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Kizzercrate

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Posts posted by Kizzercrate


  1. It would be ****ing awful if Aksys dragged their feet at localizing a major ArcSys fighter release again. I still have zero regrets for my decision to import BBCP after how ridiculously long it took to be brought over, and I'm sure they lost a significant number of sales from their lethargy, including mine. I won't import a GG game except as a last resort though, because I'm much more invested in the storyline. Hoping for a US release no more than two months after the Japanese console debut, and even that would be pushing it.

    There's also a chance that Sony will throw some moneyhats Aksys's way to make the US localization PS4 exclusive. I wouldn't rule it out after what happened with SFV; they're a longtime EVO sponsor and have been aggressively pushing for the FGC to adopt the PS4 en masse (although the Sony-developed PS4 version of USFIV is a piece of shit, lol). Though Guilty Gear probably isn't a big enough deal for them to care.

    Why not take the most relevant example here instead of wildly spitballing?  When Xrd -SIGN- was released, it took them ~2 weeks to release NA version.  I expect the same out of Revelator.





  2. Most PS4 owners already own a PS3.



    And they defiantly won't play Xrd on it unless they were retarded or doesn't own a PS4 stick.




    PS3/4 owner here with PS3/4 stick. I'll definitely prefer PS3 version because 1) means I can take it to locals and get games in without having to worry about other people and their stick/pad compatibility, and 2) because hitting the actual select button to reset training mode is worth it alone.

  3.  

    @Kizzercrate

    Great job on the Ky google doc and it inspired me to do one for Ramlethal as well. I've been learning Xrd Ky on the side recently (been using Ky since X2 just learning the nuances of his Xrd counter part) and I could provide some additional insight for the Ky vs Ramlethal match-up in your google doc. Should I just request edit access or is there a better way to provide the information to you to update your doc?

     

    First off, thanks for the kind words.  Considering the matchup boards just went up today and not everyone has the link to my doc (plus getting more input from both sides is always welcome), we should probably get a thread going on the Xrd Matchups Board.  I would make them myself, but I'm at work and can't do it efficiently.  


  4. So the j.S, j.H, 5K stuff, I just can't seem to get. 236D > 662D is always too far or late, especially when starting with a jumping normal on the combo. Not even getting a black beat. I know these things work, but practice isn't helping me here.

    Is there a less optimal option into KD or dmg? 

    Stun Dipper is a thing, though it has tendencies to black beat/uncombo.  For 50 meter in the corner, you get all the juice:

    Easy version: IAD j.S j.HS land 5K c.S 6K 236D, DC Sacred Edge, run up 6P 2HS(1) HSVT, c.S 236D

    Hard version: take out the 5K when you land

    side note: I probably shouldn't give advice without sitting in front of a PS3 and without finishing my first cup of coffee 


  5. Well, the idea with GS > HSVT (and much later on, dash VT) is you get a lot of time as you're landing to put in the input.  Make sure your input is clean (turn on inputs in training mode so you have hard evidence) and adjust your timing as such. 

    There's more cool stuff to do off of 5D6, but it becomes character specific and finicky.  Por ejemplo: 5D6 > c.S > 6P > 5HS > GS > c.S > 2HS(1) > HSVT > 5HS > Ciel.  Works on most normal weight characters not named Zato or Venom (they can tech the Ciel ender and then you get kicked in the face).  The combo Exia gave is consistent and universal (though if you're super pro, you can stick in a 2HS(1) after the GS and before the HSVT on normal weights for a touch more damage).


  6. Machaboo Ky showed up on the Playstation Japan stream.  He's doing this thing with Daigo training for Gods vs Pros on August 22.  Last couple of weeks was Sol/Sol to get Daigo up to speed, and last week was Sol/Zato to get Daigo ready for Ogawa.  This week was Machaboo warming up his Ky to do battle versus Susumu Chipp.  I took a few notes of interesting things he did during the netplay set (link to Youtube VOD inside the doc):

    https://docs.google.com/document/d/1qCBJjSQP_RQ_JukHeYnUsIxbHpwfRaOmMAQKO1dwe5M/edit?pli=1


  7. A raw 5K and 2S wouldn't combo into Ciel, and you'd have to be relatively close for 5H < Ciel. The last option works pretty well, I set the dummy stagger and stun recovery to quickest possible.
    Man I gotta get used to this new forum system lol

    Heh, I should have specified.  I was thinking short combos like 5K > c.S > 6K > Ciel RC and 2S > 5H > 6K > Ciel RC.  I was going to test it last night but got distracted by a juicy player lobby (actually I just forgot lol)


  8. I have a free evening tonight so I'll update as much as I can from suggestions on this page this evening. 

    Edit: did a lot of cleaning up on the first few pages, added some information, changed a few combos, have to edit a ton of them that are still there.  I have a lot of stuff I need to get out of my head and onto paper about AX/CH/LE/FA, but probably won't be able to do it until Tuesday.  Work + casuals tomorrow is going to eat my concentration time.


  9. @ehuangsan I tested SVT trade burst IK setup against Faust j2K; burst took way too long to activate.  We landed at the same time.  I also saw your post in your +R Trade Secrets thread and wanted to ask--are you using the invincible startup (which doesn't start on frame 1 for Ky IIRC) to get the setup?  In Xrd, I'm just using IK activate as a flashy burst bait and killing off of AA c.S or 2HS instead of gambling with frames.

    @Koga_Noid I like this idea midscreen, especially since it's pretty much impossible to kill otherwise.  Can Ciel stagger be mashed out of at further ranges, perhaps off of max range 5K or 2S? 

    Also this new forum upgrade is sweet.  Being able to tag people seems neat.


  10. Honestly, the original plan for my doc was to be a personal encyclopedia.  Then at Combo Breaker, I met another Ky in my exact situation and shared my notes with him.  Then it just kinda slowly expanded from there.

     

    I did think about it overlapping with the wiki, though continuing my doc was in no small part due to the wiki going largely dormant for a while.  I'd love to offer anything I can (and I'm sure everyone that's helped participate in building the doc wouldn't mind spreading the word to the wiki as well).  What do we need to do to get it up to speed?


  11. Starting to get Greed Sever, c.S, 2H(1), HVT, 2H(1), HVT, cS, Split Ciel in the corner.

    Another thing I'm working on is my oki mix up. Trying to lock down with CSE, jump, air dash in, then jS, jH, 5K, into stuff. Mixing up the first set of inputs is great, but I'm not sure what to do after. jH doesn't always combo into 5K (height dependent I guess) and I'm not finding a KD route after.

     

    Easiest KD is probably j.S j.HS (make sure you're at minimum air dash height and even then, it's probably going to miss on Millia) land 5K c.S 6K 236D 2D.  


  12. read the doc. it's alright although i don't have too much to add myself, aside from like 2 things.

     

    - when i hit a corner dust, i prefer to do 5D6 -> c.S 6P 5H GS 2H VT c.S ciel. i think the damage is about the same compared to c.S 6.P c.S 2H etc, but the big thing i find with it is that you can get ciel ender vs lightweights (the girls). it can be a little finicky based on distance, though.

    - i think maybe with matchups, you should have a list of strong normals in neutral? like for example, 2D is notably strong in the millia matchups, beating pretty much everything except 6K, which then gets beaten by f.S. might be able to just cover that in the normal explanation section though.

     

    could probably think of more, but i'm a little tired.

     

    Thanks!  Really appreciate the feedback.

     

    I'll expand on the dust section this morning, though I wish I was at home.  I know on most medium weights, you can do 5H > Ciel and tack on a bit more damage.  However, last time I did this in tournament, it missed on Zato.  I believe there are three other characters that 5H > Ciel ender doesn't work on, but again, I'm sadly at work lol

     

    Re: normals in matchups, I started doing this with Venom and I'm gonna work my way around the cast.  I can get the basic framework down, but it's gonna take a lot of massaging/testing/refinement to get it where we need to be.

     

    As for the rest of the document, I did drop two major updates last night.  Normals and specials with descriptions have been added (thanks, Strawberry!), and I added a Katame section.  Also continuing to clean and reorganize the word vomit.


  13.  

    • Bullet-point the doc, it's kinda hard to read
    • Caution the reader that VT can be low-profiled
    • Ending in Grinder isn't always safe, specifically in the f.S > 3HS scenario you're probably safer ending in fireball against chars like Elphelt and Zato
    • You probably want to add fuzzy-jump into the defense section, it's almost mandatory in some matchups, specifically Zato, El, Sol, Pot, really just almost anyone.

    I honestly just skimmed the doc, but it's a little lacking right now. The only thing I completely can't comment on is combos because I don't even lab them.

     

    The meat of any primer should be an analysis of the normals of the character; without that there's no solid understanding of any of the tools the character has, and if the person is new they're still at a loss; so until then you don't quite have the Ky-ble yet.

     

     

    Will bullet point, or at least seperate the word vomit better.  Should have a lot of it cleaned up by the weekend.  Also adding in the VT and grinder and fuzzy points.

     

    Actually, if someone far more knowledgeable than I wants to write the fuzzy jump section, that would be great as I'm just now learning it myself and am bound to miss a lot or insert wrong information.  

     

    Once I get permission, @strawberryfc wrote a fantastic base about Ky's normals that I'll be putting in.  We can expand on it from there.

     

    I also wanted to add this section in each character specific matchup for character-specific combos that deviate from the BnB (example: VT loop 5S 236D ender tends to miss on Venom).  Would also like to know if I'm missing any common confirms to add to this list:

     

    Character:

    Weight:

    Wonky hitbox (y/n):

    VT Loop:

    6H Combo:

    f.S CH/crouching punish midscreen:

    f.S CH/crouching punish corner:

    2H Ciel loop:


  14. So what started as me trying to hold on to everything I heard since the beginning of Xrd and getting answers to questions turned into a massive detailed project that might even end up surpassing the wiki.  

     

    A good portion of this is personal musings and experiences I've had.  The other half is copy-pasta of conversations and questions veterans have given me.  There's still a few character-specific sections I just haven't gotten to write/finish yet, and I have a list of things I'd like to add, including but not limited to:

     

    -screenshots of examples of matchup concepts

    -video links of top players doing stuff

    -writing character-specific combo cheat sheets to compile them in one easy-to-read spot per character

     

    But it's what I've got, and it's open to all feedback, suggestions, complaints, thoughts, and most important, information.  

     

    Presenting the Holy Ky-ble

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