Jump to content
Dustloop Forums

Kyle

Moderators
  • Posts

    3,292
  • Joined

  • Last visited

Everything posted by Kyle

  1. www.youtube.com/watch?v=zpwL7k-g2To
  2. woops, by overdrive i meany super. forgot Overdrive was thing in BB:CP =P
  3. Been trying a nifty reset of LINK cr.lk xx 623HK into a throw. At max range this is a neat tool to catch them scared/sleeping. To input this, I have had the most success w/. Late J.mk (Whiffs), land, cr.lk, LINK cr.lp, cr.lk, LINK 6321+lk, 3+hk, 720.
  4. Found the input to get 22C, RC, Overdrive. 22C, 63214 [ABC], 6D.
  5. GG+R SlashBack Splitting www.youtube.com/watch?v=Sdpq7TNqSPE
  6. Half screen & being reactive: www.youtube.com/watch?v=u3l9b4BOIKw
  7. GG+R SlashBack DoubleStrum www.youtube.com/watch?v=RrCIMHE3ga8
  8. GG+R SlashBack DoubleStrum www.youtube.com/watch?v=RrCIMHE3ga8
  9. When is GG teams? I can't pre-reg for BB? Don't want to pre-reg twice.
  10. Finally playing BB, again. I took a break for CS2 - CS:EX era. I am using Relius and have much to learn. But One thing I want to share is this OKI setup that converts well. Ending a solo ground combo w/ 3C, J.D, Falling J.C, 5B, CONFIRM. This sets up OKI which punishes forward rolls and allow advantage on emergency tech. Alternatively, If you make a read they will back-roll, you can do this: Ending a solo ground combo w/ 3C, J.D, AirDash, J.B, J.C, 5B, CONFIRM.
  11. Kyle

    [+R] May: Videos

    http://www.youtube.com/watch?v=PtCIVHtCW_4
  12. Arcade Legacy's VSAV Tutorial Playlist www.youtube.com/playlist?list=PLAC0D9C44F03EA772
  13. Yoooo UHLLLL. nice Guardian. We'll try to prioritize a venue closer to the Grand Ol' Opry.
  14. Ohio: KyleW FleshyP Circ Mr. Two yetiGhettoSlang Amadeous (Maybe) Columbia: AlphaKami Klein Ponder Cookville: JackieC Papster Jimmy Tret Minion Nashville: Niamat KrazyKorean BoomCube Millis Milln? we're getting some suites & playing GG all weekend.
  15. Kyle

    [+R] May: Videos

    http://www.youtube.com/watch?v=_q5fzeDnqjM
  16. VSAV: Felicia's Meter Trick www.youtube.com/watch?v=acW0bkIZe_Q VSAV Tech Hit Glitch www.youtube.com/watch?v=m1nhMsBcdM0
  17. results? Kiss the CookVille:
  18. Kyle

    [+R] May: Videos

    www.youtube.com/watch?v=8NG8NC-blHg
  19. Updated character threads to include all nuances I recalled in a previous post.
  20. Regardless of tiers, jedah has a good time against Q-bee. Your air normals & movement can keep her out of the BUZZZZZ IAD range and Jedah can still mount an offense/reset which can confirm into a dashing mixup. Rushdown: learn to 6[6]J.HK and land during the 2nd or 3rd hit, ACTIVE FRAMES. this gives the most advantage and allows you to, cr.lk, dash again or walk throw, or walk lp (to stuff jumps) etc. Jedah's poke game is strong. being defensive is not AS effective once players learn to beat your up+backs & Chicken-guarding etc. Mid air block string, descending J.mp, J,hp. I also like being neutral & poking w/ ascending j.mp then falling j.hp. Wall of limbs. cr.lp RENDA cr.lp are must for jedah. Keep at it. Silly Jedah Stuff: www.dustloop.com/forums/showthread.php?11975-VS-Jedah-Night-of-the-Demon&p=1478388&viewfull=1#post1478388 www.dustloop.com/forums/showthread.php?11975-VS-Jedah-Night-of-the-Demon&p=1478397&viewfull=1#post1478397 Good vids: www.youtube.com/watch?v=vECNFWKaNSU#t=3m36s www.youtube.com/watch?v=CvY6HdxmzCY#t=1h51m42s www.youtube.com/watch?v=CvY6HdxmzCY#t=1h35m40s -Jedah's cr.mk & st.lp BLOW-UP QBEE you should literally be spamming it Lastly, here's a dump of everything jedah I learned in may. I haven't aded to the character threads yet, probably should. Enjoy: Claw x Wheel glitch is caused by Tech-Hitting the wheel standing and getting hit by the UB-Claw at the same time. Sooo cool. From a reset a 6~[6] LATE j.hk is a weird cross-up in which the opponent CANNOT techhit & forces them to crouch, but than Jedah can Autocorrect j.mp. After Jedah throws an ES-Wheel and confirms the air block, usually he goes for the UB-claw, However, most characters have an ability to stall their air mobility and avoid the claw after blocking the wheel. Shimatsuya was confirming their air block and then jumping into a full airchain to punish their movement options. Very effective at high lvl play. Oouchi says d.hp infinite is “EASY!”. lol. just hold 6[6] and double-strum the J.hp. Saw him do 13-repetitions on SHUU Bishamon. We were all cheering. Jedah’s DarkForce is a serious threat, it’s a get-out-of-jail-free card and when he is in the state all JP”s completely respected him and ran away. The frame-trap mixup post Jedah’s airdash is to chain to J.hp. He can also delay the j.hp by a few frames in efforts to punish a chicken block. Regardless this usually setups a grounded UB or st.lp or cr.mk depending ondistance. Doing IOH J.hk at a correct height to confirm a ground combo is critical. Input 6~[6] than hit j.hk as soon as possible. I recommend double strumming it. Ground combo’s on hit always ended in st.mk for the +1 frame. Unless it was for the kill, than they would chain to cr.hk or cr.hp depending on spacing. Takes an experienced player to recognize where cr.hk would whiff & cr.hp is prefered. Corner throw OKI w/ a low wheel than d.j.mp is really strong. To input the pit super as a low-profile you buffer the inputs during cr.mk. contrasted to inputting 2, 5, 2+PPP and forcing jedah to stand up during the execution. Against fireball characters, Jedah’s abuse advancing w/ 44~6[6] j.hp to confirm fireball punishes or stopping and staying at neutral. HIgh lvl play has opponents trying to force 3-hit jumps-in against tall characters such as Jedah. however, the first attack needs to be very high. Jedah can recognize this, step toward than whiff cr.mk to force a low-profile and change the opponents spaceing. they will typically land BEHIND Jedah and he gets a free throw from this situation. Shimatsuya ABUSED this against Kaji & I.
  21. Yo Dayuuummm! Dawww you guys. :3 Looks like too much fun. Wish I was there... wanna see some footage. Tell me about how everyone saved Vampires. What was working? What was people losing to? How can I help?
  22. Is there a weekly meet-up for Nashville? Milln x Niamat x Millis x Papster?
  23. @Minion: I feel like Faust's options are very influenced by distance & movement. Distance~! The moves you use are strictly dependent upon which range your opponent is at. Full screen = Items, Scal"pull", Drill-Cancel J.hs 3/4 screen = F.s into item, running f.s into item, Scal"pull", Drill-Cancel J.hs, stuff IAD's w/ 6P or 5K. 1/2 screen = 2HS CONFIRM CounterHit into Scal"pull", Punish IAD's w/ 6P or 5K. under 1/2 screen = poke w/ 5P or GTFO. People will usually jump-in and you have LOTS of good anti-airs, learn them. 2S, 2K, 5K, 6P & Air throw. Opponent's movement~!, intended path of direction. As items's fill the screen the opponent's will usually try to AVOID them making their movement that much more predictable. Just take note about how their movement changes based on which items appear and it helps you make reads on movement. This goes back to you using moves at correct spaces. As Faust, People will die trying to get in on you. @Anne: Your distance & Movement focus is VERY similar to Faust. Rather than random items, you get to pick how to dynamically change the screen, Your damage is less, but your ability to "run-away" is there. Full screen = do whatever yo-yo set/options you like & usually stall time. 3/4 screen = stuff jumps w/ 6S into damage. ("Sniping", feel like an FPS. LOL) 1/2 screen = stuff ground approaches w/ f.s or 2d. (get dmg). stop air approaches w/ air-throw, J.P. 6P or just avoiding a bad scenario. under 1/2 screen = This range is too complicated to summarize in one objective, =P. Options are VERY match-up heavy, here. 2P is USUALLY VERY STRONG here. Low risk, descent reward and options all around. As Bridget, people will die/time-out trying to catch you. @Tret: Your offense needs to be more consistant. Every hit should go into a knockdown w/ a mat and you should be running a "vortex" mixup behind rocket. All of these mixups should super cancel into punchy-punchy and net you lvl3 heat. Then you should have lvl3 heat-oki and they Die. Instant Block ALL DAY.
  24. Learn how to Counter-Hit w/ J.HS 5HS J.2HS 2HS Once they respect your ability to counterhit, they will press less buttons. That is when you land the command throw. Virtually every opener leads into a standard combo w/ May. Opener, 2D, FB-HS-HD, 66,S, HS, SVD, S, HS, SVD, P, HS-VD
  25. Here's one example: You do wake-up Ride the Lightning. Low reward, high risk & a waste of resources. You could do wake-up VT-LJ~FRC and be safe while only spending 25% meter. =P You do have SOLID play (BB for example), The emphasis of the comment was for Papster, mostly. yeah, I forgot about Phil. >_> didn't see him this past weekend. But the intent of my original post was to praise some players. XD
×
×
  • Create New...