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About Xtra_Zero

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    Selling JP PSN cards for Bitcoin
  • Birthday 01/15/1986

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    Kobe, Japan
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  1. Yo why did the overhead reaction thread get locked? Discussion doesn't get much more on-topic than that

  2. My local arcade still hasn't updated to 1.1. Wonder why.
  3. The test is to see if you can get projectile-BSed by a grounded opponent, while in the air, while invincible. So unless it was during your DP invul frames it doesn't count.
  4. Yo here's a question. Does new BS repel on air projectiles at all in an air-to-ground situation? Maybe this has something to do with the opponent being in a throwable state since it uses the throw hitbox? If I-NO is not on the ground and uses a projectile but the opponent is, she's not throwable by them, and possibly not BS-able either. If this test is applied only on projectile-BS and not on melee-BS, it would explain the discrepancy between invul melees being BS-able and this I-NO case not being BS-able. The ultimate test would be to use DP invulnerability to try to derp up a BS activated by a projectile. Something like Ky SE YRC dash up then try to DP through a BS activated by the SE.
  5. Xtra_Zero

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Stupid shit I do: - 2D on opponent's wakeup - In corner, punish airtech read with HVV, then when I sense an FD I airthrow lol - Bandit bringer - Fafnir 4 times in a row - Low profile opponent's fafnir/ other moves from 3/4 screen with grand viper That said, this is GG. If it works, do it.
  6. I think the reason it does that is so you have a chance to rethink your action after the opponent RCs, but really it hurts just as much sometimes because then your timing is off. Really I think the slowdown in general is unnecessary (This is an example of a problem that didn't exist before but appeared in Xrd because of RC slowdown) but that's me.
  7. So this is confirmed fake?
  8. Yeah I'd say if it's going to stay they can at least remove the countdown.
  9. Actually it is a big deal and I want to know too.
  10. Xtra_Zero

    Zero Frame Whiplash: Throws in Guilty Gear

    I completely disagree. Throw breaks in general seem really superfluous and unnecessary. @Watches For the simultaneous throw issue I really wish there was a more elegant way to solve it. Imo just having 6H or 4H come out is already pretty elegant. Lol what if you could throw with every button?
  11. Xtra_Zero

    [Xrd] Axl Gameplay Discussion

    Thing is, while you're ducking, the mid chain whiffs, but if you run it doesn't. So if you block the low chain and then continue holding 1, the next chain will always whiff, but that doesn't really mean you can advance because as soon as you stand up the mid chain can hit you. Yes. This is basically what is happening. Haitaka cancel -> Haitaka is slow enough to see it, OR make a break for it, but not both. You can't wait for the animation and then run for it on reaction. https://www.youtube.com/watch?v=a6NzHWzGDrs This Sol seems to be trying to beat it with Fafnir. I can see that working on the mid one after blocking the low one. (Unfortunately he gets read every time in the video lol)
  12. Xtra_Zero

    [Xrd] Axl Gameplay Discussion

    Maybe someone here can help me. I've been playing on and off with Sol since release and I still don't have a solid strategy for Haitaka at fullscreen. I have to make a guess at some point because if I don't chip will kill me. I can't jump out and block because he can cancel the whiffs and just force me to block more. There are options, but all of them are extremely high-risk since any hit from Haitaka turns into 30% damage and a free ride back to the corner. At the end of the day I can't think of anything that isn't just a high risk hard read. Do you have any suggestions?
  13. Xtra_Zero

    [Xrd] Sol Badguy Gameplay Discussion

    Yo here's a burning question I've had for months: What does Sol do against Axl's stances at fullscreen?
  14. Xtra_Zero

    [MB] The Maxi Boost General Discussion Thread

    How are Shining Gundam and Ez8 looking?