Jump to content
Dustloop Forums

Hellmonkey

Super Moderators
  • Posts

    1,457
  • Joined

  • Last visited

Everything posted by Hellmonkey

  1. Like Zakuta Asura mentioned, the first 11 frames of 6K have throw invulnerability, so if you start your 6K too early you can get thrown out of it (and it's easy to see in advance if you're doing it that early)
  2. There is no button there on Japanese guilty gear cabinets. Also, there is a scrub who used to live in California with your current button config
  3. After it finishes? Are you not do anything to follow it up?
  4. GG tourneys in Japan are on arcades cabinets, so Japanese joystick/button layout. Evo this year was on console, so people used their owns sticks as well as ps2 controllers. I believe button mapping was allowed.
  5. Then again, if you're expecting a throw jump j.HS tatami > *
  6. I guess, because I get thrown out of it by the master of mashing throw himself, KBalch. not only isn't it much of a threat, you should try to bait it for easy damage off a tatami counter
  7. Block, use alpha counters sparingly. Instant block super jump + FD ftw.
  8. Johnny's anti-airs beat Baiken's iad forward anything, so use it seldomly. He can super through the chain so don't use it too much if he has 50% tension.
  9. I'll write up more about vs. johnny later, but in general you want to play very defensively. iad back tatami owns jackhound.
  10. 6K isn't that great against Dizzy because if you're too close she can just throw you out of it. Dizzy's 5S (I think, the one that does 4-5 hits) will beat j.S, so do it seldomly. Also, j.HS is punishable so do that seldomly as well. The ground is your best friend. Kabari is very good against Dizzy. Dizzy doesn't have many quick pokes so you can throw in 5p 6HS in pressure, which is great because if she does do something the 6HS counters a lot, which can lead to a lot of damage. S counter works great but unless you're sure it's going to hit you need to FRC it. Always follow up throws in the corner with 6HS jc j.D, it's a lot of damage and you still get the knockdown. P counter only really works if she's air dashing in at you. If she's jumping around try to land a 6P, you can get a free 30-40% of her life off a well placed 6P. If she's dashing over you a lot or jumping above you in general just air throw her. For loops try to throw in 6HS because it does more damage than any of the loops from reload.
  11. Yes, you jump cancel the 6HS but 2D before you leave the ground, then superjump slash punch kick jumpcancel slash punch slash dust I have no way to record slash or I'd make a clip.
  12. The only jump install combo I find useful is kabari -> testsuzansen FRC 66 6HS JI 2D sj j.s j.p j.k jc j.s j.p j.s j.d on medium characters. Only really adds 5-10 damage but it looks cool
  13. She has nothing to counter it with, and it hits her when she does anything I'd assume. That was one of the main tips that Ruu gave me for Baiken vs. Bridget.
  14. Did you have any specific questions? -Kabari is Bridget's weak point. -Use alpha counters seldom, only when you know it will hit or you can FRC it. (in other words, BLOCK, alpha counters do not replace blocking) -6K -> 2HS (or 5HS) is awesome on characters with no dragon punch. Throw. -Pretending to tick throw can get you some free damage (dash up 2k -> 2k, as opposed to dash up 2k -> throw) -Learn when to use 6P as an anti-air and use it. -Ending strings with suzuran every now and again will catch people. -Jump j.HS owns johnny's wake-up super (which beats her kabari, any normal, and can even go through a tatami mat :blue: ) -Use 236956 or 23676 iad tatami mat input, it makes a difference. -Always try to bait volcanic vipers from sol, they love doing it, if you get them trained not to do it, start throwing until they do, then start baiting it again. -Learn the dustloops with 6HS JC j.D for knockdown if you haven't. -Be very careful to do a meaty on wakeup on any character with 50% tension (with no tatami on them), even if they don't have a dp. Everyone has a wakeup super to mash out -Learn how to air throw well, tech traps add a lot to her game, since she has some trouble getting in/getting knockdowns, and an air throw gives you a free one. -Kabari is a GREAT tool on most characters, but not all. The tetsuzansen FRC adds a lot to her pressure, but just realize you can't use it on every character of the cast. May's 3k beats Kabari, as well as Ky's slide. Use it, but be aware that it has openings.
  15. Yeah, his 6P owns iad j.S every time. That's how I was trying to get in :/ Claw is a bad idea vs. venom.
  16. Hmm worth a try, I'll see if I can catch any venom players before I have to leave to the airport today.
  17. Anyone have suggestions with the Baiken vs Venom matchup? I've been trying out different things on them here (I'm in Japan atm) but there doesn't seem to be much I can do to get in past the balls :| FD braking trying to get close didn't seem to be very effective... iad anything gets anti-aired..
  18. Or instant block and 6HS tatami I was playing a really good may today and caught him with some random j.D and iad j.D's that I threw out. It might have just been him being too risky in the air, but it's something to try if you're having trouble getting hits in.
  19. 6P, dustloop w/ frcs, backdash tatami a lot, end air combos with jc j.k youzansen, more 6P
  20. I'm looking for any/all Baiken vs. Chipp videos.. I'm struggling with this matchup :/ If anyone could host some up that'd be great.
  21. I love my fliptop.. a little annoying having to swap but no problems like I've heard from some people with modchips.
  22. Thanks a ton, that's all I'll ask for.. for a while at least :P
  23. HmR.kS, in the videos you uploaded there is a fight between baiken and dizzy with the baiken colored in purple and orange.. I remember I saw some other matches by this baiken, I found 1 BA vs CH, 2 BA vs Ino, and 1 BA vs Sol.. do you happen to have any more from that baiken player? He's really good x_x The titles are all ggxxs0520-x if that helps
×
×
  • Create New...