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lars

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Everything posted by lars

  1. in lv3 i generally keep it to a rock it as soon as i can throw it mmmmm u can use hs in anticipation as a deadly anti air but it's kinda hard u have to anticipate something like hs(ch), charge cancel dash,(s),hs,sjc,air combo
  2. thxs mmmm i did try the iad combos after hs last week and it's pretty hard for me but as it seems important i'll try harder pretty good vid too thxs guys!
  3. in ac i let my ky cause i jsut can't play him so now o-sol is now my main....for some reasons i did improve him alooooooot so now after learning the sj combos,i got a question what combo after 2s(ch) 6hs rc???? my slash combo disaperared in ac...... and any combo after the force break if it's not in ch?
  4. thx! :jap:
  5. exxellent vid(i'm late i know) where's first part?????
  6. lars

    Ky Beginner Guide

    no prob shtkn btw u did a great job for that thread......might be sticked imo......
  7. lars

    Ky Beginner Guide

    ok as it was asked to me i give that shit again (if deleted i'll leave the place definitively) i know for some of u it's scrubby soooo as cse is now slower on some points it's worse for the opponent..... so from a 2d (knockdown) link a cse,frc,then dash and corner and middle screen -jump do nothing,land hit low -jump,air attack then link to ground combo if it didn't tuch land and low/high -jump,air attack(blocked),jc air attack/do ntohing,land hit low/high -jump delay with air dash s,hs or k,s,land and combo -jump,delay air dash kick,land and throw (works with every char btw i use it a lot with o-sol) middle screen -run and jump forward to pass behind,air dash back,s,hs,k,s,2d and cse frc again to pressure.... -run and jump forward perform a s that makes a cross up land and ground combo -run and jump forward(u pass behind),do noting,land,k,s,2d -run and jump forward (pass behind)air dash back,do nothing land and hit low or throw -run and jump forward(u pass behind) and air dash back higher then usual so u come back and that makes a second cross up and yada,yada (still same princip) yeah cse is that much slow u got time enough -run and jump forward(u pass behind) air dash back,s,ex air d,land and throw...... hope it'll help some of you.......
  8. still some great job F.S. especially for some reasons i suck a lot with ky combos in ac(even if i got few time too) waiting for some other crappy shit.....
  9. he was meaning in terms of pressure i guess whereas tk cse u mentionned it goes up faster then regular cse so after a 2d i generally link a regular cse(not a combo) so they get it in their faces when they wake up but as wake up after a throw or a stun dipper u got less time so i tk cse. Once in a row u can 6hs to tk air cse id did gave lot of applications with frc cse as wake up but it was deleted and i don't want to list all that shit again anyways even without airdash u can run and jump forward and do an air slash that pass behind the guy it's pretty nasty....it's like the old air mk of ryu and ken in fact air s is good for that purpose work the distance and u'll see some other examples mmmm let's say tk cse land to 6hs,tk stun edge(s) frc,air dash,s,hs,land,yada,yada after a tk cse u should just frc and air dash....if u're higher enough u'll cross up for sure
  10. my part just disepeared probably judged too much basic/obvious i guess *shrugh* anyways that slows down the few motivation i got to write
  11. random after a ch air hs,make force break forward then air s,jc,s hs,missile(x2 in lv3 xn in lv2)make a good damage it is possible to make the air missiles semi unblockable just do them low and make a super when u land missiles will continue to go on during freezing time and opponent unable to block (exept if he was blocking before the super) same thing might work with a high opponent with the 2hs,236236+frc(i didn't test through) in the corner dust combo with 50% tension (so very special errrrm) D,jump s,missile lv3,jc,d,missiles lv2 x4 makes more than 220damages iirc
  12. thxs a lot rtl.....
  13. a firend did find randomly a vid of msy in ac but he doesn't know where.... someone knows?
  14. random after a knockdown ex air d land run a bit 214k to pass behind even ex air d protect u even if the cross up didn't work if it tuch ex air d connects so go to an air combo after a2d link a 2147d i mean 2d and immediatly 2147d then dust when opponenet wakes up if u miss the ex d protect u long enough (i guess) 2d hit tuch after the dust timing seems hard though EDIT can seem evident but........ now it's possible to attack from anywhere with air stun edge hs frc to airdash like after a burst or anything that send opponent far from u to finish a match do not forget u can lightening strike after a burst or a dead angle...pretty weak damage but in the case of.........
  15. lol looked cool shrugh waiting to see the all of the vid hehe neo ky will got a lot of cm i guess he's soooo stylish........
  16. lol i'd likle to see that FS......i'm really waiting ky ac is pretty interesting btw sorry i've lost my aim connection,did have a lot cp prob those last times......that sucks.actually i don't write from my pc fffff anywyas back to the subject i agree with mr mamation too much cse after lj.I really like jump forward,air dash bazck into a lot of mixups anyways timing is pretty strict.good rewiew that vid in terms of strat lol!
  17. yosh "mikami" was really cool hope i'll be able to put tha kind of stuff in vs one day..........
  18. the knockdown of the 214s will be hella usefull i guess the frc of 2hs permits some destructive combos with sj man r-ky is pretty good in that version!
  19. ukyo,that's 100% sure ky will be more interesting in ac then he is in slash honestly i HATE ky in slash and yeah he seems pretty interesting in ac but i'm not sure he'll be a strong char anyways shrugh that does not matter i play him since XX and he was really weak in that version whereas the comparison air stun edge and ground stun edge yeah i think that the frc in the air make air stun edge more interesting cause the only fact to start a pressing from the air is always worse for opponent's brain. after a "protected jump" u can jump land overhead or hit in the air or air dash to delay or land into greed saver to pass behind or throw yada,yada....... with actual ky i think the best pressing after a knockdown is to make an frc cse then jump and always change after that point..........
  20. i saw (didn't remeber when shrugh) after an impossible dust the ky put ex air dust then did the 222h the ex air dust connected and then the ky did combo after.....the time the ex air dust connect let him time enough to link a combo..... so yeah after a knockdown it might be possible to ex air dust,222hs,combo depends if u got time enough so it might depends of the knockdown shrugh
  21. http://fujiryu86.sakura.ne.jp/movie/ggxx/?idx=0 Matches 01 and 02 are up: JO vs JA CH vs ZA
  22. mmmm for me i think he did improve and not with shit like fireballs so it's good anyways we havce to wait to be sure as a lot of chars did improve
  23. reload for me slash didn't change reload a lot and force some players to change of timings etc without bringiing anything new at least shrugh
  24. 6hs is JCable from the xx man! anyways yeah only good anti air of ky will be shoryu....and that sucks cause there are some risk in his use arf no there is air throw too but not universal anti air
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