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Everything posted by shtkn
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i don't get the question. You're looking for setups to land counter hits with those moves? (also 6B doens't exist, i assume you mean 6P). Assuming that's the case, then your question is char specific and you should be asking this question there. off the top of my head, 6P and 2H counter hit Mappa punch pretty well. 6P is obviously an anti air and you will get plenty of counter hits off that. 2H is also an anti air though timing is different from 6P depending on the situation. In addition to that, I throw it out vs ppl in the corner to try and catch ppl trying to do 2P or something quick like that. S Vapor Thrust sucks and i can't think of any setups cuz that move is pretty bad. 5H is a good move for counter hits, i guess just do it at close to max range and hope the enemy sticks out a move. Really, your question is worded badly and assuming it is what i think it is, then what you're really asking is "what do the moves ive listed beat?" which is char specific and does not need it's own thread. If you're asking for combos off those moves on counterhit... then they're all basically the same as normal. CH 2H: just jump and do the normal air combo. CH S Vapor thrust: Don't do LJ, land, and do c.5S > 2H > jump > normal air combo Ch 6P: VT Loop CH 5H: run up combo or 5D if you can react fast enough
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will when are you holdin casuals this week? today? also, just in case someone here doesn't know, will (deci) holds casuals in SD weekly normally on Wed
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yeah, that's hard stuff to do... id have to practice to say anything meaningful during fights... instead of whatever it is i ended up sayin into the mic.
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yeah, i fucked up a lot. i dunno why, but during tournaments, i just play really conservatively and i mess up a lot of combos.. i guess this is a case of "tourney anxiety" or something. i don't really know how to solve this problem other than to keep playin tournaments and get used to it.
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and then someone pressed down and then X. yeah, i think i just started laughing right htere
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http://www.gamefaqs.com/console/ps2/code/938564.html what you were doing before seems to be the time released unlockables (near the bottom of hte page).
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it's kinda gimmicky, but it was worth doing IMO back before they slowed down stun dipper. Before, doing so could let you get a cross up vs the opponent in the air (or maybe an air throw), or you could get out of corner pressure and whatnot. But since the move comes out so slow (and doesn't travel as far), it's not very useful nowadays.
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this is exactly what i did for my Ky beginner guide: http://dustloop.com/forums/showthread.php?t=3539 even color coded too
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does anyone have any advice vs testament? In particular, what do you do if testament gets you in the corner and does 6K > exe beast continuously? I've tried FD, 1 frame jump, and even slashback, but no luck. Am I just missing something?
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Matchup Statistics Japanese Ranking: 5-5 even match. Openers: 5p, 5s(f), j.p, pretty much anything you want...youre on pretty even ground here, maybe even have the advantage. Punishes: Counters: Use 2k to slide under projectiles, mainly the 3 hit one. 6hs (Steam) can also be used to nullify Ky's Stun Edges. Anti-airing: Zoning: Their game plan: Strategy: Ky its real easy to instant block and his mix up is pretty weak so dont be afraid to sit in a corner and gain tension. Be careful about throwing missiles to close to the ground or youll get hit by stun edge. also stun edge > horse. Dont try to do anything after you block 6hs cause you cant. After a blocked horse dont throw out 5s(f) much or youll get hit by GS. Ky has a really good 6p so watch out. Repeated use of 2k can also get you hit by Ky's Greed Saber. Char specific details: Ky's air hit box sucks so no fancy combos. Dust combo is j.d dj.d missile. JI combos dont work.
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so one tactic that i've been playing around with in training mode (which i saw in some video a long time ago) is the following: ACSE FRC, then air dash and try to cross them up. However, you can stop your momentum with a j.D thus making this a somewhat of a mixup opprotunity, then land and combo. I've only experiemnted with this in training mode, so this may be one of those theoretically possible, practically useless things. If anyone's brave enough to test this out, i'd appreciated hearing back from you.
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CUT (California Unification Torunament) Videos 11/17/07
shtkn replied to Hellmonkey's topic in Archive
who has the guest professor spirit juice pic? -
see beginner guide. I think the only one i don't mention in there is hte frc point on sacred edge
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maybe, maybe not. 6Ps have upper body invincibility (slayer's has full, but what slayer uses 6P as anti air?), so the fireball will hit them once it touches the lower half of hte enemie's body. Depending on positioning, the firebally may go behind the enemy and miss their lower half of the body, but that's on a case by cae basis.
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I don't see anything wrong with that setup. As for additional uses for ASE (S)... One setup (theoretical, i've never tried) is if you jump in and the opponent is going to 6P you, do the close air stun edge, frc, and combo. So something like ASE(S) > FRC > j.S, land, combo might have some potential.
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i thought the discussion thread was for more general stuff, and for like, actual discussion, not QA. well, if it is, mods please delete this thread
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Please post simple one sentence questions here. Expect 2 or 3 sentence responses. I figured this thread would help keep other topics from being hijacked by easy "how 2 do supar moove?" kind of questions. GO!
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how about a simple questions thread, try and stop derailment of discussion in main discussion thread and Ky forums should do that too... *lightbulb* *runs off*
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okay, i've added in a few more combos, as well as an oki section. tell me if there's anything you guys think i should add/ any mistakes i've made
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yes, that someone else was me. I also posted a sol doing dust a long time ago on these forums somewhere... anyways, i'll post it here when i get back from work.
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ooh! I can make a banner of sol doing dust loop with the same chibi sprites i have for hte char forums! I'd have to make like 4 more sprites for the non j.D moves, that'd be fun. Also, If i provide a chibi sprite of sol doing j.D, can you replace the chipp icons that are the default icon with the dusting sol?
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interesting points of trivia. these all seem very situational though, like saying eddie's unblockable is technically blockable if you can switch from high to low guard on the exact frame necessary. is this what ky0n01 is talking about? because he's talking about positioning, and not timing. Anyways, ky0n01, please clarify your statement, or (preferably) let's get back to talking about matchups instead of ky mixups that we fall for.
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I don't know what you are talking about... are you saying you can block a crossup in either direction if they "do it too early"? That makes no sense, you have to hold back in relation to you opponent to block anything. crossup or otherwise. please clarify your statement
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thanks for posting this lars, if you don't mind, i'm going to put that into hte guide.
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i live in SD and I regularly drive/carpool up to AI and pulsr's place to play ppl. Sorry dude, but you're gonna have to suck it up and accept it. 1 hr isn't that far for gg players compared to some other places in the usa (and canada).