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Kyle

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Everything posted by Kyle

  1. A few match-up notes about those two characters: Do not chase them, they will always be out of reach. You are better off predicting their movement and counter-poking where they WILL be, not where they are. When Millia has the needle, she has an un-challenged Air-to-ground approach into mixup, you challenge her on the ground and you lose. When she has the needle, stay in the air. Once the needle is out you have to camp the needle. This turns her objective into coming at you & taking risk. ^_^ CAMP THE NEEDLE. Chipps annoying, but his low health makes up for the few times you will get a chance to whack him. / stop using barrier, start using InstantBlock. If she rolls, you throw her. If she cancel's to the blue-orb, you jump away or CH-5HS her. If she jump cancels, you should jump cancel too. Learn to block. not Barrier, but IB is best. Defensively you COULD backdash, but strong defensive is your best tool. Predicting her movement, patient play and Counter-Hit her with superjumping J.D into a combo. Your objective at neutral against POT is to stay at Far.Slash range and have the ability to 2-hit any/all of your pokes. This eliminates Hammerfall and forces him to poke wisely. Stuff like far.slash into coin into dash can set you up for a low or throw and cover hammerfall. As soon as he respects you, dash throw him. Hammerfall can be thrown, so offensive throws from Johnny are great. At that range you will get coins to hit & you land good damaging BnB's. her j.hs is a MONSTER, you MUST jump & IB it. If you are close enough, you get a free ground-throw. If you jumped too early, you are further out and can only jump away. She will aproach you from a J.hs or a running Far.slash. Far.Slash is good b/c the range and the threat of running Danzai (ARMOR). From Johnny, a simple coin dash should challenge her enough on the ground at neutral to win confrontations. BUT, more importantly, against A.B.A you objective is to not allow her to transform. That does not mean RUSH against ABA, that means stay just out of her range and poke the shit outta her so her blood-packs are interrupted. ABA's range sucks and so does her movement, be sure to watch for her FB-Slide into a throw and throw.her.first. This will SERIOUSLY help your matches against ABA. As Venom or against Venom?
  2. LEARNING gear w/ Buri is a large challenge, but it's rewarding once you've got it. Your HP is not a tool to wager with and your OKI is generally "weak", but your range, movement and disjointed hit-boxes make an intense run-away/keep-away game.
  3. What's up w/ GEAR everyone? any questions? We'll play soon enough
  4. Kyle

    Bridget Q & A

    Jais confirmed it: one air block (preferably an Instant Block) restores (1) Jump option + (2) Idou options
  5. Kyle

    [+R] May: Videos

    CORNER variation against Faust & Zappa: http://www.youtube.com/watch?v=xDqOe_d_KMk#t=6m30s
  6. Kyle

    Bridget Q & A

    Anne! Sooooooo I'll start & let someone else elaborate. 214K is the rolling special move. (Idou?) You can do two of them once you leave the ground. They home towards the yo-yo & can only be done when the yo-yo is set. If you roll when you are already on the yo-yo, you will be repelled upwards. and to force yourself to be repelled upwards at any position on the screen you want to Kara-cancel Idou into a faultless-Defend. 21[4K]~S. Hold back+kick then immediately and briefly tap another attack (NOT DUST). Jais calls this a "pop-cancel" and in most neutral/zoning/run-away situations, it act's as another jump. This gives Buri (2) Jump options + (2) Idou options. Last thing I will add is, If you air block something, you get jump options restored. (+1) jump option On that note, Instant blocking SIGNIFICANTLY reduces block-stun in the sir, so rely on that when you plan to restore air options and drop on the deck and flop like a fish
  7. Kyle

    [+R] May Combos

    Well done Ukujiku- I'll add comments in SHADOW about things I KNOW and we can expand from there. Also, let's try to add the youtube timestamps to these! XX > 2D > HSD FB > Dash > 5SH > VSD > 5P > 5S > jD > (straight up jump cancel required?) > jH > 623S (4 hits). XX > 2D > VSD FB (earliest FB) > jH > 6[HS] > VSD FRC > 6[P], HS-HD. XX > 2D > HSD FB > Dash > 5S > 5H > VSD > 2P > 2S > VHD 6H ground hit > VSD > Jackhound > Dash > 5S > 6P > HHD FB > 6[P] > HHD 6H ground hit > VHD, FRC, Delay, jH > micro dash 6[HS] > VSD > S, HS, HS-VD vs potemkin: j2H > 5P > 2D > HSD FB > Dash > 5PS > jKHD > jc > jHD 623S (4) OHK Stuff: OHK > 5SH > VSD > 2P > 5S > jD > jc > jH > 623S vs faust: OHK (opponent in corner) jD > j623H > land > VSD > ???. vs Potemkin Specific OHK: OHK > running jump, jS > jH > 623H (1) > 5SH > VSD > 5PS > jD > jc > jH > jD > 623S (4) vs Ky midscreen: OHK > Dash > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD OHK > 6H > (opponent bursts) > 41236D > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD vs Zappa: OHK > fS > 6H > VSD > 5PP > S > VSD > 5P > VSD OHK FRC > VSD to punish jumpers Corner Combos: Corner throw > 63214H > 6[P] > HSD > vs Slayer: j623H FRC > 2D > HSD FB > Dash > 5S > 6P > HHD > Dash > 5SH > VHD vs Faust: J.HS-RR, FRC, j623S > (corner) > HSD > Dash > 5S > 6P > HHD > Dash > 5SH > VSD/VHD vs Potemkin: J.HS-RR, FRC, J.S-RR, LINK (corner) > 5S > 6P > HSD > Dash > 5SH > HHD > Dash > 5PSH > VHD? Zappa specific? corner 6P > 5S > HSD > Dash > 5S > 6P > HSD > Dash > 5SH > HSD > Dash > 5SH > HSD > (OTG) 2D Fuzzy guard combo: j2H > 623S FRC > 623H > 5S > 6P > Horizontal Dolphin > Dash > cS > ??? 6P? OR > After FRC you can land and do 2D into combo instead for the mixup. Stun Building Combos: CH J.HS, Micro-dash, 6[hs] > VSD > HHD FB > 6[P] > HHD > CORNER: 6[P] > HHD (Optimal + Corner) jH CH > Dash > 6[HS] > vSD > 5S > 6P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD Post Stun combo" (Corner) 5S > 6P > 5S > 6P > HHD > Dash > 5S > 6P > 5H > HS-VD Antiair combos: vs Zappa VSD > Jackhound > HHD FB > 6H > VSD > HDD FB > 6H VSD CH antiair > HHD FB > 6[P] > HHD > 6[P] > HHD Low 6H > VSD > 5PS > VHD. Setup after: HSD > VSD > throw High 6H counter hit > VSD whiff > VSD hit (crossover) > VSD hit (crossover + corner) > 5P > VSD > Jackhound > ??? Jump in combos: jS CH > 2K > 2D > HSD FB > 6[P] > HS-HD j2H > 2D > HHD FRC > air dash > falling jH > 6[P] > HHD > CORNER: 6[P] > HHD FB > 6[P] > HHD > 6HS j2H > 5P > 2D > HSD FB > 5S > 6P > HHD > CORNER: Dash > 5SH > HHD > Dash > 2P > 2S > HS-VD Burst punish Combos: 5S > 6P > HHD > CORNER: Dash > 2P > 2S > HHD > Dash > 2P > 2S > VHD Against Girls+Bridget: Instant Block the burst. 66, s, JI, HS, HS-VD, FRC, Delay, Airdash, J.hs, Land, 66, 6hs, S-VD. Misc. combos: Counter hit jumping opponent HHD FB > IAD > jSH > micro 6[HS], S-VD, P, S, HS-VD. air dash jS aerial counter hit > jH > land > jKDH > 5H CH > small dash > 5K > 2D > HHD Faust FB wakeup punish: 5H CH > Dash > VSD > Jackhound > HSD FB > 6H > ??? Counter poke combo: 6P > 5S > VSD FRC > air dash > jH > micro dash 6H > etc Using 2K to avoid certain jump in moves Some combos I was working on: Requires corner + 25% meter cost: Potemkin Specific: 6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > HHD > Dash > 5SH > HHD > 2PS > HHD (263 damage) Works on JA. KY/RO/ED/PO falls out after VSD without FRC: 6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > VSD > 5PS > VHD (288 damage against jam) Works on MA/JU/BA/IN/BR/AN/TE/SO/HOS/RO/MI/AB/AX/SL/VE/DI/CH/ED/KY/PO. Doesn't work against FA/ZA/KL/JO (Jam requires micro dash before second 6HS: 6HS > VHD FRC > jH > 6HS > VHD (~208-251 damage) More expensive alternative from same 6H starter for characters that avoid the jH after VHD FRC: Requires corner + 75% meter Johnny only? 6H full charge ground hit > VHD > land > 63214H > HHD FB > 6P > 5H > HHD > Dash > 2KS (268 Damage)
  8. Kyle

    [+R] May Combos

    I finally got to play! So here's some things I'm recognizing and how it impacts her combos. I- Corner carry is different for each weight class. Screen positioning-Awareness is VITAL. How close to the corner are you and do you have enough meter to get them there. Meterless corner carry: ... 2D, HS-HD, Than Whiffing a HS-HD for Oki/positioning. This will push the opponent into the corner or put them close enough to the corner that the NEXT mixup will get extended corner damage. Corner carry w/ meter is two variations: against standard + large weights - ... 2D, FB-HS-HD, 66, S, 6P, FB-HS-HD, 66, 6[P], HS-HD into a corner ender against floaty opponents (Girls+Bridget) - ... 2D, FB-HS-HD, 66, 6[P], FB-HS-HD, 66, 6[P], HS-HD into a corner ender II- OHK still works, but as a conditioned situation. You have to swing like craazy so the opponent is "comfortable" blocking at the range OHK is ideal. OHK has some invul at the end. Be sure to ALWAYS input the FRC into S-VD. This is a built-in OS against jumpers! III- Corner variations are different & I am still figuring out which is ideal & why. sometimes you should use F.s, HS-HD & others you can use running 2P, 2S, HS-VD. I KNOW the biggest factor w/ corner variations is building STUN. once the game comes out in the USA and I can get training mode, I'll crunch some numbers and define the actual stun percentages. IV- her mixups are generally weak J.RR has a new stall on the momentum, so we can do it even lower from an air string for the "surprise overhead" option. great for the end of a match. spend meter and make it hurt. Throw damage is from a normal throw, then a dashing ultimate whiner: Throw, 66, 63214HS. An effective (high DMG) option is to frame-trap / grounded-trap with running 6[HS] stuff. If they pokes, they could get hard HARD. If they jump and don't Barrier ,they get hit grounded. If they block, you can cancel to dolphins and make it safe or cancel to OHK for a throw-trap. V- You have to LEARN how to do these cancels 6HS, S-VD 6[HS], S-VD 6[P], FB-HS-HD 6[P], HS-HD 5S, 6P, HS-HD Guilty Gear is ALIVE!!!!!!!!
  9. @Minion, the three things I enjoy the most w/ faust, stuff you should be training-moding. - Half screen, poke w/ J.2k~FDC, J.HS, Land xx Confirm. on CounterHit you can link a running BnB. On normal hit/block you have enough space to retreat or hold your ground or throw an item. - Anti-Air against air dashing opponents w/ a 6P and assume it will be a counter-Hit. It most likely will be. CH 6P, 236P (item) xx Confirm. the BnB is different & Fun depending on the item that was tossed. =P Hammer goes for Stun, Bomb goes for damage, meteors go for strong OKI, POT goes for triple relaunches & I THINK the others are useless. - corner command throw, LINK 5p. 2S, J.K, J.D. OKI. COULD take the air combo into a Going-my-way, FRC, J.D for extended Damage. Give it hell Let's rock!
  10. Thought that stuff was automated. =/
  11. It's the 6th in Japan right now. no update yet...
  12. @Minion, practice the combo against crouching opponents, you get more hitsun. =P IOH J.K is overhead and you can always assume it hits players crouching. UNLESS they attempt to counter-throw, at which you will get a Counter-Hit and the combo still works. Jackie, learn troll character w/o a DP. Like... Justice or Testament.
  13. in High level Gear, blocking in not a risk. Also, I hate to call it Yellow, if that's not the translation. Anyone know the moon-runes?
  14. @orrax: I image that YRC are only possible on certain moves, to minimize the chaos you're trying to detail. =P
  15. @Dusk- you couldn't RC moves on whiff
  16. @Dusk. Think of it this way, you can now FRC on the first active frame and have more of an advantage. That is why it cost 50%
  17. I found this on the bottom of this page: GUILTY GEAR Xrd -SIGN- 筐体の撮影(動画・静止画を問わず)は禁止させて頂きます。 http://ggxrd.com/wanted/ Translation says, no pics or videos during the Lok-test. You will be banned. Good luck to the participants.
  18. Was there another Xrd video? I swear I thought I saw Gunflame in a video, but it's not in the XRD reveal trailer 2:52
  19. I wanna punish burst.... X'rd please
  20. IIRC ex-sol has a divekick. I would assume, that the tension cost of YRC/RC varies depending on the move. YRC only moves.. basically it's an easy FRC
  21. OH vs TN. GG+R Yall mother fucker's better get ready
  22. I anticipate X'rd to have the entire original cast, bridget or Dizzy + one new character. (16) total Axl Low Baiken Chipp Zanuff Faust/Dr. Baldhead Johnny Justice Kliff Undersn Ky Kiske May Millia Rage Potemkin Sol Badguy Testament Zato-1/Eddie the RC/YRC system is to minimize the tight execution barrier while offering the same mechanic of an FRC. ^_^
  23. It's BEAUTIFUL! thanks so much
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