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About Kyle

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    [B]Arcade Legacy[/B]
  • Birthday 05/18/1986

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    Cincinnati, OH
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  1. Kyle

    [VS] Video Thread

    Updated links on OP
  2. Kyle

    Seattle's VSAV scene: June 2016

    Hey Everyone, VMPNW is growing! I received a recent inquiry as to who the squad is, their characters of choice and overall details. The overwhelming odds of our roster use mixed social media sites. So I see an opportunity to debrief. Here we gooooo~, in order of appearance. Jais: Jedah - Jaison started playing VSAV just before DS:R was dropped. He would meet with the usualy OG guilty gear crew and get some matches in each week. Currently, Jais's offense is very strong, his ability to make player reads is "top-player" status. His match-ups strats are minimal, but his ability to adapt helps him overcome. His current focus is expanding match up strats and tightening up his consistency with defensive Tech-Hits & GC's, His blocking and reversals dark forces are very effective. Keough "9T9": Anakaris - Him and Jais were the two active players prior and immediately after my arrival. His offense is pretty good. His ability to make player reads is strong too. Although Anakaris is "weak" b/c of a lack of defensive options, this flaw only gets exploited at a very high level of play. Currently, Keough performs great against our scene and doesn't get cheesed too often. His attendance has been low in recent months but he does still show up from time to time. Solid-Bro. KyleW: Morri~ w/ a sub of about 1/2 the roster. @VMP_KyleW When I relocated to Seattle, I brought my VSAV cabinet and started having weekly FGC sessions, hosted by Jais. For ~10 months it was just the three of us, but that grind was very helpful for the progress of Jais/Keough. I'll stop my introduction there b/c I'm active on Facebook/Twitter. Everyone knows me, right? Tad: Q-Bee - Tennessee native who moved to Seattle in June of 2015. Started playing VSAV as a tangent scene to Cincy back when VMP was building. He's a very close friend of mine, so the timeliness of his involvement with VSAV has mirrored mine. IMO, his Tech-Hits and GC's are the strongest (next to mine) in our scene. His offense is very indirect and generally doesn't generally overwhelm with IAD tacticts. Tad plays a more neutral oriented spacing (Chun-Li) game. Strong Bee. Has a few match-ups to learn and is learning how to transition neutral to overwhelming offense. Jeff "Zom~B": Q-Bee - @ZOMBMU Atlanta native who moved to Seattle in April(?) of 2015. Very strong FGC anime player. He changed his lifestyle to get a new occupation and buckle down to learn Japanese. He is heavily focused on Dota-2 and now some Overwatch. Doesnt turn up very often. Good guy, just headed in another direction. Lastly, he is an avid HITBOX player. I'm certain that Cabinet Savier is offsetting to him as much as DS:R is offsetting to us. I won't speak to the specifics of his skill level (out of a lack of grinding together), but, he is considered a strong Q-Bee desu! Hilary "Hil~": Q-Bee - @HilaryyyPNW Texas native who has lived in Seattle for many years. Avid Skullgirls players, very patient. Has the skill set of a FGC veteran. We met Hil~ and a few others at a monthly Seattle event. They all were super into Skully~ but eager to have fun in VSAV too. After some time we had their squad over for a BBQ/gaming social. It was good times. Hil's personality and ours was very much in align. He started putting more & more time into VSAV. Training, analyzing, grinding etc. He's a "Pad" player" but fairly confident on stick! After some time, he became roommates w/ Jais & Tad. Those (3) plus the Cabinet has become the "Seattle VSAV House". ^___^ V. Hil is patient and makes very strong player reads, reactions, adaptions. His QB offense is awesome; IAD frustrating the opponent - ensured. Overall, he is working on solidifying the harder inputs on stick and combo'n into ES-C>R more often. Strong Bee. That's a lot of bees!!!!! Marshall "Goose": Bulleta - @Chooseagoose Portland native who moved to Seattle in February(?) of 2016. He is a skully~ player from Hil's squad. He started very new to VSAV mechanics and overall inexperienced to fighting game (Capcom) fundamentals. This player gets the "most improved" award because GODDAMN I get excited playing with him. Bulleta is a deep character with loads of options/execution and its engaging to see Marsh~ bringing new facets to his game each week. At this time, I really feel comfortable saying he is a strong Bulleta player. His Tech-Hits are consistent, his offense is mixed-up nicely and his tech-chasing is the strongest in our scene. Currently he is learning match-ups and finding ways to apply dash combos. I just want to be clear, he is not a combo-training-mode oriented Bulleta. This guy has been playing VSAV mechanics with knockdown combos, tech-hits, high/low offense and delay attacks. Severine "Sev": Aulbath w/ a sub Bishamon (W.I.P.) @____Severine Sev~ moved to Portland in February(?) of 2016. Marshall, Sev, Ada & Thor are all roommates & Skully players. Sev is a very strong Anime player. Her execution, ability to implement strats and make player reads is proof of her "top player" status in Skully~. So yeah, Strong Fish and recently learning Bishamon. Her Aulbath has about maxed out of execution/tactics and now the Bishamon grind has her in her normal execution heavy, stimulated game play. Thor "Domo": ??? - @DangoPNW Recently started to be more invested in VSAV, still learning mechanics and deciding on a character. Has a play style he wants to focus on and still soul searching for the right way to play how he wants in this new game environment. He has a house full of eager players and a scene full of experience, the potential is there for him to become very competitive. We'll see what becomes in the upcoming months. Raco "Rocco": Sasquatch - @PITBUSTAR She is a Seattle native who comes to our gatherings, especially weekend events. She's a great artist and always wonderful company. Hopefully I can commission her to creating promotional content for our events. She is just beginning to be exposed to competitive FGC play and Capcom fundamentals. She is currently in that early FGC grind & enjoying the ride. Ada Stark "Ada" / "Adele": Bell - @AdelheidStark Her VSAV involvement is very very similar to Thor's story, except she has a lot more longevity in the FGC as a whole. Up and comer or sleeper? We will wait and see. Sean "GBursine" / "G.B.": Aulbath/LeiLei w/ a sub Shadow - @Gbursine GeeBee!!!!! Awesome guy. Great friend of mine. Recently moved to Portland from New Jersey. March(?) 2016. He is the "Uncle Savior" of western VSAV. His efforts for hosting east coast events, information gathering & documentation (@SRK forums prior to the wiki) was instrumental to the growth of western VSAV. He was doing god's-work just because he liked the game! very O.G., well-rounded FGC player who's biggest flaw in competitive VSAV progress is character indecisiveness. I firmly believe if he stuck w/ two heros he could make the "player read" adjustments rather than falling back to the match-up strategy adjustments. although, We have a different philosophy for approaching fighting games. Hive After Hive: Q-Bee - I can't say much as we met him once for the duration of NWM-2016. He moved from Cali within the last year, he was fairly active on FightCade/GGPO, he seems to know about the mechanics. Personality wise, he's great company and folds well into our mix. As we continue to have weekend events, i suspect we will see him more. Unfortunately, the routine Monday nights does not work well for his attendance. Finally, regarding the future of our crew; I am happy to say that we are installing additional hardware into the VSAV cabinet this week. (2) agendas: 1.) Undamned USB inputs. This will allow Hil~ to commit to a pad, invite HITBOX-Zom~B to join us more often and overall be accommodating to pad/console players. This will help bridge the hardware gap of VSAV & the PNW-FGC. 2.) JROK Video Encoder - Video Out. We can start recording from the cabinet, archiving matches, analyzing our own previous play and stream events. Once the stream setup is in motion, we can have a weekly tournament and analyze our wins/losses to more widely gauge players skills & match-ups. In contrast, we currently have long casual session with me getting boozy and me bantering at players about what to do. Cincy 2.0, Baby. Time of our lives. VMP_KyleW
  3. Kyle

    Applications of XRD’ Mechanics V2.0

    Thanks for the VIdeo!. Potemkin can also do Heat extend for this setup !!!!
  4. Kyle

    Applications of XRD’ Mechanics V2.0

    Updated. Thanks for feedback, everyone.
  5. Updated content from community feedback in Red. Let's start by noting some unique universal changes I have (re)discovered. I. No more throw breaks This rule mitigates the one sided confrontations of awkward misplaced heavy slashes. An awesome update for unique matchups like Bridget vs RoboKy and your patience vs Jam's unthrowable normal. To beat throws you need to counter poke, use throw invulnerability, backdash, jump or use invincibility. There are still loads of options available. A much needed design change IMO. No more SB canceling air dashes I believe this only hurts Chipp Okizeme & May shenanigans. Not a big deal with Chipp's new oki tools anyways. Wonder how it may impact Bridget's FD movement options… Cannot YRC/RC landing recovery frames Just a weirdo detail I’ve encountered in training mode. What have you noticed? Here's a wiki link to increase your knowledge base. http://www.dustloop.com/wiki/index.php?title=Guilty_Gear_Xrd_-SIGN- II. By now everyone is becoming comfortable with basic uses of the new Roman Cancel and Blitz Shield systems. - High risk/High reward scenarios can be relatively safe with YRC. I'm feeling like this enables Slayer/Bedman play. Always out of reach begging for counter hits. Pilebunker counter-hit; Win. Pilebunker whiff; not so bad. Having moves with invincibility be YRC-Locked shows Team Red put some time into design. I don't particularly want a game all about inexpensive low-risk Volcanic Vipers. - We now have the ability to cancel all grabs for 50 meter. Great news for a few, huge nerf for others. Buri loves it but Johnny is hurting for example. Unfortunate for characters who rely on additional resources to deal damage. www.youtube.com/watch?v=bWJJ8xSIH9E#t=20m46s III. I've been playing this game for about a month and I truly enjoy it. Now that I'm beyond the basic gameplay of my character, I have been spending my time analyzing current match videos. So I would like to continue this by listing unique scenarios, talking about the confrontation and finally linking these timestamps. - Safejump YRC to punish backdash The concept is you safe jump for your okizeme and then quickly input a YRC (be between 25-49% meter). If they did a reversal w/ an overdrive or a confrontationals move, you will be in blockstun & the YRC is negated. If they did a reversal w/ an escape option the YRC would activate allowing you enough time to punish their movement. I tried a bit in training mode w/ May and could not find a real strong application. Any good setups for other characters? -Using YRC to punish big whiffs/burst at midscreen when opponent has >25% meter. Good application I don’t see come up often. - OptionSelect a Command Grab w/ a YRC This technique relies on the fact that you cannot Roman cancel the first few animation frame of a command grab. For each command grab executed, you are required to input a quick RC. If the command grab is success the RC will be neglected. If the command grab is unsuccessful, YRC grants the player an opportunity to react to the situation. The answer is usually an air throw. No footage, but Potemkin can do this too. www.youtube.com/watch?v=nLR-3_Nzi-s#t=6m35s www.youtube.com/watch?v=Xz1HLWacWak#t=3m11s www.youtube.com/watch?v=x6uugDyN1wo#t=20m50s www.youtube.com/watch?v=q-mJbncU43U#t=5m23s www.youtube.com/watch?v=7bsOvtfFtlA#t=13m27s www.youtube.com/watch?v=7bsOvtfFtlA#t=16m57s - Option Select a grab w/ a normal ghosted. 6HS+Attack~confirm This technique is not exclusive to XRD. However I do see it under utilize. This is covered in mission mode! I want to take a moment and show people the strength of this tool. The exact details to execute is strictly characters dependent. The concept is based on button priority and normal grabs not having a whiff animation. By inputting 6HS plus any attack button weaker than HS, that 6+unique button will execute during any unsuccessful grab. Now you can ghost-input sequential chains or a special to help you confirm if the 6+ unique attack does connect. Sol Example: 66, 4P+K, 6K+HS~6P, Confirm. A successful grab is a success. An unsuccessful grab turns into a chain of K, 6P, most likely confirming a ground to air combo in contrast to a whiffed 4HS or 6HS. www.youtube.com/watch?v=RQIDYw3k72E#t=6m50s www.youtube.com/watch?v=YTbeAV94MW0#t=17m20s http://www.dustloop.com/forums/index.php?/page/index.html/_/home/zero-frame-whiplash-throws-in-guilty-gear-r469 - Reacting to opponents Burst w/ a YRC (while you are mid-combo) Sometimes we have a hard read on the opponent but not much opportunity to call out a burst during our damage routes. (No jump cancel, Reverse chain etc. ) because the YRC restriction is dependent on the opponent state we now have the ability to YRC as soon as the enemy burst. If you are making a hard read you can execute any attack then quickly YRC. For example, most heavy attacks can become burst safe within these new parameters. www.youtube.com/watch?v=YTbeAV94MW0#t=47m22s www.youtube.com/watch?v=Snq_nnW2UdY#t=19m6s www.youtube.com/watch?v=7bsOvtfFtlA#t=8m24s - YRC's as offensive momentum The new cancel system offers a “slow” casted on the opponent. Often times, this tool is strong enough to keep your corner advantage or your momentum going long enough to break the opponents guard. It’s better if you can disjoint an attack, but not necessary. www.youtube.com/watch?v=YTbeAV94MW0#t=1m51s www.youtube.com/watch?v=YTbeAV94MW0#t=4m53s www.youtube.com/watch?v=YTbeAV94MW0#t=32m40s - YRC Okizeme YRC has 6 startup frames then 18f of superflash; freeze frames. Immediately after the freeze your opponent is in a “slow” state. By offensively using YRC on the opponents wake up you are moving their reversal window and altering the timing of their wakeup. Yes, they can still reversal wake up, but in application it is very tough and overall unreliable. If the 18f window overlaps their inputs, the execution is super challenging to complete. Also, you can no longer negative edge reversals! It’s better if you can disjoint an attack, but not necessary. www.youtube.com/watch?v=q-mJbncU43U#t=1m3s www.youtube.com/watch?v=nuJc_5BgCeo#t=5m55s www.youtube.com/watch?v=7bsOvtfFtlA#t=6m51s www.youtube.com/watch?v=EdL7IozDsEU#t=10m36s - YRC splitting an air dash to beat Anti-Airs Because of the 6F stop and the “slow” casted during a YRC you may now be victorious in air to ground confrontations which you would traditionally have lost. The opponents execution may be “eaten” by the stop frames, or the opponents animation will be sooner than expected. This is good for stuffing 6Ps as their upper-body invulnerability may not be on the frame when you interact. www.youtube.com/watch?v=WiU0-C3Kuu0#t=1m16s www.youtube.com/watch?v=YTbeAV94MW0#t=41m27s www.youtube.com/watch?v=YTbeAV94MW0#t=13m21s www.youtube.com/watch?v=YTbeAV94MW0#t=14m43s - BlitzShield vs Projectiles to gain Invinc frames Seems there is a unique property to the Blitz system which provides invincibility frames to the defender. This is useful in a scenario where the blitz blowback does not connect against the opponent . Now we have a unique way to deal w/ disjointed offense, Blitz~Throw. I can foresee this very useful against Eddie & Elphet & Gunflame. Comment from Circuitous: This is covered in Mission Mode but not in great detail. I think it works like Potemkin’s F.D.B. - if you reflect a projectile, you go into a 22f recovery animation that is fully strike invuln. Not sure on BS frame data but I imagine it’s similar. Enough to get through multi-hitting projectiles like Leo’s. www.youtube.com/watch?v=YTbeAV94MW0#t=51m28s - New “burst safe” routes after a Roman Cancel The RC system now includes a duration of slowdown against your opponent. This equates to burst having longer startup frames just after your cancel. Some animations are now burst-safe (after a roman cancel) while in previous iterations of Gear, they were considered ideal spots to burst. May’s contribution is RC, Air Dash… what new routes are for your character? www.youtube.com/watch?v=YTbeAV94MW0#t=1h01m28s www.youtube.com/watch?v=u3LjOAeEtqw#t=57m16s www.youtube.com/watch?v=u3LjOAeEtqw#t=1h0m0s - OptionSelect offensive YRC's This is a super strong tool, used for offense routes which include links or long durations between hits. When your meter is between 25-49%, you can execute a YRC on hit/block and it only activates when the opponent burst. This can be starting or late in a combo! Brainstorming about Ky, I can think of (4) routes this is useful. 6K ~YRC Split Ciel ~YRC Greed Sever ~YRC VaporThrust ~YRC. Which spots work well for your characters offense? on block or hit? www.youtube.com/watch?v=YTbeAV94MW0#t=4m44s www.youtube.com/watch?v=YTbeAV94MW0#t=5m32s www.youtube.com/watch?v=YTbeAV94MW0#t=34m59s www.youtube.com/watch?v=YTbeAV94MW0#t=44m03s www.youtube.com/watch?v=Uo1UyNaedU0#t=4m17s www.youtube.com/watch?v=nuJc_5BgCeo#t=8m20s - Early meter expense for sweet spot of OS-YRC This tactic relies on combining the last two examples. starting an offense w/ significant meter, it may be advantageous for you to do an early overdrive (may be burst safe) or RC (may have a burst safe route) to setup your OS-YRC route. Making the entirety of damage dealt much more burst resistant www.youtube.com/watch?v=RQIDYw3k72E#t=12m13s www.youtube.com/watch?v=7bsOvtfFtlA#t=1m52s www.youtube.com/watch?v=7bsOvtfFtlA#t=17m50s - Backdash, YRC for Instant Overhead Attacks www.dustloop.com/forums/index.php?/topic/10247-back-dash-hop-yrc-instant-overhead/ - Using YRC to gain Invuln frames from Overdrives Some Overdrives have invuln frames before the startup animation. It’s possible with Heavenly Pot Buster and Ride the Lightning to YRC them before the startup, granting the invuln frames, but not the meter cost of the Overdrive. Proof of concept video from VR_Raiden: www.youtube.com/watch?v=1vK-oQijE5Q Big ups to GoldenRody and Neojimbe for the video management, as always, thank you guys! Big THANK YOU to my friends for the proofreading, //JAIS, AlphaKami, Legendary_Circuitous, Ailerus. Enjoying this iteration, KyleW
  6. Kyle

    [VS] General Discussion

    Stream is "LogicHole", but no VSAV was streamed this time. Hopefully next one.
  7. Kyle

    [VS] General Discussion

    VSAV at BattleForSeattle this Saturday. See you there my PNW saviors.
  8. Kyle

    [VS] General Discussion

    Been playing weekly in Seattle on Cabinet. (3) of us for now, Another coming in February. The other two are getting much stronger, Think we're about ready to host weeklies and be more public about our event. Any other players in the PNW area? Going to a Gear event @GameBreakerz this Saturday evening. Hopefully can see some VSAV heads. I'll bring a setup. Cheers, Kyle
  9. Kyle

    [VS] Video Thread

    Hosokawa released an entire playlist of punishing Tenraiha: www.youtube.com/watch?v=GmqJ3GDF6OU&list=PLrCBFMgd7RZXYtQigVCBfa-Nl3l_PO6tc
  10. Kyle

    [VS] Video Thread

    VSAV Sas cr.lk Y-Axis Bug www.youtube.com/watch?v=kiFGYpQmtJI
  11. Top 16 in no order. Two qualifiers from all 8 pools Jais (BR) Zidane (AN) Alzarath (TE) Digital Watches (AX) Xaqshinor (DI) Mynus (IN) A3Religion (JO) Blacksnake (VE) VR-Raiden (SO) Mahouko (BR) KBNova (ZA, AN) Brice (PO) Marlinpie (ED, SL, FA, KY) Roldy (ZA, VE) Biscuits (ED) FleshPounder (DI)
  12. Thanks for the heads-up, Alex. https://docs.google.com/spreadsheet/ccc?key=0AqYZ0-GaZYmkdHlGSU5vMlhzVkhSbEdqVC1saXE4b1E&usp=drive_web#gid=0
  13. Kyle

    [VS] General Discussion

    From what I understand, different moves have different values of block stop. Jedah J.HK compared to Felicia's J.HP, for example.
  14. Kyle

    [AC+R] Video Posting Thread

    GG+R SlashBack Splitting www.youtube.com/watch?v=Sdpq7TNqSPE