Jump to content

LockedAndClush

Members
  • Content count

    292
  • Joined

  • Last visited

Posts posted by LockedAndClush


  1. Oh yes, seeing this makes me realize I always miss out on so much damage (and knockdowns) that it makes me feel like a scrub. Sol is now a abare-damage-stun-carry monster, and damn, does it all look good too. Time to step up and practice. 

     

    Also, has anyone had any luck landing a dustloop>Fafnir>dash GF>c.S>j.D>Kudakero>ender if the starter was a run in CH 2D>Gunflame>5HS>2HS (EDIT:This was supposed to be 5HS/2HS, as in either one, sorry about that)? I can't, for the life of mine, seem to dash in close enough before the enemy recovers from the Fafnir. For the record, I do dash Gunflame with 6236P. It usually works fine for these extensions. 


  2. Can any veteran Sol's explain to my why Karinchu does way different combos than the other high dan Sols? Specifically the corner dash gun flame and BB after fafnir stuff. Is he doing 1.1 optimal stuff? I noticed he usually ends his corner combos with 6hs HSVV as well. Is the oki after the HSVV > 2k > gunflame worse than off of BR > backdash > gunflame? 

     

    I'm trying to learn more Sol combos and I noticed the ones of his I tried do more damage but have less hits. This would only hurt round ending situations I think but you could always just do higher hit combos to adjust.

     

    I'm just curious because I don't want to copy his combos and them be worse than the old double rep jump d stuff. 

    Following Fafnir with dash GF (late in a combo) or BB (earlier in a combo) is more damaging than just going 6P>5HS that most Sol players do. I guess the reason is that it's more reliable (for example, the dustloop>Fafnir>dash GF>c.S>j.D>Kudakero extension doesn't work on Zato and Venom) and easier. 

     

    As for the 6HS>HSVV ender, do you mean exactly Kudakero>6P>6HS>HSVV (TO)? If yes, then this corner ender has become more reliable in 1.1 on some of the characters, deals more damage (6HS got a damage buff) and when done right actually leaves you at a perfect spacing for GF>YRC 50/50 mixup (you don't need to backdash like when you end with 6P>BR). Sometimes it's even a good idea to cut a combo short after Fafnir or Fafnir>GF just to get this ender reliably. 


  3. I really hope Raven is in, eventually. I think it's the smartest move for ASW now. On one side, he's a character that I guess everyone wants to finally see in a fighting game, and on the other there will be no "if you put character X then why didn't you put Z!?" that would be inevitable. 

    Elphelt looks great, I'm glad they're doing something with her. My guess is that you'll be able to purchase a "classic" Elphelt costume eventually, like with Noel in BBCP. 


  4. New rumored loketest change: Slayer instant kill now hits fullscreen.

    On both sides.

    And comboes as OTG hit.

    You forgot about Dandy Step>PKSHS to activate IK mode. 

    On a more serious note, I hope I'm curious if they will re-record all of Slayer's clips, or will it be more like English Kanji in P4AU, where most of the VA work was just copied from Troy Baker, and only the new lines and arcade/story mode were Matthew Mercer. 


  5. I was pretty salty about Zidane when Evo happened (mostly because I was betting on a FAB/Nage/Ogawa top 3, and he made that impossible), but in the end he must have done something right to get that far. Perhaps his style really was off the wall for the Japanese players, but it's not like they have always been all super clean (Kusoru anyone?).

    In the end, I think that Japan has advantage over the US (don't get me started on Europe... it's not that there are no good players, don't get me wrong, but there is a certain lack or consistency to Europe as a whole) strictly based on the overall player quality and matchup variety. A couple months of head start are also helpful, but it all comes down to them being able to utilize the time better, not just having more.


  6. Hey guys, I recently played a set with Brandino and got bodied pretty hard. Here is the set in question;

    https://www.youtube.com/watch?v=1E2Hhlso4CI

    https://www.youtube.com/watch?v=Gs9ap_kvvAo

    I'd love to get some advice in the Leo match up and general. Thanks!

    First for some general hints:

     

    Don’t use j.S so much in neutral situations. j.HS is much better – it’s 100% safe if you whiff (it recovers instantly, you can go for another quick attack like j.K or an air dash or double jump or whatever you want after it, it’s much better). On hit you can be almost sure that you get VV>TO knockdown. 

     

    Your pressure is lacking in frame traps. You try to go for tick thorws, but you almost never do anything that would make the enemy sit in place and block in the first place. 2K>delay 6P, 2S>6HS, 2S>Fafnir, try to put these options together to force your opponent to block before even thinking about tick throwing. 

     

    Use your f.S and 2S more. I see you mostly poking with 2D or 2K, which are good, but don’t really command the respect that’s necessary for you to get your throw game going. Use f.S from max range to discourage careless button mashing from your opponent. 

     

    2S is great on counter hit, because it combos into 6HS from almost max range, giving you knockdown. 2S is also +3 on block. I’d call it the most important move Sol has, on par with WT and 5K. It gatlings into 5HS to hit a little more (cancel into GF with a little delay, YRC and reset your pressure there), 6HS to frame trap (use GF feint or GF on block to keep your opponent guessing, but keep in mind that 2S>6HS is not a true blockstring and they might try to jump out, Blitz or use an invulnrable move, anything else will get you a CH 6HS), or you can just leave it hanging at 2S to close the distance again. Once you condition your opponent to block, start using Wild Throw. Use f.S>2S>dash in>f.S>2S>dash in a few times to make your opponent press buttons and cancel the 2S into 6HS for knockdown or insane damage from the followup combo if it’s a counter hit.

     

    Stay on the ground more. I know, it’s Guilty Gear, crazy airdashes, all that, but against most characters, you want to stand your ground a little bit more. Make him come to you and stuff his approaches with 2D (you have that part down at least), 6P and 5K if he’s attempting something from the air.

     

    If you do try to go to the air, be less predictable. I mentioned j.S being a bad choice before, but make sure to try and add some variety. Double jump instead of just falling, dash at the apex of the jump or the lowest possible height, do Kudakero from time to time to keep the opponent guessing when to interrupt you, rather than just knowing it.

     

    Work on autopiloting less. Almost every time you go for 2D, you throw BR right after it. You got A LOT of 2D counter hits in these fights, and you could convert to more damage by doing CH 2D>GF>2HS>air combo. It even leads to dustloops in the corner, and is the most damaging way to start one (you enter 250 damage territory against most characters).

     

    Practice air throwing. I saw a lot of times (mostly after GF YRC) where you could have went for an air throw, but didn’t.

     

    Don’t use GF YRC in half-screen neutral so much. It’s great in pressure, so keep your meter for that. It’s also useful for forcing your opponent to jump, you can get an air throw or hit them with an anti-air, but far too often you use it being too far away to get anything else than backing the opponent into the corner (which is good, but you could certainly have a better use for your meter). Of course, it's not bad to throw out occasionally (like to get that air throw I mentioned before), but getting too predictable with it means that you won't hit or pressure your opponent, but will waste your meter. In Leo matchup, I like to keep 50 Tension for HSVV>RC (or a desperate DAA if they keep me guessing) much, much more. 

     

    Now a little more matchup specific stuff.

    Every time you get hit or block the 2nd hit of Leo’s rekka, you should just start blocking low and keeping an eye out. All of his options after this that are overheads are reactable. You can then either just block, or plain stuff them with 5K (best for damage), HSVV (the safest, because even if you’re slightly late then the invulnerability will save your ass), TR if you want to spend the meter, or maybe even WT if you’re feeling brave.

     

    Leo’s moves are horrible on whiff – mainly his 5HS. Use dash brake to fool him into throwing them out, thinking you’ll be in range and punish with 5HS, 2D or f.S to establish pressure.

     

    Spend some time familiarizing yourself with the animations and frame data of Leo's moves. Remember that any time he goes for Zweit (the running-crossup slash) outside of combos, he's 100% throwable. 

     

    Leo is a hellishly annoying character online. I'd say he goes up a tier or two even with a solid, stable 2 frame delay. A lot of his options are just crazy then, and almost anything he does since you block will be a frame trap converted into vortex. Still, he needs to work a lot harder to establish his pressure in neutral than you - so you must out-neutral him. 


  7. Hey now, we all know that one of those days the mashing will prove successful.
     
    Not getting Wild Throw because people don't respect stuff online makes me sad. 
    signed:

    - A Guy Who Doesn't Respect Stuff Online. 

     

    What I'm saying is one can play the game for ten years and be decent, easily enough to wreck intermediate players, but being actually good requires more than just vs exp.

     

    Beyond that though, you're only as good as the sum of your opponents. 


  8. Can someone explain what this is supposed to mean? Theres going to be a new Guilty Gear? What?

    There was an early alpha (and even that is an overstatement) of Xrd that was created strictly to demo elements of the game. It looked somewhat like this 

    http://www.4gamer.net/games/216/G021678/20140703095/SS/012.jpg

    You can see more pictures here:

    http://www.4gamer.net/games/216/G021678/20140703095/


  9. Does landing recovery "save", or is it only relevant to the move you last performed? I've been wondering about that and I won't be able to check it out myself for a few days, so maybe someone already tried it?

    For example, Sol's j.D has 5 frames of landing recovery, but if done early enough you can cancel it into a different air normal. So, assuming I do j.D and then cancel it into something like j.P or j.HS (which of course don't have landing recovery), do I still get landing recovery? 

     

    Also, writing this post made me curious. Is it possible that landing recovery on a move like this (one that doesn't recover until landing, but rather has set recovery frames) doesn't occur if you recover BEFORE you land? I'm kinda abusing that j.D lately and very rarely get punished for it if I do it high enough. 


  10. That nap comment brought something to mind that I've been meaning to ask:

     

    It's odd to me how people look down on Melee - and by people, I mean anime and KOF players here - when it's so similar to the kinds of games they enjoy a lot. Fast, high freedom of movement, really aggressive pace and attitude, strong pressure game, all hallmarks of most anime and KOF games. Why is a game that plays out a lot like the ones you like nap worthy? (question aimed at everyone here)

     

    For me it's just down to not understanding a thing about the game. I can play and enjoy Smash on a totally casual level, but as soon as it goes over that, it just flies over my head. I I don't find it appealing to learn and understand, I would rather spend time getting better at games I know. I don't enjoy watching it either - hence my nap comment, perhaps it did sound derogatory, but I quite literally just hope to get some sleep between games. 


  11. PS3 and PS4 can easily play each other in player matches. I've heard that the password system is broken, but that's not the only way to make a "private" player match. Just use the id system (select "specific" after creating a room) without a password and it works, I play with PS4 owners regularly, no issue at all. 

     

    And I thought if I could see them online on my ps3 then they were on a ps3 too?
     
    Yes, that's how it is. 

  12. So far the new homing dash dust looks very boring compared to the current one. Doesn't look like you can do cool stuff like DI dust combos anymore.

    That change is probably just for consistency. Some characters had good options from hitting Dust midscreen (good as in leading to damage, knockdown and/or setplay), some just didn't quite get anything good from Dust if it wasn't done in the corner (mostly Ky comes to mind, now he should be able to get consistent knockdowns or maybe even grinder setups from Homing Dash, and considering what a bitch his Dust itself is, that's gonna be quite a buff). Sure, I'll miss doing dustloops after 5D>6, but that was not too consistent anyway (although using it to set up Instant Kills in the last round was beastly). 


  13. Something being effective or ineffective doesn't necessarily represent the entire sample pool. If someone you play against, for example maybe a Ky player, keeps doing raw Greed Sever and you can't block it for shit all, doesn't mean it's a particularly good strategy to use all the time, or that Greed Sever is a broken move. FAB doesn't represent the entire pool of how Potemkin players play all the time, and Nakamura doesn't represent how effective blitz shielding is on a regular basis.

    Still, it's not rare to discus such subjects in fighting games beyond the idea of "skill". Nakamura does what he does with Blitz Shield, therefore (as underutilized as it is), we can assume that BS is useful. Same for Potemkin - sure, there aren't many (maybe none) players that do Pot things as good as FAB, but that doesn't undermine the fact that he can be very, very dangerous in the right hands.

    Of course most players will never quite utilize certain elements of the game the same way these two players do (they're among the top Xrd players in the world for a reason), but that doesn't discount their achievements as the benchmark in theoretical discussion.

×