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About lofo

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  1. lofo

    [Xrd] King Ky - Gameplay Discussion

    Yeah it's also used in that sense. It has 2 meanings, which is confusing and another reason I prefer "rhythm blocking." In the sense Flick used it, it's in the same vein as "fuzzy jumping" but with blocking. You can see it used this way in game in the success message for Mission 34, "Fighting Millia pt2" (though they call it "fuzzy blocking")
  2. lofo

    [Xrd] King Ky - Gameplay Discussion

    Since ground blitzing is split into high+mid/low now, when they start charging the mid BS to go through the setup, you can just hit them low. You can see it in action here https://www.youtube.com/watch?v=WkRMAVPczKk#t=48m6s edit - Looks like you can also back off, wait for them to whiff the blitz attack, then punish, https://www.youtube.com/watch?v=a6_ZcYx_hvs#t=16m31s
  3. lofo

    [Xrd] King Ky - Gameplay Discussion

    Wow lots of replies. I'll respond to all of them actually. I don't think he's just saving meter because he burns 25% just as she jumps out, trying to airthrow her. Even if he were, sitting on the meter seems like a bad deal for a couple reasons. The first is the lost opportunity, he might not get that later throw. The second is expected value, the throw costs twice as much as the 50/50 and does (I think, havn't mathed it out) less extra damage. If you take the 50/50 to have half a chance of working, it's still a more efficient use of meter. Third, meter is renewable, you can see he has plenty by the time to build more before then. I would say he went for the less efficient throw combo because it was likely to kill, although rewatching now, he has to draw out the burst before that point, so maybe the 50/50 is weaker when they have burst because you have to spend the meter upfront? I also notice that during the setup she has almost 50 meter, so playing around guard cancel could be a thing here, since Ky has to (afaik) hard bait to play around guard cancel after spending meter for the 50/50. So maybe you are right in some sense, that he's saving meter because it's risky to bet meter when the opponent has options like burst and guard cancel. I'm always kind of wary of attributing choices to playstyle, because if you ask a player why they did something, they can usually give a concrete reason beyond "it's my style", like "it's good because it's meter efficient" or whatever. You might be right that it plays to his individual strengths as a player, though. With setups like this, I think you can make it a true 50/50. Both parts are tight, so if the low is faster, you can just delay it to come at about the same time as the overhead. So when you go for this 50/50, the low is "very slight delay, then 2S", which is timed better and is also unprorated unlike 5K. You can see Karinchu getting hit repeatedly by basically the same 50/50 here https://www.youtube.com/watch?v=WkRMAVPczKk#t=48m44s and I have a lot of respect for his defensive skills. You're right that you risk burning the meter even though they block it, but as I mentioned above, the expected value on the setup is good. Also note that you're taking another risk by going for Ain's setup, that they might get out of the corner with minimal damage taken. I don't think you get a scarier mixup Ain's way. Frame traps and tick throws are good, but not as strong as a raw 50/50 for good damage, and even if the setup goes into a similar mixup if he goes for a later CSE YRC jump, it's not tight without a knockdown. Flick means that the low and the high don't hit at the same time, so you can block low where the low should be, then switch to blocking high where the overhead should be. I generally call this "rhythm blocking" since I feel it's more descriptive than "fuzzy guarding"
  4. lofo

    [Xrd] King Ky - Gameplay Discussion

    Right, I get how the setup works, I just don't get why it's worth giving them outs. If he'd just spent his bar straight up she wouldn't have had the option to jump out of the trap, in the example I linked, and that's not the only out. At first I thought this was a gimmick, but he really seems to go for it most of the time so I figure there must be more to it.
  5. lofo

    [Xrd] King Ky - Gameplay Discussion

    I notice that after Ain gets a corner split ciel knockdown (say after a sweep ender), instead of going for a DC CSE YRC dashjump empty low/late airdash 50/50, he usually goes for microdash whiff split ciel, then do frame traps and cancel into DC CSE YRC to rebuy pressure if he gets pushed out. (example: https://www.youtube.com/watch?v=OPDSpLnu5eA#t=11m20s ) This route saves meter up front but leaves holes and seems weaker if they manage to actually block, and in any case seems weaker than just looping good damage 50/50s. Am I missing something about one of these options?
  6. lofo

    Jam Kuradoberi General Discussion

    Now that Jam is being added to Xrd, I'm literally salivating thinking about what kind of projectile oki she'll get.
  7. lofo

    [+R] Kliff Video Thread

    Cool tournament with a KL KL KL team! https://www.youtube.com/watch?v=SmC5fINQDp8#t=40sHossa vs Beer (ZA) https://www.youtube.com/watch?v=SmC5fINQDp8#t=3m23sHossa vs Tsukune (JU) https://www.youtube.com/watch?v=SmC5fINQDp8#t=6m43sHossa vs Hastu (ED) https://www.youtube.com/watch?v=Jjqm7ZkhmVE#t=16sKiisha vs Renkon (KY) https://www.youtube.com/watch?v=Jjqm7ZkhmVE#t=2m40sKiisha vs Jonio (JO) https://www.youtube.com/watch?v=Jjqm7ZkhmVE#t=5m53sHossa vs Jonio (JO) https://www.youtube.com/watch?v=Jjqm7ZkhmVE#t=10m6sBOB vs Jonio (JO) https://www.youtube.com/watch?v=Jjqm7ZkhmVE#t=12m29sBOB vs Keiichi (AX)
  8. Nah, I think it's great. It's entirely engineered around creating ridiculous and hype situations, and at worst you can go super defensive. edit - Slayer can BDC bite after mappa hit to beat mash btw. BDC DOT can also work
  9. lofo

    [+R] Kliff General Gameplay Thread

    Been playing vs Johnny a lot recently and found that doing aircombo D-roar plunge left me really far because the plunge hits too early, so I've been forgoing the plunge to leave him closer which can give some decent crossup options and still gives a fuzzy. Also side switches which can put them in the corner if you need, cool. Watched the last BOB vs Satou match in the video thread and noticed he does the same thing. Cool. Seems like I'm on the right track then. I tried it vs some other chars but it's not always untechable, esp vs floaty chars. When you get a close knockdown (like corner airthrow 2S S-roar), you can do a wavedash throw, but off something like f.S drill 2S S-roar you can't, so I've been practicing 2366~P for a gliding P-roar for oki. This gets you close enough that you can then dash FDC throw, which seems good if they're scared and locking up. You can do it like 2366~[P+K] and just hold to make the FD cancel easier I've also been working on better pressure options. Like if they are blocking high vs say c.S IAD j.KSH then you land and do another c.S and threaten another airdash, they might try to jump or early 6P, so you can catch them with 2D. It's too far to do a P-roar pickup so you need to do R-Roar but the damage is still decent. If you instead do 5P instead of c.S the pushback is low enough that you can connect a P-roar pickup which can make for swag combos like this Johnny-only combo, 2D P-roar FRC (S-roar FRC 6H (partial))*3 S-roar, which does 411 damage on him or 100% damage if he has a bit of guardbar from that IAD string, lol. I think you can basically never land that combo in a real match though, because it takes meter to get them to the corner in the first place. Oh well.
  10. The combo requires your swords to already be set, so it has you set them. The attacks the swords do when you place them are not part of the combo.
  11. The mine hits low and the j.K hits high, so yeah it's an "unblockable", but actually the way it works in GG is that two things can't hit on the same frame, so if they're both meaty, the "oldest" object will hit first, which would be Zato, so the j.K. Then the other hit comes on the next frame. It's technically possible to switch your guard on the 1f between the two but it's so difficult and Zato can just vary the timing to make the mine hit first that it's considered "unblockable." The big thing you CAN do though, is that because it doesn't actually hit high and low on the same frame, you can blitz shield the j.K (since it comes first), then use the invuln of the blitz shield success to give you enough time to switch your block to low to block the mine. Eddie reels from the BS long enough that you can safely block the mine without worrying about him. It's not fool-proof, since Zato can just vary the timing on the j.K and you'll get rocked, but it's an out.
  12. I'm pretty sure the only reason PRCs are in the game is because they wanted you to be able to roman cancel any time (well almost), but didn't want you to be able to whiff stuff all over the place without getting punished. So PRCs exist but are purposely pretty bad to fulfill those goals.
  13. If you want to figure out exactly when a move ends, do the move then immediately hold FD. When you see the FD come out, that's where the recovery ends. Jumping also works but then you need to deal with jump startup.
  14. It'll depend where it is in the combo. At the end of a long combo, every hit will be doing 1 damage anyways, so you just want as many hits as possible, which makes mashing 4P the best option.
  15. Sin j.S can beat it, it's pretty obnoxious. Vs Sin I practiced instant blocking his slide in training mode and that helps a bit. His 214S (full screen overhead) can be BSed on reaction so I practiced that a bit too. I'm still not very familiar with the matchup though.