, interpose a DP or super somewhere in the middle of an opponent blockstring and not care if it fails. Sometimes it works, sometimes it doesn't. Lesser minds would try to throw or hit low short or something, but 1) the damage may be too low (K-Groove meant that he didn't always have meter), 2) that doesn't inflict that much stun, which is what Ino goes for, 3) you might get stuffed out anyway as it's a JD and not a parry, and 4) a DP/Super is more psychologically mind blowing to your opponent. I highly recommend watching the Ino-Daigo or Ino-Combofiend CvS2 match videos to get a good idea. So how does this apply to Ky? One way to attempt an Ino Gambit is to interpose an IB against a heavy hit, the tail end of a multi-hitting blockstring/situation, or a jump-in, and then go for an SVT, consequences be damned. If the SVT counterhits, then you can do pretty good damage and get a knockdown (e.g., ch SVT, land, 5S->2HS, insert favorite combo). Even if it doesn't counterhit, you can go into LJ as needed as counterhit is rather easy to visually confirm. If done right, the SVT will seem like it came out of nowhere, and it adds psychological pressure, as all of a sudden seemingly innocent things are getting SVTed for no reason. 32:37-32:43 is a good example. You could also do slashback into SVT, but slashback kinda lets the cat out of the bag since it's a bright yellow flash that your opponent may react to. Most people don't notice an IB, or don't care even if they do notice. This is a gambit, so it should be used sparingly and in situations where it would have the greatest effect.
  23. Someone tell Coopa that the GG vid on youtube is incomplete
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