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Kyle

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Everything posted by Kyle

  1. Kyle

    [VS] Video Thread

    DPG2 third qualifier complete. Congratz to Kaji_Lilith Sorry, No video's available.
  2. Kyle

    [VS] General Discussion

    - I merged the Talbain & Jedah Tutorial threads w/ their character threads. Some great info there - Updated w/ pretty layout pics, courtesy of Kurushii
  3. Kyle

    [VS] Video Thread

    DPG2 second qualifier complete. Congratz to Kosho_Bulleta pt#1: http://www.youtube.com/watch?v=FIFQjyjMwk4 pt#2: http://www.youtube.com/watch?v=KV7SCRvGKb4 pt#3: http://www.youtube.com/watch?v=OS-36YfxkJ8 pt#4: http://www.youtube.com/watch?v=xExgbEtGwBc
  4. Kyle

    [VS] General Discussion

    @Onirus, most general discussion actually happens here. :3 Post up & I am sue you'll get more responses. http://www.facebook.com/groups/197383233629950/
  5. VSAV is so fast that traditional "hitconfirms" do not apply. Low forward-confirm-super will not happen. (Exception is Kaji_Lilith doing 66mkxxLI. He is a god among men.) In general, you should commit to two attacks. Using the second move to give ample time to confirm the first. You can also piggy-back "paired attacks" to give more confirms on numerous mixups. However, the risk of the opponent doing a defensive technique increases. Dashing offense example: Anakaris d.lp, Link lp, confirm. d.lp hits, LINK lp hits: Anakaris can go into an optimal ground combo d.lp blocks, LINK lp blocks: Attacker can go into a high, low, throw, delay, bait scenario. d.lp blocks, LINK lp hits: Anakaris will recognize this scenario as a block and go into a high, low, throw, delay, bait scenario. Jumpin example: Bishamon j.mk, j.hk, land, confirm. J.mk hits, j.hk hits: Bishamon can go into an optimal ground combo. j.mk blocks. j.hk block: Bishamon can go into a high, low, throw, delay, bait scenario. J.mk blocks, j.hk hits: Bishamon will recognize this scenario as a block and go into a high, low, throw, delay, bait scenario. you see the problem here. The attacker did a second air chain as a surprise-overhead but did not give them self ample time to confirm the mixup. Here's how Bishamon can optimize the situation. example: Jumpin j.mk, j.hk, land, cr.lk, confirm. J.mk blocks, j.hk hits, cr.lk hits: Bishamon can go into an optimal ground combo. J.mk blocks, j.hk blocks, cr.lk hits: Bishamon will recognize this scenario as a block and act as if the offense was blocked. you see the problem here. Bishamon did a landing-low as a mixup but did not give them self ample time to confirm the situation. Here's how Bishamon can optimize. example: Jumpin j.mk, j.hk, land, cr.lk, LINK cr.lk, confirm. J.mk blocks, j.hk blocks, cr.lk hits, LINK cr.lk hits: Bishamon can go into an optimal ground combo.
  6. I have seen (3) instances of Full-Guard state: 1.) Zabel's recovery frames of J.mp & J.lp http://www.youtube.com/watch?v=lmdfoMjOGDY#t=6m46s 2.) Felicia staying in airblockstun. http://www.youtube.com/watch?v=3yzFiJn2St8#t=4m34s 3.) Anakaris conditions: アナカリス : 地上の技が空中ガード可能になる アナカリスでジャンプ中の必殺技を出した後は、着地後に出した技が空中ガード可能になる。 現象は上記の無敵と同じで、一度ニュートラルポーズを取るまで継続。 他に、立ち大Kを空キャンしてコブラブローを出すと空中ガード可能になる。 http://www.youtube.com/watch?v=lL8mGwFDE1M#t=7m45s http://www.youtube.com/watch?v=Ju_q27lKLLc#t=1m55s http://www.youtube.com/watch?v=m3EK_Yygjhk#t=1m25s Thanks to SHU & Sakamoto http://darkstalkers.moryou.com/savior/system-s/bug-s/bug-s.html
  7. To the best of my Knowledge, only 3 moves in the game force opponents to disable ground rolls. 1. Zabel ES GC: Sets up his UB J.lk http://www.youtube.com/watch?v=B_L6KmcMPfY#t=2m1s 2. Bishamon's ES-Spirit rekka: Sets up his UB ES spirit loop. http://www.youtube.com/watch?v=xa-j-JRirjk#t=7s 3. LeiLei's hitting a full CLEAN Tenraiha: Something about the total knochdown duration being so long.
  8. This is old news, but I couldn't find it documented: certain projectiles ignore TechHits, I know of Lilith's soul flash & Bulleta's 3.hk, Bulleta's st.hk www.youtube.com/watch?v=0ggja0jCQ-o#t=95m34s www.youtube.com/watch?v=0ggja0jCQ-o#t=102m54s
  9. All good, Dood. :3

  10. Kyle

    [VS] Video Thread

    DPG2. first qualifier complete. Congratz to Komemaru_Zabel: http://www.youtube.com/playlist?list=PLrCBFMgd7RZXnbX3CUglSAfD6Rv1DXhmc&feature=view_all
  11. Kyle

    [VS] General Discussion

    Hell Yeah Shawn. I know Myself, Ailerus (Felicia) & Slucher (Qbee) will be traveling down to Atlanta.
  12. Kyle

    [VS] Video Thread

    VSAV Quickies #2 Victor-Advanced VSAV Quickies #4 Throws-Advanced
  13. Kyle

    [VS] Video Thread

    figured out how to fix the URL's away from the youtube-user and directly to the video. I am updating OP and correcting all the links. :3
  14. Kyle

    [VS] Video Thread

    VSAV Quickies #3 TechHit-Advanced VMP: Tutorial playlist http://www.youtube.com/playlist?list=PLAC0D9C44F03EA772
  15. Kyle

    [AC] May Tactical Discussion/Questions/Help

    I am not going to dabble w/ +R info and vids until the US version releases. than I am back 100%. See everyone in a few months!
  16. Input 6321[4], ~3P/K. Starts an offense w/ a delayed crouching attack and options selects GuardCancels to beat reversal attacks on wake-up. Zabel Qbee Rikuo Bishamon Jedah
  17. Kyle

    [VS] General Discussion

    @Ciccio... you may consider playing other games to grow stronger in player skills. reads, execution etc.
  18. Kyle

    [VS] General Discussion

    If someone misses the front page: http://www.dustloop.com/forums/content.php?469-Darkstalkers-Death-Rebirth
  19. Kyle

    [VS] Simple Q&A thread

    Here's the full playlist. http://darkstalkers.wordpress.com/2010/05/09/vampire-savior-sbo-tougeki-2004-full/ No American players.
  20. Kyle

    [VS] Archived Tournament results

    ChristmasCombat2012: 21 entrants, double elim bracket. 1st. Yetighettoslang_Sas 2nd. Acti0nHank_Aulbath 3rd. KyleW_Morrigan 4th. MurderByDeath_Demitri 5th. Ailerus_Felicia (w/ a DQ) 5th. DoragonKoroshi_Jedah 7th. FleshPounder_Bulleta 7th. Groovy_Zabel
  21. @Jed: Would be be kind enough to detail the exact system difference from VSAV to VSAV2? I recall hearing something about air chains and DarkForces being altered. anything else? Here's what I've found so far: http://dammit.typepad.com/blog/2010/07/vsav2-nerfs-revealed.html https://docs.google.com/spreadsheet/ccc?key=0Ass5iE_E05JhdGMtNDVjQjhFb29JTUVuX2xBR2tTVHc&authkey=CKHSovsH&hl=en&authkey=CKHSovsH#gid=0
  22. Team, I noticed another neat way to punish Tech-Hit attempts. This cost resources, but nets a much higher reward. You are going to rely on the fact that your opponent going to input lk~lp~mp~hp~kh or lp~mp~hp~hk. Once you are in w/ a chance to setup an offense (either ground roll guessing, reset into OKI or an approach w/ +frames). You are going to throw out a move w/ startup and expect to trade hits. However, on the trade, you are in a serious advantage and allow combos which otherwise cannot be executed. Here's the characters which can utilize this technique. Bishamon- Trade w/ mp version of spirit. If the trade is successful, Bish can combo into J.mk, J.hp, cr.mp, ES Spirit, Rekka, UB Lop Jedah- Trade w/ ES wheels. If the trade is successful, Jedah can combo into 66j.hp, land into any BnB of choice. Possibly combo into contract super also. LeiLei- Trade w/ ES Gong. If the trade is successful, LeiLei can combo into any ground/jump chain into TNRH Aulbath- Trade w/ mp version of sound waves. If the trade is successful, Aulbath will combo into 66mp, LINK cr.lp, full chain into cr,hk, Bubble trap OKI Gallon- Gallon can trade w/ flame super. If the trade is successful, Gallon can combo into Mopment Slice or ES flashKick Morrigan- Morrigan can trade w/ ES Soul Fist. If the trade is successful, Morrigan can combo into ES Shadow Blade Lilith- Lilith can trade w/ ES Soul Flash. If the trade is successful, Lilith can combo into 66lp, LINK cr.kl, full chain into LI Demitri- Demitri can trade w/ fireball. If the trade is successful, Demitri can combo into LP full chain into cr.hk This is a good tactic as Kaji successfully did it twice in Grand Finals of AOW5. Obviously, some characters options are more ideal than others. Some of these still combo on hit w/o the trade.
  23. Kyle

    [VS] General Discussion

    VS:R competitive scenes interest https://www.dropbox.com/s/u514mv3ikke3ps1/VS-R%20Competitive%20interest.pdf
  24. Kyle

    [VS] General Discussion

    Love the video Felineki. Truly laughed out loud at a few moves. ^_^ Everyone, plz contribute to this so we can present to capcom/IronGalaxy. VS:R Request list Input History display: "on-line matches" REMATCH for local matches Record/Save local matches Color Edit Mode Stage select: include Iron Horse, Fetus of the God, VSAV 2 stages Character Select: Include Shadow, Oboro, Dark Gallon Music Select: Include Vsav2 tracks as selectable disable START during matches, make it for [sTART] is the input, minimum 30frames Include Frame data at menu Input training mode for command supers & execution heavy BnB's: catered challenges. Keep original character portraits as optional Replay feature to have a SLOWMOTION application Button mapping at character select screen for local matches
  25. The requiremensts for "Mega Spike", "dash-Mega Spike", "Gerdenheim 3" & "dash-Gerdenheim 3" in VSAV. "Mega Spike": 1. Only directions that are true = 4 2 6 & 8 B/c of this, traditional SuperTurbo shortcut is not acceptable. =/= 632147P 2. Diretcional inputs need to be in circular order. B/c of this, SSFIV input shortcut is not accepatable. =/= 6, 4, 2, 8 3. The special move input-buffer counts towards the last input. similar to a walking-Hadouken: 23[6], delay, P uses the input-buffer to walk a few frames before activating a fireball. B/c of these rules, we can do a few tricks. - standing "Mega Spike"'s can be input very easily w/o a fear of jumping: 63214, 5, 8P - Splitting dash startup w/ a "Mega Spike": 87412, 5, 66P "hide/buffer" the first few jump frames w/ another move. - full walking "Mega Spike": 87412, 5, [6], Delay, P "hide/buffer" the first few jump frames w/ another move. Dash: 1. Has startup and recovery frames which cannot be jumped during. 2. Is special cancel enabled. B/c of these rules, we can do a few tricks. - dashing "Mega Spike" is EASY: all following inputs are accepted 6, 6321478P 6, 63214789P 6, 632147896P "Gerdenheim 3" & "Dash-Gerdenheim 3": 1. All same conditions of "Mega Spike" apply B/c of this, the last four inputs can be manipulated in the same way the "Mega Spike" are manipulated. 2. You need to "hide/buffer" most of the inputs to avoid jump frames. Attacks, dashing startup, dashing recovery, or landing from a jump are very good places. B/c of this, you will never see a standing "Gerdenheim 3". VSAV is too fast for it to exist. Iputs: Buffer(47896321478) 632KK = "Gerdenheim 3" Buffer(8963214789) 63214KK = "Gerdenheim 3" BUffer(63214789) 6321478KK = "Gerdenheim 3" Buffer(21478963214789) 6KK = "Gerdenheim 3" Buffer(63214789) 63214, 5, 8KK = standing & delayed "Gerdenheim 3" Buffer(2147896321478) 66KK = Splitting dash startup w/ a "Gerdenheim 3" Buffer(2147896321478) [6] Delay KK = Stepping "Gerdenheim 3" Dash.lp as a buffer tool:66~lp is his best buffer, the +frames on block and hit are just enough for a successful tick throw. Here's all the previous inputs modified to accomodate the d.lp tick setup. 66lp (478963214789) 632KK = "Gerdenheim 3" This input works, but the move whiffs 6[6]lp (3214789) 63214, 5, 8KK = "Gerdenheim 3" This input works, but the move whiffs 6698lp (741236987) 4123[6], delay, KK = "Gerdenheim 3" stepping "Gerdenheim 3". *Reverse-closkwise input* THE BEST SETUP. dash.stop as a buffer tool: 66~4 starts a dash and recovers from dash w/ frames that will not allow jumping. Here's all the previous inputs modified to accomodate the dash.stop buffer. 66, 87412, 5, 66P = Splitting dash startup w/ a "Mega Spike" 66, (8741236987) 412, 5 66KK = Splitting dash startup w/ a "Gerdenheim 3" From KAME: "At 2P side, using Dash-WeakPunch. During guard, input [4 8 6 2 4 8 6]quickly, walks a little[4], and push buttons." Big thanks to "YetiGhettoSlang" & Kame_Victor for the secrets which leads me finally understanding this!
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