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Everything posted by Kyle
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All DCC Results: http://www.kuroppi.com/tournamentresults/dcc/ Super Batle Opera 2004 1st: Haitani (Sasquatch) 2nd: t2ya (Zabel) Darkstalkers Combination Cup 2006 1st: Sakai (Zabel), t2ya 2nd: Dara (Demitri), Oboro (Victor) 3rd: Ogawa / Hachiouji 3rd: Kaji / Nakanishi Darkstalkers Combination Cup #2 2007 1st: Nasu, Kosho, Kaji 2nd: Norio (Bishamon), t2ya, Yankee 3rd: Sakamoto / Sasunii / Ogawa Darkstalkers Combination Cup #3 2008 1st: Nasu, Kosho 2nd: Orecom / Dainiku Jedah 3rd: Shimatsuya / Kaji 3rd: Take / Ogawa Darkstalkers Combination Cup #4 2009 1st: DD / nasu 2nd: T2ya / dara 3rd: Shimatsuya / Kaji 3rd: Ogawa / Nakanishi Darkstalkers Combination Cup #5 2010 1st: Orecom 2nd: ego 3rd: panpiina 3rd: Megane Darkstalkers Combination Cup #6 2011 1st: Kaji / Shimatsuya 2nd: Koshou / Nakanishi 3rd: CAA / Takahashi Darkstalkers Combination Cup #7 2012 1st: 2nd: 3rd: 3rd: Oct 27, 2008- GGPO 1. FloE 2. MagnetoManiac 3. Korey 4. Anakron 5. Fuzzy_Snugs 5. Psychotron 7. TGP 7. Kenuran 9. Xanoz 9. FlyingChair 9. DS893 9. MightyMar 13. JenovaSlayer Final Round 2010: NEC 2010: 1: Floe 2: Rithli 3: Kajoq 4: Gbursine 5: Baconoko 5: Hard Bread 7: Comic-Z 7: NerdJosh 9: Kyle W 9: Jeron 9: Lord Knight 9: Damien 13: Chibi 13: Bubuhj 13: Tweleve 13: Wafflez 17: Pfhor 17: Orochimarusama21 17: Andy C 17: Kazi 17: Stephen B 17: Tenchi 17: JonChimpo 17: Wakk Wakk 25: BootyClapper 25: Alex 25: Zalar 25: Bad Fish Final Round XIV 2011: 1: Floe $70 2: MightyMar $20 3: Rithli $10 4: Kajoq 5: Frankie 5: Kyle 7: Zach 7: L-Knight 9: Arcas 9: Zinac 9: Ghibli 9: Iceman 13: Damien 13: Bertell 13: Comic-Z 13: SlyMoogle 17: Richard 17: Vexco 17: PartyEagle 25: MarvelisAss UFGT7 2011: 1. Mighty Mar 2. FLoe 3. Rithli 4. Fuzzy Snugs 5. Kajoq 5. Baco 7. Kyle Wattula 7. Nerd Josh Evo 2011: 1. Rithli 2. Baco 3. Kajoq 4. Diar 5. Ihira/Xanoz 7. Korey/Jason Cole Season's Beatings 2011: EG = Evil Genius VMP = Vampire Arcadia PNW = Pacific NorthWest <3 01. EG Floe Frank/Yeti 02. GGPO Kajoq LeiLei/Yeti 03. GGPO Heroic_Legacy (Chicago) Yeti 04. GGPO MightMar (Chicago) Mummy 05. VMP Professor (Kyle) Morrigan 05. VMP RedPanda (Ailerus) Cat 07. GGPO Mr. Cheezy Bulleta/Demitri 07. VMP TurtleBee (Sluch) Bee 09. Lord Knight (jersey) Bulleta 09. VMP AulBong (ActionHank) Fish 09. VMP Blues Clues (GZ-Matthias) Dog 09. VMP NickCage (FleshPounder) Bulleta 16. Keits (Chicago) Vlad 16. VMP PUNisher (YetiGhettoSlang) Frank 16. VMP EThan (Mini Maw) Lilith 16. VMP Angelo (King Chadwick) Yeti 24. VMP Matt.M (DoragonKoroshi) Jedah 24. VMP Edward (Radical Edward) Vlad 24. VMP White Rabbit (Osirun) Mummy 24. PNW Jason Cole Mummy 24. Dullyana (CBus) Morrigan 24. SonicSpear (CBus) Fish 24. Damian (Jersey) Mummy 24. VMP BirdMigration (Groovyness) Zombie 27. VMP SlayerAlex (SlayerKFK) Zombie 27. Zenblaster (Chicago) Dog 27. Gilty (Chicago/Badass Dormammu) Fish/Bulleta xx. Bye xx. Bye xx. Bye xx. Bye xx. Bye NEC XII 2011: 1: Baconoko 2: ActionHank 3: Kajoq 4: Kyle W 5: Ailerus 5: More4yourBuck 7: Fleshpounder 7: YetiGhettoSlang 9: Braver 9: GBursine 9: Lord Knight 9: Mike Slucher 13: BuhbuhJ 13: DaiAndOh 13: Bob 13: AndyC 17: MotoSurf 17: Apollo 17: Xenozip 17: Ash 17: Comic-Z 17: Hard Bread 17: Ril 17: Almond Candy 25: Dennis H 25: Damian 25: MagnetoManiac 25: Avery 25: NerdJosh Final Round XV 2012: 1. GGPO Kajoq (LeiLei/Sasquatch) 2. Kyle_Wattula (Morrigan) 3. ActionHank (Aulbath) 4. Ailerus (Felicia) 5. Sluch (Q-Bee) 5. Lion’sEye (Gallon) 7. Alphakami (Qbee) 7. Lord Knight (Bulleta) 9. PNW Jason Cole (Anakaris) 9. Monty (Aulbath) 9. Zinac (leiLei) 9. Shag (Sasquatch) 13. Gilty (Aulbath/Bulleta) 13. GGPO Tetsu (Zabel) 13. ShinobiFist (Lilith) 16. BYE- Floe backed out PowerUp 2012: 1. Kyle Wattula (Morrigan) 2. Ray Riticher Kajoq (LeiLei/Sasquatch) 3. Zach Marquette Ailerus (Felicia) 4. Mario Gomez MightMar (Anakaris) 5. Luke Bellamy YeitGhettoSlang (Victor/Sasquatch) 5. Mark Young FleshPounder (Bulleta) 7. Ethan Bellamy MiniMaw (Lilith) 7. Adam Schweikart ActionHank (Aulbath) 9. Matthew Nelson GZ-Matthias (Gallon) 9. Alex Bailey SlayerAlex (Zabel) 9. Korey MIddleton RainbowDash (Aulbath/Sasquatch) 9. Mike Slucher Sluch (Q-bee) 13. Matt Moreland Doragonkoroshi (Jedah) 13. Sean Hengchua gbursine (Lilith/LeiLei) 13. Patrick Walters lion's eye (Gallon) 13. Jaison Wattula Jais (Bishamon) 17th-32nd: ? UFGT8 2012: 1. GGPO MightMar (Mummy) 2. EG Floe (Frank/Yeti) 3. ActionHank (Aulbath) 4. Sluch -(Qbee) 5. Lion's Eye (Gallon) 5. GGPO Kajoq (LeiLei/Sasquatch)
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Lee: I wanna talk 3S HUGO w/ ya so bad. XD Haven't caught you on-line yet. Our matches will be STUPID. Sorry bro, I play Remy. Hugo has a very hard time. Send me your # or something & I will call ya sometime, I mean... I don't think we'll catch each other online any time soon.
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Lilith get's great corner OKI from a pursuit hitting an opponent in the corner. Moves that cause corner knock down are: Throw cr.hk Li All special move hitting opponent out of the air DP Tatsumakei (sucks) Any hit after her command throw. (Example, ES Command throw, dashing.hp) The idea is to let the pursuit hit. Lilith is one of the few characters in the game who can get a good mix-up after a pursuit hits. It's best in the corner pursuit scenario. The pursuit forces Lilith to be in the corner with a knocked down opponent right beside her. some good options are: - Walk through opponents corpse and cross up with a meaty dashing.mk. (This links into cr.lk, sets up for a throw etc.) - Walk through opponent corpse and do a meaty cr.lk (This links into cr.lk, sets up for a throw etc.) - Walk through opponents corpse, then walk back to the first side with a meaty cr.lk. (Be sure to confirm anything into LI, b/c this options doesn't reset into itself unlike the others) -Immediately do a TigerKnee ES fireball. IF opponent rolls forward or neutral, Lilith will have them in a meaty scenario while Lilith is out of recovery. IF AND ALSO IF they did not roll back & they blocked standing: Lilith gets an unblockable cr.mk, hp, LI. IF they did not roll backwards & they blocked low, Lilith should bait the Guard cancel/tech hit and stagger a dashing.mk. into the usual options. If you go for the throw at this point, be sure to throw them back into the corner and land a pursuit to reset the situation. I believe street fighter IV players call this a vortex.
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[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
Bulleta update in parallel with a Lilith info. Just noticed another setup. Jump at an opponent, attack with J.mk such that the first couple of active frames have been out before you land. As soon as you land Bulleta does Dashing.mp. A few notes about this string: - This counters tech hits and allows Bulleta to keep frame advantage - This combo's on hit - This can be linked to the infinite or a basket knockdown when they are crouching. . - If you time this on someone's wake-up. You can cover (2) roll options. EXAMPLE: neutral N back or Forward n neutral. Just depends on where you start at. - Don't try this with j.hk b/c it knocks down on hit. - This can be done off of jump-in j.mp, j.mk, land, dash.mp. But the opponent has chances for GC's & tech-hits from the first attack.. www.youtube.com/watch?v=0ggja0jCQ-o#t=103m11s -
Just noticed another Lilith Setup Kaji is doing. I have started to touch on this with her corner options of late j.hk. But this is the next step to the equation. jump at an opponent, whiff an air normal (preferable j.mp or j.hp), recover, attack with J.hk such that the first couple of active frames have been out before you land. As soon as you land Lilith does Dashing.mk. A few notes about this string: - This beats tech hits and allows Lilith to keep frame advantage - This combo's on hit - This can be canceled to LI. Tough, but Kaji does it. - If you time this on someone's wake-up. You can cover (2) roll options. EXAMPLE: neutral N back or Forward n neutral. Just depends on where you start Lilith at. Example @1:18 http://www.youtube.com/watch?v=VjvUANx4j5E&feature=autoplay&list=PL1F76869116CA9F34&lf=autoplay&playnext=25
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Does not work. Thanks for the input [TRM]Tenkai-45i[xTF]. I did notice some effective Jedah air approaches. Against standing opponent. j.lp (hits), j.mp(whiffs), recover, falling whatever. Lastly, bait an Anti-air with j.hk (whiff), recover, falling j.mk for a combo. He has unique air momentum b/c of his stall on j.hk and his float on j.lk. Is the j.lk stuff only on an airdash, like.. is it an extension of his current momentum?
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Cry some moarrrrrr
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http://clientes.netvisao.pt/anpedror/morrigan.htm Morrigan cannot do this exactly like Lilith. Her dash startup is too long. Morrigan CAN do this trick. You just have to triple-tap lp. input is cr.lp~lp~lp, downforward~lk, hp. This is amazing.
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http://clientes.netvisao.pt/anpedror/lilith.htm A Sweet-Ass LI confirm I have been playing with is: cr.lk, +cr.lp, cr.lk, LI. This is great for MANY reasons. Frame Data; cr.lp Startup= 4 Hit Advantage = +8 Guard Advantage = +7 Renda Bonus = (+11) cr.lk Startup= 4 Hit Advantage = +6 Guard Advantage = +5 Renda Bonus = (+9) Let's break down the combo: cr.lk, +cr.lp, cr.lk, LI. cr.lk link cr.lp is a 2frame link. If it's blocked Lilith is left at (+6). This set's up for a frametrap/throw cr.lp chains to cr.lk. cr.lk command cancels into LI. If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw Advantages are the inputs & LI confirm. cr.lk, cr.lp~lp, downforward, cr.lk, XX CONFIRM LI W/ HP. The combo does most of the LI super for you. lp, lp, towards, short, CONFIRM. Note: This also works exactly the same off of dashing.lk. The frame data is identical to cr.lk An alternative is this combo: cr.lk, +cr.lp, +cr.lk, LI. cr.lk link cr.lp is a 2frame link. If it's blocked Lilith is left at (+6). This set's up for a frametrap/throw cr.lp link to cr.lk is a 4frame link. W/ a Renda Bonus of (+9) If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw cr.lk command cancels into LI. You also have a (+2) renda bonus to cancel into LI later (slower). If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw Advantages are the inputs & LI confirm. - cr.lk, +cr.lp~lp, downforward, +cr.lk, XX CONFIRM LI W/ HP. - The combo does most of the LI super for you. lp, lp, towards, short, CONFIRM. - No Chains = Harder for opponent to tech-hit & Guard Cancel. A great frametrap which beats tech hits & progresses Lilith towards is cr.lp, dashing.lk. She can link off of the dashing.lk into the setup mentioned above. Lastly, Lilith OWNS Anakaris. because of her string: (cr.lp, dashing.lp) xn by pressuring this, a few thins to note: - Anakaris cannot Tech hit - Anak's Guard Cancel cost 1-meter. - This blocksun is overlapped w/ a slight stagger = Hard as hell to guard cancel against - lp link cr.lp is a 1frame link. This 1frame keeps Anak in blockstun, By staggering up to 4 frames, Anak will always get counter-hit b/c his quickest moves is 5 frames. - cr.lp frame trap dashing.lp is a xframe link, BUT Anak's fastest move is 5frames. If done right, he will always get counter-hit. - When Anak get's counter-hit, dashing.lp leaves Lilith@(+6). This means Lilith can link cr.lp or cr.lk w/ a 2frame link. These can link/confirm into LI. read above. Morrigan cannot do this stuff. her dash startup is longer her cr.lp is two hits. window is too long to 9frame buffer DI inputs.
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Someone asked me if there was any trick to inputting the "infinite"combos. I hastly said, "No".But after thinking about it for a bit, I did come up with something. Button priority is heavy attacks > Light attacks. Such that pressing hp+mp+lp at the same tiem results in a hp being activated. This means we have (3) ways of inputting hp or hk & (2) ways of inputting mp or mk. This is applicable because we now have (3) inputs to hit any link with a hp or hk. This adds (2) extra frame of input leniency for the user. hp input = [hp]~[mp]~[LP] mp input = [mp]~[LP] hk input = [hk]~[mk]~[Lk] mk input = [mk]~[Lk] Against standing Bishamon: (66, [hp]~[mp]~[LP]) xN I don't know that exact frame link to connect dashing.j.hp, but there is a +2frame input leniency with this trick. =)
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[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
http://clientes.netvisao.pt/anpedror/bbhood.htm The standing jab links are EASY, The tricky part is not to chain these, but actually Link the attacks. Here's some math: cr.LP startup= 4frames hit advantage = +6 Block advantage = +5 Renda = +9 lp startup= 4frames hit advantage = +10 Renda = +13 cr.mp startup= 6frames hit advantage = +7 Block advantage = +6 mp startup= 6frames hit advantage = +6 -
http://www.youtube.com/watch?v=lmdfoMjOGDY
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http://www.youtube.com/watch?v=SoCpYr07Zes
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OP is updated. Many thanks to Tenkai-45. =)
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Can anyone shed some light on the Victor match-up. i feel like he does everything Morrigan can, but "better" in this match-up. lol Any experienced Morrigan's with any advice? Highest players rate this 5.5 in Victors favor. I must be missing something.
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Thanks to SHTKN for the Pretty picture. =)
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[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
Yes plz plz plz do. =) -
[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
Here's a list of specific differences in character hitboxes. Each character might have specific BnB they can do in these scenarios only. Example: LeiLei get's a jump combo against tall standing opponents. Example: Morrigan get's double overheads against wide crouching opponents. Example: Jedah gets an infinite (66hp) against standing Bishmon b/c he's wide & tall. Example: Lilith can attack with lp against tall crouching opponents. This is amazing b/c it's her most frame advantageous move, this typically whiffs on crouching opponents. etc. "Short Crouching" are (In this order): Q-bee Bulleta Lilith Morrigan J.Talbain "Wide Crouching" are: Zabel Victor Sasquatch Aulbath Bishamon "Tall Crouching" are: NOT YET COMPLETED Anak Victor ??? "Tall Standing" are (In this order): Anak Jedah Victor Bishamon Demitri "wide standing" are (In this order): Dark Force Zabel Lei-Lei Bishamon "Short Standing" are: Bulleta -
When you hit an opponent out of the air, they land "standing", even tho they are technically crouching. (Fuzzy Guard). This means UB ES Fireballs are guaranteed on EVERYONE in this scenario. The alternative is wake-up. People can wake-up crouching, This means that some characters are too short while crouching to connect with UB ES Fireball. I know the "5 short crouchers" are (In this order): Q-bee Bulleta Lilith Morrigan J.Talbain I am not sure if Bulleta or Wolf can crouch ES fireball, But the other three CAN. =/ The answer is to do the same set-up but use is 4123[6]KKK Super. Hits UB the same way. Be sure to follow-up with 22PP for maximum dmg. This does not cause unrollable knockdown, which means it does not loop into itself. Take what damage you can get. Lastly, When going for a throw: use 6hp, hk. This options selects against jumpers and recovers with HK. Setting up for meatys attack or UB's.
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Just noticed that certain characters are wide when crouching. This doesn't mean they are genuinely a "tall" character. These characters Morrigan can: 6[6], j.lp LINK j.lk List of opponents: Sasquatch Victor Aulbath Zabel Bishamon www.youtube.com/watch?v=I8YwrzI4aCo#t=8m40s
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This stage is not on the Vsav cabinet, I believe it's console exclusive. *Trying to get a pretty picture up in here.*
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Killa: You are correct about those options. The problem is, Nirvana gauge. She doesn't have enough meter to do much of that stuff. Basically, carl can do a little air combo ending in j.c. the corner options are nice tho... if we're in the corner.
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So , new Carl. Get hype. :3
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You can cancel your anti air (lk or cr.mp) into lp-balloon. Than step forward with a meaty cr.lk. You may be able to walk under and cross-up at that point. Don't try command throw until opponents respect your meaty lows... i suppose you could set-up for the meaty but whiff it early than 8-jump on their wake-up. this could have good results. should set-up a jumpin 50/50. I believe her J,hk scoots her sprite towards a lil bit. This can set-up ambigous "which-ways" by whiffing an 8-jump hk right as they wake-up, assuming you guess their roll correctly. or options seletc it from their corner roll = They knockdown in corner, you step back and 8-jump j.hk. If they back roll = gotta deal with j.hk If they neutral roll = gotta deal with j.hk If they forward roll = gotta deal with your which-way from landing during j.hk Felicia can also end in sweep, recover and whiff a lp-buckler for ground chasing. This sets up some interesting scenarios. Much better than a whiff pursuit or a pursuit on hit.