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Kicks

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Everything posted by Kicks

  1. Kicks Kicks42 PS3 Laramie, WY
  2. Wait... Regular ol' 236K has invincibility? I know this is a good idea for most matchups, but I try REALLY hard to keep Potemkin in the corner. I've found that Jam can really be aggressive, smart and safe if he's there. My main problem with keeping him there is if he super jumps to get out. If you play patient enough, even if he does that you can pretty easily predict his jumps because he can't air dash. Then you can parry anything he does out of the air and either punish or at least keep pressure. Just make sure to keep your attacks close together or out of range for people who like to buffer PB during block stun. Also... are backdashes invincible for everyone? You mentioned reversal backdash... does it really evade meaty stuff?
  3. Not to sound like a punk, but that wasn't very helpful. Could you elaborate a little more? What SHOULD he have been doing? Many times people seem to focus too much on the matchup. That's definitely important, but playing the player vs the character is also important. There are gonna be times when the player will be solid--relatively--but they won't play textbook Chipp or whoever. Thanks. Sorry again if that sounds rude. I'd like some help vs Chipp as well. I get air throw ALL THE TIME. I know it's my fault, but I feel that air dashing is my only option to get in other wise. He just jumps around, air dashes, and air alpha blades all over the place and I can never catch him. This results in him being able to force mixups all day. Any help would be appreciated.
  4. DUDE! I came here to post that, I interrupted some Starship on wakeup last night with 5HS. It was dope! I think because she moves slightly forward, so the invincibility was gone by the time the third one came out. It's pretty sweet... I'll have to work on it some more. My other reason to come here was to ask about 236S~S. What is a good normal to use as to keep the frames tight/window small enough to get some counter hits? I've been using 5HS>236S~S, but last night Johnny busted my lip open with a CH 2HS in between. I was also gonna try 6K because the frames are pretty good with it. I was gonna try 2HS because the push back might let me hit the 236S~S on the outer edge of the sprite which is very nice. Perhaps I could try 5HS f.S but then my blockstun goes down. I know I can use 236S~K, but it's lots less safe. My other intention is to find the best ways to discourage jumping during my block strings. If you have any info on that note, I'd be happy to hear that as well. Thanks everyone, my posts have been answered quickly with good info everyday! PS My method for f.S Dragon Kick cancel... It may not be the best, but might work for someone. If you do f.S and immediately hit 8 then go neutral(5), she'll jump cancel even if you input the 8 way early. So I do that, then as soon as I see her f.S animation end and begin the jump--> 236K.
  5. Cool man, i know exactly what you mean. I'll work on the 2S like I know I should. So you're jumping in or air dashing in on Millia and you know she's gonna do c.HS... What to do? Dive kick and non-AD 214K seem ok. also... Turtle Ky is starting to get me. Any tips? (I think 2D on wakeup is hilarious vs vapor thrust though) Final quick question... do vapor thrust and volcanic viper have definite invincibility on startup frames? --like the very first frames or can a meaty 5K stuff them on wakeup?
  6. AH SNAP! Like Dizzy huh! Thanks for the input, man. It's been helpful. I also need some help dealing with Robo's slide. What's a good move to beat it or punish it? 214K works, but if I'm too close, he slides under and i get destroyed. 2S works pretty well too, but my timing is awful. 236SS works nicely as well... when it hits. Which is tough, but at least it's safer. Any thoughts would be appreciated. General Millia tips would help a ton as well!
  7. I mentioned in the previous post that you can 214K the same time he tries to sexy beast (the behind one). If he keeps rushing, you'll hit him. You can also try jump back insta-faultless defense. Parry also works nicely. You can also parry the web on wakeup. If you're playing AC can't you break the throw? Also, if you expect the throw, stand up so the web activates and you'll be in hit stun and his throw won't work. Unless you get ticked lol. I guess I'll ask a more specific question. What tactics are good for getting a testament to attack. What tactics are good for when he's standing over a spot where a tree is planted.--are there specific moves that work well? Super jump seems ok, because you come down from a higher spot so the tree comes out earlier. j.P>j.S>JC seems pretty good too as a block string in this situation. I've also messed with cancelling jump attacks into 214K. Only good if you know when he's gonna attack and timing has to be awesome. I want to mess with jump in air dash back>214K. That way you activate the tree, backdash out of it while also dodging any of his attacks, then come back in with a decent overhead that could punish his attack or leave you with not too horrible frames.
  8. Good stuff, guys! I need to come down before it starts snowing...
  9. I don't think May has ever been a problem for Jam in the slightest. Every move that she has, Jam has a counter for it. This is important to remember in all matches, but if you think this way against May, you'll do great. By "this way" I mean--thinking about what your opponent's best move would be. Or, often when playing against May, the "standard" move. If you see her move quickly, attempt a parry. Because she has no real mixups from far away, you can just be safe and poke the crap out of her. Then parry everything else and don't let her get close enough to mixup. Parry beats all her good airs and they are very predictable. far Slash beats dolphins especially with a parry buffered in block beats the slide 214K keeps her honest by controlling space and it beats the slide and some jump ins and run ins, though 214k has hard time beating dolphins Now I'm gonna have to disagree a little about Test and Robo as well. Robo seems a lot different in AC and the match vids I've seen prove it so I think I can actually agree with it, just seems like he is so safe and it's like the Jam vs May matchup only reversed. For Testament, I humbly request a more detailed explanation of the matchup. Tonight I just could not deal with him. I'm only a few months experienced with GG, but I was seriously, disgracefully SHUT DOWN against him. He would just backdash tons, then put blood above and infront of him, then plant a tree. He'd would either air throw me, or use the attack from either trap to force a quick mixup, then backdash and do it again. Even when I predicted perfectly, I felt like my attacks and approaches were stuffed. Any help would be appreciated.
  10. How is that for me?
  11. I need some in-depth strats fighting eddie, axl, and anji. I used to not mind these matchups, but now i keep getting beasted. It seems the only way I win is if i stop their momentum entirely and I get a perfect or something close to it. Does eddy even have any holes in his lockdown? Pretty lame imo... But... I should learn to deal instead of complain. Thanks, -k
  12. What are any and all of Jam's mixups? Especially for #Reload. This may seem like a silly or obvious question, but I'm having a terrible time against good turtles. Even though I can hang pretty well online, I feel like many of my victories come from my opponents making mistakes, and they may be from baiting and training and stuff, but I feel my true performance is lacking. Against any knowledgeable player they'll just sit back and wait for an opportunity. In any other game or even other characters, I'd be totally pumped if I could get my opponent to turtle up like that, but it seems once I get there I don't know what to do. So again... What're good ways to deal with a blocking opponent besides FRC throw? (however anysetups for throws would be well received and appreciated!) And what's a nice rundown of her mixups especially against blocking opponents?
  13. Me-Jam, Baiken vs Mandraku-Testament Zodiac-Ky http://www.mediafire.com/?c5nxzcnkltg
  14. Awesome! Another question... What beats throws in Reload?
  15. Sweetness! Thanks, dude.
  16. I was wondering how you do 214K from 236S.
  17. Kicks | Laramie Wyoming | Delay 4 GGs to Viren today. Even though he totally outclassed me, the matches were really fun.
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