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Posted

man, i finally played some GG against some competent people. ... holy crap i blow at this game. XD

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Posted

Honestly, It's only important enough to linger in Practice mode enough to NOT DROP COMBO'S, After that serious comp is the best way to level up.

Posted

i know, i know, i just thinks its funny. i've been practicing combos, and have some basic ins and outs worked out, lame loops, FRC VD -> instant airdash. but then i notice i get tripped up on stupid sh*t, like working my mixup options and setting up combos. Heaven forbid if i OHK from a whiffed SVD. XD And then, the worst thing of all, i go to start a combo, AND THE F*CKER BLOCKS THE STARTUP. :/ /me smiles and scratches his head. Gotta lllllloooonnnngggg way to go, but i've been havin fun tryin to get there.

Posted

Most Unknown- How'd you like that Homegrown TN KY?

Man...I really enjoyed playin him...Nobody in STL plays Ky...I used to but I stopped. Alpha can lay down some damage. I see he told you about our matches and how intense they were. If he wouldn't of had May experience, I would have murdered him...but since he did vs you...It made it more of a problem and was a bit more difficult to fight him. I think the most we got on eachotha was bout 4 str8 wins...IIRC

Posted

Strict timing, & Be sure to hold the UP input to "HOMING CANCEL" the HS. Than input is either of these to jump out of dust. I Mention 78or9 because any of the three inputs will perform the "Homing Jump" from 5D.

-[7 or 8 or 9] HS, HS, ]7 or 8 or 9[, Neutral, Upforward

-[7 or 8 or 9] HS, HS, ]7 or 8 or 9[,Down, UpForward

I assume you aren't concerned with which ID to do at the moment, as HS is bothering you.

Have you seen post 4 here?

http://www.dustloop.com/forums/showthread.php?t=3750

Posted

Strict timing, & Be sure to hold the UP input to "HOMING CANCEL" the HS. Than input is either of these to jump out of dust. I Mention 78or9 because any of the three inputs will perform the "Homing Jump" from 5D.

-[7 or 8 or 9] HS, HS, ]7 or 8 or 9[, Neutral, Upforward

-[7 or 8 or 9] HS, HS, ]7 or 8 or 9[,Down, UpForward

I assume you aren't concerned with which ID to do at the moment, as HS is bothering you.

Have you seen post 4 here?

http://www.dustloop.com/forums/showthread.php?t=3750

yeah i printed out that strategy guild......just need to work on alot with her....and since i dont have the game i just practice when i play opponents....she is getting harder and harder to mix up opponents...for example i play my friend and i beat him the first couple of times then its like i run outta shyt and i become easily predictable....

Posted

You can keep it basic and still be effective, seriously try this. Run in, OHK. Once they decide to poke out of this trap, Run in and get a CH 5HS, than your OHK. This works on ANY frame trap. be sure to bait supers and Shoryu's too, most will do this to avoid this situation. =) Is the 5D working for you now?

Posted

still working on the timing....im at least getting the beginning of the two HS hits down...the one i mostly go for is the slashback dust one... now for a question....if your opponent loves doing wake up supers....what is a safe option for oki? also what is better if ur opponent wakes up with a backdash?

Posted

Wake-up supers. May has 2 effective options -Guarding and Punishing -Magical J.2HS OKI timing. If you time it right you can land during the super flash, but if they don't super, you nail them with a meaty J.2HS overhead. Read up on sol in the match-up guide to get a full explaination by Pulsr. Backdashes. May has 2 effctive options. -6P for free launch and massive stun -Run with them and OHK to punish WARNING- If it's POTEMKIN your worried about: GET THE FUCK OUT. lol

Posted

It really depends on what you are knocking them down with. if you ended up with a dolphin loop you should probably go for a crossup to deal with wake up back dash and supers since it will throw off their wake up options. Meaty jump-ins are great. Don't forget on almost all of mays knock down setups you can just setup a hoop. While this does deal with supers it may or may not work very well against a backdash. I strongly suggest learning where you are getting your knockdowns from and see what you have time to setup with. But, i strongly recall that all of may's knockdown setups result in some form of meaty jump in or cross up. The only time you do not have time to setup for anything is after a 3k. If you find yourself ending with a 2d and do not do a dolphin ( most likely fighting a ky player) you should hoop immediately and release on his wake up. There is my input :) Also, it will take time before you will naturally be able to bait or "gut feel" a wake up move.

Posted

I've found doing a hoop FRC for oki to be really effective in dealing with most wakeup options...it makes you have to guess less when they backdash, since the dolphin covers you, and usually it'll eat a hit of whatever wakeup move they like to spam, giving you more time to FD brake. If they backdash, just keep on running and do one of the options Kyle listed above.

Posted

The only time you do not have time to setup for anything is after a 3k. If you find yourself ending with a 2d and do not do a dolphin ( most likely fighting a ky player) you should hoop immediately and release on his wake up.

Im assuming the answer to this would be a white flaming death, but why would you not dolphin Ky?

Posted

Cuz Ky's hitbox is stupid cuz he's an asshole and will drink tea and laugh at you while you go flying across the screen, letting him out of your pressure. Edit: To clarify, most of the time HSVD will whiff after 2D vs Ky. It sucks. On top of that, because of the nature of the fight (it's really hard to get in on the bastard), making him block the dolphin gives you an opportunity to jump in on him and mix up, which doesn't happen often.

Posted

Updated the 101 with a 5D video and screen times. No more broken links, Sorry guys. THX Dogysamich.

Posted

Finally updated the first post to the Map. I still need to update the image, but that's the fun part. =) Currently working on the Question thread.

Posted

oh boy. so yesterday, i got to play a person again. But unlike last time, this person has actually played guilty gear before, and was actually good. ... and i dunno if i should be admitting this in public, but i got wrecked by a johnny. XD Needless to say. I learned that i completely blow at pressuring (COMPLETELY), and that i suck doing dust combos. I also refuse to use any wakeup that johnny cant respond with a wakeup throw. >.> __ Also. Now i see what you guys mean by "Ky will just laugh at you if you dolphin him".... talk about fun cancelling. :(

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