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shinquickman

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Everything posted by shinquickman

  1. Some of what you just said applies only to Flash's playstyle (mainly the airgame part) but for the most part, yeah, that's how a May vs. Jam match should look like. Oh and good job at the tourney K2!
  2. Isn't it better to jump-in w/ j.S to bait VV and crap like that? I dunno, I just feel safer throwing out a j.S instead of a j.H. Some notes: -A gatling into BR can be beaten out by a reaction 5P. -You don't have to IB to beat out a BB w/ a 6P, you just can't FD.
  3. After watching my bro spam invisibitly I had a thought; Why not choose a color according to what stage you choose? We were playing in Johnny's stage and he chose the white outfit. He 214K and then I was like "Damn you like blended in with the background. I can't see crap." He was catching me off guard High-low mix ups more than he should have. Then we went to Axl's stage. This time the green outfit. As usual he spammed invisibility. And again, it blended in well w/ the background. Really pissed me off. I was squinting for like half the match! Now my thought was to compile a list of which of Chipp's colors blend in best with which stage. It may not be the most useful thing gameplay-wise, but hell, it's something!
  4. 2K is the safest attack you could use one wake-up vs. Jam. You could also do a really meaty 2D and get frame advantages. @K2: space out 2K and you won't get thrown.
  5. 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 backdash on wake-up and you just get pissed off.
  6. Yes I do find Jam to be the hardest matchup for May. Going for crossups are near impossible 'cause a failed parry would end up being a block anyway. Something I find myself doing is FRC hoop run in 2k a lot. That's just me though. Personally hardest matchups from hardest to easiest: Jam Sol Ky
  7. I dunno why, but I don't find the FRC hard on pad. I just hit HS, then tap on PKH immediately afterwards w/ my thumb.
  8. CH j.H land 236236S XX [2]2P>v.Dolphin FRC combo worth 75%? I don't have access to any XX so just wondering.
  9. ^ 1. What's Ragnarok? 2. There are no actual values that say "this move or that move have this much priority" in any game. It's just hit boxes. To determine if a move has good priority or not, you just try to find out if the attack box for a certain move extends far enough from a chars hit box as to not get hit out, or if a certain move has some form of invincibility. 3. Most of Chipp's attacks, while having pretty low reach, are actually hard to beat. j.H isn't an exception. That thing clashes w/ just about anything. Only DPs, projectiles and really good 6Ps could beat that with ease, or attacks coming from above Chipp at the time (what's the chances of that though?). If you are really desperate to beat it out, use 623S as it has invincibility, or the 623P/421P counter. Against a really good Chipp player though, you will find yourself blocking j.H more than you will trying to beat it cause good Chipp players know how to use it safetly.
  10. The alien was hanging out in Millia's level since the original Guilty Gear. They continue to put it in other Guilty Gears out of tradition I guess. Why there's an alien in Millia's level in the first place is anyone's guess. Here's a stupid question. What would be a good name for the alien? Being in so many games, it deserves one, right?
  11. I think the old alien is still in it. I saw the one that hides behind just today.
  12. It's on my personal info, but I'm gonna be 19 in a week. Flash, 18 I guess. Heidern I can't remember, but he's younger than he looks.
  13. Heh, I dunno what to say. Naw man, I haven't been to any tournies. I play some really good players though like Flashmetroid and Heidern98 from time to time. They've told me my playing level is "tournament worthy" so I'm actually thinking of going to one. Serious Ohio tourny maybe if I could get my manager to give me a 3 day weekend. Doesn't hurt that my birthday's coming by either.
  14. He laughed his way to the bank. No one knows what happened to the guy, really. After all this time, it's pretty easy to assume that Fierce Gear isn't gonna happen.
  15. Stop trying to make Bridget nastier than he already is! Despite them not being too strong, they're not bad set-ups at all. I could imagine w/ some work, and Japanese magic, someone would be able to find a really solid unblockable combo. I imagine there's already some on Big Pot. BTW how come the mid-screen j.D unblockable is stronger than the corner one?
  16. Happened to me too. I was Anji and I beat out a Ky's RTL with 5D and then the dust effect happened. Unless RTL is not airborne (which it should be) I dunno what was going on. Maybe it's a glitch that could be put on the glitches thread?
  17. The triple slash super and that's it.
  18. ^No, I personally believe this match is slightly on Axl's favor, but only by a bit. From close, Axl's f.s is a killer. Not really too much of a problem, but still a nuisance. From far, you really can't do much. Faust's air approach sucks ass, so you can't jump-in to punish random rensen/2p/2H pokes at all. The 41236K could work, but it's obvious to see for most players. The only thing you could rely on is run>FD run>FD to get closer. Throwing items also helps greatly, but watch out not to get poked out of it. Mid/Mid far range is where you'll shine in this match. From there you could usually punish anything Axl sends at you. It's really easy to lock down from there, and usually you could keep him down for a good while with item throw.
  19. ^Agreed, Slayer has a really hard time against bag bombs.
  20. From my experiences, I-no's 2S will beat Faust's attacks only when they're waiting for you to attack. In that case, you have to turtle/bait a little more. Plus from its max distance, Faust's 2h>I-no's 2S. Now, I never mentioned that you could just throw out 5Ks and expect them to get hurt by it, more to force the I-no to block.
  21. @Teyah: WTH? Anji's 5H has 1F autoguard again?!
  22. 1. JI doesn't allow you to double jump and air dash in the same jump. 2. You mention JIing with a super jump. Do you mean that you JI a super jump, or that you JI by super jumping(SJI)? If you're JIing by super jumping, then you could only air dash afterwards. 3. We don't need any more members with Megaman-referenced names! One is enough, thank you.
  23. ^Agreed. Well, the ground version at least. The air one you could penny-pinch for some extra damage. Another special that's on the useless side: Dizzy's 236S.
  24. This is all according to the Japs... I imagine Faust>Dizzy because he could just poke her out of doing just about anything.
  25. Rapes: Anyone not listed below Advantage: Jam, Slayer, Dizzy Average: Testament, Venom, Bridget Disadvantage: Robo Ky, Axl, Sol Ugly: Eddie, Millia Best matchup: Potemkin Worst matchup: Eddie Basically, how easily Faust can zone a char determines how well he does in that matchup (except for Chipp, who's just a wimp). Also, Faust's methods of getting out of pressure are unreliable when compared to some other chars. vs. I-no: Just throw out 5ks all day. Your 5P, 2P, f.S and 2H completely kills her ground game, so she's basically forced to the air. All she has is her dash and jump-ins. When she dashes, I-no's gonna be forced to FD your 5k, and then you could just >236P and start pressure from there. If she doesn't, oh well, free air combo. The only thing to be aware of is CL poking. Then, just do the Zappa method of running under.
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