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Hintalove

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Everything posted by Hintalove

  1. Another method of tking I find helpful, especially when I'm tking moves in a combo is doing an input like 2368(or 7, or 9) but the jump comes as somewhat of a seperate input. It'll guarantee your tkand as long as you input it fast enough it'll give you that perfect low tk you've always wanted. The only times this method doesn't work well are for dragon punches and moves like chemical love, where traditional tk inputs(6923/632147896) work wonderfully. As a random side note, if you ever want to learn to consistantly tk in melty blood... that is the way:kitty:
  2. The only problem with practicing them off running gbs is that the majority of midscreen gbs I hit are not running gbs, and the timing is much much stricter on those. Besides being able to get a knock down, what other benefits do dust loops give vs traditional 5h hji air combos, because I can get the hji way more than the proper loop.
  3. When you guys do midscreen dustloops of gb do you aim for the legs? I find thats the only way I can get jh jd djh djd ender to hit any one, and landing for the full dustloop midscreen just seems like more trouble than it's worth.
  4. Also, you've probably seen the big tougeki posters in the arcades that participated last year with the pictures and lists of 'who qualified here for what game'. Way before stuff actually starts happening similar posters go up proclaiming what qualifiers the arcade is going to have and when. They're pretty hard to miss most of the time.
  5. For the record, buster doesn't beat a well timed meaty, it has like 2 frames of vulnerability on the front or something.
  6. I've said it before: American GG can often times be summed up with two words. Counter and Hit. The vast majority of middle of the road gg players in the states will try to be on offense 100% of the time. This extends to instead of simply blocking shifty stuff, they will usually try to counter with a potentially stronger option. This often times leads to mis-timed dps/6p and subsequently lots and lots of counter hits. I agree with Ryoko in that Jam does require a good bit of patience, especially against characters that have strong options vs. all of her braindead ways to get in. This coupled with parrying allow her to be one of the most flexible characters in the game when dealing with pressure, and you should take advantage of that. In my experience, I have the most devistating results when I can get my opponent into a dumb poke war, where all they can think about is how crappy jam's range is. Eventually they forget my tension bar is flashing green and that hos 2s that was about to stuff you gets owwwwned. If you want to see some one play Jam cautiously, look at Kazu. He uses all of his jump options 100% of the time to keep his opponent guessing when the attack is actually coming, instead of just running at them and doing one of Jam's strong options. The last thing I'll say isn't tied to Jam, but rather being a good guilty player in general. You should try to get comfortable blocking. Know character's frame traps, so you don't try to poke out and eat Slayer 2h ch. Combine that with knowing how to fd people off you, and you've taken a big step in frustrating your opponent into doing something risky. Lastly, I'd advise that for now in your current development, favor blocking over reversals. Try to only use them in situations where you *know* they are going to work(ie: jam meaty 6h/5d what ever). Any way, back to writting my papers
  7. Yes, mediocre Jams.
  8. I'll be down for games sat/sun/mon when ever, I only have 1 more paper to write, and it's totally getting bsed next week so this weekend is free and clear. I'll mail you up later tonight or tomorow morning for details.
  9. One thing you have to be careful about with Ky is that if you get predictable with fb/slide he can just stundipper when he sees it comming. In the video you linked you look a little confused, and by that I mean you land multiple ch 2s's and just let him stagger out. Besides that, I would stop using 2d as an opener at the start of the round :P
  10. Really sorry I didn't make any efforts to hook up with you Ryoko, I've had this wicked case of the Japanese flu basically since the 22nd. I havn't gotten too far from my dorm all break and it's really starting to piss me off. How was your stay, besides the ogawa fiasco
  11. FB Bomber is already kind of VV-esque, I mean he's fiery and flying up into the sky right? Speaking of VV, why is it a viper? Shouldn't it be some kind of animal that takes flight up into the sky in some seemingly invincible manner, and maybe(possibly) kicks downwards at the zenith of its ascent?
  12. Can Jam have Volcanic Viper too?
  13. After the 17th(Jan) I'm off school still like some time in April. I see much gear going down in that almost 4 month break. Fuckin finals are driving me crazy though. Oh, and grats on 012
  14. Thanks, the ball hits meaty so you have to parry that if you're going to try anything, seeing as it eats her dp. I think probably the best course of action is just blocking it and trying to break out near the end, seeing as the move you use after parry might come out on the wrong side/ect. The only real problem I have with the whole thing is there is something subconcious in me that makes me want to stand up to block the ball, even though I don't have to -.- That and I think I can count the amount of times I've blocked tk fb carcass on one hand How do you guys feel about that Cyclone vid? I'm definitely going to practice up the iad dp setups, and I was pretty much already using a lot of the other stuff, except the iad back chojin frc nonsense that looks like a straight 50/50. Last question, though it's kinda out of place, how do you get behind your opponent in the corner if they're stuck on the wall? Ex: I end my combo in fb to knock down and I slide and flip at them. I see people getting behind they're opponent with jd/js in matches but I can never seem to get the corner crossup. What is the secret?
  15. Basically, the only way to do that super is to beat me at Puyo Puyo Fever, and if you don't even know about that... there is no hope.
  16. This is the part where I ask you if you are for serious.
  17. The semester is starting to get crazy so I might not be able to hang out as much :/ Oh, and about the whole suicide thing, I don`t think I`ve ever been on the Yamanote and not seen the Keio or what ever the main train line delayed >.> Maybe I can come out and play this friday? Weekends from now on I think are saddly being devoted to my stupid japanese culture class project, but at least it`s a study of maid/moe culture
  18. You just need to get a feel for when she is able to jump after the slash/what ever jcable move youre using. Input method doesn:t really matter due to the small window of time the combo takes place in, but I generally do it just by hitting slash, and then starting my 2368k so that Im hitting 8k right when the hitstop is over. I know my technical description might not appeal to veteren Jams/gg players, but I dont think a lot of new players understand how hitstop affects jcable moves and plays into combos. Just like DaJam said, doing 2d/s into iad 214k or dp feels much stranger than just doing iad 214k or dp. On an unrelated note, Im kinda working on some new wierd oki setups for when I have a kd and already have a charge. Generally(unless you end up very far away) canceling 2d into 236s>p will slide you to the other side of your opponent and leave you with enough time to whiff what ever you want(6h/j2k) and then either go for a real meaty, throw, block, do what ever it is you want to do, and of course you can slide for a few more frames and turn the whiffed move into a meaty. Im playing around mostly with this and canceling 2ds into choujin for simple crossup safe jumpins. I guess the last really wierd thing I found on accedent is that you can meaty the third hit of 5h and it goes under the vast majority of dps :O I do generic corner oki in the corner, this is mainly for midscreen.
  19. Does that trick work on anything else? Like venom charged balls or anything? I never thought to try 6ping through the last 2 hits. The big thing you really have to watch out for in the Ky matchup is his throw game and not getting predictable with anything. He can 6p the FB, or stun dipper. Its very helpful to learn where you are in blockstun and where you arent, as well as learning to parry his 6h when you see it. Speaking of Venom, what is the best response to Venoms oki `throw a ball out, jump and hit it so the ball is meaty and then either cross up or not` bs? I find if I just plain block it and push him off I can usually get out, but there is no reversal option out right? I hate that set up and suck at blocking it consistantly :\
  20. Having little to no japanese skill is actually a plus when applying for Jet. On top of that, I've had my friends tell me things like "If you lived in Japan for 3+ years, you pretty much can't get accepted". They want people who are more likely to speak english than Japanese in a classroom. Degree/Japanese skill level are really not all that important I think. Besides that, Mike can probably shed some light on the interview portion. Just make sure you graduate college or it's way hard to get a work visa. ps: Mike, sorry I suck
  21. They both work as invincible reversals, so meaties aren't going to stuff them, however, volcanic viper comes up from the ground unlike a lot of dps(jam/ky/ect..) so you can't really get under it with moves like 2k like you can with the other dps. Basically what you have to do with sol is do safe jump ins until he doesn't want to risk dping any more. As for turtle ky, I have no idea. The kys I fight don't turtle at all, and I don't really see how one could, considering how one poorly timed stun edge can lead to eating a fb puffball and all. The kys I fight all tend to try to stay up on me and do those big endlessish guard strings.
  22. The part that is tricky is during f.s you go into hitstop, which is not jump cancelable. To properly get a tked ryujin out of and grounded move, the only thing you really have to know is how long it takes Jam to go from the point that she hits the opponent to the point that she is actually jumping. Basically, it is a link in a sense, not the general sense, but more like slayer 2k > 2h. You want to ryuujin on the first possible jumping frame, and the window is rather small. I honestly don't use the old launcher much because my consistancy is much higher with the splits kick launcher and I learned Jam in AC.
  23. if he's using 2k to deal with you rushing in, all you need to do is use 2s. The trick is using it much earlier than you would think you should, so he slides into the active part and you get a clean ch. The trick is having him in your attack hitboxes while your attack is active and he's still not hitting you. It's kinda hard to understand, but just mess around with it. This theory also applies to a lot of other characters and poking situations, so understanding exactly your range and speed vs your opponent is very important. Just don't get hit by robo and you should be ok >.>
  24. Pronounce shit like "portfolio"
  25. Ok, and it's at the vegas place in Shinjuku right? I think I can probably find my way back over there.
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