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pulsr

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Everything posted by pulsr

  1. I got to screw around with her at MikeZ's place, I think we both agreed the most reliable damage you can get off a throw is throw dash forward 6p,6c, 2d,d,jump d,d,2d,d,214d it was like 3780, I think you can break 4k if you use a super jump and figure out what to do in the air though. from what I can tell it works on everyone, BUT Carl and Arakune
  2. thats about the only thing roboky has in this matchup
  3. pulsr

    May vs Millia

    may's close slash will also whiff on millia, while it doesn't always happen it does.
  4. 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.
  5. gawd damn guys, testament thread is this dead? ;[ anyways, anyone with hos experience know what your options are once he is in?
  6. So, why don't people do 6k, 6hs over and over? wouldn't this be an excellent means of building meter AND it is an infinite, the computer never gets out of it! there should definitely be more of this in high level play. Obviously maruken and sharon are not exploring these priceless and very valuable options.
  7. I use the red color, i'll take a screen shot and you'll see why
  8. just do 666k on ky
  9. [ATTACH]405[/ATTACH] Chipp Matchup Statistics Japanese Ranking: 5-5 even match. The Good Doctor's Word: I'll have to disagree on this one, 4.5-5.5 IMO. Robo's 2d and 2k straight up lose to Chipps sweep. Also, since Slash where they added +10 frames of recovery on Robo's 2d, it's not even safe to do a BLOCKED 2k, 2s, 2d vs Chipp's sweep. Many times any block string into bazooka will get you swept as well. Due to Chipp's agility, speed and teleports, spamming missiles also isn't as effective as you'd think, even though they can potentially end the game for Chipp on counterhit. This matchup did get better since Slash for one reason though: Invincibilty on his Level 2 and 3 SRKs. Just try to IB and land one of these bad boys for a grip of life. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p Punishes: Nezu has been Slashbacking Chipp's Terriyaki/Bonzai attacks and then immediately going into Robo's 236236s Punch Spam super. It takes a lot of life off Chipp. Counters: Anti-airing: Zoning: Their game plan: Strategy: See Doc's Word section. More to come. Char specific details:
  10. Matchup Statistics Japanese Ranking: 4.5-5.5 in Testament's favor. Openers: Testament can do 5d as soon as the round starts to stuff/dodge most of your pokes. Testament can start the round off with a Badlands and hit you if you decide to backdash. Despite this, sometimes it can be preferable. Punishes: Instant block the second hit of badlands and punish with lvl 3 horse -> w/e. If you're trapped in the corner under exe pressure (6k -> exe beast x N) IB the 6k and Level 3 SRK before the exe beast. Counters: If the Testament player is Front EXE Beast happy, you can try to bait and counter by doing the following: 5k, 5k, 5k (until you are pushed away), jump toward (hold 9 or 7), J.s, They do Front EXE Beast, Counterhit, ~whatever. Exe beast can be thrown, if you sense he will try and reversal with it run up command throw. Anti-airing: Zoning: Usual deal here, just remember Testament can use his Warrant Counter, so play it by ear. Their game plan: Strategy: You want to use Robo-Dash to steamroll through trees and nets. The thing that helps me the most in this matchup, is IB'ing his FRC barney strings and knowing when to throw out a 5hs FRC. Say for example Testament dashes in, throws out a low, pressures into behind barney, FRCs, and begins dashing toward you.. if you time it you can nail him with a 5hs as he's dashing in. Once you do this enough, usually the Testament player will begin dashing into warrant(his counter), so be wary of this. It goes for most matchups, but just try and be patient while you are instant blocking. If you are too low to the ground while using Air Missiles, it is possible for a back EXE Beast to nail you, so watch it. Char specific details: You are able to do the same very damaging, not too difficult 80% Heat mode combo on him, just like on Eddie. If you have a significant chunk of heat, and around 75-100% tension try: 214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.
  11. http://www.youtube.com/watch?v=UzZRy1I4DMI here is me getting owned by koogy ;[ go go my 1 month testament
  12. Testament vs May - I can't really think of to much here. When I go over this match in my head I see testament having a lot of distinct advantages. The few things that I see that May has is... Dolphin's are difficult to punish (maybe) May's 2hs can be really annoying since testament is tall and not very fast. May can stay in pretty decently using random HS for advantage and jumping 2hs. May's jump is AMAZING for dodging 6k and landing decent tick damage when testament whiffs the 6k. IMO may's SAFEST zone is in the air. I'll try to contribute more when I can
  13. you most likely throw chipp after you did the a combo before his life reset
  14. 6k,2hs x N
  15. Testament and Chipp
  16. I might be going to FRXI, but I won't be playing May.
  17. May - Pro CH from any form of HS = 40-80% Life Builds tension like a champ Incredibly good back dash great pokes Chasing may in the air might equal CH HS death stupid high jump probably 2nd best command grab in the game she is also illegal Cons - has to be close for big damage pretty weak under pressure doesn't do much outside of poke people no reliable anti air
  18. SJ version is like 3 frames faster if you were to do a normal tiger knee, but for the most part the untechable time is about the same if you were to sj or not
  19. the most you can do to escape eddie pressure is, the moment eddie does something into summon you SJ out and even then that doesnt get you much because if he summons straight into uppercut you will have to block and be forced to block his next ground attack which will go into his high low game... Eddie is S tier because his offense IS perfect. if he does anything into buzzsaw you can IB the first hit of the buzzsaw and back dash out, but if you block the first hit you better keep blocking the rest of it because trying to get out is going to get you hit
  20. the key to fighting eddie is not knowing how to "escape" pressure but how to block it
  21. I'd like to know what is average and tension dependent... --- Probably what her overall damage is with or with out tension. May cannot do much ground to ground with out tension, however she does have her ohk which nets big damage. When she does have tension its even bigger. Its probably in that regard. Eddie would probably be the highest in this regard probably
  22. use the exe beast whenever he summons. if he pressures you and tries to summon mid do a forward or backwafds exe beast. (if you do back you can get a CH on eddie sometimes). when he is in the air msah jumping slash and try to get a little bit above him. the match is pretty even though
  23. pulsr

    [AC] May: Videos

    lol i dubbed moriyama's style the "no fear" style, my favorite moment is when he ran right into maruken's tatami mat, teched forward and kept running soooo funny
  24. dust, 9,hs,hs,9 again (you should double jump) and fall at about the same time as your opponent. or you can do hs hs, FDC 2hs, which also works. but i think you have that concept down and are having a question on timing. The reason i mentioned the Double jump one is because you need to cancel the homing jump into a jump. If you can do two hard slashes, double jump AND have your opponent unable to tech you are doing it correctly. the fdc thing is 1hs~s
  25. airthrow ;0, you can also take the opportunity to super jump out
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