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BladeOfJustice7

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Posts posted by BladeOfJustice7


  1. When it comes to combo routes such as these

     

    @ 0:40 and @ 2:38, does anyone have any suggestions on how to land the 5hs to get the wall slide more consistently? I've been trying to figure out the timing for a week, but it seems to be spacing dependent on how close 5d is to the opponent's hurtbox, from what I gathered, but even then I'm not sure that's the case. Was wondering if I could get some tips on that.

    And if anyone knows any simpler corner dust combos that work on most, if not, all the medium weight characters. The one @ 2:28 has been giving me a hard time, especially on Johnny. 

     

    Thanks.

     

    EDIT:

    Also wondering if anyone has any alternative corner grab combos for Leo and Johnny. Currently doing: grab>c.s>236d>2s>2hs(1)>623h>c.s>236d

    But it only does 133, looking for alternative medium execution combo routes for those two.

     

    Thanks once again guys


  2. To expand more on what I mean be commentary on the matches I posted, I'll bring up specific matchup issues.

     

    Against May, I'm starting to understand the neutral game except when it comes to two things, how to keep her off me; I find it difficult to consistently AA her in her air approaches since K2/May players tend to air dash just enough to get behind me so that 2hs/2p whiff, or they in on me so quickly that when I get for an AA I get CH. I've been told my ability to AA people is rather poor, so maybe some input as well on how to improve my use of 2hs and 6p.

    My other issue with the matchup is me eating dolphin flash kicks because I go for preemptive j.k to beat her air approaches, I'm not really sure when I should be looking to meet her in the air if at all because I end up eating dolphins when she's charging on the ground and that leads me to having to block her oki. Which can sometimes be tricky because of the beach ball.

     

    When it comes to Bedman, I really don't know what's going on and specifically when it's my turn on defense because so few people play this character. How exactly do I get out of his deja vu pressure in the corner, and how could I approach this character more effectively on neutral to keep him from placing deja vu seals. That would be helpful.

     

    Against the Venom matchup, I am starting to see f.s is a very strong tool in this matchup because you can combo into either 3hs or 236k. Which is great, but I think my issue in this matchup is my screen positioning and knowing where to effectively place myself on the screen to limit his options. I find once I make one blunder the matchup quickly goes downhill from there. But I think that's the case for all Ky players in the matchup. Playing against Roldy, who plays in Mikado, I find has a particularly strong defense and it makes it hard to open him up on offense whenever it's my turn. Should opening him up be my priority, or something else altogether?

     

    Against Kum, I really don't know what to do, approaching him is a problem and leaving him allows him to summon his fireball to either approach or to keep me out. And once he's in I struggle to get out of his pressure, more so, his 2p (which is 4 frames) makes it hard for me to pressure him or long or open him up. Once again, on the neutral game I'm at a loss, especially since pui used to main Ky meaning he knows my options more than I even know them myself.

     

    Ino, and Radical Essay, I feel my main problem is dealing with HCL, I tend to eat it whenever I am I approaching her or trying to keep her out. And when I try to avoid it, she AA's me anyways leading to me blocking her on oki which is another problem. I know Essay told me that her more damaging combos come from her overheads, but as you can see in my matches against him, I don't think that information made all that much of  difference in how he dumpstered me.

     

    Against Potemkin and Brian, I feel like I don't know how to block Potemkin which causes me to break very easily once I start blocking for even a little bit. Coupled with me never getting used to how long his limbs are, I know that j.hs is my best friend in the matchup. But I feel that move only gets me so far until he lands a hit, runs oki on me, opens me up, and I love the round very quickly because I don't know how to effectively block Potemkin and how to get out of his pressure safely.

     

    Millia, like the May matchup, I don't know how to AA her and keep her out, Coupled with hair pin still being an issue. But with how fast she is, I struggle to fight her even on the ground, which is why I jump so much. I'm not sure if on the ground I am supposed to handle her based preemptive normals, or I'm supposed to react to her. Because she approaches so quickly on the ground I find it hard to keep her out as well. Let alone dealing with her 2d, or her keeping me in the corner as I try to get out because she keeps approaching like f.s, 5hs, and digitalis.

     

    Also, keeping characters who has fast jump accelerations like Ram, Millia, and May, I find i hard to lock them down in pressure when they are played by skilled or competent players who know how to block. These characters are able to jump out of my pressure very quickly. Maybe I still need to work on my pressure or how I think when I am running my oki on my opponent.

     

    Thanks guys, I hope my questions weren't tiring.


  3. Hey guys, I was looking for some advice and critique on how I can improve my Ky. I recently got a game recorder so it's a lot easier for me now to upload more matches and at higher quality.

    I'm particularly looking for input on my matches against Ino, Kum, Potemkin especially, May, and Bedman. I really feel like my weakness in those matchups is because I don't know what's going on in neutral and how I should be positioning myself to react to certain things. And then, in the case of characters like Potemkin, Ino, and Bedman, I'm still not sure how to deal with their pressure in order to get out.

    I have other matches on my channel you guys are free to comment on as well BTW, but these are the ones I want to focus on the most at the moment. Looking forward to hearing some feedback from you guys.

    Here are most of them:

     

     

     

     

     

     


  4. So I have a question as someone who is subbing Sol finally now.

     

    How exactly can I, and do I, end dustloops?

    I know it's stuff>j.d>j.d>fafnir, and then from there I've been doing microdash 6p>5hs>j.d>214d>DP. But I'm sure there are more efficient and simple combo routes at the end after fafnir.

     

    Also, what are the combo routes in the corner went starting hit is fafnir (CH), because the move doesn't have a tumble effect if done a second time. So in those situations I'm not sure what to do after 6p>5h>j.d>j.d>???

     

     

    Thanks, and sorry if either this question, or the answer to my questions are in another thread. But I really appreciate the help.


  5. 27 minutes ago, tokin fuyou said:

    Not going to quote all of that, but it looks to me like Baiken is meant to be a defense-oriented character, right? Even without bringing back Force Breaks, they could have managed to fold her debuffs back into her moves. I wonder what their reasons for not doing that were.

    People (mostly casuals I'd say) don't like fighting against defensive characters nor watching them fight, because it's "boring". Just like grapple characters *stares at Potemkin*. Like how Mori struggled to balance Hakumen, and in CP completely revamped the "offensive" capabilities of his counter altogether, but that's a whole nother subject not made for this thread.

     

    Being someone who used to main Hakumen aside, I always loved watching Baiken's matches against the cast. There were so many mind games going on in her matches, her versus Jam where she could parry Baiken's counters, or her versus Anji where the match consisted of baiting each other into commit attacks and countering appropriately.

     

    Azami, in my opinion, has some very interesting utility that traditional countering may not offer. However, it takes way too long to activate, and has way too much recovery. It's so rarely used now at high level that I can barely even call her the defensive character of the series. Point blank wakeup supers can't even be countered by her, especially when she's on low health.

    But my opinion is kinda moot, I'm not playing in Japan and I haven't played against her yet, nor do I play her.

     

    Still curious what people have to say about her though.


  6. 7 hours ago, Allister said:

    That will be the key to making Baiken a real threat, smart use of Azami.

     

    The startup and recovery of Azami is making it look kinda weak so far. Haven't played the matchup yet, but players are still struggling to make optimal use of it, and opposing players have little reason to respect it.

    I can barely call Baiken a defensive character so far from the footage I've seen.


  7. For anyone who cares:

    http://shoryuken.com/2017/02/11/gameplay-impressions-from-the-guilty-gear-xrd-rev-2-second-location-test/

     

    I'm glad about the Raven changes, I felt ArcSys dropped the ball when it came to his design. Especially when in relation to his BDSM special and meter. I still feel it should get jacked up in accordance to the attack power of moves. Like, any character's 5p shouldn't be the equivalent of Sol using Fafnir on BDSM stance...

     

    Really curious about Ky's new 6hs, the current one is kinda useless outside of oki/pressure :/. Sol's 6hs looks like he's' trying to shovel you lol

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