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Kyle

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Everything posted by Kyle

  1. I have a ways to go -____- Battle for Seattle: January 2015 http://www.twitch.tv/logichole/b/609597655 9T9 Kyou (IN) vs VMP_KyleW (MA) @43m30s Veteru (SO) vs VMP_KyleW (MA) @1h17m VMP_KyleW (SO) vs GC|sG (SO) @1h34m30s Veteru (SO) vs VMP_KyleW (MA) @1h46m
  2. Nice how the execution is later in the throw animation. The Kedako OP version of RC~41236[K]~6[HS] is so fast I am usually not quick enough to successfully confirm a throw which I didn't plan for. Offensive throws I am A-OK, but when my opponent awkwardly lands next to me & I get a throw to punish their landing frames, my timing on the Kedako version is often late.
  3. Played in PNW monthly on Saturday. Will link vids in the upcoming days. LogicHole. Overall I am doing better against Sol.
  4. Moved that one comment to the match-up thread*
  5. Ultimate whiner is good as a combo ender b/c it hits soo many times. minimum dmg is a big deal in gear. this super hits 30 some times, XD I saw an On-line JP may do a neat-o followup to our corner super discussion. 2D, 63214S, (2 hits) ~P, HS-HD, IAD Link J.P, J.K, J.HS, Land, J.K, J.D, J.HS, J.D, Endenga? Takes the "6K combo route" and applies it to the 63214S setup
  6. https://www.youtube.com/watch?v=YTbeAV94MW0 https://www.youtube.com/watch?v=aTGEn8wZFsE
  7. "Don't Whiff 2H" -M.franks W/ that being said, I have a VSAV feeling about pokes like this. The reward is her highest CounterHit, so you cannot ignore the poke,.It seems reliable when you have the 25% meter to YRC you whiff & stay safe. In vsav Morri/Lilith usually only poke w/ Heavies when they can commit do a demon to mask the recovery frames. =P
  8. Correct. That's the match video I saw to realize the power of OS Command Throws in XRD. Eddie offensively goes for a command then OS w/ YRC. He then confirms the jump out and connects an air throw. We have this same tool.
  9. Here's a visual for the strength of OS OHK www.youtube.com/watch?v=x6uugDyN1wo#t=20m50s The ground to air BS punish I came up with (Confirmed by Kazuki) BS, run, J.S, Delay, J.HS, Land, Running J.K, J.S, J.S, J.HS, Ensenga? Ground to ground BS punish cannot be an OHK. Opponent is throw invulnerable. 5D is the most damaging meterless ground punish, but it's so telegraphed it truly COULD be counter BS'd.
  10. Do have any specific questions at this time?
  11. I would like to discuss a few topics of interest from my training mode today. - You cannot FD cancel an air dash anymore. This is a SYSTEM change which hurts Chipp's FDC Oki & some of May's Neutral shenanigans. She used to Air dash, Stop her momentum early w/ a FaultlessDefenseCancel of J.HS. (J.2HS Kara FaultlessDefense). No more. stop it. don't do it... NO - We now have a sweet ass Option Select Over Head Kiss. OS OHK. The idea is that you cannot RC the first few frames of a successful OHK. So, use those same frames to YRC the OHK on whiff. When you make the read of OHK just always execute OHK then a quick YRC. 63214K~YRC. A successful OHK is still a successful OHK w/ no extra cost An unsuccessful OHK will not lose advantage as you learn to react to the opponents movement during the slow down. Did they Jump? did They Backdash? etc. - The MK Combo route I linked yesterday is awesome. by doing this as your 6K follow-up a few unique situations occur 6K, ]P[, HS-HD, LINK IAD J.P, J.K, J.HS*, Land, 6HS, 41236P *At this point you can rejump into an extended air combo for more damage, but good OKI now cost meter 1. Because the IAD link is sooner in the sequence, it does not get impacted by hitstun decay. The LINK is much easier. 2. Because you landed a HS-HD early, the damage is comparable. 3. You now have a new combo ender which is frame advantageous. 6HS hits the opponent so high in the air that that added time they have to fall for the knockdown leaves us ample opportunity for OKI & a dolphin-Hoop. 4. Because we have strong OKI w/ a [P] dolphin buffered = more meterless damage.
  12. Some basic oki options: End your ground combo w/ 2D, 41236[P]. then run in with a 2K & you have loads of options afterward. OHK or chain to 6K or chain to a delayed 2D. End your ground combo w/ 2D, 63214P, then run in with a 2K & you have loads of options afterwards. OHK or chain to 6K or chain to a delayed 2D. End your air combo in a corner Ensenga?. As they awake do a late 41236[P], YRC. high damaging options are: OHK 2D, HS-HD, Delay ]P[, IAD J.S, J.HS, land ender 6K, ]P[, HS-HD, LINK IAD J.P, J,K, J.HS, Land, ender This OKI is strong b/c your YRC slowdown makes their actual wake-up frames hard to judge & reversals much less reliable execute.
  13. lol @ corner only Whale, YRC, 6K shenanigans. can do YRC, 2D as well. gimmicks.
  14. MK does corner P-Hoop YRC OKI like this: 6K, ]P[, HS-HD, LINK IAD J.P, J.K, J.HS, Land 6HS, 41236P, Because 6HS hits the opponent so high, May recovers from the hoop early enough to OKI with a running 2D (MEATY). This gives meterless damage/oki. www.youtube.com/watch?v=x6uugDyN1wo#t=16m07s I will compare this route vs the 6P, 2HS, HS-HD route I have been using shortly.
  15. I like your millia punish b/c it will be applicable post stun. running to gain meter then start w/ the close S. here are some OHK routes on Sol. Defense mod of x1. 41236K, LINK: First large portion is burst safe. same side knockdown, no cross under req'd. universal combo; DMG = 151 OHK, Early S, 2HS, 41236K, LINK J.p, J.D, J.S, J.HS, J.D, Ensenga? S, J.S: not burst safe, same side knockdown, no cross under req'd. Easy & universal combo: DMG = 157 OHK, S, J.S, J.HS, J.D, J.HS. J.D, Ensenga? HS-VD Upper route: Not burst safe, side switch knockdown, cross under req'd. Weight specific timing. DMG = 154 OHK, S, 2HS, HS-VD, S, 2HS, HS-VD HS-VD Double Upper: Not burst safe, side switch twice, dbl corss under req'd. Sol? Specific timing. DMG = 170 OHK. S, 2HS, HS-VD, 2HS, HS-VD, S, HS-VD I tested the routes w/ the opener of CH-2HS. The results are 191, 199, 195, 217. respectively. Lastly, I learned today that post a J.S you can LINK J.K or J.P
  16. Do the S, J.S route for midscreen meterless OHK's. Do the S, 2HS, HS-VD route or corner meterless OHK's
  17. I had the impression you were not AutoReleasing the 6[HS] for the corner combos in effort to aid the IAD link. =P Uploading a weird mid-screen sol specific OHK combo. Not really match practical
  18. In backstance, K is unthrowable & low. In backstance, I like to look for the HS and Blitz it. Leo cannot throw from backstance!
  19. ^Ideal ender is an air combo into Ensenga? you CAN end in a HS-VD but you need to prioritize the corner knockdown. For Funsies - Too impractical for a match GG XRD May vs Sol Midscreen OHK www.youtube.com/watch?v=u12DMqWa2jc
  20. WHAT!!!! woah. I get it w/ 6[HS] fully charged. Just have to learn the IAD timing w/ the J.P link. Practice it on the D[6] combo b/c the link is easier. It's hardest off the 6K, ]P[ ~combo. which is your ideal training routine. IAD Link J.P Combos Corner dust combo: D[6], 6[HS], HS-HD, HS-HD, IAD Link J.P, J,K, J,P*, J.D, Ensenga? *This part slightly varies dependent on opponents weight class Corner Ensenga?, P-Hoop, YRC, OKI: 6K, Delay ]P[, Link 6P, 2HS, HS-HD, IAD Link J.P, J,K, J,P*, J.D, Ensenga? *This part slightly varies dependent on opponents weight class
  21. They can BlitzShield any dolphins
  22. http://www.twitch.tv/canadianjoysticks/b/601508716 GG XRD Kyle (MA) vs MurderJoe (SO) @2hrs 27mins 20secs GG XRD Kyle (MA) vs 9TNine (IN) @2hrs 56mins 00secs http://www.twitch.tv/teamkhaos/v/3624546 GG XRD Kyle (MA) vs DaveO (SL) @9hrs 17mins 50secs GG XRD Kyle (MA) vs Jais (ED) @9hrs 41mins 00secs GG XRD Kyle (MA) vs SG (SO) @10hrs 23mins 00secs
  23. GG XRD May Corner Ensenga?, [P]-Hoop, YRC, OKI: Throw: OHK, Delay ]P[, Dash, S... OHK, Delay ]P[, 6[HS], [P]-Hoop, RC, 66, 6[HS], HS-HD, Delay ]P[, AirDash, J.S, J.HS, Land, 66 J.S, J.S, J.HS, delay J.D, Ensenga?. Overhead: 6K, Delay ]P[, Link 6P, 2HS, HS-HD, Link IAD J.P, J.K, J.P, J.D, Ensenga? Low: 2D, HS-HD, land, IAD + ]P[, J.S, J.HS, land, 66 J.S, J.HS, Delay, J.D, J.D, Ensenga? Midscreen 2D, P-Otter, OKI: Low: Meaty 2K, 2D, S-HD, BeachBall, IAD J.S, J.HS, 66 J.S, J.HS, Delay J.D, Ensenga? Overhead: 2P, 2K, 6K, BeachBall, S, 2D... 6K, 6K, BeachBall, S, 2D... Neutral: 9-Jump, Falling J.S, 2D, BeachBall, 66 S, J.S, J HS, Delay J.D, Ensenga? Midscreen 2D, [P]-Hoop, OKI: K/2K/S, 6K, ]P[, AirDash J.K, J.HS, P, 2D. Neutral/Zoning conversions: From a blocked Far Slash x [P]-Hoop Catch them jumping in do AA W/ HS-HD, Land, ]P[, IAD, J.S, J.HS, Land, 66 J.S, ...
  24. Everyone fishing for CH w/2HS? CH 2HS, delay 2D (whiffs), S, J.S, J.S, J.HS, J.D, Ensenga?
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