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wirestyle22

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About wirestyle22

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    New Blood
  1. wirestyle22

    [Xrd] Potemkin Combo Thread

    I'm ground chaining into 5HS > Hammefall (Feint)/Slidehead/FBD(+2). If they are reversal happy I'll backdash > Heat Knuckle > j. S > Pressure/PB etc.
  2. wirestyle22

    [Xrd] I-No Gameplay Discussion

    Confirmed: PS3 sticks aren't working with PS4 XRD. omega sad frowny time
  3. wirestyle22

    [Xrd] I-No Gameplay Discussion

    I like her in black
  4. wirestyle22

    [Xrd] I-No Gameplay Discussion

    I was an advanced Makoto player with a few notable wins under my belt. Nothing crazy but good enough to work around her weaknesses and use frame data knowledge to my advantage. Thanks very much for the info.
  5. wirestyle22

    [Xrd] I-No Gameplay Discussion

    Thanks for all of the information. I played Millia and Justice (Don't ask) in +R. I kind of feel like my fundamentals for guilty gear are shitty because of that--meaning I won with Millia if I got to mix-up because she has brain dead mix-up, and I won with Justice because 1. No one knows how to fight that character and 2. Even really simple combos deal a lot of damage for some reason. I tried to pick up I-no in AC, but the moment I showed interest all of my friends (who know more than i do) were against it. Now that there is a new game out I have enough knowledge to know what I'm getting myself into. With that out of the way, I'm not really trying to be a frame data guru but I do use frame data to tell me what is possible, or what could be possible if I create a specific situation. I'm not sure how much I would benefit from it outside of knowing what is positive or safe in this game though. With my limited knowledge of what I-no used to be, it seems like shes making use of re-launch combos more I guess in lieu of double dash combos? That's a question said as a statement. It seems like she struggles in neutral as well. Is there a good video I can watch of a top player overcoming that? Thank you all for the help.
  6. wirestyle22

    [Xrd] I-No Gameplay Discussion

    A few questions from a new player: 1. Does anyone know how tight I-no's combos are in XRD in comparison to her +R incarnation--not taking into consideration 6frc6? 2. It seems like some of you are excited for the time freeze effect of YRC. Why? Are you using it for input buffering or something? 3. I come from Street Fighter and reading the frame data for this game is odd to me. How important are attacks levels? Also, is there frame data (even loosely) for XRD yet? 4. She doesn't have double air dash? 5. Mynus is chaz right?
  7. wirestyle22

    [+R] Justice Q&A Thread

    I'm lucky in the sense that I have a lot of friends who know a lot about the game and play pretty regularly. Of course the character I'm interested in no one knows anything about. I've done pretty well though so far with justice. I think a lot of it is them learning how to play against her just as much as it is me learning how to play her, so it sort of evens out. Axl, Dizzy, and Faust do seem really bad
  8. wirestyle22

    [+R] Justice Q&A Thread

    Thanks for the reply. I'm not looking for a flowchart. That was just an explanation of my general basic gameplay right now because I don't know anything. I was just asking for some tips or tricks you guys have figured out about the character so far or maybe something that gives justice a problem in a character specific match. Things like that. As far as dizzy goes, since 236D Force Break is projectile invul, doesn't that allow you to set up pressure on dizzy? 25 meter well worth it IMO
  9. wirestyle22

    [+R] Justice Q&A Thread

    This is in three parts: 1. Stickbug was telling me that Justice is horrible and has almost unwinnable matchups against some of the cast. I only really have experience against Robo-Ky, Ky, Sol, ABA, and some Faust (All varying degrees of skill). What are these "almost unwinnable matchups"? 2. The uneducated (or researched) way I play Justice is basically this: Round Start: Try to keep them out with your normals/michaels sword until you can get a knockdown. (If close after knockdown) delayed P nuke FRC 6P or 2K into 2D > More Nukes forcing blocks into mixup with dust + 6P + Throw Attempt to maintain spacing by P nuking FRC for safe pressure into anti-airs/mixup with dust or 6P/S nuke. It seems like people misjudge the explosion hitbox a lot of the time and that ends up getting them hit and possibly followed up on. If they are in a position where they can't punish you fill the screen with nukes and attempt to safely pressure. If they have meter attempt to block/backdash punish their meter usage invul moves. You don't really have to worry about bursting in my experience. Any tips anyone has that can expand on this? 3. I honestly don't know if this works but it seems like it does? P or K nuke delayed until near the opponent and then 236D Force Break for a Dhalsim type left/right mixup? Maybe? I'm sure it isn't meter efficient of course, but maybe as a gimmicky round winner? Is also seems to knock them in justices direction allowing for 2H > Aircombo. Opinions?
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