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Daddyneptune

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About Daddyneptune

  • Birthday 01/17/1988

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    Dayton,OH

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  1. I miss the ggpo fam..... maybe not josh....
  2. Sup man? You still using pad?
  3. No es gc in df but after a gc you get safe deactivation.
  4. If you jump u/b it wont work with es bc. What's that? I only know about the unblockable j.lk.
  5. Good write up man. I have been thinking about trying to up my doggy game up and I start to realize some of the stuff you wrote when I was fighting and watching the korean gallon player Pixies fight.
  6. It come down to a few things when fighting talbain. Focusing on your strengths, gallons weaknesses, and push blocking. First of all its jedah's worst match up, but like I said focus on your strengths and his weaknesses. No where near easy though. First thing you should remember though. He takes damage like a little girl so if you hit him,hit him hard. Also you have to have a solid plan for him. One is just to put him in the corner so you can start your offense with es pinwheel and your hi/low game. Usually its jedah being pushed to the corner though. For mid screen. You are good at at zoning so keep him at bay with pinwheels. Mainly the one that hits at a mid level. Also keep him so if he tries to jump in he will eat a c.mk and make sure he says at that distance. Check this out. http://www.youtube.com/watch?v=NAO9RpKu9uo
  7. http://vsav.mizuumi.net/wiki/Victor Hit boxes http://darkstalkers.moryou.com/savior/data-s/victor-s/victor-s.html Really quick pros and cons Pros: Big Damage Great priority (j.lp, j. lk, j.hp, electrified ground normals) Good range on normals One of the best anti airs in the game (electric c.hp) Electric normals do chip damage & nulify projectiles unique mix-ups which can easily avoid knockdowns best air normal in the game. J.hp Cons: Slow movement speed Big hitbox Hard to get in sometimes I'll steal Fayk's post a little later
  8. Nooooooo Jump u/b Teach me how to doggy.
  9. Fun fact about 360 throw toward the corner: You can pursuit afterwards. Mp throw does more damage when mashed but hp throw with pursuit does more. D+kkk is used to mainly get close. So if you do c.lp c.lk c.MP c.MK c.HK then do d+kkk you'd be in a good space to at least hit with c.lk or see what they will do. EDIT: They do the same amount.
  10. d+kkk 1f landing time
  11. Sas has more grabs but he really only needs to uses the one that he can combo afterwards to get really big damage. Sas is about getting like 2/3 mixups and kill you via command grab or short hop tricks. Victor is alot slower than sas and requires you to play lots of footsies and tricks when you get in to land resets into a situation where you can space and get another reset if they dont block/ press a button at the wrong time or 360/720 them. Donovan, Huitzil and Pyron are in vs2.
  12. http://vsav.mizuumi.net/wiki/Bulleta http://clientes.netvisao.pt/anpedror/bbhood.htm To play Bulleta you need to understand a few thing. 1) Very Execution heavy Lots of practice is key. Learn those links. 2) Understanding movement This is her defense. Being quick ass shit. You should not sit still for too long with her. 3) Learning how to control the screen Using missiles and dashing with them. Using spacing and her really good air priority to keep people where you want them. In the corner! 4) Learning how to hit people I suck in this department lol. Learn how to open people up with using: Dash mp for pressure Instant overhead j.mp to start a 50/50 mixup. From the vsav Mizuumi site explaining the unblockable j.hk and instant overhead j.mp Air Mixup Bulleta's j.mp is the source of most of her mayhem. On the way up, j.mp will be an instant overhead, and will chain into j.mk. Except against certain characters at certain ranges, it won't combo, but that's not really important. Chained j.mk has extremely short recovery on whiff, so you can toss out a move very shortly after the instant overhead. On some characters (particularly Sasquatch) you can j.lk to stop the forward momentum and hit on the incoming side. Mashing out another j.mk will allow you to crossover to hit on the far side. On the way down, j.mp is difficult to anti-air and can lead into a very bizarre mixup that is completely unique to Bulleta. Following the j.mp, you can do j.mk to go for the simple high-high jump-in. However, if you hit j.hk and they block it high, the hitstop from the mine will disallow the opponent from blocking low, making a c.lk unblockable. This creates a completely invisible, impossible to react to mixup that can only be stopped by 1-hit tech hit or guesswork. COMMAND THROW. If they aren't push blocking or mashing c.lp they should be getting snatched up. Train your opponent into being afraid of that jump in mixup and pinning them down with dash mps. Take note if they do not push block, tick throw them. 7:50-34:55 Watch Kosho run it for hot minute http://www.youtube.com/watch?v=0ggja0jCQ-o I'll edit here and there.
  13. Nope the forward has to be separate in the input or it wont come out. This is buktooth's post about di inputs and combo'ing into it. http://shoryuken.com/forum/threads/vampire-savior-advanced-link-combos-important-notes.4475/page-82#post-403852
  14. This is Kyle's department but check here for Lillth stuff http://vsav.mizuumi.net/wiki/Lilith Basically learning how to combo into LI is a big thing and frame trapping. Kind of the same for Morrigan. Push blocking is a big thing. The japanese says that we don't do it enough. Learn how to do it cleanly and not to the point you will eat a counter hit from mashing. Read up on that and the system in general here. http://vsav.mizuumi.net/wiki/Tutorial Also learn your combos and complete them. And play a lot.
  15. Oboro probably the coldest Victor EVER! http://www.youtube.com/watch?v=w4f8ac8V24s http://www.youtube.com/watch?v=rEaknOxa3Gk http://www.youtube.com/user/icecoldv1?feature=mhee#p/f/56/19GPrXa7mDw
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