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Magaki

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About Magaki

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    2Chipp4u

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    Lyon, France
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    Magaki_x1

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    metatron-x1

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  1. PS3 and PS4 Rev are both up on the JP PSN now.
  2. You will generally buffer jP right after doing jS as it's just not possible to hitconfirm with jS alone. To be honest, it's same thing as the AA routes really. jS>jP>jS>djK>jS>delay jH>delay jD is what you will go for most of the time. If they are too high jS>jP>jS>djS>delay jH>delay jD If they are too low jS>jP>jS>djS>jP>jS>delay jH>delay jD All should result in knockdown most of the time. If it's jS from an IAD, then jS>jH will knock them down at IAD height.
  3. Depends really why you picked her. If it's just for casuals, yeah I guess you can skip them. If you want to be competitive with a character, mastering everything it can do in order to fully optimize your decisions is kind of a given. You can win without that but you're definetely missing on an important part of her okizeme. Besides, they aren't really that hard to pull off. Compared to what some characters require like Potemkin's 6K loops, Elphelt is quite easy.
  4. Hima (VK) vs Souji (AR) Hima (VK) vs Minami (HI) ---- 2nd match ---- 3rd match ---- 4th match ---- 5th match Hima (VK) vs Minamo (NA) ---- 2nd match ---- 3rd match ---- 4th match Hima (VK) vs Minami (HI) Hima (VK) vs Minamo (NA) ---- 2nd match ---- 3rd match
  5. Magaki

    [CF] Valkenhayn Combo Thread

    Day one CMV By Hima Doesn't seem like the wolf combo rate nerf is affecting us that much. We have however more time it seems to combo with S starters resulting in more wolf gain. Corner carry this time seems better too though the routes aren't anything new and throw combos look stabler. Looks like Valk is still sitting strong on his top tier throne and won't retire at all.
  6. Magaki

    [Xrd 1.10] Elphelt Video Thread

    New elphelt tech video made by Alioune: The combos shown use routes known for being universal so obviously all the ones shown are both practical and recommended.
  7. Magaki

    [Xrd] Elphelt Sniping 101

    Matchups where sniper use is particularly effective: Very strong: Bedman, Faust, Leo Interesting for specific situations: Venom, Axl, Elphelt (read on neutral berry plays), Ram (Good against players who abuse sword summon in neutral though 5h and jD are better imo) Not that useful: Chipp, Millia, Sol, Ky (S stun edge doesn't disappear on hit) , Slayer(dash k mappa cancel to punish sniper stance), Potemkin(Hammerfall Break will tank a hit) Edit: Alioune's list Very strong: Faust Bedman Axl Elphelt Sol Venom specific situations: Leo Potemkin May Ky Ram Not that useful : Chipp Sin Millia A section that I believe should be added or elaborated even further: Rewards: On normal sniper shot with no CH you will get no specific properties or additional untech time. Not much you can do with that. On CH the opponent will be launched upwards for a ton of untechable time. Generally in neutral, that's the main reason why you would want to go into sniper stance as it provides you a lot of time to get in safely and get her game going. It's possible to combo and get a knockdown from sniper stance alone off CH shot uncharged by doing CH sniper shot>reload>move cursor close to the ground>sniper shot Will give you a KD but like you can guess the rewards aren't that great and just getting the CH then getting in is much more efficient especially on characters with poor defensive options like Faust and Venom. With RRC, sniper shot becomes much more efficient as a CH sniper shot RRC will allow you to dash in and combo for great rewards +oki. Even non CH sniper rrc can be useful as it will allow you to get in and possibly combo if you're close though it's not that common. Another section that might be interesting to add: Slip up: Sometimes it happens when you guessed wrong and your opponent is getting in. In that case leaving stance and choosing to block to avoid getting punished might be the smartest choice. If you're not in any recovery but still in sniper stance, whiffing a sniper shot yrc to leave stance and get the slowdown is very useful. In some cases you can even poke out right afterwards with 2S or AA cS if you got dem balls of steel. Without tension, entering shotgun stance will allow you to block faster than pressing D. You can attempt a YRC>236H too if you're already in recovery due to a reload but if you're doing that on reaction and get a PRC due to being too late, you will end up taking more time to recover due to PRC startup + 236h startup so watch out for that. Nice and interesting guide. Pinning it. Looking forward to more discussion on that subject.
  8. Powered SG-H is +5 without reloading but here's the tricky part, you can reload faster with Powered SG-H than with normal SG-H. To be more specific, Reload is always the same recovery but the window to cancel Powered SG-H happens faster than with normal SG-H. Or at least, that's what it mentionned in the frame data that Kedako provided concerning Elphelt. I need to dig into my computer to find it again so I'll be able to give the right answer after calculating it. That or if I don't find it, will need to run some tests to figure it out. I'm not surprised the frame data is wrong though. Kedako's frame data excluded, there were 3 other frame datas that had some discrepancies in it. Old time lurkers on the El board probably remember the first one that indicated that 2H was jump cancelable. If you take a peek at the wiki page though you will notice it's the right frame data (Yeah I know. Kinda ironic that the frame data page itself got misinformations regarding its purpose while the wiki page get it right). Might be someone who edited it and added incorrect data. Dunno. I'll look for Kedako's again and take care of it by myself to make sure it's done right this time. Thanks for notifying me and offering your help though. I appreciate it.
  9. I actually was mostly joking about that but if you would like to talk about it, sure. First, thing you need to keep in mind is that it's not because a character got moves obviously designed with questionable designs that he's gonna be godlike as his strength will obviously be a matter of synergy with his moveset and his matchups. Also, it's not because a character isn't broken that you have to ignore decisions made concerning said character's direction with "Ohh but he's shit so who cares". Especially if they could have done something else. Would you consider that Dog's 2D being unblockable in every versions before +R was a great choice that led to smarter plays ? Something that was actually removed in +R most likely due to corner fS>dog 2D already being a hilarious yet efficient way to wrap up a round that became even better with the puddle getting a hitbox. Would you also say that Dog being able to attack while you were in blockstun was an interesting idea ? Would you mention that having an FRC point on Sword 623H was a good idea while neutral and conversions with the swords prior to +R truly weren't that great making it the worse summon ? I sure remember Mitsurugi canceling it almost everytime he ended up with it. Was Raoh's super and its huge chip damage and range great design too ? Not to mention its rewards on hit either. While its true that prior to +R, instant Raoh combo were either situationnal or required a lot of tension; Raoh himself got a very good tension gain which coupled with Zappa's high tension pulse allowed to get back the tension used to get him quite fast. And thus, finally, is it smart to give him a backdash that can only be punished on one specific frame ? Speaking of Mitsurugi that I mentionned above, remember how much he loved backdashing like crazy in the corner and punished the opponent afterwards for whiffing a move ? He sure had and still have quite a lot of very weird design choices that were indeed quite useful prior to +R to win rounds while making your opponent ultra salty. Points that I actually loved to use as I've mained him since #R. Whether I love it or not though, you don't need to be a genius to figure out that they could have chosen to tone down all those options and improve his summons better. Something that I would have loved to see them do. Which they did in +R. And in that version, it clearly was too much. And finally, what kind of argument is that ? "see how many frames you spend not blocking every time you try to churn out a backdash" As if mashing 44444 was the only way to use a backdash. Ever heard of defensive options like fuzzy backdashes ? Or IB backdash ? Obviously if you don't use correctly a defensive option or vary them you're gonna get blown up. Same logic as if you use a character wrong or become too predictable result in you losing hard. I would also like to point out that even if you do manage to punish his backdash which will require a hard read, you won't even get a counter hit and you will be quite far unless the backdash was done in the corner. And not every character can punish that tensionless and get a knockdown afterwards. Or even get enough damage to make the Zappa player think that backdashing is a very bad idea. But the worst thing isn't that the backdash only got 1f of punishable recovery but it's a combination of both a VERY FAST backdash and a timing of 1f to punish it. If it had 25f duration for 24f invul, this would have been different but it isn't. Also, it's not a backdash that is specific to just one summon like the defensive options the sword and the dog provides but it's UNIVERSAL for ALL HIS MODES. That means that if you just look at the backdash's frame data itself, you're doing it wrong. You need to consider that he can also fuzzy jump, mash, DP, DP RC, Super(which had and still got a hilarious pushback while only being -15 meaning not everyone can punish it on block), 6P to beat body attacks/5K to beat feet attacks AND backdash. All of those are his defensive options. Does he really need that backdash this badly ? Before +R, do you really think that toning it down and improve other points were a decision that was unthinkable for the devs ?
  10. Most likely the same guy who thought that giving Zappa an 11f backdash for 10f invul was a great and fair idea.
  11. SG-H is -2 without reloading and -1 with it. Reloading basically just make you recover 1f faster.
  12. Thanks but the issue concerns links posted with the [ url= ] command or shortened by [ ... ] . In those 2 cases, it's not possible to salvage them (not necessarily true for the former but those are exceptions). Check the video thread for examples of unsalvageable lnks.
  13. Magaki

    XRD Matchup Directory

    Elphelt vs I-no appears to be missing.
  14. Magaki

    XRD Matchup Directory

    Elphelt vs Axl Elphelt vs Zato Elphelt vs Potemkin Elphelt vs I-no Elphelt vs May Elphelt vs Millia Elphelt vs Sol Elphelt vs Chipp Elphelt vs Slayer Elphelt vs Leo Elphelt vs Sin Elphelt vs Bedman Elphelt vs Venom Elphelt vs Ramlethal Elphelt vs Faust Elphelt vs Ky Elphelt vs Elphelt
  15. About SG-D and shotgun loops: I would suggest you to read this shotgun loop guide I wrote. Should be more than enough to know exactly what to go for in most situations. About air routes: Here's an air combo comparison showing character specifics and the required height. About standing punishes: On standing without CH, you generally want to go for cS>fS>2D>214K. With a microdash, you can add a 2S between fS and 2D to get more damage. 2D is generally the last normal you want to use before going into 214K simply because it's one of her most damaging normal and allow to get a slightly better okizeme because 214K will make them float a bit more thanks to 2D. If it's against Millia, Faust, Potemkin, May or Chipp, you want to do (microdash) cS>2D>air combo instead. Scroll up to check the optimized combos on them both midscreen and in the corner.
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