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About Kuuhaku

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  1. Location 2000 E Convention Center Way Ontario, CA 91764 Registration Game Lineup Hotel and Airport Information Schedule
  2. The invited players are ElvenShadow (FA), BlackSnake (VE), SymVicious (MI), KBNova (BE), and BloodWolf (MA). Like the previous events it will be simulcasted on both Twitch by Mr. Biscuits and NicoNico by efttake. NicoNico Stream Twitch Stream Source: Shoryuken, Zidane
  3. It depends on the character's mobility. Because people are scared of pumpkin, yes, they're going to run in right away if they can. For characters that can't, summon pumpkin. For characters that are going to run in, be prepared to answer for that. An example is you can 6B their approach or 236A (be careful of people avoiding it) if they're coming from the ground. If they're coming from the air you can run up and 6A their airdash, or air grab them. You can also run away.
  4. Original Document Re-posted Transcript Training mode for beginner and intermediate players: Things you can practice in training mode 1) Combo practice - Obvious function. - Combos are integral to modern fighting games. - Consistency is key. Generally, I aim for around 95%+ consistency on standard combos, 70%+ on "hard" stuff. - Keep in mind that "hard" is subjective depending on your execution level. - If you're trying to learn something difficult or unusual, practicing a lot is good, but give yourself a breather every once in a while. Give your hands time to recover and ingrain what you've practiced. For example, when I picked up Valk in CP 1.0, I couldn't do his wolf 5C > wolf 5C, which is pretty much necessary to play him. When I did grind combos, I'd always dedicate an arbitrary amount of time (let's say, an hour or so) to work on this specific motion - and no more. I try to allocate a specific amount of time because personally, if I don't get something after practicing it in one sitting for a while, I get frustrated. Basically, include breaks in your practice time so that you don't burn out. - Consider combo selection. The "goal" of combos can vary depending on the game, but generally your goal is to maximize while maintaining an advantageous position. If your game has a burst, you can try to explore more burst safe routes as well. 2) Match Up Strategy Development - I spend a ton of time doing this. - Perfecting and practicing Setplay. You should know exactly what to do against whatever character when you knock them down, and what options they have to defend against you. This is a highly advantageous situation for you, and you should try to maximize your return as much as possible. Depending on the character you're playing, you might not get mixup per se, but you should be able to establish a safe offense. If you don't know what to do, you should definitely take the time to figure it out. - Move/hitbox exploration - Sounds simple, but actually takes time and has many variables. At the beginning, you want to get familiar and comfortable with your character's moveset. As fighting game players, we're quick to identify uses for attacks and label them as useful or useless, but as time goes on, a move can evolve. Depending on the game, you can test your moves against different universal defensive options, how different system mechanics work against each other, etc. For example, in Arc Sys games, I always try to find ways to make my opponent's Counter Assault (or Dead Angle, or Alpha Counter, or w/e) whiff using an attack, instead of hard baiting. 3) General problem solving - I spend a lot of time doing this as well. This ties into match up strategy development, but sometimes as soon as a set of online matches are over, I'll go straight into training mode to try to replicate what happened and flesh out potential responses. I know that training mode varies by game, but there's (probably) a way to replicate the situation. If there's something you don't know how to do, ask someone for help! Don't be afraid to reach out to other players to get an explanation on how to do things. It's much better than half-assing your recording and getting answers that are essentially wrong. - This also ties into experimentation. In my mind, "match up strategy development" and "general problem solving" are a little separate. So when I'm trying to solve a problem, sometimes I'll try really unusual things to see whether or not it will work. As in, when you're trying to solve a problem, it's kind of easier to "experiment" than just going in and messing around (although there's nothing wrong with that). - Finally, I want to add that while you can't practice neutral alone, you can definitely use training mode to find answers to specific neutral tools. This is kind of simple process - you play > you have a problem against x ground normal or jump in > you go to training mode to figure out how to respond if your initial response doesn't work > repeat. tl;dr 1) Combo practice 2) Match up strategy development 3) Problem Solving/Experimentation
  5. Translated Document Re-post of Translated Document ** Editor's Note: Added pictures for each character. Translated by @GREATFERNMAN Translated pretty roughly just to get the info across so... also please forgive any possible mistakes I rushed through this kinda Pachi's comments on how each character would play if voted into Xrd. Everything stated by Pachi here is tentative A.B.AFirst Appearance: GUILTY GEAR ISUKA A character that uses both a weak normal mode and a strong, high-risk high-return Moroha mode. Blood packs are limited, so you have to decide when is a good time to use it and when it isn't. It might be interesting if her (or paracelsius'??) personality changed based on the blood type of the blood pack. IZUNAFirst Appearance: GUILTY GEAR 2 A relatively all-rounded character, but because he has a special step called the Namba Step (I think this may be referencing Namba Aruki, which is a traditional Japanese walking style used in stage performances and martial arts etc.) and he has short range, he would probably be a character who uses his step to hit & run. I would like him to set a daruma on the opponent's wake up and get pressure that way. VALENTINEFirst Appearance: GUILTY GEAR 2 She is originally a long ranged projectile character, the other Valentines took things like Zest and Calvados from her (lol), but if she is voted in I'd like to change her play style. She would have many aerial mobility options, so she would have a weak ground game and would specialize in the aerial game. KLIFF UNDERSNFirst Appearance: GUILTY GEAR He is a long ranged, high damage, slow movement character, and it might be interesting to give him a stamina meter. He is old after all. Personally, I'd like to add in more young Kliff moves because I'd like to see young Kliff in the new 3D graphics. ZAPPAFirst Appearance: GUILTY GEAR XX A tricky character who uses his 3 summons: triplets, dog and sword, with the objective of getting Raoh. I'm thinking that I'd like to maintain his trickiness, but I might redesign his three summons. JUSTICEFirst Appearance: GUILTY GEAR In GGACPR she was a pure projectile character, but if she is coming to Xrd, I'd like her to have a more mobile play style. She wouldn't have completely free movement, but it would be something like being able to pressure off N.B. HOLY ORDER SOLFirst Appearance: GUILTY GEAR XX SLASH A speedy character who continuously attacks with his specials powered up by his charge mechanic. While keeping his base that of a continuously offensive character, it would be interesting if his roman cancel made his charge bar reduction slower, so he could use more powered up moves. DIZZYFirst Appearance: GUILTY GEAR X A character who has a variety of projectiles that are good are beginning pressure and who also has mobility. She has been a setplay character and she probably has good affinity with the roman cancel system, but rather than backing off, I want her playstyle to involve more aggression. Also, she's a mother now, and her move names are amazing (lol). TESTAMENTFirst Appearance: GUILTY GEAR A character who plays at his own pace using his various traps while throwing the opponent into disorder with poison and his crow summon. His complexity has increased with each new version, so I'd like to make him easier to understand, by doing things like making it easier to make a decision of what to do while working together with the crow. DR. PARADIGMFirst Appearance: GUILTY GEAR 2 In GG2, he was a character that depended on his tribe to fight while he ran away, but it would be interesting for him to fight with his tribe. Something like a charging move with Roller, an anti-air with Bower, or a delayed attack with Bonnie would be interesting. BAIKENFirst Appearance: GUILTY GEAR Her range is short overall, but she can gain momentum off her strong guard cancel moves. I'd like to keep her base style the same, but it would be interesting to rework her approach, starting from her guard cancels. Something like instead of getting immediate return, just seizing the pace of the match. FANNYFirst Appearance: GUILTY GEAR PETIT She is a character with similar style moves to Faust who fights up close. But if she was in Xrd she would have a full model change so she might become a completely different character. She has a lot of medical themed attacks so she could be a character that can make herself stronger or change her opponent with medicine. BRIDGETFirst Appearance: GUILTY GEAR XX A character who specializes in setting a yoyo, then, using that as an axis, running around the screen and playing a mid to long ranged hit & run game. While maintaining his mobility options, it would be interesting to give him more yoyo tricks. I'd like to give him options like more ways to call the yoyo back, and more Roger moves. ANJIFirst Appearance: GUILTY GEAR X His specialty is simultaneously defending and attacking with his guard point moves, and his followups from his rushing move. I would like to preserve his guard point followups like Kou, but change his style. A style that forces a close-ranged fight using guard points seems good. RAVENFirst Appearance: GUILTY GEAR 2 In GG2 he was a long ranged projectile character who slowed down his opponent. In Xrd, he'll probably be changed into a mid-ranged character. Additionally, because of his personality, I'd like to include a move where he purposely takes a hit. ROBO-KYFirst Appearance: GUILTY GEAR XX #RELOAD He has a character specific electricity gauge, and his special attacks get stronger with the gauge. He's a low mobility character, but it'll be interesting if he can get stronger with his gauge. Something like a temporary mobility increase.
  6. Original Version by @nage_pink Translated Version by @_tenkaiRe-post of Translated Version Hi there. I'm Nage. This article will be about "My Thought Processes During My Toshin Gekitotsu Match" *Annotated version by Robot SheKeiB Original Video Here - What I thought about before the match - What I thought about during the match I will be talking about these two points. I'll be doing one match per article, so you can expect the second match onward in the next update. This article will only be about the first match! - What I thought about before the match I thought about exactly what kind of player Kazunoko was. *My Thoughts -> At key moments, he will use his invincible reversals. -> If he thinks that I will dash forward into his space, he will come forward and attack. -> He will aim for reversal gold bursts. -> He is very good at deciding whether to go for aerial attacks or ground-based attacks. (He's very good at making his jump-ins work) These are my impressions of him that I thought about based on the previous versions we fought in. Also, I really didn't want bombs from my item throws, but in the end, a ridiculous amount of them came out. I will write about why I didn't want them a little later. - What I thought about during the match I'll be using the timestamps from the Youtube video when writing the point-by-point analyses below. 0:33 Counter throw -> He ran towards me, so I went for a [low block -> throw -> low block] sequence. (I input it as 1 > 4 throw> 1) 0:37 Command throw -> Since I already aimed to throw him, I tried the same method of attack twice to see how my opponent reacts and deals with it. It worked, so I was able to quickly calm my nervousness a little bit at the beginning of the match. 0:50 Burst -> This is a guaranteed burst point against Volcanic Viper. Since it's guaranteed, I used it to keep the situation at even and neutral. 0:53 6HS -> Here, instead of aiming to actually hit him with it, this was a 6HS just to keep the current situation. Hit or block, all I wanted was to keep the current space. ("Man, it'd be even better if hits!" is what I thought) Also, this was a 6HS from pretty far away, so it would be difficult for him to commit to a Volcanic Viper reversal. And even if he did uppercut me, it wouldn't be that terrible of a situation. That's what I thought. *This was a 6HS where I would get counterhit by VV, but I predicted that the followup 214K wouldn't connect. 1:03 j.2K against 2D -> I actually talked with Kazunoko about this some time later. This is a move that counters his habit where he uses Sol's 2D to stop Faust's approach. The drill will end up hitting Sol instead. This is one point where I punished Kazunoko's habits. I didn't really aim for this specific punish, but I was pretty glad that it hit. 1:19 Antiair 5K into air IB ground throw -> This is where I react to his IAD with 5K. Then I confirm the start of the divekick motion and change my antiair plan to air IB land ground throw. I wasn't so sure if I would get the air IB in this situation, but it ended up becoming a situation where I was able to switch from trying to punish an IAD approach into punishing his attempt at baiting my anti-IAD antiair with divekick. 1:37 YRC -> I had the lifelead and I wanted to make it more guaranteed that he would have to block the meteors (the YRC would make it difficult for him to get out of the way). During the YRC, I reacted to his 2D and went for an FD. 1:41 6HS -> I wasn't actually aiming for this 6HS. If you look at the input display, I was aiming for an airthrow at 1:40, then I messed up and got 6HS instead. I'm not too sure what I was thinking here, but it was something like "Wait, 6HS came out... wait, it beat divekick...?" And then in the next instant I won the round! lol This was the end of round 1. Overall, I was paying careful attention to not retreat too much if possible. (I wanted to keep a mid-to-far distance from my opponent at the middle of the stage) Watching this match again, it looks like I spent a lot of time around the circular part in the middle of the stage. I was also thinking about the point I mentioned where if he thinks I'll move forward into his space, he'll come forward and attack me. So I feel like I was trying to keep my space in the middle of the stage more than I usually do. 2:00 j.2K against 2D -> The same as what happened at 1:03 2:12 Scalpel Pull RC -> Here I thought far slash > hammer hit > scalpel pull would hit, so I did an RC but it didn't actually end up connecting. I did dash into item throw after this. This was a situation it would've been difficult for him to counterattack me from a forward airtech 2:16 Forward crawl 2S against Bandit Bringer -> This doesn't come up very often, but this is a situation where as I'm throwing out 5P, I'm watching my opponent and the current situation, so I was able to get the proper punish. I think Kazunoko did Bandit Bringer because he was aiming for me throwing out a far slash. 2:20 Mashing 6P+6HS throw OS -> You can see I'm mashing 6P+6HS here from the input display. Whenever I choose to not block, I fully commit to whatever move I decide to do. 2:21 5P losing to Gunflame -> I was too close, so the Gunflame hit. If I was a little bit farther, I could hit 5P and still block the Gunflame. 2:25 Mashing j.6P+6K -> When I try to airtech forward, I'm mashing P and K. This makes it so when I actually tech, I can get j.P into j.K if it connects, so I can easily blockconfirm or hitconfirm into a combo. If you hit P and K at the same time, P takes priority, so j.K won't come out and instead j.P into j.K is what will happen if it makes contact. 2:28 Downburst after the VV>214K -> I was being wary of VV>214K into red RC, so I went for a downburst. 2:30 Blocked 2HS>Blocked Poison>Item Throw -> There are situations where if 2HS hits, poison into scalpel pull would combo. So I went for 2HS>buffer scalpel pull input. If 2HS is blocked, I hit the button for item throw. If 2HS hits, I hit the button for the scalpel pull. Don't mind my sloppy 9 and 8 inputs when I did the item throw. A similar situation also happened at 1:30. But in this situation, the 2HS hit at roughly the same time as the poison, so I don't think the scalpel would've connected. So I still did the scalpel, but it's a situation where it's like "There's no time to hitconfirm, so just do it! (It probably won't connect, though...)" I thought it wouldn't work out, but I just kind of did it anyway. It was a mistake. 2:34 I got airthrown -> This is the reason why I didn't want bombs. Kazunoko is very good at airthrowing Faust players who jump to escape the bomb explosion. Even during the match, after it happened I was like "Ah, yeah... I thought that would probably happen." 2:40 Scalpel Pull (Buffer YRC) -> Here I buffer YRC just in case he uses Grand Viper or IAD to get past my scalpel pull. It got blocked, so the YRC didn't come out. 2:42 2HS hits -> This 2HS is a frametrap. I think I just went for the scalpel after it without really confirming. And then the combo into RC into victory. The first match went kinda like this! (Writing it was more tedious than I thought!) The second match onward will be coming next. Until next time!
  7. [CPEX] Rachel Alucard General Discussion

    Something like 5B > 6A > 4B is what I use. 4B gives better knockdown. I can mess around with the other route to give suggestions to adjustments when I get a chance, but generally it seems like 4B is preferable as a combo ender in the corner.
  8. Original Document Re-posted Transcript On match up strategy development - (this is more for intermediate level players, but I would also recommend this for beginners): If you've been playing/paying attention to fighting games for any amount of time, you know that match up knowledge is critical to any sort of success. That being said, you can't go to a tournament without hearing people talk about lack of match up knowledge. First off, you have to understand the difference between: "I don't know the match up" and "We don't have a (insert character) player, so I don't know the match up". To be frank, at a tournament level, neither statement is acceptable. However, at a personal level (as in, your personal growth as a player), the first statement is far preferable to the second. Saying "I don't know the match up" suggests that you don't know it now, but you'll learn it eventually. Not knowing a match up is a pretty valid excuse for a loss - not having answers for an opponent's tools against your own almost guarantees defeat. Saying "We don't have a (insert character) player in our area, so I don't know the match up" suggests to me that you not only haven't looked into the character, but you don't plan to because someone who doesn't play the character isn't readily available to you. As your learning a fighting game, I think it's quite important to have at least a baseline knowledge of the entire cast. I go out of my way to play the "weird" characters in a game (think Fuerte, Bed Man, or Arakune) so I don't get caught off guard early in a game's life. This is my personal process for learning a match up. You don't have to follow it to the letter, but if you don't have some sort of structure, this might help you. 1) Playing - this is obvious. You play against the character and write down/keep in mind what you are having trouble with in between games. It doesn't matter whether the matches take place IRL or online, because the whole point is to get comfortable with your tools against your opponents. Winning doesn't matter at this point. Usually, whatever I have at top of mind after matches are the things I review first. 2) Analyzing matches - Since I get a good amount of practice online, sometimes I save replays and look over a couple of matches. If you play online, I highly recommend saving replays. If not, recording a set works as well. Usually, my memory of a match doesn't really align with what happens, and there couple be points that I need to cover that I could've missed. 3) Watching videos - This kind of depends on the game and the character, but if possible, try to watch strong players of your character play the match up. I especially look for whatever things I was having problems with in step 1. If the character is new or no one really plays them for some reason, then this step might not be available. It's also important to note that just "watching" videos isn't enough - you want to analyze matches carefully for the points you're looking for. 4) Reflection - Try to put everything together all the information you've gathered for the next set of games. 5) Play again - Try out your answers and thoughts in matches. Here, you're just trying to apply what I learned. Again, winning isn't totally the goal, but you should hope to notice some sort of return on results. 6) Reflect again - The more you cycle through these steps, the more tiny details and nuance you'll begin to understand on the match. You can slowly work towards refining your strategy to perfection as long as you keep thinking about how the character interacts. Usually I break matches down into: Neutral - Full Screen/Mid Range/Close Range Anti-Air Air vs Air Offense (my pressure) - special things that work on this specific character Defense (their pressure) - how to deal with their offensive tools Setplay - special things I can do to them on knockdown - dealing with their reversals, any special things I can do to them, etc Their Setplay - the same as above, but how to defend against it If I have some sort of character specific tool (for example, Millia's Pin), I'll have a section on how to use that against the character as well. Anyway, I hope this helps.
  9. Location Comfort Inn 700 East Central Parkway Plano, Texas 75074 Event Schedule Games Featured Ultra Street Fighter IV – 360 ($1000 Bonus Pot) Mortal Kombat X – PS4 ($1000 Bonus Pot) Killer Instinct – XB1 (A World Cup Qualifier) Super Smash Bros WiiU – WiiU ($500 bonus pot) Dead or Alive 5 Last Round – PS4 (A World Cup Qualifier with a $500 bonus pot) Ultimate Marvel vs Capcom 3 – 360 Guilty Gear XRD – PS3 BlazBlue: Chrono Phantasma EXTEND – PS3 Tekken Tag Tournament 2 – PS3 Persona 4 Arena Ultimax – PS3 Registration Competitor Pass Registration Form $35 online $45 at the door. Spectator Pass Registration Form $10 online Pre-register as a competitor before September 14th and you will get pre-register bonuses which include custom player cards, an AB6 tee, and raffle tickets. After registering you can request your custom player card here. Stream Schedule ** All times posted are in CDT. Please use this timezone converter to check for your local time. Saturday 12PM-2PM Blazblue CPE Pools streamed by Salty Mayhem 4PM-6PM GGXrd -SIGN- Pools streamed by Salty Mayhem Sunday 10AM-12PM GGXrd -SIGN- Top 8 streamed by PandaxGaming 12PM-4PM P4U2 tourney streamed by Salty Mayhem
  10. A loketest of 1.01 will take place starting September 9th and continue for one week at three Club Sega arcades: Akihabara New Wing, Kagurazaka, and Nishiguchi The official website has also posted patch notes for 1.01 along with Jam's movelist. 1.01 Patch Information and Jam Movelist 1.01 Patch Translation by SoWL 1.01 Patch Jam Loketest Info by GREATFERNMAN (Translated movelist by notBaf0) (Pictures taken by Famitsu) Source: Famitsu, Shoryuken
  11. If you wish to participate in the community run project to create beginner guides for BBCPE characters, make sure to post here. This project is entirely done by volunteers, so if you wish to see more resources for your character, then it might be best to step up to the plate. Also if you've created character guides and resources for any game covered by Dustloop and want to see them highlighted, feel free to submit a tip to Dustloop by clicking Submit A Tip! at the top bar or contacting @DustloopForums on Twitter.