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Posted

Strictly to Tiger: Meaning, when I'm playing against you, I'm always not thinking and always not trying? PS: Wow, it almost seems like when you have something to say, it's against me. Not like I tell everyone you suck or anything. And PS, I didn't mean what I said above.

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Posted

Now now, play nice. And when he says he doesn't think/trying, it's not really a conscious decision. Probably a spur of the moment/almost reflex action. Like just deciding to attempt to jump out of a poke string/pressure. It's not something you've thought through thoroughly, or analyzed all the risk/reward stuff. You just kinda do it, maybe from experience, maybe from instinct. If you have swagger I have fury!

Posted

news flash, bc sux at #r and amerikkka pwns

Just by watching those vids, I can cleeeearly tell that I would beat you guys if we actually played in real life!!!!!!

[Edit: In case people need an "explanation"]

The Dizzy player, sucks. There's no other nicer way of putting it. Clearly, this guy just chose Dizzy because of her sprite, he must be one of those Dizzy fanboys. I bet he even has one of those plastic models at home. I play Potemkin, and I bet you I'd perfect this scrub. I bet you he doesn't even know that you can run over slide head. I bet you I could also hit him with a couple billion hammerfalls, and kill him. I bet the Dizzy player owes people lots of money from LOSING all the time with money he borrowed from OTHER PEOPLE. Not only that, I bet you he's one of those pretty boy types in real life, I CHALLENGE this guy to STREET FIGHTER IV. IN THE PARKING LOT. I'm 6'0, 300 pounds, and I'm a HUGE burly Eastern European. I'm gonna tear this mamma's boy apart! He's gonna be stuck in our little dungeon, FOR THE REST OF HIS NATURAL LIFE.

[Edit: now now, let's wait for Nagai's response, shall we? All will be revealed in good time...]

Sho ryu ken dot com
Posted

Okay, six new match videos are up. This time it's Teyah (that's me~) vs JOFan.

I use Sol and Millia in three matches each.

JOFan... only uses JO. ;(

Posts would be cool too. >:E

(Edit: Links are on the main page, if it wasn't clear)

Posted

I wasn't going to post (since I probably don't have anything good to say), but because you're such a nice person Paul, here's my input: Is this a "Paul wins, fatality" thread? :P Haha, I could help but notice the "# wins" over your life-bar. Yarr, sweet one-hit ensenga JOfan! In the same vid, Paul did a VV on a block string... lolol Well, I've finally found out the source of my non-dashy-ness. HnK, though a slow game, requires quick input of commands (i.e. qcfx2 are really weird to get used to...). When I played Rob right after HnK, I noticed that I was a little hasty with the stick. So yeah, I just slowed myself down, and then voila, as I was back to my semi-self! Anywho, I wouldn't mind comments on my vids. I'd like to say they weren't at my best, but hey, they're the only vids of myself.

Posted

oh man.. that was like a sandbagging session for me. MI and SO just raped me left and right. playing JO on the pad isnt the easiest thing.. not doing enough mc to keep the pressure going. u'd see those occasional super jumps in the corner.. when they were suppose to be 2s mc into ensengaS lo. i also did a lot of stupid stuff such as bursting in air and i probably could have utlized the one-hit rc ensenga a little better.. dunno how i am gonna approach that tho. hopefully the recordings done today will be better as Slash is just around the corner now and we'd all be switching to it (except paul) lo.

Posted

Okay so I finally watched them again and have some comments. Will: - Not enough tick throwing: you need to try stuff like coin -> dash in -> throw 2K -> walk in -> throw 6K FRC -> throw block string xx MC -> dash in -> throw etc. - I think you could've used your 6P much more to stuff air-to-ground attacks from either Sol or Millia. In particular, you should've punished ever Bandit Bringer Paul tried with 6P. - Use your DAA when you've got the meter, sometimes it's much better than just blocking forever. - After doing air DB FRC, throw out a j.S on the way down. If you get lucky and connect, then you can cancel to Ensenga for extra damage. (You actually did that with j.HS instead at 2:49 :thumbu:) - IMO there was some inappropriate use of DBT, like when Sol or Millia were already standing. If you're not going to do DBT FRC, then use DBT only when you've knocked the opponent down and you need to cross the screen quickly. - TK Ensenga mix-up was good when you used it. - DB FRC -> j.K against Sol in the corner was nice (Match 12). Even though this may be kinda tricky to do consistently, you should try to work it into your pressure game more because you can get some good mix-ups out of it. (Watch Johnny CMs for reference :grin:) - Don't burst against Millia too often. She can bait it quite easily. - Practice your Dust combos (especially the ones leading into 1-hit Ensenga). IMO, Johnny is one of the few characters that can use Dust as a decent mix-up because of the few key frames in its animation. (And for me, it almost looks like he's gonna do 5HS instead.) - Match 15: great way to finish the match. Paul was probably thinking that you would go for MF, so he was probably thinking of backdashing, but you nailed him with the TK Ensenga. Paul: - Too much Bandit Blingah. - Not enough AAing with Sol? To me, it seemed like you could have used 5K a bit more often, rather than just blocking while Johnny ATGed you. - Even though it works quite well for you, your attack patterns with Millia are getting repetitive and almost predictable. Try to expand your comfort zone and mix up a little more.

Posted

rtl: thanks for the inputs! i'd definitely need to watch out my dbt frc patterns.(doing the JI version is such a pain on pad) switching from hs to s while descending after the aerial db frc is definitely a good idea cuz of the extra reach. although hs chain into ensenga as well. as for utlizing the 6p.. i didnt find a lot of opening to stuff that in beside his bandit bringer.. and i dont think 6p will work against Millia because paul always throw the pin then dash in for combos. tick grab attempts is defintely something i need to touch up upon. its kinda hard to practise that when the only opponent i face on regular base is the cpu lol. and against paul i dont think i'd try tick grabbing as much since sol's broken 2d pretty much stuff me out. dustcombos... i dunno. i was surprised i land that many dusts against him.. (okay mabe not looooooooo)but yea i should have utlized those openings for dmg. thanks for the constructive feedback and looking forward to playing ya :D drgn: lipstick hogtie? :x are u guys interesting in coming over? ;D

Posted

If your tick throw attempts are getting stuffed by things like Sol's 2d, you could always fake it and 2hs him. Do this a couple times and he'll block, giving you that opening.

Posted

While my reaction times to Johnny tick throws have waned since Evo and Evo prep time, you can usually react to Johnny dash in to throw if you train yourself to react to it. I was able to consistently stuff dash in throws by mashing 2P as soon as I saw Johnny dash in, so it's risky if the player can react to it. While the damage can't be that much (for Slash Sol anyways, since no dust loop), it's still free damage. I can still somewhat do it today, but now I accidently hit 2K (too much 3S I guess), which Johnny hops right over. :P But, if Paul is a noob and can't react to it, go for it. ^_~

Posted

- Too much Bandit Blingah.

- Not enough AAing with Sol? To me, it seemed like you could have used 5K a bit more often, rather than just blocking while Johnny ATGed you.

- Even though it works quite well for you, your attack patterns with Millia are getting repetitive and almost predictable. Try to expand your comfort zone and mix up a little more.

- Yes~

- No. :O. Not always a good idea to AA Johnny (with Sol anyway). Johnny's air DB beats you out of any AA aside from VV (which is why I did use VV once as AA). Can also lead to pretty decent damage for JO. Millia 6P however, goes through the flame and doesn't get her hit, so that's why you see me try that alot more. But it's still susceptible to getting owned by double jump. ;(

- Yes~ (need to work on execution to move out of comfort zone though)

dustcombos... i dunno. i was surprised i land that many dusts against him.. (okay mabe not looooooooo)

You should know that D = unblockable, by now~

Paul is a noob

I knew it. ;_;
  • 2 weeks later...
Posted

Okay, new set of match videos, this time mostly for Slash (one #R vid).

See front page, or if too lazy:

http://s36.yousendit.com/d.aspx?id=1OAVORS6H98PU34ZNT2H6N8GL9 -OR-

http://rapidshare.de/files/18056933/BC_Vids_-_Apr14-2006.rar.html

List of matches follows...

#Reload

JOFan(Johnny) vs nagai(Dizzy)

Slash

Teyah(Eddie) vs halftooth(Sol)

JOFan(Johnny) vs MrDolphin(May)

Teyah(Ky) vs nagai(Dizzy)

Teyah(Millia) vs POscrub(Potemkin)

Teyah(R-Millia) vs POscrub(Potemkin)

It's Day 2 of Slash, don't expect anything groundbreaking here. Many of us were playing Slash for the first time and were just getting used to the changes. I am aware that my Eddie needs some work. Also... I'm no serious Ky player. I just like to throw Stun Edges~

Posted

Whoa, whoa, whoa... I don't remember Will doing an actual one-hit ensenga on me lol.

"I can't win anymore!" :*(

-ORETACHIWA UTSUKUSHII

Posted

If you're bored Paul, put up some more Potemkin vids :P. Rob vs. Pot must go up :P. "Bad" matches can also be helpful, simply because you get a chance to ask yourself, "what did I do wrong", or "Am I dying to something kinda silly?" More specifically, try counting the number of times anything I do starts off a jumpin. I think you'll find that like 99% of my opportunities start with a double jump forwards into either j. HS or j. D. Try and get a feel for a player's gameplan by keeping track of what they like to do in a neutral situation. mine is: a) Randomly throw out HS and 2D to keep you honest on the ground b) jump straight up, and either come down with HS or butt drop or b1) double jump back, come down with HS hoping to catch a runin b2) straight up double jump HS or buttdrop b3) double jump forwards HS/butt drop c) Hammerfall break forwards d) at extreme distances where it's "safe", walk forwards with finger above P, ready to 6P an attempted air dash At any rate, if you want, try putting up more Potemkin vids, and then ask people what they think of it. I bet most of them will say: "Potemkin is jumping forwards way too much, and he doesn't FD, punish him hard and work on your AA game." I'll bet that's the comment. Everyone in the Potemkin forum says a) Pot's jumpins aren't THAT good b) Pot's air to air isn't so hot So something must be up Example: Pot vs. Slash Millia: Round 1: 0:05 - Starts right away with jump up 0:07 - HS, then get in the air again 0:10 - HS, then single jump back HS (this catches your run in) 0:14 - After the hammerfall break.... single jump AGAIN 0:17 - on your wake up, jump (this doesn't count :P) 0:30 - Once Pot is pushed out by 2D, single jump again 0:31 - First jump failed, so single jump back HS 0:33 - Jumping air throw! (lucky) 0:34 - Jump on your wakeup! (doesn't count) 0:43 - After hammerfall RC, single jump, single jump DIE Damage done by: Round 1: jump back HS trade j. HS throw 2D jump back HS air throw K,S, but off a blocked jumpin 2K after RC j. HS right on top of you Round 2: 2D + setup j. D off a tech in the corner (baitable somewhat, I'm a "stupid" techer, and love to come down with j. D, as proved by later matches) CH 2HS Hammerfall (you went for the 6K overhead) This one is definitely forgiveable. Guessing a hammerfall here would've won you the match at least 50% of the time, so this one is fine. Round 1: You got caught a couple times by jump back HS. 1st time, you rolled your way in, then attack, got CH. 2nd time, run forward 6P to try and catch an antiair, got hit. Trading the 2H was pretty decent for you, good one there. Throw: After a blocked pin. I prefer your pin setups where you can toss the pin, then cover yourself on the way down with attacks. This one you had no 2nd chance on. Throw doesn't do that much though anyways, and you're pretty good about escaping Oki. 2D: Nothing special here, acceptable Air throw, lucky maybe, but on the other hand, this probably shouldn't have worked, if you had better positioning on the way in? K,S, standard penalty for escaping Pot's Oki I guess. j. HS, questionable, but mistimed the AA. Round 2 was more or less the 2HS, thing is, you double jumped, RIGHT on top of Potemkin. More or less, you could've chosen to do whatever here, so this one could've been avoided. Double jumping was kinda bad because 1) I know you don't have anything that hits downwards, so 2HS will trade likely 2) You double jumped, so not only did I have more than enough time to time the 2HS, it also meant you were more or less committed to coming down. I don't play Millia, maybe she can air dash or something, but that still doesn't change the fact that I could tell more or less you were going to come down with something. So, did I actually take the round from you? Or did you give up a bad opportunity? If it's a bad opportunity, just remember what went wrong (double jump with no other options), and just move on. If you count what the health bars should've been if you didn't get hit, you were winning that round, no question about it.

Posted

We definitely need more vids up. I've just noticed how crap my Dizzy gameplay was when I started watching myself. Sherwin: I honestly think there's nothing DI can do when PO jumps at her (after knockdown). 5p simply isn't AA enough and 2s comes out too slow. I can try a back-dash, I guess, but wake-up back-dash from a j.hs is potbusterable... Jumping out seems like the most logical thing to do-- since there's the risk of being potbustered while blocking. But then PO can just air-grab or ground DI with a j.hs.

Posted

Hehe, I'm not talking about after a knockdown. It's really too bad we can't get any vids of you vs. me in #R But I'm getting a TON of jumpin either HS, or j. D at your Dizzy, all day long. If you could see a match of yourself vs. me, you'd see that everything always starts with a jumping move of somekind for Pot. It's either: a) I got you with a jump move you weren't ready to handle on AA. This is either because you were trying to grounded antiair a HS, but instead got hit by j. D, or you ran in whiffed an attack while I jumped at you, so now you have to block it. Either that or I double jumped forwards, and you ended up below me, so I just try to come down with an attack. Most double jumps do leave you a fair amount of time to position yourself, also, double jumps forwards is easier to antiair, because you can simply position yourself to handle a double jump (double jump will hit you, but single jump will simply whiff) b) 6P you're air dash in, because you were hanging on your side of the screen, and I was walking forward with my finger over P c) got lucky with 2D, or HS on a rushin (doesn't happen very often) Honestly, I feel like I could jump up and press HS, and at the very least, have a very good chance of trading in my favour. If I just jump at you and press HS, I don't feel like I'm getting antiaired hard enough to outweigh the fact that it gets me in. At the very least, I feel pretty safe in the air, because the worst that usually happens is I just have to block a jumping air string or something, I never really get hurt BAD for just hopping around.

Posted

I'm not referring to your neutral games either :D Yeah, I've noticed your start jumpins and I try to counter with a j.S (a lot my rounds start with j.S) but you block anyway :P. Lately I haven't been so conscious with my matches either, since I always catch you after an exam or something like that :P. I'll keep these things in mind next time. I'm not sure how it looks at your guys' end, but I think what I'm doing is repetitive and predictable. i.e., when I'm not thinking, you'll catch me doing things like this: - After knockdown, I ALWAYS go for a HS-fish cross-up or cancel IAD into bubble. - Corner lockdown vs Pot. that goes like this: P-fish, IAD into j.p,j.p,j.hs, cancel into k-bubble, AD-backwards j.S, pressure string ending with a 2HS frc into throw. I'm sure you saw through this x100 times :P. - 2-HS frc into throw when I have tension. - Start match with j.s back. - Tick-throw all the time (actually I do this when I'm conscious too). - After a corner air-throw, go for a bubble cross-up. That's why I've cut back on the cross-ups and just go in with a k-fish after knockdown, since if timed properly, it locks opponent on ground quite beautifully. Err, enough of Slash for a while. I need to get back to studying. After exams, we'll have to get together again.

Posted

#18: Round 1 Paul, you almost had him! =| You had 50% tension before you died, so you could've DAAed Rob for a knockdown and then chipped him to death. #20: Long, you still jump too much =\ #21: Round 2 Don't forget your hairpin~~ #22: Cheater ( ._.)p ...man, I'm looking forward to two weeks from now =D

Posted

If you're bored Paul, put up some more Potemkin vids :P. Rob vs. Pot must go up :P. "Bad" matches can also be helpful, simply because you get a chance to ask yourself, "what did I do wrong", or "Am I dying to something kinda silly?"

Strangely, the only other couple of Millia vs Pot matches I have are of Slash Millia winning (as well as one of #R Millia losing?), by baiting your wakeup PBs or punishing tech into j.D buttdrop right into disc and etc. Apparently when I thought the VCR ran out of tape was actually when it finished rewinding (ie. it ran out of tape long before we thought it did)... so all I have is this footage + those other couple of matches that wouldn't teach me much. :(

About getting in with Millia, I find it very hard against Pot. First thing I noticed is that I should be airdashing in with j.P, not j.S (which usually gets me aithrown). Second thing is, Millia seems to have trouble advancing on the ground, outside of a random max-range 2D or something to that effect. Though even if I do land random 2D, the slower H-disc won't really allow for mixup after that either. You basically need to knock Pot down and then go from there, which my Slash Millia has trouble doing. Probably due to Slash being so new and me not knowing the proper knockdown combos/tech setups from midscreen/corner. =p

And of course I must work on proper AA'ing. Just that Pot's j.H beats (or trades, same thing) Millia's 5P clean, so that AA option is thrown out the window, leaving you with 2H (slow) and 6P (slower). Hard to use these two on reaction to double jumps and the like.

Posted

1st customer :P Bridget matches were good stuff, despite the trolling sweetvids did in that other thread, he's actually does indeed know what he's doing Good stuff guys, good stuff Working hard with Eddy... Honestly, now that Eddy's had his damage nerfed down. There's a couple times during the vids, where, (now I don't actually play Eddie, so i'm just guessing here), you could've just done a simple combo into super. I'm thinking the end of the 1st round, 2nd match, where you do a 3 hit knockdown, which could've been a super which would kill, maybe? Maybe just all around, I think it might be much more common to see Eddie burn his meter for a simple combo into super, for some damage. Trading Kill machine with amorphous with both parties going down to near zero health = LOL

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