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Kasou

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Everything posted by Kasou

  1. Hahhaha any vids? and hey, give us some more details, like what you really liked about your play. And what you didn't. And how come you could beat the potemkin. What did you outguess him in? e.t.c e.t.c ^^" But yea you should be proud. I find playing potemkin under stress is really hard. I got owned if you guys remember xD
  2. hahahahaha, LET"S create a list. A list for 22d, and a list for normal jump. I believe that normal jump should work with everyone, but who knows. Maybe except for may, coz she gets up extra early in slash. xD
  3. what about othere characters? only ky? xD
  4. obviously that has to be an HK/CHINESE guy..... (name = fuck your mother) *edit: disclaimer: that is not me!
  5. i think ppl have the right to complain, and IMHO Klaige's bitching is very minimal and quoting from him, it's just for good fun. Bleh. (And the moderating relationship between stupid motivation on the stress and performance relationship SUCKS!!!! )
  6. YEA KLAIGE!!! we expect more from you!!!! at least i do ^^ so yea, are you owning or getting owned?
  7. i wanna play too, but my comp is a piece of trash And even worse is that i live in Aus, so the lag should be incredibly bad. I can imagaine my CHipp being completely useless as i go for Gamma traps and FDC. >o< Anyway, try to find tgoh/gohT. he's like my GG buddy in aus, and he plays this online. His main is venom, but then he'll use chipp as well (influenced by me) xD. Oh and he's a 2d venom spammer. See how the connection is with him, then i might push myself a bit harder to go play this online ^^"
  8. but anji sucked in reload compared to slash, hands down. Unblockable wasn't realli guaranteed, and the more guaranteed version did shitty damage. Altogether reload anji's damage was dodge compared to slash, and had too few tricks anyway. BOTTOM TIER!!!
  9. i swear the last vid is all pot matches!!!!
  10. Is this you kensou: www.youtube.com/watch?v=hCvs368p1e0 www.youtube.com/watch?v=dNQaCOT8q80 Looks pretty cool and aggresive to me. Though slanting towards the bit TOOO aggressive side of things. But, i loved the last round you had with the slayer. Extremely nice movements. ^-^
  11. you should do 5k a bit more. Makes your s© pressure even more scary. Use it after 236s, and s©. Then mix that up with your basic s©, dash s©, or your j.hs. ^^ surprising you threw that much in a tourney match. Nice stuff. You played realli well, as far as i can tell from that vid; the axl player was sure having trouble beating chipp's jump. And to be honest, even top players fall for that shit. But i think the least KDX could have done was block it. Shrug. Another thing, what happened to your fdc's? i mean you do it but WHERE WAS THE J.HS? 0.o Im sure that was just a technical fault ^^" betta luck next time with execution. if i had to force a bigger criticism on your play, it'll be on your third round/match. You had a bad habit of always trying to get back onto the offense way too soon, with too much teleports. Keep that in your mind just in case for the future. It might work for lower level players, but the further you go down the track, the cheaper/easier tactics won't cut it ^^" Anyway dun take too much notice on this last comment, especially when im criticizing one round out of 5? anyway that's all i have right now ^^"
  12. crap, so sorry for not replying sooner. ^^" i remembered i tried typing a response, but was too tired that day, so i scratched it, and then i totally forgot about this post. My bad ^^" Firstly congrats on your tourney effort. Im sure you did yourself proud. Tourney's are bloody scary (at least still to me anyway). Anyway i wanna address a few issues. 1) ppl jumping out. They will. They will run. And if you go on chasing water fallls against them, you're gonna lose. UNLESS.... you predict exactly what they're going to do. For e.g: classic faust. Man, all they know how to do is jump back and j.2k. Well 2hs that shit. I won 3 rounds with that tactic easy, hands down. But then he started changing the timing and stuff so that made it a bit complex and in the end i scratched that idea too. Do something else. Wait for him. They'll just double jump back over to you and just DP or 6p them for free.. However, i actually recommend you to jump your way slowly towards them instead. The power of your triple jump is not to be taken lightly. Usually it works really well (mixing up two jumps and three jumps), but if there are times when the opponent is just on the ball; when that happens, just chill out and be patient. Zone him. do 6hs; close off space (dun spam it though. The recovery isn't that great after all). Force him into corner and he's all yours. 2) and now what is this crossup pressure you speak of? If you're speaking of blah blah into 5hs, iad, watch yourself turn over then j.d. Well, you'll be thrown. However i highly recommend you mixing it up with blah blah into 5hs, iad j.s. It is not air throwable, however it is duckable (like all iad attacks). Use the j.s version for air throw happy ppl, and frustrate the hell out of them. Put a shuriken in there; alpha frc that shit; jc it; woteva. and keep spamming it. It works so well. Until they start ducking ^o^ then switch it up the first version and hit their sorry ass. As for an experiment, try iad j.k ^^" i think you should recover from your move in the air, turn around and can hit j.d. This is just a maybe ^^" but happy trying... anyway i got class, hope it helps. plz reply if you have any thoughts or woteva. And sorry for being late ^^"
  13. 2d 236s 236k HS FB, is a good combo. HOwever i had trouble sometimes timing it on lighter characters (coz i suck). On heavier characters it's the best combo coz it guarantees knock down and gives you time to set up FDC. As for 2d 236s combo, it isn't that hard, just that the universal combo is doing 5p afterwards and then air combo. As for shoryuken-ing pot. Hm, haven't played that many pots. But it sounds good. I hate the pot matchup so badly >O<
  14. im bored. Does anyone have any chipp vids of themselves or friends that they can post up so me and most prob kensou can kill time by analysing and possibly give some useful feedback^o^ on another note: tech traps. Becoz j.d doesn't guarantee knockdown anymore, it's now a great tech trap especially near or in the corner. Air alpha blade is another good tech trap when you do a long air combo into the corner. Use your disadvantage to your advantage!! (quote by kensou xD i think it is anyway). Another tech trap setup is a typical rekka ken RC combo into something that does 2d, 236s. Dash straight in, and air throw those noobs who thought you were trying to combo into 5p. After a few times, dash in for your free not guaranteed combo ^-^
  15. left hk already (just today) and yea, life is kinda grim without GG. some things i picked up on while i was in HK. * 2s own's I-no pretty hard * just jumping slowly against the opponent with 2 or 3 jumps is one of the most scrubby yet effective tactics ever (especially after rekka, or s©) * alpha frc is awesome-ness * ppl still fall for leaf throw * ppl still fall for corner air throw, auto ji 22hs, air dash cross over * spamming dust is a perfectly viable though scrubby tactic * slayer is still broken as fuck. Anti airing his j.hs is the stupidest thing i've ever done so consistently. *i found out i have no idea how to play against a good axl *i suck at reading overheads *the air dash j.k one hit jc bug is too hard to incoporate in a real game (or i just suck) *I hate playing against chipp's, i have no idea how to play them. *alpha blade is an underated move by itself. Dashing in with alpha blade sometimes does wonders * I am a chipp player by heart. I was a ky player for a long time, and my bro was the chipp player. dunno what happened. My bro left home, and i just started using chipp and ky alternatively. Then soon i was just using every character in GGX1.5. I dunno how chipp came up on top. Was it the FDC? was it the air throws? was it the OTG tricks? Blah....... that's enough of my small rant. Now i'll go back to my gg-less life.
  16. played some gg yesterday. Man, best matches eva. Im getting to love air alpha frc. I was fighting against dizzy. Dizzy was all the way at the end of the other corner, and decided to use her stupid fire overdrive. I jump all the way up, air alpha frc. land on ground throw. WINS. YAY!!!! Other highlights is the new tension dust combo. Yup you guessed it. Triple dust, jc, dust, air alpha frc. land and combo. Haven't found a perfect combo yet but i think i will soon. Im finding im back to jumping a lot. But that's when im pressuring. All im doing is just a normal jump hs. Sometimes it crosses over sometimes it doesn't. Surprisingly it seems pretty hard to air grab. I dunno but it's working really well. *edit: just wanted to comment on the dizzy player. He is one of the best players in HK, but his main is actually johnny. But man was he smart. He knew he can't punish my pressure, coz i would at selective times jump, and escape his shitty 2hs, and punish for the win. So instead, when he got tension, he would do the grab super. Man, it was so l33t. Sorry, but nothing is betta than very close matches. Sigh, can't believe im gonna leave HK again in less than a month >o<
  17. blah, you're just not playing the betta players yet ^o^ hahahahaha just face it. You just love chipp like me. Has nothing to do with spacing or not. It's just that to improve we need to focus on these factors now, while other characters can leave that till later since they dun need it as much. I'll never drop chipp. I adore my chipp. THe style, it has become a part of me. You know force the opponent into a corner. Start with s© pressure, ahve a few rounds of that, then rekka pressure, then put a gamma in there and dash back in. Knock them down, OTG gamma, dash in 2p, 5s, k teleport. Opponent back techs. ground throw or 2k mixup. THey dun tech, 6k, then back to 5k rekka pressure. Maybe a teleport here or there into a throw. Ah, nothing beats the adrenaline rush of playing chipp, period...... is that just me?
  18. the fake gunflame thing was coz i actually got hit by it. But most prob i spammed the wrong poke, and as usual sol's 2d owned it. Actually, on what you posted on the matchup thread just b4, im not so sure about chipp's 2s beating sol's 2d. Or maybe it was coz they input it even b4 i pressed 2s. I dunno. But if you've checked or you're certain, that'll give me back confidence in doing a bit more dash in 2s's against top players xD hahahahaha
  19. let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away. As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!). And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?
  20. as far as i tested today on ppl, they did screw up their reversals. At least that's what it seemed like. I didn't get air thrown, maybe coz they haven't fought chipp for a long time. But otherwise it looks promising. in other news im getting used to fighting zappa. and now also a bit of faust and eddie. Air alpha FRC is pretty damn useful. It's like the ultimate escape tool. Im like in mid air, having no where to land against faust and i just decided to give air alpha frc a good try (i was pretty high up i must say) and suddenly i was shocked that i was on the floor and i mashed 2s, rekka for the win. Happened like twice dude. Oh yea, got an awesome compliment today while using chipp. Some rival of mine said that my chipp was complete nuts. They couldn't do crap against me. HAHAHAHAHAHAHAAHHAHA ^o^ He uses sol. I was trying to tell him to try sweep me from a distance (not when im pressuring), and use 2d xx gunflame instead of a long string. That never quite happened, however, he said to me he was proud that he faked me out once when i teleported a gunflame whiff and he countered me with a sweep. SO yea, gotta be careful. But always remember to never back dash against sol xD hahahahaha
  21. is it just me or aba has the slowest wake up times? Hmmmmm edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm
  22. i think that's very theory fighting ^^". Yes of course if you do it all the time they catch on to it, maybe. But once they wait it out for your teleport you can just FD jump out. SHrug and they waste tension. You can also always do 228D, so you get the extra air dash after your teleport if you want. So yes, if you know your opponent is smart, you can always just jump out and not be stupid and remember to FD when you land. Mix that up with teleport and you'll be fine. But to be honest, with the many sols i've played i have yet to be caught. Maybe coz they dun always fight me since im away from hong kong for like a year and forget the existence of chipp. shrug.....
  23. you can even if you're blocking low. At least that's what i recall, unless i've always magically stood up to block s.f/5hs. And yes you are right about 2d xx GF, times like this calls for FD jump and turtling away. But i haven't seen many ppl do 2d xx GF for some weird reason. SO i haven't investigated much about that, maybe kensou or ATG would have something.
  24. just teleport gunflame dude from a distance dude. I think me and kensou has made that very clear. ^^" you might even get lucky and hit a beautiful 236236k through gunflame just like i did today. SOO FLASHY MAN!!! xD hahahahaha. Sol is not hard to beat. Why? well as long as you know when to use 5k and 2d, you beat out all of his pokes. it's like this.. close: 5k (use 5k to beat s.f) far away: 2d. SHrug, DP isn't everything though it does hurt, and his air throw in the corner is bullshit. I swear to god that shit is broken.
  25. actually the more i play the more i think DP is the BEST option. I mean they can go on whiffing j.hs forever, i dash up DP and they're gone. best of all it's like a counter hit nearly guaranteed if he's doing that. And it is the best option for all the reasons you said about good players never doing an easy to read jump attack. You need to time a good 6p to win against jump attacks, but a dashed DP (with an frc) usually hits no problem. And about chipp's back dash. It is one of the worst back dashes in the game. Is that just me?
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