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Everything posted by Kyle
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Dear Soldiers, Lot's of work, although, most was just completion, as I had IMMENSE CPU problems. I tried to showcase weird hit properties, RK only, PO Only, Double Dolphin Uppers, High Stun building, Impossible Dusts and Huge Damage. Some combo's are definitely more intense than others. As all of you being May players, I think you will understand as I've got a follow-up to J.S and a follow-up to a Max ranged 5K. The Music is Up and Down, The Combo's are Up and Down. I know this will not be accepted well by the Combo Video Community as I arranged everything by the Same launch... it does kinda look funny this way, but it was logically the most efficient way to do it. The song is too dynamic. (Loud, soft, Loud, soft, loud). I hope everyone here likes it, or at least finds it helpful/informative. Music Selection- "The Mars Volta" Askepios Chosen because the time fit perfectly, and the album got released less than a week ago. I really like the band. Please say what you think about it, Love/Hate whatev. Having an honest opinion with constructive inputs leads to a very educated and informative critique. TenKaiGear Link http://tenkaigear.com/videos/Come What May.avi YouTube Link http://www.youtube.com/watch?v=O8BiD77M3Hg <3 My friends <3 The Guilty Gear Community Kyle~
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With what I've seen of your performance lately, You could be a vital part of the May team. >_< I am curious though, Which May's will be there... time will tell. Good catch on the Yukinose Testy, he did RAPE SBO 4 years back with Bridget though. VIDEO FINALLY DONE- Check the video thread. I am soo excited that all this video editing crap is done. I haven't written a match-up FAQ in like 2 months and HOS has been very impatient with my conscience. So, HOS Match-up within a week. =). It feels great to say that. BTW- I won a Brawl Tourney last Night. 40 entries and only 1 Donkey Kong. Jais's Snake was CRAZY as he was an undeniable crowd favorite, & John's Olimar had 7/9 kills in a FFA 3 stock. LOLZ. I LOVE Dustloop, seriously. Smashboards/Zaibatsu/Gamefaqs/SoulCali../.. their all so unorganized and spammed. I'll update the Map in a few days also.
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HAPPY BIRTHDAY Matt. http://www.youtube.com/watch?v=InSn2BLDwfQ
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Zand, You'll be happy with it. There's virtually no effects/filters. I chose a new Mars Volta song. b/c they rock and so does new albums. It's encoding ATM. eek. UPDATE- Whore-able news, I am sooooo frusterated. Jahshaka keep messing up while encoding... I have more more idea to fixing this problem, so I will address this tonight. Stupid computers.
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Damn guys, i just lost about 8 hours of work The video was soooo close to being done too. My CPU is like level 3 or something. She got low on virtual memory and actual Hard drive space at the same time.. it was sick. I will start/finish the CV on Jais computer within two days.
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OWNED. NJ Matt. I like your overabundance of OHK. HOT HOT HOT
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FYI Stagger @2. -Ryan-Bill
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Please do. =) UPDATE- My Friends HOS video is finished and released. No more obligations/distraction. May is com'N http://www.dustloop.com/forums/showthread.php?p=218875#post218875
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All Combo by Ryan-Bill (WUT) Hello again, :grin: Ryan-Bill goodness inside. mmmmm HOS. If you have the opportunity, you should download it though, as the quality is MUCH better. Music Selection- "Rage against the Machine" Calm like a bomb Chosen because the time fit honestly. Ryan-Bill REALLY wanted take on me By: Aha.. it was too short. Please say what you think about it, Love/Hate whatev. There is a thread for this in Guity Pleasures too, but it's HOS so it belongs here. Having an honest opinion with constructive inputs leads to a very educated and informative critique. TenKaiGear Link http://tenkaigear.com/videos/Bob-omb.avi YouTube Link http://www.youtube.com/watch?v=u8kSWKjipxg <3 My friends <3 The Guilty Gear Community Kyle~
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Hello again, Ryan-Bill goodness inside. mmmmm HOS. If you have the opportunity, you should download it though, as the quality is MUCH better. Music Selection- "Rage against the Machine" Calm like a bomb Chosen because the time fit honestly. Ryan-Bill REALLY wanted take on me By: Aha.. it was too short. Please say what you think about it, Love/Hate whatev. Having an honest opinion with constructive inputs leads to a very educated and informative critique. TenKaiGear Link http://tenkaigear.com/videos/Bob-omb.avi YouTube Link http://www.youtube.com/watch?v=u8kSWKjipxg <3 My friends <3 The Guilty Gear Community Kyle~
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I am currently editing a video of Ryan-Bills HOS, the combo's are AMAZING. This shit will blow a hole in Dustloop. Everything is recorded, riped, converted, cropped, named and Music is selected. All that I have left is "Editing". You guys will see this girl pretty damn soon.
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Nice, we have May players sprouting up all ov'a. hip hip hooray. So, I am going to do the video for Ryan-Bill's HOS first, as his content is so original he will blow a hole in this community. So far I've got all of the clips cropped, named, order, and the music picked out. There's not much work left except for the "editing". Yay, I'm pretty ecstatic guyz. I've got about 5 and a half mins, Due to the limitations of my Library I've selected a Silverchair song from Straight Lines (Thieving Birds). It is a good song though. What do you guys think? Anyone have good combo/showcasing combo video music around 5:30 in length?
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Sup /b/, I've finished recording combos! seriously, it's done, I'm currently ripping yay yay yay yay. hopefully there will be stuff to show tonight. I'm sorry it's taken so long, as this and Character match-ups have been put on hold. (If anyone is particully interested in why, it's because classes just started back-up, New/Last semester = Crazy)/ Combo's videos released SOON. Match-ups, HOS than Eddie. Maybe some help with Ky? <3 you guyz. Kyle~
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6HS. 6HS Special Cancels and Super Cancels. 6HS does not jump cancel. you can cancel 6HS into - OHK= Overhead kiss command grab 63214 K RR = Resestive Roll Dragon punch 6323 S or HS...grounded Hoop Set= 41236 + P/K/S/HS can be held forever by buffering button. SVD= Slash vertical dolphin 2,8 S HSVD= Heavy slash vertical dolphin 2, 8 HS SHD= Slash horizontal dolphin 4, 6 S HSHD= Heavy Slash Horizontal Dolphin 4, 6 HS FBSVD= force break Slash vertical dolphin 2,8 S, 8D FBHSVD= force break heavy slash vertical dolphin 2, 8 HS, 8D FBSHD= force break Slash horizontal dolphin 4, 6 S, 6D FBHSHD= force break Heavy Slash Horizontal Dolphin 4, 6 HS, 6Ds WHALE= OMG it's a whale! 236236 S Jackhound= OTG launch, scales bad, very un-usable 214 D You can NOT cancel 6HS into- Jump P K S HS 5D 5D[D] 6HS SVD, pro tip, it's LATE. Input should be 6HS, [3]. . . . 9S or 9HS. -No charge buffering tricks -MAN IT UP! 6HS can be charged fully to make an Overhead, it's pretty good on wake-up. set-ups discussed in next Guide. Quote: Originally Posted by PhaethonH View Post 6H: 15 frames startup, 16F hitstun = 31 F window for charging. VD requires 30 F charge. Furthermore, you have ~5 frames after the hitstun to cancel, giving something like a 6F window to cancel after full-charge. So, if you have the beginning correct ( -- brutally short if you don't know how to do it) you should be hitting 8 S/H within like 5 frames of May moving again after the hitstun (swing, pause, move again for a split second, dolphin). I personally cannot react this fast, so I've actually learned to time the move from the start of hitstun (i.e. I try to predict when the hitstun will end). pulsr had a neat trick for getting down the cancel timing in training mode: 6H->RR. Do the RR as late as possible after the hitstun expires. This exercise helps give you the feel for how long after the hit spark you can cancel into dolphin (heck, I still do it). EDIT: more advice: the [2] (or 1 or 3) needs to be charged for 30F -- the has to be the one being delayed. The S/H can be spazzed during up if it helps, but only after a "down" was held for 30F. Quote: Originally Posted by Hsien_Jo View Post Im getting use to the 6HS, V.Dolphin now. Its hard to explain how to charge it. Its kinda I try to press down forward but I press HS as soon as my finger presses forward before i hit the down all together. That works for me. Also I like practicing with Venom to help me with learning how to charge better, its helped me a bit it might help others. I try to do his 6p, 6HS, carcass raid (charge d, up slash), since its a bit harder to do that mays 6HS, V.Dolphin in my opinion. Food for thought. Quote: Originally Posted by PhaethonH View Post To add to that, practicing w/ Potemkin is also a nice way to practice May's 6P/6H -> H.Dolphin/FB cancel: PO's 6H -> Hammerfall ([4]6H). PO 6H is 18-frame startup, compared to (uncharged) MA 6H/6P (same startup both). If you can get PO 6H->Hammerfall easily, you just need to do it 3 frames faster for MA 6P->H.Dolphin.
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MMM colors..... Favorite stage = Snow London
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Hsien_jo- Is there any way for you to post pics of your Isuka colors, they sound very intriguing. =) Sticks- hmmmmmmm, If you just starting out here's what I have to say. Everything is equally difficult, so pick something universal. GGXX/Arcana/Melty arcades are hori square gates, Street fighter games are with American made 360 stick. Which type of game are you going to play the most?
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I'm talking about Byakuerenshou. His CH state is GIGANTIC during this and a simple J.HS from May will make him cry. His translation page only has 1 super, What about that crappy one that 5D launched... does he still have it? http://www.dustloop.com/data/ac/axl.html Iirc 5P, 2S and 6P beat dolphins. Shoryu FRC is your friend on the inside. I think that their are May exclusive bomber loops, If so, learn these. I will have Much Much more once I get to the Axel fight in my May Match-up Guide. I'll be happy to answer questions, but until then...
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Your exactly right about the corner OHK not JI the first rep. There are however, other times when you shouldn't JI the first loop because you ran in. Examples would include. OHK... CH 2HS... CH J.HS... 2D/2HS, FBHSHD... I will compile a list in a little while and update the primer. Some people just need to be told this. =). Edit- LIST of when NOT to JI the first Rep. OHK- running lame loop. 2H, FB_HD- running lame loop. 2D, FB _HD- running lame loop. 214D,-running lame loop. CH-2D- running 2P, lame loop. CH-2HS- running lame loop. CH-J.H- running lame loop. CH 236236S- (WHALE)- running lame loop. The only other example of when NOT to JI a rep is when you Combo RoboKy and you FRC a SVD and have to run in for the next loop. I'll updated the combo thread later today with the cool stuff I've found out about combo'n Robots.
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@Marn- Capps and Nate have no biased actions. @Capps- Tenkai didn't say they were doing a DVD, it was the guys running FRX. they didn't allow us to record finals. Their reasons were of promotion/dvd finals thingy. I think Tenkai and yourself should record FRXI, as that would be two TV's covered and offer the biggest chances of anyone getting in while capturing the INTENSE matches. Capps, you do a lot of work with vids, I just recently understand encodning, file sizes. uploading and it's lame. You kick ass man.
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@FrankDaTank- Great point about ABA, it's just hard to get her blood bar down that far.. or OHK her for that matter. lol How about you come over here and make GGPO work,we can Finally do this. huh huh. Hsien-Jo- My Favorite May color is her Slash Green outfit. I <3 it. But, Zombie May was just sooo different I decided to use it. Everybody else- Favorite May colorz?
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Welcome to the May forums Miz_Erable. I'll try to further explain, but everyone else did a great job. This is for Habit, all it does is increase consistency of combo's because of the extra input practice. You only have increased pushback when you run for the loops, as it negates horizontal sliding, because the game thinks you've jumped. It HURTS you to JI when you run for it. it doesn't hurt you when you just stand there, as you do for most May combos. JI everytime is pro because anytime you FRC and fall aimlessly, "without an airdash", you look horriably noob. This combo is best for light weights, and not after the second loop. Additionally, it is very difficult and requires strict timing on the FRC, AD, J.HS portion.
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NamelessCounter- I like how your thinking, it would be totally worth it if we could spice-up May combos and still get ~Max Damage. Unfortunately, this particular suggestion Two problems occur. Depending on the initial trajectory of May's Gatlin, the FB trajectory is altered Hence: A standing 5K, 5S, 2D, FBHSVD... throws May too far to the left. A running 5K, 5S, 2D, FBHSVD... throws May too far to the right. The solution requires May to start from a while landing position Hence: J.2HS, Land, 2D, FBHSVD, J.HS connect great. Problem 1 fixed. problem two... The J.HS, 6HS, SVD... The 6HS hits the opponent too high, yes it cancels, but SVD whiffs, and HSVD can't be combo's off of unless the FRC is implemented. I've tested on Heavy, Mid and light weights. Great idea... unfortunately...
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The Top three JP's players that come to my mind are Efute, Kedako and Moriyama. All three play different but are effective. Efute- Solid Game play, weird combos, implements a plethora of advanced techniques into his style. Wins most matches. (My personal favorite player) http://youtube.com/watch?v=7H8aTVawNVs Kedako- Textbook, effective, Nothing crazy but VERY consistant. Wins more than Efute?. (Overall, he's the runner up for best May.) http://youtube.com/results?search_query=%E3%81%91%E3%81%A0%E3%81%93&search=Search http://kedako.web.infoseek.co.jp/AC/ Moriyama- A hot topic of discussion, he plays VERY simple, ALL BASICS, whores out J.2HS and OHK, Wins the most. Not Flashy, but funny to watch as his success is there. (Dustloop favorite) In this video he is fighting the best Testy and HOS, questionably the Best in Japan as Kaqn & Shonen are phenomenal players. http://www.youtube.com/watch?v=ObYlbX2_f9Y Do check the thread here for other video links. http://www.dustloop.com/forums/showthread.php?t=2302 It depends on the Level of play of your competition, or if Jais's been drinking.
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Done. =), Sorry about that one by-the-way. Do you forgive me?
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Updated 101 Primer with: 6HS. 6HS Special Cancels and Super Cancels. 6HS does not jump cancel. you can cancel 6HS into - OHK= Overhead kiss command grab 63214 K RR = Resestive Roll Dragon punch 6323 S or HS...grounded Hoop Set= 41236 + P/K/S/HS can be held forever by buffering button. SVD= Slash vertical dolphin 2,8 S HSVD= Heavy slash vertical dolphin 2, 8 HS SHD= Slash horizontal dolphin 4, 6 S HSHD= Heavy Slash Horizontal Dolphin 4, 6 HS FBSVD= force break Slash vertical dolphin 2,8 S, 8D FBHSVD= force break heavy slash vertical dolphin 2, 8 HS, 8D FBSHD= force break Slash horizontal dolphin 4, 6 S, 6D FBHSHD= force break Heavy Slash Horizontal Dolphin 4, 6 HS, 6Ds WHALE= OMG it's a whale! 236236 S Jackhound= OTG launch, scales bad, very un-usable 214 D You can NOT cancel 6HS into- Jump P K S HS 5D 5D[D] 6HS, SVD. Pro tip, it's LATE. Input should be 6HS, [3]. . . . 9S or 9HS. -No charge buffering tricks -MAN IT UP! 6HS can be charged fully to make an Overhead, it's pretty good on wake-up. set-ups discussed in next Guide. JI- Description The Jump Install (JI) technique is a very powerful feature that allows you to dash or double / triple jump where you normally can't. This leads to higher damage combo possibilities as well as additional attack options. There are many types of JI techniques. The common goal between all of them is to allow you to have additional air options where you normally wouldn't. Generally this means being able to have an extra jump cancel to extend a combo, but also in some cases to allow you to air dash after moves you normally wouldn't be able to. Type 1: Solo Jump Install Character Example: Axl Jump Install Sequence: 632147S -> RC, air dash H,D -> (air) 623H The solo jump install technique is relatively straightforward. By adding an upward direction (7 or 8 or 9) at the end of a ground-based move that goes airborne, you can Roman Cancel it when it strikes (but before it recovers) and then utilize your air dash or double / triple jump options. In this particular example, Axl can attack with his 63214S, then cancel as it hits (leaving him airborne), then utilize an air dash towards to combo (if the move hit) or pressure (if blocked). Type 2: Combo Jump Install Character Example: Chipp Jump Install Sequence: combo to RC, dash 6P(JI),2H -> 22H, j.P,P,K -> JC, dj.P,S -> JC, tj.P,S,H -> 623S Since Chipp normally cannot use air dash or double / triple jump options after his 22H teleport, combos ending with 2H -> 22H are limited. However, using the JI technique before taking to the air allows Chipp to use a full triple jump air combo. To do this, up is pressed the instant P executes, then the 2H is chained after it. Since the 2H comes out before the Jump Cancel can take effect, the jump is simply stored for later. Chipp can then recall it after going to the air with a special move (in this case, 22H). Though there are generally easier and more damaging combos for Chipp, his Jump Install variations are very flashing and extremely technical. Definitely a must for all stylish Chipp players. Type 3: From-Jump Jump Install Character Example: Ky Jump Install Sequence: j.H (land), S -> 623H -> RC, air.S -> JC, dj.S-H -> 623H For some strange reason, if a combo is started off a basic jump (not a double jump), then goes to the air via special move (such as Ky's 623S or 623H), the move can be RC'ed and the game system will allow air dash and double / triple jump options. That's basically the reason it's called "auto" jump install, simple because it's automatically done! Type 4: Super Jump Install Character Example: Millia Jump Install Sequence: 2S,2H(JI) -> SJC, sj.S,P,K -> dj.P,K,S,H... etc Using a similar technique to the Combo Jump Install, Millia can install a jump into a jump cancelable move, then quickly cancel it into a super jump. For example, when Millia performs her 2H (which is jump cancellable), buffers the up direction early, then uses a super jump at the point when the move can be cancelled, she then has all of her double jump options available. Normally, after a super jump, characters cannot double jump. This simply boosts her combo options. Though it isn't particularly obvious to most players, Super Jump Install can show your technical ability as well as open up more interesting combos. The Jump can be Installed earlier in the sequence too and still use the Super Jump Install. With Anji, for example: Air Throw |> S (JI) f.S > SJC, sj.S P S > jc.S P S D NOTE: You CANNOT Super Jump Install from neutral! Hitting 8 2 8 or similar while standing at neutral will NOT let you double jump after a Super Jump. You must cancel a normal for the SJI to work. Type 5: Pseudo Jump Install Character Example: Anji Jump Install Sequence: 2147P -> RC, air dash, K,S -> 214P When doing an air move close to the ground using the "tiger knee" motion, your character recovers in a normal jump if the move finishes while airborne or if it is Roman Cancelled. For this particular sequence, Anji performs his 214 close to the ground using buffering the 214 on the ground, then quickly finishing with 7 (up back) and P. From here, the air 214P is RC'ed, and Anji air dashes in to continue his pressure. Using this technique with other moves can result in boosted offensive options and even better combo options. Type 6: Auto Jump Install As of Accent Core, many special moves which used to have to be Jump Installed no longer have to be. These moves are said to 'auto-Jump Install' now. Sol's Bandit Revolver is one such example. Make sure you check out your character's Frame Data for more information. Additional Notes about Jump Install Jump Installing counts as a pseudo jump but you do not actually leave the ground. Besides the desired property of allowing you extra jumps, Jump Install also kills any ground momentum you had. This means that if you started your combo by running, any forward run speed you have left will go away once you Jump Install. Keep this in mind, it can be important! Oddly enough, it is also possible to force the enemy to jump install. Certain moves when they Counter Hit will cause a floor bounce, but also cause a large amount of stun where they 'stick' to the floor briefly. If you strike the enemy again during this time, they will remain on the ground instead of bouncing. If this happens, they have technically been 'Jump Installed', and can possibly air tech even while standing! There are other varations on the same idea as well that will allow you to 'Jump Install' your enemy. Not that you'd really want to. JI Conclusion The JI techniques allow you to power up your combos and attack options. It allows many combos that were previously not possible and also brings new life to attack patterns. Complete mastery of the JI technique can be a definite advantage at high level play. ALWAYS Jump install on EVERY S, JI, HS... It's a PRO habit I SWEAR.