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Kyle

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Everything posted by Kyle

  1. Great thread. Don't you think DOT can use a separate list of it's own b/c that super is FN AMAZING
  2. Kyle

    Slayer AC match vids

    We're gettin a DVD=R soon. Mac's Slayer needs to be seen, His shit is AMAZING
  3. 1 Member and 8 guest. LOL
  4. 236236s Whale!
  5. What's interesting is the hit property of the OHK and the released dolphin. When released properly this will continue the untech'd OHK launch, but a poor timed dolphin will allow your opponent to recover.
  6. Hos J.HS is a tough one. This is very important to his game. Do remember that HOS will start with a J.P, than REACT to you. His options are: J.P, Falling J.HS J.P, Falling Storm Viper J.P, Air throw J.P, Jump away With tension, I believe the most reliable way to beat out "J.P, Falling J.HS" is the Great Yamada Attack. Yes the SVD WILL work, but the timing is ridicu-DUMB, If you miss the CH timing, than he just got a CH J.HS combo. =/
  7. o.0 Lookin good guys. This Match-up is not so good for May for two reasons. 1. Zappa's ability to STOP most/All of May's rush down attempts. 2. Most May's don't have the experience against Zappa. Sword is definately > May Dog is no big deal Ghost are frustrating and annoying Raoh = Death for most The biggest thing I can stress is how to beat a predictable May. Especially the ones who are going to be doing J.HS all day. Zappa should jump INTO it, IB than Throw. This will never net May the CH she's fishing for, IF your in Dog mode, than that's an UnBrockable set-up too.
  8. Try This: http://www.dustloop.com/forums/showthread.php?t=518 or Copy Pasta lol
  9. Bachelor of Arts in Art, with a minor in Industrial Technology Computer Drafting and Graphics. ... The stick looks HOT, I will be getting pictures up soon. =)
  10. New Stick Artwork. May makes a small but unique appearance. Pics later. *Graduated*
  11. I'm workin on New Pics guys. =)
  12. Kyle

    May vs I-no

    May will jump ALL of your mix-ups, while doing RETARDED damage for a simple anti air like 5P. Additionally, it's hard for I-no to get around May's spamming HS. Really there is two effective ways of beating May as I-no. Consistent knockdown and resets. Extreme note zoning playing it completely safe. I-no needs tension, May doesn't. Worst match-up in the game, Sorry bro. =/
  13. Q & A: Regarding Guides Dear Kyle, I was reading the may advance guide and I couldn’t image some of how those combos work. For example... 1) "-If you Jump cancel a F5S and IAD than do a Slash-Back cancel Falling J.HS, you are completely out of 6P territory and Air throw territory for everyone except Anji: with his "Special" super jump trajectory. " Would that be ...5(f)s,962hs,4shs,2hs? 2) "-HSHD= If you JI a gatlin and go into the HSHD FRC, you can do either a J.2HS or a delay air dash (While landing string) to get back in. Air dash J.2HS crosses up.=) By: ShinJin" Does it really cross over? 3) "6- 66, 5S (+)This works because of the deceptive range and is used for a "Kyle special" OHK. (-)You have to dedicate yourself if you want this set-up. Not shoryu safe. I use this on some wake-ups to cancel to a K hoop set, and buffer the OHK off the FRC, this re-buffers the K. Giving you an OHK combo with a Buffered K-dolphin the WHOLE time. Now if I could only get them on the other side....wait Double dolphin upper time. lets use the three dolphin I've built up as wake-up pressure for some free mix-ups. Dirty huh?" I don't understand this at all... period lol what is the input? 4)7- J.2HS (+)This works because It's active. Shoryu safe if timed properly. This also means if you hit lands than the combo will be Jump Installed already. (-)If it doesn't work than they guard. This can be canceled into J.RR for Overhead Mix-ups. But it does cost tension... unless you have a dolphin hoop somewhere. *grin* If you 66 before the 8 than the extra trajectory can make you cross up. Or you can IAD for the same effect. Even better you can IAD than Slash Back cancel your Air dash to FAKE a cross-up. 5)Now try this on Potty, corner Knockdown with a gatlin into HSVD, HS hoops set, FRC, 6HS as soon as possiable. This re-buffers the dolphins and hits him Overhead on his wake-up. cancel the 6HS in a SHD (Wiff), make the hoop set dolphin hit HERE, than it's 6P combo time. (+)Overhead hit, combo's on crouch or standing, Shoryu safe, can mix-up still on guard. The Hoop FRC tends to hide the 6HS some making it hit more often. (-)Potty only =( as he has an enormous TALL sprite crouching. Does this mean that it will hit other tall sprites like Jo or Ed? Overall if you could give me a link or something to maybe a video of these being done or the input for the combos by the 7 8 9 K S HS 4 5 6 P R D 1 2 3 Dear ________________, Thanks for asking so many questions. I am excited to see how eager you are to learn. I will do my best to further explain these things for you. 1) 5FS, jump cancel with 9, 6(Instant Air Dash), [2HS, 1S+HS](Slash Back Cancel), J.HS would be correct. NOT 5(f)s,962hs,4shs,2hs. 2) If you JI a gatlin and go into the HSHD FRC, you can air dash J.2HS without any delay to make the J.2HS cross up. 3) 66, 5S, 41236K, 6321K+S+HS, [K],. At this point the kick buffer actually activates the OHK and buffers the Hoop set at the same time, giving you an OHK combo with a Buffered K-hoop dolphin the WHOLE time. Now depending on the character you are comboing, you can do a combo that knocks them down BEHIND May, which is the same spot where the K Hoop will release. For Potemkin you can do this combo while STILL BUFFERING K the entire time. J. S, J.HS, Delay, SVD, 5S, 5HS, SVD, 5S, 5HS, SVD. 5P, HSVD This knocks him down behind May, exactly where the K hoop was buffered. Now on Potemkin’s wake up use the three dolphins I've built up with the K-Hoop as wake-up pressure for some free mix-ups. 5)Does this mean that it will hit other tall sprites like Jo or Ed? No, unfortunately this set-up will only hit POTTY as his sprite is ENORMOUS tall WHILE CROUCHING. I haven't tested on Johnny and Eddie but I will later tonight. They do have TALL sprites but not FREAKISHLY tall while crouching. The opener for this combo/set-up is a fully Charged 6HS which hits Overhead or when the opponent is crouching. This WILL combo on STANDING tall characters, but I see no reason for a character to be hit while standing with a fully charged 6HS. You might be able to score a counter-hit and make this BEAT on tall characters. NamelessCounter, "Yes! In fact can you add how much tension is added per mix up/ pressure option. A video would be sweet. Are there any combos or mixups/pressure options that wouldnt work on certain characters. What if they are FDing? "-RR= If you JI a gatlin and go into the RR FRC, you can do either a J.2HS or an air dash (While landing string) to get back in." Does that still work if i JI with k, 5©s, 5(f)s, while they are FDing? 1) Would a IAD j2HS, cross over at that distance? 2) If you slash back RR frc does it stop the forward momentum of that FRC like it does for AD, if so is it possible to IAD after the frc into jk, jhs, 2k, 2d, etc. Would that be RR FRC 4shs, IAD, jk, jhs, etc.. or would you have to RR, FRC, 2hs4shs, IAD, jk, jhs. If this is true then its a pretty good mix up because it is reactive to their behavior and plenty of time to confirm to do it. 3) "-FB_VD= If you JI a gatlin and go into the FB_VD you get a Landing low, a landing OHK or an air dashed overhead. J.K, J.HS" When is the air dash done at? If you dont delay on the air dash does it cross over with j2hs? (sorry im asking this cause i dont have the game at home to test it out.)" Dear NamelessCounter, How much tension is added per mix up? - Check the TG column here. http://www.dustloop.com/data/ac/may.html How much tension is added per pressure option. - Check the TG column here. http://www.dustloop.com/data/ac/may.html A video would be sweet.- In progress. Are there any combos or mix-ups/pressure options that wouldn't work on certain characters? Great question, check out the match-up Guide for individual character combo, strategy, mix-up options, advantages and disadvantages. What if they are FDing? If they FD, OHK the shit out of them. "-RR= If you JI a gatlin and go into the RR FRC, you can do either a J.2HS or an air dash (While landing string) to get back in." Does that still work if I JI with k, 5©s, 5(f)s, while they are FDing? Yes, but if they are FD it would be best to cancel 5FS into SHD. It is tensionless and you have more frames of advantage. Would an IAD J.2HS, cross over at that distance? No, not when they FD K, 5S, and 5FS. If you SlashBack Cancel RR FRC, does it stop the forward momentum of that FRC like it does for Air dashes? Yes it does, it is actually just enough to Fake a Cross-up, but the input is EXTREMELY strict. it stops the trajectory after a while, but not the initial movement. If so, is it possible to Air dash after the FRC into J.k, J.HS, 2D? Yes, only if you Jump Installed previously. Would that be RR, FRC, 4S+HS, 66, J.K, J.HS.. or would you have to RR, FRC, 2HS~4S+HS, Air dash, J.K, J.HS...? Input should be; RR, FRC, 2HS~4S+HS, Air dash, J.K, J.HS... If this is true then its a pretty good mix up because it is reactive to their behavior and plenty of time to confirm to do it. No, not really, as you did A LOT of overly complicated input for an opponent to net a free 6P, their best anti-air or let them jump out of your offense. "-FB_VD= If you JI a gatlin and go into the FB_VD you get a Landing low, a landing OHK or an air dashed overhead. J.K, J.HS" When is the air dash done at? Late and Fast. The 66 must be delayed as the FB animation doesn't allow any ru[finput][/finput]ir-dash buffering. If you don't delay on the Air-dash, does it cross over with J.2HS? Yes, this is true for both FBSVD and FBHSVD. If you have any more questions, please ask them. I am happy to help. =) Kyle~
  14. Great update tonight, surprise for everyone. Additonally, has everyone answered that questioneeria thread? I wanna get rid of it. UPDATE- Great read by Hsien-Jo Post #5 Here: A full breakdown of May's hoop-set options, application, theory and some great examples for everyone's perspective. =) http://www.dustloop.com/forums/showthread.php?p=192998#post192998
  15. Kyle

    [AC] May: Videos

    Double jump SB, the Sb stopped her vertical momentum and it did look funny.
  16. NO no Jamal, not YOUR social questions, I'm talking about THIS one: http://www.dustloop.com/forums/showthread.php?t=4505
  17. UH where did all the talky talk go?!?! Thats right, I mOOOOved it. lol Ok guys, the questioneereaiyub thingy is annoying me, let's all answer that suff in a day or so so I can delete it. K, THX, BIE
  18. - Proper counter pokes for each match-up. - Air throws. I now the range is 2ns largest, she's just so High so fast, I find it difficult. -6HS, SVD. It feels good, it really does.
  19. If you are mostly in the corner and not COMPLETELY in the corner you can shoot out a FBHSHD real quick than run in for the launch, which prorates MUCH LESS than Jackhound.
  20. Read the 101 thread. It's got all your answers. =)
  21. Well, this question is worded funny, like saying, "Do you only prioritize doing your 1 combo?" My answer is no. I prioritize myself to -Have fun. -Use options to successfully break opponents guard. -Flash guard, SB, BackDash to effectively maintain a defense greater than my opponent offense. -Do hard combos as an attempt to be unique. As it's even harder to be unique while maximizing damage in AC. Seriously, 6HS, HSVD, jackhound just looks HOT but does terrible damage. =/
  22. Jackhound, RC, J.D is a fuzzy guard and I will use it for last few hits granted I have the tension. Every now and than I use Jackhound on opponents wake-up to punish Backdash and throw attempts.
  23. Check this one out Guyz, @5:50 http://www.youtube.com/watch?v=OKMKT6tEbZY Unique huh, I would went into 5S, 5HS, HSVD, 214D, 5S, 5HS, HSVD but this combo rocks, RK/Ky only, The height is tricky though. =/ 5S, 5HS, HSVD, FRC, AD, J.S, J.HS, SVD, 5P, SVD, 5P, 5S, 5HS, HSVD.
  24. Damn, Great replies Dogy, Jamal & Matt =) Against Johnny specifically I got most of my Damage 2 ways. - (Okizeme)Mix-up on his wake-up, go Overhead, Low, Throw, or Tick Throw. -Counter poking Johnny. Johnny has great pokes and damages, BUT most of his stuff is CRUSHED by May's 6P and 2D. 3K works as well BUT there's no damage for it. If you have a follow up combo that knocks them down, than you have won, as you have successfully taken away Johnny's offense and forced him to play Your game. Welcome to Dustloop Novix. =) UPDATE- When Hsien_Joe- Said first post, he meant the 101 thread located here. http://www.dustloop.com/forums/showthread.php?t=3750 =)
  25. Finally updated the first post to the Map. I still need to update the image, but that's the fun part. =) Currently working on the Question thread.
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