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About Kikuichimonji

  • Rank
    Frame Data Theorist
  • Birthday 09/21/1988

Other Info

  • Location
    St. Louis, Missouri
  • PSN
  1. I've been trying to get something going with CoMo people (George, SuperFX) for a while now but we've had some scheduling setbacks before. We've got a group of players who are definitely willing to travel. About 8 STL players are going to Combo Breaker this weekend, and 5 of us made the last MaxOut. If you're doing any events in Columbia I could round up some people probably. I'll make sure to post the next tournament date here too. My house has extra couches and a guest room so we can accommodate if need be as well.
  2. Welcome to the Dustloop STL anime thread. Gateway to the Dust. We exist! We play pretty regularly; I'd say 1-2 times a week. Currently Rev2 is the most popular game but there's at least a few people in all the Aksys titles and Koihime Enbu. Tasty Steve, AKA, Mr. K, and others all have been part of the STL anime community. St. Louis has lots of people with years of experience and passion for the game. If you're capable of basic friendly social interaction and want to play games with us, we're happy to have you. I've got this thread set up to notify me of replies, but honestly Twitter is the best way to reach me. We aren't active on Dustloop much anymore. Twitter and Facebook are currently the most active as of this post. Here's some useful links: STL scene's Twitter account: This account is mostly for events and player promotions. A few people have access to it and we're still fine-tuning exactly how this will work but I think it's definitely worth a follow. My Twitter: I tweet puns and Rev2 stuff a lot. If you have any questions about the game or events I'm usually good about responding because my phone has physically fused to my thumbs at this point. Our FaceBook group: The Facebook group is closed in order to prevent Facebook spam, but it's mildly active! We also have a FaceBook messenger chat that's pretty popping if you want your phone beeping 17 times at 3 AM.
  3. Leo advantage Confidence in my matchup experience: very high Players I've played against: MacBlunts, LoliZero, Daymendou, Grant Slayer is a very evasive character who relies heavily on counter-hits and high meter confirms in order to do significant damage. In other words, he requires specific situations to convert into high damage. Slayer is weakest in situations where he is forced to anticipate the opponent's options. Leo does not need meter to do damage, he only needs good positioning. As a general rule, what makes this matchup positive for Leo is that while Slayer can contest the spaces Leo likes to control, Leo will do significantly more damage and run much stronger oki off meterless confirms than Slayer can. An interesting part of this matchup is that Slayer can basically escape most of Leo's offense if he's willing to BDC K Dandy YRC, BDC jump, and BDC bite. Leo has to make tough and timing-specific callouts (like backturned super on a guess) in order to stop Slayer from avoiding the 50/50's. However, ultimately this really doesn't matter because Slayer can't actually threaten Leo with anything worthwhile from this defensive position. Running away against Leo only allows Slayer to determine when the engagement happens, not necessarily how it plays out. As long as Leo is not over-eager to chase Slayer, Leo can methodically advance forward and force Slayer to the corner. Slayer can escape canned 50/50's better than any character in the game. If Leo gives up the idea of mixing up Slayer, he can instead focus on chasing him and putting him in defensive situations where Leo will get the better off the trade. Leo's dashing 5P 5K gatling makes an excellent meaty string against Slayer because if Slayer does BDC Mappa, Leo can get a full 5K cl.S 5H combo. Slayer can beat this with BDC bite, but that option will lose to delayed Leo 6K. Once Slayer inevitably agrees that he has to block, Leo can pepper in some oki. In this matchup, Leo's 2D is actually a very strong normal because of its high number of active frames. The most important interactions is that it will consistently crush Slayer's 2H as well as stop poorly spaced Dandy Steps. Slayer 2H is a low attack designed to beat low attacks from other characters. Unfortunately for Slayer, Leo 2D does the same thing but better. If this was the only thing that Leo's 2D beat, then this wouldn't be a big deal, but Leo's 2D will also beat Slayer's 2D and sometimes can beat his 6P depending on timing and spacing. Slayer also cannot punish Leo's 2D on block for significant damage unless it is spaced very poorly or on IB. On the flip side, Slayer's 6P will beat almost all of Leo's normals and can CH them at almost any range, leading to a 50% damage combo even midscreen. The only normals that will consistently beat Slayer's 6P are Leo's 2K and 2S. Whiffing 2S is a mostly safe counter to Slayer's 6P, except that you'll lose clean to Slayer's 2H. Anti-airing Slayer can be a huge pain. His j.H has a bit hitbox as well has his j.D. Many Slayer players will use Slayer's j.2K to essentially float above Leo and attempt to mess with Leo's anti-air timings. If Leo is backturned, he can whiff bt.P as many times as necessary until Slayer commits and gets hit. If Leo is front-facing, he can whiff a 6P and block any followup against Slayer j.2K weirdness. The most consistent answer to Slayer is of course H Eisen Sturm, but it shouldn't be a go-to option by any means. Slayer can't really run any consistent offense on Leo. If Leo just does wakeup 4H, Leo's 5H/throw will beat most of Slayer's Dandy Step shenanigans. H Eisen will consistently beat Slayer's close-range options like Helter Skelter, and Slayer can't mess up Leo's Eisen inputs by crossing him up. Slayer's 5K or 2K > K Mappa string is extremely unsafe against Leo on IB because Leo's jab leads into a full rekka confirm. Leo's S fireball is incredible in this matchup for controlling Slayer's movement. At neutral, S fireball YRC is essentially unpunishable on reaction while also punishing most all of Slayer's Dandy Step tricks at neutral. Slayer can YRC to stay safe but he can't even turn it into an advantageous situation then. Slayer still has to block and Leo can assert pressure. Without YRC, Leo S fireball is still strong but the threat of Slayer IAD j.H is scary. Leo's backturned offense is very good against Slayer because Slayer's only actual reversal without super is BDC bite. Leo's bt.P is throw invincible and Bloodsucking Universe is a throw. If you use a meaty timing then bite can actually beat Leo bt.P by throwing Leo during recovery, but if Leo is willing to play a little loose with his move timings occasionally he can make BDC bite a big risk, which is actually pretty atypical. Dashing through Slayer is also not that risky. The worst that will usually happen is a throw. Slayer can do strong damage with throw RRC, but the throw itself is risky for Slayer to attempt with Leo's throw-invincible normals. This is a matchup where even though Leo should have a slight advantage, Slayer can win quickly with high damage off mistakes Leo makes at neutral. Even if Leo is playing perfectly, Slayer can still win with hard calls executed correctly, but Leo's kit makes him very well suited to fight Slayer even on Slayer's terms.
  4. Crouching gives 1f more hitstun. Moves give 1f more hitstun than blockstun on grounded opponents. Leo's 6K is +6 on crouching hit. 5P is a 1f link but there's a 3f input buffer on Xrd which makes this combo extremely practical.
  5. Leo's anti airs are good. Leo 6P, 2H, and bt.P can anti air anything Sin does. Vulture Seize can be used to beat these but 6P can still win with proper positioning. At the very least, H Eisen and bt.D can catch it, or I believe you can situationally IB and punish. Full screen H fireball if he's just throwing Driver from full screen, it forces a response from him. You will have to respect Beak Driver a bunch, but making Sin eat at neutral will force openings. Sin doesn't have serious mixup outside of instant j.H overhead and hit/throw stuff. Use a ton of IB - if you IB Elk Hunt he's -2 so he has to spend a ton of calories to make him safer, or he has to block. If you stop him from doing Leap he has to work really hard to do anything besides make you take a bit of chip. I recently played Deklined in 3 different sets in a small Kansas City tournament so I'm pretty confident my matchup analysis is pretty strong. The hardest part of the matchup is that you absolutely have to take an eventual risk, like countering Hawk Baker, and that is terrifying but if it works you're golden. Also if Sin ever gets to very low calories, he's a pretty terrible character until he eats.
  6. Not currently no Sent from my LG-H811 using Tapatalk
  7. A big factor in whether your 5K 2H whiffs is if you let the opponent fall far enough from the Bandit Bringer. If you don't run forwards for long enough or you start running too late after Bandit Bringer, you won't be in the correct spot to connect the full followup. Unfortunately recognizing the character specific hitboxes and spacing where this will work is something that only comes with experience. If you're anywhere near the corner, BB >Fafnir > dashing 6P 5H (jc) > j.D > Break > 6P 6H is a really resilient combo path that gives better damage than the combo you're trying.
  8. Anything frame advantaged > dash up throw is honestly pretty legitimate depending on spacing. Tick throws in GG in general aren't hard 50/50 tools because they can be mashed on/counter-thrown, so you don't want to rely on them as part of a 50/50 because the reward just doesn't match up to the risk. Generally, if I throw someone, it's because I think the throw is "free" and they're spending a lot of effort on dealing with the rest of my offense, so I want to rattle them. Even something like empty jump on a safe jump > throw is moderately useful as Leo because of low air dash j.P/j.K beating throw and also he has 6K. 236H YRC throw is very difficult to contest on reaction. Then once they get used to counter-throwing, you can usually just 6K and get a full CH combo. Generally Leo should prefer the frame trap over the throw, however, because if you "guess wrong" that usually means they are blocking you while you have frame advantage.
  9. You can just neutral jump after 6P 5H in the corner on May/Millia and dustloop works fine.
  10. I've never heard of Leo not being backturned after successful bt.D.
  11. You combo from the bt.D into a knockdown. You can do counter > dash bt.S Bt.H on everyone, but that's hardly optimal. You can hit 22 to cancel Brynhildr but it has some recovery to out so be careful. Sent from my LG-H811 using Tapatalk
  12. He's not actually mashing. It's just one single button press timed a frame or two after you land. If he's not still mashing throw, a grounded frame trap won't catch him. It's not terribly bad to just always do the safe jump j.S and go from there. A list of counters: </p><p>Empty jump 2K / Wild Throw from outside throw range Delay your safe jump to let you chain buttons like j.P x3 > Wild Throw. If spaced correctly, your Wild Throw will be from outside his throw range Low air dash j.PKD or j.SH. He'll get a HS instead of a throw, so if you're good on timing, you'll CH him standing. Sent from my LG-H811 using Tapatalk
  13. Cl.S > 5P, cl.S > jc j.k, cl.S > f.S (not chained) if you're outside of the opponent's 2P range, cl.S 2S(whiff or block) > f.S, 5K >2P All of these beat 2P mash for significant reward. Remember to confirm into a crouching specific combo. Leo's 5K has low invincibility during its first few active frames, but it's slower than his jab so you can't rely on it to beat the opponent's 2P. Sent from my LG-H811 using Tapatalk
  14. In general it's better to choose options from cl.S instead off f.S. You can't reliably 6K after f.S. You can hit confirm at the cl.S. You want to avoid autopilot strings involving 5H because of the risks that move requires on block but you can just substitute 6K usually. If they want to IB 2P, 1st rekka > 2P is a combo on CH, so cancel 6K to rekka and combo off the CH. The trick to not getting interrupted with Leo is EXTREME string variability. If they want to IB mash buttons, just stop at 5K, cl.S, or 2S and it's trivial to stop the opponent's interrupt with f.S, 5K, or dashing 5/2P Against Slayer, just IB and throw if you see him disappear and you'll limit him a ton.
  15. Stun values are normal and based on the initial damage of the attack unless specified in the frame data. You have to slightly delay the 6H or it won't combo to BB. I do a microdash to time it. Sent from my LG-H811 using Tapatalk