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Kyle

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Everything posted by Kyle

  1. You sir, are the "Latif of Johnny". DAMN
  2. Sweet deal about V-13 on top! See 00:20 for "under the orb" set-up http://www.youtube.com/watch?v=NIb5_CeUsU0&feature=channel_page See 00:16 for "Above the orb" set-up http://www.youtube.com/watch?v=Er8W21xEkVE&feature=channel_page See 01:10 for " In the orb" set-up http://www.youtube.com/watch?v=3nTbINEd9TE&feature=channel_page
  3. What I've noticed lately is that throw loops are more characters specific than I imagined. We've seen the set-up evolve over the past few months, but I just realized how it's meshed with the opponent as well. ABOVE THE ORB is the stationary relaunch against Tager, H-man & Bang Uses J.B+C to pick up. UNDER THE ORB is best against Noel & Carl Uses 2C to pick up. IN THE ORB is the rest of the cast Uses RC, J.B+C to pick up.
  4. My take: I very well could be wrong. But, this is how I understand it. -Recovering Back is the fastest way to escape a combo because you actually recover a frame or two FASTER with back tech as per front/neutral tech'n. SO,IF the opponent is neutral tech/Forward tech, and the player does a combo within the very very small window. A black beat will be legit because the opponent refused to recover backwards.
  5. Alright NameLessCounter- Tiger Knee'd Restive Roll, FRC, AirDash I spent lots of time with this. Yes, it does work. it can actually be done LOWER than expected. the TK needs a slight delay the opponent needs to be standing it fuzzy guards Input needs to be 923HS, 6, FRC, 6, J.K... It works on POT crouching, but why fight Pot at that range? ALSO, I perfected the Crazy-OHK set-up. FRC with P+K+S, ]K[. YAY
  6. To my understanding, "Tall" characters are: PO, JO, ED, TE, FA*onhit, DI, I understand AN, AX, VE, & SL to be alright at some FUZZY guard set-ups.
  7. Teyah explained my point exactly=P Admitting so, I've yet to play with this. I WILL do so tonight. OKI, I often run and J.RR, FRC, this will put you on the opponents other side, FAST. Making 2D/OHK very viable, & even 3K if it actually nets the kill. =P Example- Anji B-day Cake, = 2147P IF Anji is too low during the "TigerKnee" he can not AirDash after. Example- anyone, jump, fall, low air dash. You will notice there is definitely a "No clearance" zone attributed to low airdashes. I asked about "GG" b/c this does two things. 1- makes a lot MORE moves jump cancel. 2- it lifts the air dash clearance restrictions. Funny story for our crew learning guilty Gear years ago. The first 4 months we had GG mode turned on and were doing STUPID BnB we came up with ourselves. lol Once we really looked into video's and realized noone was doing our combo's we had a serious problem.. good times.
  8. I'm gonna play around with this tonight. I prefer input of 6321478963HS, FRC... I presume you have to input really slow because of the "air dash clearance" will prevent May from AirDashing too low from the ground. Hence,. I assume the opponent has to be standing. I wonder if this will force a fuzzy guard. ?!? Nameless, honest question for you. Do you have "GG" Guilty Gear mode turned on?
  9. New Acho has great matches. Gold Burst chipp with FRC shenanigans was load of laughs.
  10. Round 1 proves my point entirely. =) http://www.youtube.com/watch?v=5civEmx4SN0&feature=channel_page
  11. I play once a month for the weekend. So.. some, but definitely not enough. =/
  12. Oatmeal, try to focus of these 4 things. It will take you FAR with May in GG. Guarding- Be aware of your opponents mix-ups, and how to block/evade them. Often you can put yourself in a position -better for you than your opponent-. This is CRUCIAL! Counter Poking- Knowing & applying which moves net you CH against your opponents pokes & approach. Combo's- From your CH's especially. Get good damage (at least a 33% =P) and a KNOCKDOWN! Okizeme- From their wake-up get them with an Overhead/ Low/ Throw/ Tick Throw/ Frame-Trap/ or Bait their reversals to punish. If you managed to do all 4 in one match. You've just won. lol It sounds like you've really been keeping up with it. good job. =)
  13. well damn. At least Carl can use his defensive burst OFFENSIVELY as the throw loop is legit damage from a burst. AND, the throw break from the combo will take their last bit of health. =P
  14. After reading the V-13 unblock thread, I think Carl should have loads of options to offensive burst. Airthrows don't prorate & can kill off of defensive burst. Zeero, will you check off of offensive burst for me?
  15. We have a qualifier for SBO! + Dio came real close this time. But, lots to an Arakune What do you guys think about J.2C allecan, 8]D[, Loops?!? Best demonstration of J.IB, J.A I've ever seen. http://www.youtube.com/watch?v=HyQuVMVbI7s&feature=channel_page
  16. Lots of laughs Won!
  17. I'm back guys. =) Just spent a week in Oregon/Cali. Nobody's hurt? Free has hawt av.
  18. OHH, I get it now! last week I saw JP Rachel's doing 6D to escape Carl Throw traps. But, this week they use 2D in hope that they land first, which has a chance to Freeze the game & win. Gotcha gotcha now. So, Carl implementing the Low-to-the-ground throw loop negates this problem. For the record, SBO banned Rachel's freeze glitch from tourney play. P.S.- we have the coolest looking ICON in dustloop.! Nirvana GO!
  19. Did JP's ban Rachel's throw escapes? Did JP's ban Carl's throw escapes? Source please.
  20. Just run away, than use Ice Car to get across the Screen. http://www.youtube.com/watch?v=Ez_hiEGzoVU&feature=channel_page
  21. stinkymonz- would you please further elaborate on this. I'm having a tough time following your...sentence structure
  22. Carl will have to Qualify for SBO first. LOl Sad*
  23. I found Matt. =P http://www.snorgtees.com/frankthetank-p-266.html?osCsid=b919b9c5dd8815777ecf334fe131b13d
  24. The key is to SJ. HIGH. There is no additional jump. Just Gatlin into J.D from J.K. Fuzzy- Vi~ola!
  25. IKRENEGADE from Arizona. =P Those guys still give him loads of shit for your west toast matches. THX JamsLegs
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