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AtTheGates

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Everything posted by AtTheGates

  1. bad news. that is 50 quality often had excellent matches inbetween the more mediocre ones.
  2. yeah, you did post it 100 times. as i said, its nothing new, just didnt know about ky.
  3. corner crossup after normal throw is known since early slash, i think kensou posted a small list back then. for example: jam (22d tele, j.S, crossup, but you land on 1p side), axl, dizzy... i just didnt know about ky, so that was a discovery at least for me
  4. you can crossup ky in the corner after a front throw. simply jump into the corner, j.hs. doesnt work with 22d tele after throw.
  5. aura guard while being knocked down: obviously there to show you at what point you cannot OTG anymore.
  6. guerilla, 4 startup means that the move will be active on the 5th frame. if a move has a multi-frame active time, the first frame counts (if you would count any other frame, it would already be meaty).
  7. on i-no's page it says: Sultry Performance (P) j.235P should be j.236p and: Chemical Love (Horizontal) 632136K ->> 632146K
  8. my bad. its this file: game41-20070408ggxx_1.wmv
  9. Check out the new game41 matches for torowa action! the last file features torowa: game41-20070408ggxx_8.wmv - wins against testa - loses against ky doesn't matter though, nice gameplay overall, although once again, not much new stuff to be seen there. i'm kind of disappointed with arc for the chipp changes & his "new" stage. he deserves better. i love the alpha FRC, but that's pretty much it - the FB looks shitty.
  10. you're 1 day late for april fools (lol at least in my timezone)
  11. yes. 1 finger for every button (most players i know only use 3, but i guess thats my style)
  12. yes, im playing rei =) triple jump & looks like chipp. i am using my own config now, since it's better for multiple button presses (imo) gg style: P=A, K=B, S=C, HS=D, dust = E
  13. thx alot. i kinda expected this - its the same for kof xi, both atomiwave games. edit: 2 people told me it is: LP HP BOOST LK HK
  14. what's the arcade button layout? right now i am using a gg/snk style config. B C D A__E
  15. mixup off of alpha plus is something i'm really looking forward to. i often RC 236s,236s to get a free rush (2nd 236s is lvl5), maybe alpha plus FRC will replace this.
  16. problem: air throw. doesn't matter which direction you are facing when you are air throwing, afaik. they could also simply jump away. but the crossup still looks promising - they input their reversals the wrong way maybe? :D
  17. about backdashing - i never said i backdash against sol, i just said i think that backdash is rather useless against him, so you just confirmed my point teleporting is fine, but there are situations vs. other chars where a backdash works where a tele doesn't. oh and yeah, of course you can DP jumpins - but i don't consider that a proper anti-air. it's the "least best" option to chose. also, if the sol knows what he's doing, he won't fall from a double jump right on top of you screaming J.HS!!!! but rather use the j.s/j.hs whiff, falling j.hs stuff, which is a lot lower & harder to see - especially with the whole backdash after j.hs stuff.
  18. i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp. on FDC - i agree - it's such an important part of chipps gameplay. the problem is, it is rather character specific - it's easy to get a crossup with j.hs[2] with certain chars, eg. venom, but practically impossible vs. others. add to that the different wakeup times, and it gets very hard to pull of consistently and above all in a clean manner. it's good to hear that you still see hope for chipp. although i have a bad feeling for AC, i'm sure there will be a lot more to discover with all chars. and if chipp turns out to be low tier, nevermind - we all played reload
  19. i'm pretty sure damage from those 2 chars out of this situation vs. chipp is also possible in slash.
  20. relax. we're Chipp players after all!
  21. quick question: since i don't bother with joybox vids anymore, has anyone seen the newest ones yet, if so, are the chipp matches any good (does he at least use any new stuff). i really want to avoid the agony of watching players who don't even know their dust combos if i can...
  22. check out a susumu vs. testa vid on a-cho. not much new is shown though, except a new combo from j.D into alpha, knockdown. note that all the attacks susumu wins are because of standard stuff, nothing new implemented yet.. btw too bad when he accidentaly gold bursts end of 2nd round i'm pretty sure it's an accident, since he just RCed 236s,236s..that's a level 5 move, why would you gold burst in that situation if you rush a char with no dragonpunch. this match shows how deadly AC is. chipp rapes testa, 2nd round narrow, 3rd round testa rapes chipp. so many (almost) perfects in this game...
  23. insane vids from maturundesu and roz to beni. my oppinions so far: testa: nice new corner "pin" with: normal, front exe x N. looks strong since front exe will come out even if there's a trade, and a CH means launch? axl: damnit, his new loops look really strong. don't require much tension, lots of damage, knockdown... what a pain. may: a lot more dangerous. you really have to take her seriously now (not that it was any different in slash, i just think a lot less successful mays were around "back then"..) i-no: too early to judge. some stuff better, some stuff worse..gotta wait for some koichi matches. i love her new notes though. pot: 2s is insane. easy combos midscreen after slide head + 2s, better mixup midscreen after heat knuckle - strong stuff. johnny: seems like db transport / blade after transport will be a rare thing in AC. the new air move + FRC looks more efficient in the same situations (except for fast movement over the screen..) some funny moments: DC vs. anji, roz to beni match: 2nd round, dc just stays in mist stance for about 6,7 seconds, moving backwars. anji shoots a butterfly, DC doesn't move at all, just waits..it disappears a few pixels before him that's what i call spacing.
  24. DEC matches from gamechariot are a must see. i love his approach (throw...a lot), it's actually pretty similar to mine nowadays, although he is 4 times deadlier with it. he is also so bold, i laughed real hard just at what stuff he could actually pull off without dying horribly for it.
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