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Kyle

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Everything posted by Kyle

  1. Welcome ZONG_one as a new moderator!
  2. the real question is: Can allegreto cancel your airdash? The biggest problem right now with carl's throw break/UB set-up is the airdash has so many frames when Carl can't act, this offers enough for for the opponent to jump away or throw some great move out... I'll look into throw break, airdash canceled allegreto to force a block & 8]D[ situation. Great idea. Hope it works
  3. ZONG & Zoogs- work on tech options, tech chasing set-ups Soujira polish your reset thread I'll still do the combos/8]D[ traps & trial & error everything from the general discussion mega post in Cali. I'll be on scarcely for a few weeks, =(
  4. You moving to NY

  5. Nooo, I'm trying to move to CIncy dammit1

  6. When jumping out of nirvana pressure, use a backwards jump w/J.B or J.C. The new bigger hitboxes will usually hit nirvana on the way.
  7. Out for a bit guys...maybe a month... internet will be scare but the CS won't. I"ll jump on to update 101 & stuff.
  8. Dear Guilty Gear, I fucking miss you. You're the best. Please don't die. Kyle
  9. Kyle

    Your player room names are GREAT!

  10. Carl Mains: Post up your info! XBOX KyleWattula PS3
  11. You're correct about the CT matches, Carl & throw loop. Carl dies in two combo, Carl kills in two combos. It's that's simple.

  12. Acho Zappa is typically Eki-Chan... my favorite Zappa actually
  13. I doubt that. I find J.2C, J.C much easier in CS for some reason. >____>
  14. J.IB > Haku.
  15. must be a difference from CT to CS. All my comments are from CT. =P
  16. ...3C, IAD, J.2C, Alle~can, 5C, J.B, Allegretto... I find 5C missing on loads of opponents, like Bang. It will depend on the opponents size & the distance of the IAD. There's LOTS of factors within Carl combos. That's why I find it so hard to do generic blanket combos... Here's a scenario for you: N-O-C/C-O-N while opponent is standing/crouching J.C, 5B, 2B, 5C, 6]D[, j.2C, Alle~ca, 5B, 2B, 5C* (Mix-up time) Jump for an overhead Jump and land for a low Jump and land for a throw 3]D[ w/ any jump normal for an unblock 2]D[ with any low for an unblock 8]D[ to catch their jumps for a launch
  17. 3 weeks and I will have a list.
  18. GGs commander!
  19. This is for CS, it just s happens that it CAN be done in CT. This is the CS thread. =P
  20. Guys, I had a chance to do some CS training (playing CT actually). I've got a badass set-up. Corner whatever, 3C, 22]D[, IAD, J.2C, Alle~can, 5C, walk nirvana toward, jump backwards, J.B, J.C, 8]D[, IAD, J.2C, j.C, 2D[, J.2C, allegreto, 8]D[, 5C, Cantata. Here's the deal: Cantata black beats, but- during the freeze frame/super start-up, make nirvana do 8]D[. The opponent CAN NOT forward tech & escape. They will get hit by 8]D[, and be sent into the last 7-hits of Cantata. from there 5C, walk nirvana toward, jump backwards, J.B, J.C, 8]D[, REPEAT. this = 5K damage in CT, resets into itself, gains loads of tension. If the opponent does not tech before Cantata, we get the minimum 800 + another J.2C, Allegreto, 8]D[ for corner KD. If the opponent back techs or neutral techs, they are forced to air block Cantata, from there just walk nirvana toward, J.A, J.B, J.C, 8]D[, IAD, J.2C, Alle~can, 5C, walk nirvana toward, jump backwards, REPEAT.
  21. You trying to dash split there Feri? think JO from GG. I'll do vids soon enough.
  22. Wow, Nice Kyle. Has loads of potential, I'll experiment with it in a few weeks.
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