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Sol's has poor neutral, give him hidden missiles.
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Welp, it's been fixed. No invincible webs for us. http://www.arcsystemworks.jp/unist/news/popup.php?id=7027255e92dba09778
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Yeah that's strange. Check out this series of matches showing super web oki where almost 10 seconds pass, and the webs still seem indestructible. https://www.youtube.com/watch?v=aFvlijfmZus#t=3m
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Are you sure that's the case? It looks like the webs are only disappearing when they come into contact with the opponent's hurtbox, invincible or not. That's why the DP works, and why her command dash thing goes through one then gets hit by the other. It doesn't look like there's time factor to it.
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Uh... I'm speechless. I think you need to reconsider what you're saying. Thank you everyone else.
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Actually, these options have a strong tendency to clash with BB or be beaten outright. "Any move" is very wrong and very dangerous general advice to give. I strongly disagree with you. I don't think encouraging people to instant block moves that are plus on block in order to make them advantageous to the defender qualifies as a "strong sense of desperation" at all. Blitz shield and reversals maybe, which is why they are highlighted yellow, but the point is to lay the options on the table so people know their options, and how to deny Sol his advantages. I pointed out places where there are inherent gaps to interrupt him, or where gaps can be created with a simple IB. A lot of people don't know this stuff. I did include faultless defense. Made a real point of it in fact. It's in there, watch the video. Yeah, and I pointed out where those unsafe spots are and options on how to capitalize. What's the problem? Sol is a bully character, he thrives on his opponents being patient and not seizing the opportunities given to them. If people don't know where the gaps are and how to capitalize on the nature of his pressure (him being "forced to open up"), then they wind up blocking for too long, which gets their guard bar cranked up or they just get wild thrown. I see it happen all the time. It's why I made this.
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Yeah I was a bit unsure about the GF YRC empty 2k, wakeup timing as a variable as well as the fact that not all backdashes are created equal. I'll rework that. I chose not to include tick throw / frame trap setups because there are so many of them, it's mostly about reads, and there's no universal option you can counter with on reaction. You can IB and then interrupt stuff like 2p -> wild throw, but I don't like to recommend that when the Sol player can just time his frametraps earlier to beat it with a good read. With stuff like fafnir, revolver and bringer there are universal, reactable solutions. Blitzing and backdashing straight meaties was not included for similar reasons, and I guess the video assumes you're already blocking in the corner, but I might include the safejump countermeasures when I rework it since it's so common. Thanks.
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https://www.youtube.com/watch?v=K4mBpGpO8CY I made a modest little guide to not-dying to Sol pressure. Annotations [Purple] The Problem [Green] Recommended Solution [Yellow] Risky Solution [Red] Bad Idea Feedback would be appreciated.
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Antaiseito reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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MasterXDrake reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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That's Gordeau. You let him get the knockdown. Don't do that.
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So I'm not sure if people know this, but Byakuya's final 3rd rekka hit does not always cause knockdown. The 3rd rekka will ground slam once, then the opponent bounces up a very small amount, then hits the ground again. If there is enough hitstun deterioration in your combo, they can airtech forwards after the first ground bounce. Generally any combo starting with 2B is safe from this happening, but others might need to be tweaked to avoid it.
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So I whipped up a little thingo here demonstrating some stuff you can do with Byakuya combos. https://www.youtube.com/watch?v=TCJKdCKhkBk Some practical, most impractical, but my intention was to explore possibilities and maybe incite some discussion. Includes a couple of midscreen meterless oki setups, more 3[C] and B+C being used during combos, some funky web stuff, and combos into veil off. Credit to Photonman on Nico, showed 236B - 4B - CS - Veil Off in his vids, but I hadn't seen anyone combo into it off throw and 3[C] starters (latter only works on Merkava and Gordeau).
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What's the worst fighting game you've played?
Nerk replied to Verimeloni's topic in Misc Fighter Central
Whoever said DBZ Taiketsu is right. You have no idea until you play it. I mean, the game works properly and is playable unlike games like Death Cargo, but that only makes it worse. -
So I won the UNIEL side tournament at Shadowloo Showdown V last weekend. Winners and grand finals were vs Abegen. I chopped him up good. https://www.youtube.com/watch?v=3z5DUhH-e6Q Grand final match.
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Cmon... well anyway, your inability to deviate from muscle memorized strings doesn't make a route bad. Blockstrings/pressure and combos are not the same thing. You can string into anything in this game, if you felt limited because you felt you could only ever use one type of confirm then that's another issue. Having the presence of mind to choose one or the other based on the situation is a good skill to have.
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Oh yeah it was a mess alright, thanks for clearing that up, but at first you were talking about wanting to wipe the 2C 5C route from existence for reasons that are kinda well... questionable. Then leaving notes based on supposed blockstring limitations, like having 2C 5C in your arsenal as an option somehow forces you to give up 5C for blockstrings... I just don't think it's a good idea to get into that territory. The two are basically interchangeable for most combos anyway so it might be a better idea to just say that, like the Linne wiki does with Or like the Chaos wiki which does a really great write up.