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Kyle

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  1. Alright guys, Due to recent confusion, it's very clear to me that I need to update the 101 Primer with more specific information about Jump Installing and the 6HS cancel. I wrote this assuming that anyone could understand me, but I didn't even begin to consider that people would be translating and learning in other languages. With that brought to my attention, certain point's like, "Man it up", renders itself VERY VERY useless. I'm sorry guys. I'm updating the primer with better info about 6HS, SVD & JI info.
  2. Kyle

    Axl v. May

    In close May can 6P most of Axel's stuff.. risky but the reward is Ohhhhhh so Sweet, if Axel gets baited for reversal super its GG's. Axel's should try to fight May outside of Her 2HS range. Axel does have some decent AA's. Learn which ones to use at which times and it shouldn't be a tough fight. Iirc Unblocks are reliable against May. The three most important tips. Don't fight her at OHK range. Don't fight her at Her 5HS range. Learn your AntiAirs. She was fall harder than Rome.
  3. Kyle

    [AC] May: Videos

    Multi-character CV: My May's scattered around. TenKaiGear Link http://tenkaigear.com/videos/TenkaiG...ject Alpha.avi YouTube Links-------Too Big, ...uploaded in segments. ewwwwwwwww Part 1&2 http://www.youtube.com/watch?v=X8yXpWwFT8w Part 3 http://www.youtube.com/watch?v=UoLDQlipWVQ <3 My friends <3 The Guilty Gear Community Kyle~ May CV coming.
  4. Force Break Moves cost 25% tension, so make sure you have that much available... You can cancel into a FB from any dolphin, after the 7-Th frame. So try this; Charge a Vertical HS dolphin, after the dolphin is over the apex of the arc press (Up + Dust) at the same time. You should remove yourself from the dolphin, and May should go air-born. - Do NOT hold the Up position on your stick/controller. Once you can do this, just concentrate on doing the FB (8D or 6D depending on the charge) sooner. Please share, if this works. I'm almost at a loss of words to describe it now. like: Charge a flash Kick, Don't buffer 8. Wait then press 8D anytime after frame 7. Charge a SonicBoom, Don't buffer 6. Wait then press 6D anytime after frame 7. I hope this lets you pull through. =/
  5. No apologies Qwan, glad to help out. 1- 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] 2-You can SB Aerial Command Grabs like Potemkins Heat extent and Anji's ON (Command grab). You can NOT SB ground command grabs, like Slayer and Sols. Start Here- http://www.dustloop.com/forums/showthread.php?t=3750 ___ For all Non ForceBreak Charged dolphins, "FRC timing is 10-12F after hit or block." Visually it's when she starts waving her right Arm like a crazy person. If you goto Training mode and turn on "DISPLAY" setting onto "INPUT" a Blue flash will appear when the FRC should be implemented. Hope that helps. The exact input for the FB dolphins are- 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, 6D The neutral pad is before the 8D or 6D, as there is a little input window where nothing should be pressed. DO NOT buffer the 8 or the 6 for FB's. I love your Handle Dogysandmich- Makes me laugh. Welcome to Dustloop. Welcome to the May forums.
  6. Jam finished and posted, it should get a little more active in the match-up discussion thread. I started doing these match-up guides with 11 pages of content from the threads, with my current accomplishments there are only 2 more pages left. WOW. I did however did get plenty of Johnny EXP, last weekend so I can easily do that now. @Matt&jorge/Frank&Shadow = Any progress on the Ky match-up guide?!?
  7. Sup Jam players, I have written a guide to tackling your hoe and I would appreciate some input. Did I cover what needs to be said? Does May have any advantages I didn't point out? What is it that Jam hates MOST about May? Guide HERE. http://www.dustloop.com/forums/showthread.php?t=3666 Post Replies HERE. http://www.dustloop.com/forums/showthread.php?t=3120 Thanks Everyone, Kyle
  8. Kyle

    May vs Jam

    Jam Stats 6/4 May down. Great Video examples http://www.youtube.com/watch?v=HP31Tyr7odE http://www.truveo.com/GGXXAC-Efute-MA-vs-Kazu-JA/id/4280593979 -3rd Round =P Openers His initiative- your counter Jam Backdash- Running OHK lol Jam 214K – Jump, flash guard, land OHK Jam 236S – 3K always Jam Running 5K- 5K Punishes- Generally no tension- OHK General 25%- 66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, SVD, P, SVD. Balls – CAN NOT PUNISH BALLS, they leave her in + Frame advantage. 6HS - CAN NOT PUNISH 6HS, it leaves her in + Frame advantage. 214K – Jump, flash guard, land OHK If you have the timing, Slashback 6HS. Counters Jam 236S – CH 3K always, I can not stress how important this is, she loses every option from her slide. Jam FB Ball – CH 3K always Jam IAD pressure- CH SVD, this is VERY important too. Don’t FUCK with FB PUFF BALL unless you 3K, period. Jam FB Ball - From full screen, you CAN CH 2D, but really what Jam is going to throw it from that far out. Card Charge- In range do running 3K or FBHSHD. Anti Airing- PROPER anti-airing- 6P is not a catch all. 6P for Air Dash SVD is very effective 5HS works GREAT at mid range for some reason. Zoning All mid range pokes will get rocked by her FB puff ball. EXCEPT HS, use it! Zone with J.S, if you get the CH follow up with your Airdash, J.K, J.HS, re-launch combo. “You can use Mays hs the same way jam would use her 2s on you.” Pulsr Their game plan In general, Jam is very effective at building Guard bar, she has a pretty good counter hit game, now she is able to do throw damage with tension… yeah she’s a beast. Her fast ground speed makes her throws that much more effective. She does however; have to charge a card or two in order to do OVER 9000 damage. She will combo into a KD and charge a card, 6HS is low, and throw invulnerable, it also leaves her in a gazillion + frames….whore. Her aerial flips give her some dirty tricks/mix-ups. She can break you guard with 5D, 5K, 2D, 236S~K, 214K, &Throw. She will counter hit you with 2S and Balls. May's Strategy Because she can parry Normal’s hits, and will be looking for opportunities to do this, lows are Throws are even more effective in this fight. I seriously Knock her down, then launch her with 5[D] OFTEN, as well as Knock her down than OHK her on HER wake-up. Fight her at mid range where she wants to throw out FB Puff-Ball and spam 5HS, its a great counter poke/Anti-air, + it recovers in time to 3K her Ball. Stuff her IAD’s with SVD’s during pressure. Do zone with J.S often. Don’t throw her on wake-up, Just like May’s 5K, Jam’s 6HS is throw invulnerable. IF you know the timing, SlashBack it on pressure, NOT on wake-up, You CAN’T Slashback on wake-up lol. When she has a Kick Card built-up, there’s a good chance she will do her DP on wake-up; with a card it’s very usable. Bait this from time to time. Her supers have good Invulnerability, some scrubbier jam, you know the ones that aren’t OVER 900 will use them on wake-up. “It's not as much as that you can't oki Jam as it is that you can't use most of them. You could still use your low/grab oki, but your crossover okis most likely won't work. And then that's when they begin to back-dash on wake-up and you just get pissed off.” Shinquickman “DONT bother with most cross-ups on jam, and also ALWAYS go low unless you're mixing up with dust, it's not worth getting parried/raped for.” Zand “Space out 2k and she can't DP you either with her shitty DP.” Zand “When u see any FRC flashing from jam, prepare to counter her throw by throwing her back^^” K2 “After a knockdown, hoop FRC dash 2K . From there it's safe to do a low/throw mixup. Hoop setups w/o FRC is possible, but your 2K has to come out before the dolphin, or the hoop will just get parried. Do NOT go for crossover j.2H, ever.” Shinquickman General comments- Your stun meter is the highest for girls, as you will never get Dizzy in this fight. YAYAYAYAY that saves you from getting 1HItKilled`Yay Jam will FRC whiffed HS Puff Ball for a throw. If you see her FRC, always Jump and FD. Don't Air recover, then descend with a J.HS, you will find a Ball surprise to CH the shit outta you. Don't Air recover, then descend with a J.2HS, you will find a Ball surprise to CH the shit outta you. Guard low and watch for an FRC or a 5D, than jump or backdash. Her aerial flips crosses you up in the corner + She can go high or low from there.. ewwww. She will throw bait you with J.2K. Both character have great counters to defeat the other one, Jam just limits May a little more, that’s why the match-up is in Jam’s favor. is limited by : As you can’t 5K her on her wake-up, you can’t throw her on your wake-up, Can’t zone with 5K or Slashes, She has lots of natural moves that flat out BEAT dolphins. She can parry and ROCK your J.2HS tricks. ONCE you get past all of this, than you are playing the match-up correctly. I would like to give a special thanks to Shinquickman, Zand and Doren2K as these contributions are scattered all over this match-up. Thanks, _____________________________________________________________________ Combo Specific Details. Jam is a lightweight floaty biotch with a very tall aerial hit box. OHK combo 5S, HS, Delay, SVD, 5S, SVD, 5S, HSVD, 2P, SVD. 5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, HSVD, FRC, AirDash, J.HS, Land, J.HS, J.D, J.HS, J.D 5D combo Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back cancel Impossible Dust combo works best on Bridget. Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD 6P combo Works fine. IAD combo You can IAD at her on standing and on hit. Your J.S, J.HS should combo. Jackhound reliability Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. Double Dolphin Upper 2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD 5K, JI, 5S, 2D, FBHSVD, Air-dash, J.S, J.HS, Land, SVD, 5P, HSVD 2HS, 2D 2D wiffs 2D, FBSHD, 6P ... in corner Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI, 5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS
  9. Exactly right sir, around here we dub HS Fujin as the "Horizontal Shoryu". lol
  10. Thanks for all the input Guys. ^_^ John(SlyMoogle) was recognized in the video because he was around the whole time it was being made, he also helped make some important decision about music and stuff, Plus his picture was the funniest with his complexion contrasted to Anji's lol. As far as Anji combos, I believe it's all been explored. LOL, Anji already has the most and sweetest CV's out there. Whats worth showing that's not in HalfNakedness?!?! @JuntaDizzylover- I tried to upload to Google video, but it timed out instantly. I'll give it another go later. =P
  11. If you FRC the Fan super LOTS of guard bar is built up.
  12. Good Afternoon Soldiers, I've been around but not very "active" with the May forums the past two weeks. My Apologies everyone. I have, however, finished doing all the work besides actual combo input for a a huge multicharacter Combo Video.. of course I DID do the hot May combos. So check it out and share what you think. Jam WILL be done tomorrow, videos of full 5D explanation with options, Advanced set-ups and unique need-to-know combos are on my top priority, now that the TenkaiGear Video is finished. http://www.dustloop.com/forums/showthread.php?t=3980 Took 4th in a decent sized tourney, Lost to Mac's Slayer. I crouched a 6K... woops. lol. Ciao, Kyle
  13. Alright guys, The TenKaiGear Compilation "Project Alpha" is finished, ^_^, :toot: :toot: That was a hell of a learning experience for me. Recording, converting, ripping cropping effects transitions... FILE SIZES lol. This was intended to be the first release of everyones combos: as a Highlight teaser, so-to-speak... but I got a little carried away and used Mac's Slayer vid as a learning curve, as well as work done for Jais' Bridget CV. The project was all FREEWARE Shit that I learned along the way.. It's OK, not Premier quality, nothing compared to what my friends Dave could do (or some JP vids for that matter), but oh well, I'm happy with it. MagicDVDripper takes filed from .VOB to .AVI. Avidmux can resize .AVI files very efficiently and quick. Finally I used a program called Jahshaka for the last clipping, animations, transitions and audio track tricks. It's still a LARGE file it can't be helped because it is 7 mins, I would recommend people with shitty cpu's don't download it from TenKaiGear, rather, just watch it on youtube. If you have the opportunity, you should download it though, as the quality is MUCH better. Music Selection- 1- Shipping up to Boston by The DropKick Murphys. Jaison and I heard this on the film "The Departed" and loved it. It's upbeat, memorable and the melody resides within a banjo, that's a plus. 2- Laura's Theme from Silent Hill 2. by Akira Yamaoka. I wanted something with lots of Atmosphere and held a melody, this did the job effectively. Plus the Silent Hill reference should bring back good memories. 3- For obvious reasons of it being KICKASS. Thanks John(SlyMoogle) for bringing this song to my attention. 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/TenkaiGear Project Alpha.avi YouTube Links-------Too Big, ...uploaded in segments. ewwwwwwwww:gonk: Part 1&2 http://www.youtube.com/watch?v=X8yXpWwFT8w Part 3 http://www.youtube.com/watch?v=UoLDQlipWVQ <3 My friends <3 The Guilty Gear Community Kyle~
  14. By double cross-up are you referring to the backward airdash J.D hits. IF that's what you mean, The fact that it fake cross-ups or whatever doesn't really matter, it is however, the most reliable set-up for her/his mid-screen unblocks... assuming Bridget has that much tension... and they dont VV.
  15. Depending on how deep the opponent is when you guard a 2D I THINK you can reversal Super with Emerald Rain 236236S for a launch.. The startup is 6 frames.. they are typically in 13-33 frames of revovery IF they didn't jump or special cancel their sweep... Street fighter style. Can an actual Millia player verify this or correct me if I'm wrong please. IB'ing makes this window even easer too.
  16. Sup B/- About JI (Jump installing) a RR (Resistive Roll) and the TK J.RR (Tiger Knee Jumping Resistive Roll). JI a RR works for gimmicky air dashing pressure and is great for a WTF factor, for this option you should JI the gattlin previously such as 5K, 8, 5S, 5FS, RR, FRC, Air Dash. From here you have two main options. 1.- If they are standing do J.S, J.HS and than maybe another J.RR for a third overhead (If you are assuming they will guard low by then), or a tick throw off of the J.HS by running in an OHK'ing them. 2.- If they are crouching you must do J.2HS as a J.S will wiff their crouching body and give them a huge window to punish you. TK J.RR works as an interesting mix up for an overhead off of anything jump cancel-able like K, S, 5FS, and 5D[D]. You can also wiff a J.RR and do a low or a throw. Great set and only requires 1 FRC. YAY. The exact input for a TK Dragon Punch is a little difficult as Axel's reload Bomber loops were rarely seen. You have two input options to doing this correctly. The first option is to Jump, than do a Dragon Punch motion. The exact input is strict and gives even some top player s a run for their money because the Dragon punch needs to come out quick enough to be useful. The second option is to buffer the jump out of the Special move, hence the name Tiger Knee like OLD SCHOOL Sagat's Tiger Knee special move. Anji and Venom do this frequently for overheads and now May joins in. =) With Anji we want to do the Orb special move off of the ground just barely. To simultaneously do the jump and the special move the exactly input is 2147, SLIGHT DELAY, J.P. I have to write J.P because technically he is off the ground and the input would be a jumping punch, but you shouldn't actually see him jumping. With May we cannot do this trick. =( . The new input rule changed the leniency on DP's, now they HAVE to end on Diagonal down forward (3 or 1).this trick does not work for DragonPunches. They did this so people like Ky and Sol could do running fireballs without DP'ing on accident. First off if you are doing a TK J.RR you do not have to JI because you are manually leaving the ground, not leaving because of the trajectory of a special move. Second the input would be ANY JUMP CANCEL-ABLE MOVE, 9. 6323HS, FRC... I have been EXTREMELY busy doing combo, ripping, encoding editing and all that crap and In fact my Character match-up guide slowed down a tad because of this. So, work is being done, I have LOTS of big damage combo's already done and only have to record a few more set-ups and all the 5D's for a 5D tutorial. First a TenkaiGear Video will be released, right after that My vids will. Hopefully by Thursday. Thanks for asking, I'm been busy with this and I'm glad to hear some people are excited to see it. Kyle~ Beasting at Chinatown!?!? NICE!!!!!!!!!!!!!!!!!!!!!!!!! I like their set-up btw.
  17. Slayer finished, The match-up discussion thread should be more active soon. =) Jam coming, in progress.
  18. Slayer Stats 5.0/5.0 Equal ZOMG Great Video examples http://www.truveo.com/%CE%9BC-%C2%BB-acho-Kedako-MA-vs-Dogura-SL-2/id/2405921865 RTL’s archive here http://www.strokethebigtree.com/rtl_s_movies/AC_Slayer I will update soon with which videos are actually great examples. Openers His initiative- your counter Slayer 5K- 3K Slayer 2HS – 5K Slayer J.P- SVD Slayer Mappa – 5K Slayer Dandy Step ANYTHING- 3K Slayer Reverse Dandy Step- Jump Away Punishes- Generally no tension- OHK General 25%- 66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD Dandy Kick – running 5S, 2HS Pilebunker- In close do 2D, if out of 2D range it is un-punishable. DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with CH 5S BBU- 2D, FBSHD… Wake-up Super- CH J.HS… Counters ANYTHING Dandy- 3k, unless he FRC’s DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with CH 5S BBU- CH 3K Wake-up Super- CH J.HS… When he pressure an IAD S/HS you get CH SVD Slayer 2HS- CH 5K Slayer 2D – CH 5K Slayer Bite- CH 5K Are you seeing a pattern, lol. Anti Airing- PROPER anti-airing- 6P is not a catch all. SVD for Air Dash SVD is very effective Don’t anti-air his J.HS, jump into it and flash guard, from here you can jump out or landing J.K. Let P.hoop- CH after you guard a J.HS Air throws work pretty well. Don't 6P for Anti-Air “Well, Slayer is not really too dangerous in the air if you ask me. As long as your not IN HIS FACE while in air, your jHS will own all of his airnormals so air to air = you are superior. Though when pressured and slayer does iad J.HS, just block it. Slayer isn’t that hard to block so just make sure that you are looking at slayer instead of May”. imay Zoning Dolphin Hoops are AWESOME in this fight. ABUSE THEM. P hoop FTW 5K is a great poke for zoning at max range as it beats most of his stuff and it recovers in time to guard if he IAD’s J.HS. Don’t poke in his 2HS range unless you’re going to use 5K! REMEMBER if a 5K, 5FS connects; cancel in FBHSHD, 3K for Knock down and Mind-Games. “The slayer match up is really bad, but that’s why you WILL turtle against slayer using hoops, because he has NO options against this. Sadly you cannot 6p slayers J.HS, however hcf p does stuff it. uhh you can 6p his 6hs, take note of what he is also doing. If he’s doing dandy into those 3 whacky attacks watch what he does when you block, if its a 2k or 5k.. if its a 5k 6p that shiettttt”. Pulsr Their game plan AMAZING CH damage and Abarea. On the inside Slayer has two overhead options that can work without tension. Slayer has two low options that can be linked into: 2K and 2D. He has a good throw option. 2HS TRADE Is definitely in his favor, he will spam BBU when nervous and when you are in the corner. Slayer has good mix-up, Damage and CH capabilities. Slayer breakdown. +Advanced combos for Amazing damage +Good high/low/throw mix-ups with nice follow ups +Good pressure game because of the fear of CH +Incredible CH game, comparative to May -Meh zoning with his various normals -He can't keep pressure from getting to him but he has a great backdash to get pressure off him. -Lacks a solid air-to-air attack, loses sky battles. Because May is SOO FLOATY, he can ALWAYS do 3 relaunches on May, additionally the relaunches give him tension for DOT and BBU's. Slayers will whore out 6P, because they expect you to to dolphin, don't dolphin, and give yourself a CH 5HS once you see him activate 6P. Abarea- This is a Japapese term to classify the ability of scoring damage off of random hits and Counter Hits, I.E. Okizeme defines wake-up options, as Abarea defines random hits/Counter hit damage options. May's Strategy The slayers matchup is HILARIOUS. My general game plan is AWESOME. FD his pressure when he Dashes or IAD's, just 1 Frame Jump. Be sure to FD grounded 2S & 6HS. When he throws 6K [6], May Throws 5K. You can often start a match with 5K, 41236P, [P]. Do not poke with 5HS Do not poke with 2HS The really bad thing about slayer is that outside of his 2HS range he can only come in with 5 things. 2D 6HS Mappa IAD J.HS Dead on Time What I do is get FULL screen away, set a P Hoop and WAIT. ALL DAY LONG if I have to. LET him come into you. If he does 2D or 6HS, you need to throw a 5K, 5FS or with tension 5K, 5FS, FBHSHD, 3K. KEEP him out of 2HS range/BBU Range. If he does get into 2HS range with something shitty like a Mappa feint keep throwing 5K as it is low invulnerable to 2HS from Slayer. lol. When he has tension and get BBU happy. Get out of BBU Range. Here's the FUNNY part. If slayer throws Mappa or IAD J.HS, just guard the move and let the P-Hoop dolphin punish Slayer for Counter Hits. His J.HS will give you free loops. His Mappa will give you a free ]P[, 66, 5K, 5S, 2HS. Than you can FB launch if you want. Instead of using HS-Hoop set for pressure on his wake-up, use P-hoop set to reset the playing field. Now you are back at square one. Pressure and OKI are pointless against Slayer because of his Invincible Back Dash Cancels. Slayers will get frustrated QUICK. IMPORTANT- P-Hoop loses to K MAPPA, and Dead On Time Super. So, Don't do it when he has 50% tension unless you want to FRC and guard. lol. Don't do it when he is BAITING you for it, you don't want to give him free CH K-Mappa’s. If he FRC's Dead On Time and you have a P-Hoop set, just release the dolphin and use D and [D] mix up. If he FRC's Dead On Time and you don't have a P-Hoop set, just 1 Frame jump as he WILL try to throw you. This strat WORKS, as I have had lots of success against YK_KOF Yo-yo Holla Boss.Slayer Koogy FATHER VEGEKEN Spire May’s Advantage is really just exploiting Slayers weakness; he has very limited ways of coming in. General comments- His 2S Anti-Air will RAPE you Don’t spam dolphins, his 6P is greater Back-dashing is very useful, especially after dandy HS follow up, flash guard back dash. His dandy HS follow up on your wake-up is an overhead AND throw invulnerable. His IAD J.D will easily cross-up & super cancel for stagger and damage. 3K > BBU 3K is surprisingly effective in this fight, but if he guards it, you are DONE. Don’t fuck with his 2HS range unless you are throwing 5K, 1 counter gives him the match. “Mmm I dont know well but sometimes in wake ups they make inverse dandy step for try get you in your back, but if you make 44 sometimes you appear in his back *__* with a free counter and free combo”. Nhur "BBU => has no lower invul, so any low will beat it. ...3K is kind of slow and the combo options afterwards are not so rewarding." rtl42 What is worth pointing out is that 3K can beat BBU on Reaction, just like Jam's FB Puff Ball, not because of how active/fast it is, but because of how fast it out you in low stance. 2D beat BBU MUCH better, but if you start throwing that out to beat BBU, than you will definately start eating CH 2HS from Slayer. Bite, BBU is shakeable, but HARD. "Bite -> BBU combos even on Lv 2 stagger." rtl42 Damage, potential = Damage, potential I would like to give a special thanks to Mac/ Yo-Yo Holla, Koogy and rtl42, as these contributions are scattered all over this match-up. Thanks, _____________________________________________________________________ Combo Specific Details. Slayer is a Normal weight, and Knockdowns build great mind games for VV baits and fake-outs. JI and Delays work, he's very simple to combo. OHK Combo 6HS, SVD, 5S, HS, SVD, 5P, 5S, HSVD, 41236P 5D combo Pro Dust 4, Impossible Dust with a Just frame J.HS, It's called her Jump Cancel Impossible Dust combo . Works Great on Slayer Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD, 41236P 6P combo Yep Yep a go go IAD combo Yep Yep a go go Jackhound reliability Yep Yep a go go Double Dolphin Upper J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD... 2HS, 2D 2D wiffs
  19. GUys this shit s not working for me...=(. I've opened ports saved the save state have the rom... I can now spectate BTW =) but DAMN EDIT- I can't open the ports on my default firewall for XP, error 1075.
  20. Is there any way to counter/avoid May`s jHS, j2HS? Jump, Flash block, throw, that May will be like o.0
  21. I am REALLY mad at GGPO, today I am doing all my combos and Slayer. Guilty Gear solace for the win.
  22. I liked your robot Dr Stormlock, you should get some matches with Wekk he good too. . =)
  23. I appreciate it, but my problem isn't about being banned. It's IP DNS compabaility shit, also I black screen while spectatn' b/c it loads the wrong rom... I'm looking in to this. Q Bee for the win.
  24. I'm trying to get the GGPO shit working guys, I really am.. I'm trying really really hard...
  25. Yeah I'm back, Lots to cover.... Purrin- Great way to handle the PO match at your tourney, Your basics and tactics show how long you've been with Guilty Gear. NICE, BTW once I get the Vampire Savior BLackScreenShitIPSTaticBLAHLBLHBLH shit running my Q-bee will be > than your Felicia. until than. PhaethonH- Why did you spend your tension the moment you gained it, it was like GoldBurst, Jackhound, Jackhound, WHALE!!!! I have urges to do weird sweet things as soon as they pop into my head, I have to force myself to only do what I've practiced. Pulsr- Top 4 DAMN, too bad it wasn't with May, but it's not like she was lacking in the scene or anything, lol. Good job. Hsien_Jo- You kept this place in shape, thanks. Ryock- Jump installing is a gattlin into a jump from a jump cancel-able move BUT you don't actually leave the ground because of the timing of the inputs. After you JumpInstall you can do this trick to buffer the Air Dash out of the FRC, it was staple for GGSlash combos and I-no combos. HSVD, 6, 6K+S+HS Also This combo won't always work. OHK, S, HS, SVD, S, HS, HSVD, FRC,Airdash, J.HS,Land, SVD... I think it's doable on PO but usually the SVD misses. + even if the SVD its the follow-up is still iffy. Frank The Tank- One i Get Vampire Savior working I am very excited to play you too. Q-Bee FTW. Slayer coming SOON
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