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tolore

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Everything posted by tolore

  1. Ah really, I know so little about the baiken mirror match, I just knew that doing it without the delay does NOT work on her.
  2. actually you don't have to against Jam, she is floaty but her hit box goes down super low. It's still harder than other people if you don't delay it but it isn't required. The people I think it's required against are dizzy, may, baiken, and maybe bridget. Millia and jam I have been able to do without the delay.
  3. Just thought I'd throw in that baku is also dangerous if you are ducking.
  4. yah i jump way too much, i was watching some baiken vids today and i realized they run and faultless break in places where i jump a lot. It's not too bad in most matchups(i do feel it a little htough) but against dizzy the too much jumping wrecks me.
  5. I actually don't know, i don't get to play this match up very often, i was thinking 6.k but someone told me he option select, i'm not sure into what. Normally i'd jsu tlearn over time, but evo this weekend and all . Anyway thanks for the advice, I'll definitely think about this when i'm repping baiken at evo!
  6. Yeah, most of baikens jump ins get crushed by summoning the spear head(that backwards dragon motion slash whatever it's called). I'll definitely try 5p though, i pretty rarely use that in general even though it's good. 6.p may work alright, but at least the dizzy I play against isn't coming in with air normals without fish and/or spear heads to cover her, and she's generally high enough above/behind me that I don't think 6.p will work, but That's also something i'll try and use and see if it works. I've been thinking about using 6.k against dizzy, but i've heard the one that i play against option selects his throws, although hopefully 6.k will stuff him anyways. Another problem is half the time I try that a fish eats the 6.k and i get heavy slashed. edit: her 2.s(i think it's 2.s) also crushes pretty much all air moves and then combo's you.
  7. what's the baiken match up with dizzy, and what do you guys do? It feels like a pretty tough match to me and I'm not entirely sure what to do in it. It's tough to get in on her with all the crap she throws on the screen, and once you are in on her you have to worry about that gigantic throw range she has.
  8. I also think we should write it all up, it's pretty tough to search through this thread for the right information. More importantly we can see what information can still be filled in. I'd be glad to help in a few weeks when I'm out of school.
  9. Is there any reason you mainly seem to go for the old school air normals into yozansen instead of j.d blue roman tatami mat into corner relaunch. there were a lot of times against pretty much everyone where you had good distance to do it, but instead opted for the old school combo's. Then, like hellmonkey said, even if you are going for tensionless damage it's better to end with dust than yozansen. I'll edit if i see anything else(long video's). edit: Watch out for wake up game on jam, I've played against a jam who parry's pretty much all your air to ground moves. he was pretty new to GG but was an experienced 3's player so he was unable to punish me well, but i assume a more experienced jam player would be able to punish IAD tatami/heavy/j.k after a succesful parry.
  10. off of the baku counter if you hit them while they are aerial you can dash forward and 6.H->jc-> j.s -> j.d -> air combos.
  11. Zappa also has an amazing 6p(although its not really an anti air), its fast and low and combos into his summon, it also has a very odd hit box. may's 6p also has quite good invulnerability, and obviously...you know..the stun. Robo ky's 6p also has good invuln time, up to 3 hits, builds heat for him and counts as a projectile. Just thought i'd mention ones that are very good, but unique and possibly over looked. Also i second millias awesome 6P
  12. combo into detonation into taunt! nothing like sitting back and relaxing watching your enemy die.
  13. hmm i never though about delayed tatami after sweep, i'll have to try that.
  14. it depends on spacing and who you are fighting. i personally can't do tatami combo's on dizzy without FRCing but i can on the rest of the cast, but if they are too far away from you when the mat hits you have to FRC it.
  15. wow RKY's did speed up quite a bit, i guess Raoh's dust is still way up there though.
  16. zappa has nice high low mixup and pretty good cross ups as well. and unless it changed(or i'm wrong) he has the fastest dust in the game.
  17. wow nice video, i like the style of a lot of his stuff. Does the robo dash seek or was he doing something special to dash under them and robo dash?
  18. ah that'll be great, right now i'm pretty much just doing gatlings and sometimes stuff into air combos(also count down exploding and taunting people ). Also that set up is amazing, although i seem to have to add in a j.s after teh first kick it works pretty easily. I also finnaly know what to do off those counter hit j.s.
  19. i'm just picking up robo ky for the first time and i'm having trouble combing into his air rockets. For simplicity i'll use the one shown int eh combo video. throw-> FRC-> c.S->JC->j.k->j.s->JC->j.k->j.d->lvl 2 rockets they always seem to be able to tech after the j.d and before the rockets hit them no matter when i cancel the j.d. i seem to get a little bit closer to the mark with 2.HS-> SJC -> j.k -> j.d -> lvl 2 rockets, but it still doesn't work what set ups do you guys use(assuming this is even a useful stretgey anymore). Any other tips on AC robo ky would be greatly appreciated, i've never played as robo ky and the person i know who does is gone for the summer.
  20. anyone else have trouble dust looping sol(HOS and normal), whether i do j.p->j.d or j.p->j.s->j.D the j.d always goes under him. Dizzy is another one i'm having trouble with, the j.p won't even hit after tatami mat. any tips for htese 2 or are they just impossible/super hard to loop?
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