Jump to content
Dustloop Forums

lofo

Members
  • Posts

    355
  • Joined

  • Last visited

Everything posted by lofo

  1. Sure, I'm up for some money matches. Let's get this shit hyped up.
  2. Well I think I can beat anyone in Montreal without even using my main if that's what you mean. But that's not trash talk, man. That's just a fact. >:]
  3. http://www.dustloop.com/forums/index.php?/topic/9625-nov-22nd-super-gonq-battles-ottawa-ontario/#entry855273 Tournament has a thread now. Get hype!
  4. OH! You guys are free! Totally free! Sorry guys I don't actually think you're free, I'm just trying to rile you up.
  5. Glad to hear lots of you are interested in coming to the Ottawa tourney. I look forward to seeing you guys again. ^_^
  6. I still love Kliff but I'm finding him hard to play these days. Here are some issues I have Some of the worst options in the game vs pressure. Worst DAA, slowest close normals, slowest jump movement in the game, terrible super that's often unsafe on hit anyways. All he has is stance which is mashable anyways and his small hurtboxes which an experienced opponent will play around. I have an easier time defending with eg Venom, who at least has a good DAA. His good damage requires extremely specific setups. His general damage conversion is just not impressive. I signed up for Klif in part by the lure of big damage, but in practice you just don't often get it against good opponents. There are other characters with consistently higher damage. Poor options for controlling the flow of the match. His mobility is a kicker here. This is not backbreaking on its own, some other characters have this issue (eg Potemkin), but combined with how his damage works it's an issue. He's really good at punishing errors, but has difficulty actually forcing them. Weak mixup outside of oki/fuzzies. His offensive throw game is entirely gimmicks and his only other mixup is his dust, which is reactionable to experienced opponents, so opening opponents up is difficult. This is a contributing factor to his trouble with controlling the flow of the match. Restricted pressure options. Resetting distance for pressure requires a P-roar FRC, an IAD or both. His pressure is easy to learn but a bit simplistic and generally weak to jumping. fS, sweep, P-roar, drill, 2H are his best options once you're outside jab range and none of them stop jumps. 6H has the right hitbox but is much too slow. Once an opponent blocks properly on oki it's tough to really do much to them if they read your jump cancellable moves for airdashes (his frame-trapping is passable but a bit toothless without real mixup) Extremely low stun (and contributing stun issues) without the compensation of mobility. I generally don't mind low health characters but Kliff doesn't have great options for damage control. Vs characters with strong stun options like May or Potemkin, the entire match revolves around not getting 1-touch stunned and he doesn't outclass their neutral games enough to make up for it.
  7. Bruce said the conference room won't be booked at Gonq this week so it's going to be super packed. He suggested we run a small anime event here at the house instead to save on room. Let me know if you guys are interested.
  8. The pressure string is normally used in the corner where getting hit with 66C means you get comboed by 22A. I get the impression from their avatar that jo-p plays Carmine, so no DP to speak of. I've never been able to make that string tight enough to beat just jab mashing though. I'm not sure if it's impossible or I just do it wrong or what.
  9. GGs to everyone yesterday even though the turnout seemed a bit small.
  10. I had a bit of trouble with this at first, but the only trick to it is to be patient. She needs to space her divine thrusts properly and even then she's at frame disadvantage on block so you can space yourself nicely or, if you want to be bold, rush in. I feel Gordeau is favoured in the long-range footsies game because his B&Bs off 5C and Mortal Slide do better damage than Divine Thrusts, so with that in mind you can afford to take all the time you need. You're right that whiffing is Very Bad against her, so work hard at not doing that.
  11. Probably what you saw was Gord timing the assimilation just late enough that it avoids the wakeup throw protection vs a blocking opponent who expected a proper meaty. It's a decent trick that works in lots of games. I wouldn't use meaty 6B vs anyone decent. It's slow enough that they can check it to reversal, particularly with faster motions like Vatista's flash kick. It's also not even a good mixup due to its speed, and I've found that even if you cancel to 22A there's a big enough gap for them to jab you. I think 6B is best used to punish low shielding.
  12. Yo, looking forward to winning the UNIB and GG brackets this week.
  13. https://www.youtube.com/watch?v=0UtVXDuzFCI#t=359 Endou Chipp trollin'
  14. Wow, what? I got second in UNIB, not Sage. :fakemad: And I've have won, too, if it weren't for that meddling Orie~ Shoutouts to Dag's Eddie. You've improved a lot recently. :3 Dev, sorry we didn't play more GG earlier. :< Great day overall. I had a lot of fun. ^_^
  15. Iaaaaannnnnnnnnn, post more deets about your tournament thing. I don't even remember when it's going to be.
  16. Anyone going to gonq next week? Dev hasnt been going recently and Scott and Ian won't be going, so I'm wondering if I should just skip it.
  17. lofo

    Kliff vs May

    I feel really dumb for not noticing this earlier, but 2K low profiles her j.2H. The timing is such that she can block it every time, but that's enough to chain into say c.S and get out of pressure.
  18. I'm definitely in and am thinking about what stupid screen names I want to use.
  19. I forget if I posted this anywhere but I've changed my mind about Kliff's DAA. It really is the worst in the game. pochp was right.
  20. It's pretty character specific. For most characters their hurtbox is just too high to get hit by the P-roar. Those 5 are the heaviest chars minus HOS who has a stubby air hurtbox. I fiddled around a bit to see what knockdowns it works off, thinking that maybe if I subtracted some guardbar the increased gravity would make it work vs some more characters. CH j.H: JO,ED,PO,AB,RO drill: TE f.S drill: KL, ZA, KY, cr.K c.S drill: JA PP cr.K f.S drill: AX Up to Jam is reasonably useful, since 2K c.S hitconfirm into drill is a decent pressure option, so you can burn 25% to turn it into a fuzzy. Past that is rather impractical, although something like IAD j.KSH 5P drill 2S 5H P-roar FRC dashjump KS-H-plunge works on Axl. Of course with any corner knockdown you can go 2S S-roar FRC IAD plunge for the same setup, but this does a bit more damage and works midscreen. edit - although if you really want a fuzzy off 2K c.S you can just go into TK drill in the corner for meterless setup.
  21. New combo route from throw, works anywhere Throw dash crS H P-roar FRC dashjump j.KS-H-plunge (140 vs JO, 148 vs ED, 121 vs PO) Throw dash crS H P-roar FRC dashjump j.KS-SH-plunge (127 vs ABA, 127 vs RO) Pretty useful combo for getting a fuzzy setup anywhere for a bit of meter, and works off other kinds of knockdowns too, like post-drill.
  22. I absolutely definitely want to go
  23. Thank you, that's quite helpful.
×
×
  • Create New...