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Everything posted by pulsr
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on 5hs 2hs, you have to understand if they do these blindly and whiff you get a free combo. so if his only option is to make you block or whiff something, he loses a bit of his game. his 5k is 6pable his 2k_2s is 5kable... you just have to find a range you are comfortable fighting him in when in doubt hoop turtle.
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on 5hs 2hs, you have to understand if they do these blindly and whiff you get a free combo. so if his only option is to make you block or whiff something, he loses a bit of his game. his 5k is 6pable his 2k_2s is 5kable... you just have to find a range you are comfortable fighting him in when in doubt hoop turtle.
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you can put johnny in situations where he becomes afraid of using 2hs, after that it really does become a 6p frenzy.... sorta some moves you have to look out for. just learn to judge johnnys max distance and you should be able to sneak in those CH 6ps
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you can put johnny in situations where he becomes afraid of using 2hs, after that it really does become a 6p frenzy.... sorta some moves you have to look out for. just learn to judge johnnys max distance and you should be able to sneak in those CH 6ps
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the slayer match up is really bad, but thats why you WILL turtle against slayer using hoops, because he has NO options against this. and sadly you cannot 6p slayers j.hs however hcf p does stuff it. uhh you can 6p his 6hs, take note of what he is also doing. if hes doing dandy into those 3 whacky attacks whatch what he does when you block, if its a 2k or 5k.. if its a 5k 6p that shiettttt. uhhh what else on robo his damage is to consistent for may to really deal with, his jump ins stuff 6p and hoops so you will be spending alot of time running underneith him trying to land as man k s s pokes as you can =/ the one major disadvantage is that its pretty unreliable to land 2d hori dolphin into combo, so you will also be spending 50% tension on 2d spinny super. good news though is you get the ohk hs s hs vert dolphin combo on him for like an addition 15 dmg >.< edit: phaethon thats mays rushdown in a box :P theres also k, P hoop into oblivion and k s s hori dolphin (s) k s s 2s vert dolphin (s) k s hs k s (probably the most reliable one) guys try to find means of dealing with characters w/o tension i mean obviously if we sat in the corner after landing ag oold burst we will whale something lol, we need solutions!!
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the slayer match up is really bad, but thats why you WILL turtle against slayer using hoops, because he has NO options against this. and sadly you cannot 6p slayers j.hs however hcf p does stuff it. uhh you can 6p his 6hs, take note of what he is also doing. if hes doing dandy into those 3 whacky attacks whatch what he does when you block, if its a 2k or 5k.. if its a 5k 6p that shiettttt. uhhh what else on robo his damage is to consistent for may to really deal with, his jump ins stuff 6p and hoops so you will be spending alot of time running underneith him trying to land as man k s s pokes as you can =/ the one major disadvantage is that its pretty unreliable to land 2d hori dolphin into combo, so you will also be spending 50% tension on 2d spinny super. good news though is you get the ohk hs s hs vert dolphin combo on him for like an addition 15 dmg >.< edit: phaethon thats mays rushdown in a box :P theres also k, P hoop into oblivion and k s s hori dolphin (s) k s s 2s vert dolphin (s) k s hs k s (probably the most reliable one) guys try to find means of dealing with characters w/o tension i mean obviously if we sat in the corner after landing ag oold burst we will whale something lol, we need solutions!!
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the only problem with using 2d on slayer is that alot of slayers game is actually done outside of 2ds range (Just barely) and whiffing against slayer is free footsies for him too, so that kinda suxs as well. meh the match up is actually pretty brutal may really has a hard time here... i just run around and use hoops not much slayer can do about it. sadly fighting alot of the top tiers is a bit heavy on turtling except for eddie on eddie you are rushing his dead ass down. my general rule is if they can outzone you you have to rush them down ;p if you can zone them you play turtle (safest most reliable way of winning)
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the only problem with using 2d on slayer is that alot of slayers game is actually done outside of 2ds range (Just barely) and whiffing against slayer is free footsies for him too, so that kinda suxs as well. meh the match up is actually pretty brutal may really has a hard time here... i just run around and use hoops not much slayer can do about it. sadly fighting alot of the top tiers is a bit heavy on turtling except for eddie on eddie you are rushing his dead ass down. my general rule is if they can outzone you you have to rush them down ;p if you can zone them you play turtle (safest most reliable way of winning)
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cause the moment you hit axl its like 80%... god you can dolphin his ass all day.... that and and his chain whiffs if you just run at him lol if you do 6p on his wake up and he does bomber GG
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cause the moment you hit axl its like 80%... god you can dolphin his ass all day.... that and and his chain whiffs if you just run at him lol if you do 6p on his wake up and he does bomber GG
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i find that you will be spamming the highly unsafe 3k move against slayer, if we could get an IB dolphin that would be the i win sadly we cant do that. against anji 2hs is your friend
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i find that you will be spamming the highly unsafe 3k move against slayer, if we could get an IB dolphin that would be the i win sadly we cant do that. against anji 2hs is your friend
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bad matches robo ky that is all on my end ;p
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bad matches robo ky that is all on my end ;p
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it works well on johnny, but then again 2hs is basically a move where you are fishing for a counter hit you can land, a bit more reliable then 6p spamming
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it works well on johnny, but then again 2hs is basically a move where you are fishing for a counter hit you can land, a bit more reliable then 6p spamming
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oh yeah 2hs the i win button against a few characters
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oh yeah 2hs the i win button against a few characters
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her best poke will probably be k just because of its low recovery, far slash is fine and all until they iad at you and rape you.
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her best poke will probably be k just because of its low recovery, far slash is fine and all until they iad at you and rape you.
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thats being relocated to my aim profile as of now
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thats being relocated to my aim profile as of now
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ill use mays dolphin as an example because its probably the easiest to explain with. if you were to frc mays dolphin you will notice you cant jump/iad even though you are in the air. this works because for some reason the game things you are actually still on the ground(kinda weird yeah) however if you were to charge back then press upforward hardslash. the game realizes you are trying to jump and will consider you airborne so when you frc the dolphin tada you can dj iad. well thats how i see it. this effect works on normals that are jump cancelable. however you can also get this effect to work on moves that arent JCable. example if may were to do k s hs dolphin (using [4]9hs) may wont be able to iad or dj because HS isnt a JC, hence the game wont think you are in the air because you couldnt jump in the first place. HOWEVER if may were to do k,s7,hs[4]6_9hs the game would think may jumped during the slash but you canceled the normal into another normal, so you maintained your jump properties. i guess the easiest way to really explain what a Jump Install is would be... Canceling a JCable move into a jump, but canceling the jump into a normal. giving you the properties of jumping storing your double jump/iad
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ill use mays dolphin as an example because its probably the easiest to explain with. if you were to frc mays dolphin you will notice you cant jump/iad even though you are in the air. this works because for some reason the game things you are actually still on the ground(kinda weird yeah) however if you were to charge back then press upforward hardslash. the game realizes you are trying to jump and will consider you airborne so when you frc the dolphin tada you can dj iad. well thats how i see it. this effect works on normals that are jump cancelable. however you can also get this effect to work on moves that arent JCable. example if may were to do k s hs dolphin (using [4]9hs) may wont be able to iad or dj because HS isnt a JC, hence the game wont think you are in the air because you couldnt jump in the first place. HOWEVER if may were to do k,s7,hs[4]6_9hs the game would think may jumped during the slash but you canceled the normal into another normal, so you maintained your jump properties. i guess the easiest way to really explain what a Jump Install is would be... Canceling a JCable move into a jump, but canceling the jump into a normal. giving you the properties of jumping storing your double jump/iad
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you know what are awesome? mini bagle bites