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The [Newer!!!] NorCal Thread! - BB, GGAC, HnK, FUC, Touhou, and Other Sad Life Games!


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Real men don't need sleep in the first place. They use their manly willpower to stay awake 24/7, 365 days a year.

Posted
Then why do Sol players have a hard time placing in SBO/tournaments?

No, 'cause Sol can actually do damage and has an uppercut that stuffs anything for free.

Sol is more like apply steady pressure on your opponent until he does something stupid or predictable, then pound the shit out of him.

Sol's mix up and pressure game is pretty easy to block, even in America, but here we do stupid shit all the time. In japan players are solid. This means it is really hard for sol, becuase he doesn't have access to too many crazy tricks he has to depend on people making a mistakes more than many characters. In high level Japanese play, people don't make nearly as many mistakes.

Posted
Yeah I'm not 100% sure who I wanna play, seems like a few fit my style. I play Jin/Bang in BB if that narrows it down.

Although on another note, I tried practicing Ky's impossible dust and for some reason after the jS it doesn't seem to want to read my double jump unless I mash 8/9 a few times.

You have to hit the JS really early (as in, you just assume that your 5D will hit kinda timing) and then immediately do the double jump motion into J. HS. The timing is pretty tight and I myself only get it like, 1 in 5. If I cared enough to practice, I'd probably get it but I'm pretty damn lazy and it's infinitely easier to just do 5D -> double jump -> j.HS which works almost as well and does only 6 pts less damage or so.

You can also just do 5D -> JS -> FD cancel -> JHS, but if you're too close to them when you dust, your JHS will whiff sometimes for no reason.

Despite his lack of real options, Ky ironically has three main styles of play because of the need to heavily rely on normals and yomi. You can play him as an all out maniacally aggressive blitz character while using your reflexes and yomi to hit the right button as needed(like Buppa, Lit, oniichandaisukiKy), or that Kobayashi active prevent/negative style that I mentioned (like Machabo, Hayashi, Roz though he sucks at it, myself as well though I suck at it) or a riskless and dry, rope-a-dope defensive wall (like Mitsutoshi, Machabo sometimes when he feels like being an asshole, SteveH). So he's rather free form in that regard.

Posted
tenkai-45i[xTF];876442']Welcome to the big leagues. Enjoy your stay.

Werd. From just a nigga to bein' in mah sigga. Movin' up dat ladder.

Posted
Anybody in the Rohnert Park area that can play? Only being able to do laggy netplay is starting to get to me.

There's no one I know of out there. Your best bet is to come out to the next NCI; it's almost always somewhere in the bay area, which doesn't seem to be too far away for you.

Posted (edited)
Ok if they aren't rushdown types then what are they, because i sure as hell don't see them as turtle or zoners who can sit on a life lead.

Haha, I didn't mean it like that. In that way, yes they're "rushdown". What I'm saying is, they have the OPTION of not rushing down, because they have that answer to any move that real rushdown characters do not have (shoryu), especially after being knocked down. Having an SRK to escape okizeme in a game where oki plays such a big role as it does in GG is a BIG DEAL. Characters like Dizzy and Venom have no way out of pressure and therefore have to secure that knockdown while avoiding getting knocked down themselves, at all costs. The problem comes from when Chipp/Sol are out-zoned, as their neutral game suffers a lot more. Characters like Faust, Axl, Eddie, Testament, Dizzy, Venom force them more or less to rush down more often than not. Sol and Chipp can be pretty scary in a neutral situation though (Sol VV RC->sidewinder loop, Chipp with teleport frc->x, instant j.d to beat air dash attacks, running TK Beta Blade->b&b, etc.), in a way that the other rushdown characters don't typically have. Another key feature of the real rushers in GG is that they have a tool (usually) that they'll put on you for oki (bridget's yo-yo/roger punch, dizzy's biting fish, venom's ball formations, etc.). Sol's 'tool' costs 25% (:?:), and Chipp doesn't have one. On a final note, Chipp is better at dodging the enemy and RUNNING DAT CLOCK than half the cast. Triple jumps + teleports away + find me + wall jump + fast gay shuriken + stopping hasty advances with j.d...

Edited by Honnou
Posted (edited)

Anji-Mito. 3S kara into either 5S or 5H (usually 5S). I think the kara is in between frames 8-9 or something small like that.

Let's you do weird combos like 5S>(3Sc)5S>(3Sc)5S>5H...., or 5S>5H>(3Sc)5S>5H, as well as providing a decent 5S gatling to a moves that like it but can't normally get them (2S, 5H). It also lets you do a 5S/5H with frame 5-9 low GP.

Edited by Shining Aquas
Posted

Yeah, it's one of those muscle memory things (like most timing related shit in FGs). It's like learning an FRC: you look for visual cues at first, if possible, and then it eventually just becomes muscle memory.

On the subject of Ky from earlier posts: it's just fair to say Ky is a jack of all trades, but a master of none. He can do everything decently, be it rushdown, zoning, pressure, mix up, abare, damage, etc., but he doesn't excel in any of those things. Overall he's a pretty good beginner character, but if you want a character that does all those things, Testament is a great choice too since he's pretty much a S tier version of Ky.

Still, it's probably just best to learn the character you want to learn and stick with them from the beginning. The learning curve may be steeper than usual, but it'll be more rewarding toward the end.

Posted
There's no one I know of out there. Your best bet is to come out to the next NCI; it's almost always somewhere in the bay area, which doesn't seem to be too far away for you.

It's about an hours drive. Problem is that I don't have a car, so I'm kinda stranded out here. Hopin' that maybe there's some retired Japanese god living here that can help me with fundamentals or something >.>

Ah well, I'll start going to NCI once I manage to find a way to get there.

Posted
Anji-Mito. 3S kara into either 5S or 5H (usually 5S). I think the kara is in between frames 8-9 or something small like that.

Let's you do weird combos like 5S>(3Sc)5S>(3Sc)5S>5H...., or 5S>5H>(3Sc)5S>5H, as well as providing a decent 5S gatling to a moves that like it but can't normally get them (2S, 5H). It also lets you do a 5S/5H with frame 5-9 low GP.

I'd suggest just getting 2s>kara 5s down in muscle memory since that's the one with the practical applications. Give it a very small delay after the 2s before the kara, otherwise the 3s comes out I've found. I find 5h>kara 5s hella easy once you know you need to delay the cancel quite a lot.

Basically:

2s> very small delay before kara

5s> small-to-medium delay

5h> large delay, like when the fan is going to the ground after it hits.

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