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lofo

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Everything posted by lofo

  1. Should I bring my 360 tomorrow to make sure we don't run into the "not enough ps3 sticks" issue?
  2. lol awesome @Essay: are there more details for the feb tourney yet? sounds hype!
  3. our community could learn a lot from this commentary
  4. Hadn't seen this before, relaunch after D-roar http://www.youtube.com/watch?v=6ZCU1Pggg6c&t=54m24s 5K j.SH D-roar, neutral doublejump, falling j.H, land dashjump j.KS-SH plunge
  5. A fuse went off at somewhere between 5 and 6, and sage and I had to get home, so we ended early. I'll play my set with sage sometime over the next couple days and report it.
  6. Sol: Such an easy matchup. Sweep and jab are amazing, smart pushblock into punish and backdash into punish just rips his offense apart. DP is not that scary since f.S and P-roar can't be DPed, and unless he's YOLO GVing or something there's not much to worry about (and P-roar stuffs that for full combo). If he whiffs a DP, mega combo time for Kliff Damage. Really the only thing Sol has going for him is that it's somewhat of a nuisance to jump over gunflame, because if Kliff tries to hit with j.S or j.H, the hurtbox will go into the GF and get CH. HOS: I find him pretty easy to zone out. Everything he has is just so stubby. He's good when he finally gets in, I guess, but that's true of all his matchups. f.S and P-roar just rock him. Anecdotal, I know, but Level5-Chan opted not to play this matchup against me at CECC, so I think he agrees with me. Anji: Fuujin is pretty easy to play around, Kliff has lots of active frames on his stuff. Is he's good at psychic guardpoints, that's scary I guess, but I generally play this rather defensively so as to not give him much room for them. I don't have much experience with this matchup, but so far I havn't seen anything that worries me. Jam: Not really scared of her. Puffballs are brutal on hit, so play around those hard. If you read she's going to do one, they are slow enough for a psychic stun slap into monster combo, so she shouldn't be mashing on them. Make sure you stay close enough that she doesn't get cute with raw cards and be careful of parry gaps in your strings (notably air strings). Any time you touch her, you can do monster damage, because every combo route works on Jam. Get a midscreen throw? 50% damage into corner knockdown. Otherwise this is just another matchup where Kliff super speed pokes are tough for them to deal with. Axl: I'm not that scared of rensen. If you're kind of close and he doesn't FRC, drill will punish it. If you're far, you have more time to handle it, so IAD j.S over it. Chains are kind of annoying given Kliff's mobility and catch counters can wreck sloppy offense, so I could see this being rated as hard. Honestly one of the hardest parts of this matchup for me is getting around his unblockable. When I try to reaction jump it, I get tagged on the feet on the way up due to Kliff's floaty jump. Blah. I need to experiment with superjumping it or something. Potemkin: I don't know what miracles you're pulling off, because I play this matchup a lot and my record is still generally 2-8 or something. At any range closer than the tip of f.S, he rocks you on hit or trade. Random Giganter means instant stun. Sweep combos don't work on him. Everything he does is huge damage. Heat Knuckle beats air pokes from half screen. He's functionally immune to stun. Honestly, it's hard to think of anything that could make this matchup worse. Maybe I'll try to get some recorded footage of this matchup so we can talk about it. Justice: My experience is that it's dead even as long as you don't drop combos. I guess that could qualify as hard, but any time I lose this I know exactly why. The big thing about this matchup is that your combos need to be on point, because she definitely wins the neutral game, so you don't get many chances to make things happen. When you DO hit her, though, it's Combo Video Time. Meter is pretty easy to collect in this matchup, to the point that I'll hit a full bar and say out loud, "Ok, here I come! Don't get touched!" If she wants to play safe she often has to FRC her missiles to avoid reaction R-Roar. I-no: Oh god, I hate this matchup. Kliff's mobility makes notes hard to dodge, and her double airdash is hard to catch. If you ever block it's mixups forever. Stance is weak vs her mixups because Vs her dives I don't usually stance them, I could try that I guess. My regular I-No opponent rarely uses StBT because he knows it's risky, I think. Surprised you rate Venom as hard. In my experience he does some stuff, then you CH him out of whatever with your amazingly fast huge pokes, then you Combo Video him for all of the damage and he never gets out of your post-combo pressure because he's Venom. My limited experience of Kliff vs Slayer has not made me afraid of him. +R Slayer is a wimp and Kliff pokes are great.
  7. ya man aquapizza is cool because i can do big combos without looking at the screen
  8. since i think some of you dont read the GG video thread, http://www.youtube.com/watch?v=z52abInLm7w combo video by FAB
  9. Since discussion is so quiet, why not talk about matchups? In the general sense I mean. I'm pretty wary of assigning numbers to anything because I feel I'm soooooo far from playing Kliff optimally, and because I don't have the breadth of matchup experience, but it couldn't hurt to chit-chat about how matchups are going. I guess it's more of a learning curve rating than a matchup rating. I think May might be even, for example, but damn is it a lot of getting stunned while you try to figure out what's going on. very easy: easy: medium: :KY: hard: very hard: not enough experience: I've been practicing vs PO a lot recently and I feel that's the best way to really improve. It's like training with weights on, everything else seems so much easier afterwards.
  10. Ok, unless there are objections, I'll play against Essay, sage, and Hash next week.
  11. Let me know who I'm going to be facing next time. I want to practice up! :3
  12. I can bring my 360 if needed. I got dibs on that huge CRT and we'll see if Bruce can rustle up a monitor for us so we can have 2 setups. :3 Hell yeah I want to start our league matches tomorrow! Let's get this shit started!
  13. For our league thing, since we want the highest level of play, I'll say in advance that I will only be playing Kliff for league matches. This way people know what they'll be up against and can practice for that and we can all do our best, yay!
  14. I don't know if this has been posted anywhere, but I havn't seen it. Sorry if it's a repost. If you are on Xbox 360 and waiting for the patch in your country (eg Canada), you can get +R now by making an american XBL account and downloading the free +R patch from the american shop. It works with the non-american version because it's just the same game. It costs nothing to do this but a bit of time.
  15. Yeah that's the one. It's pretty excellent!
  16. S-roar FRC vault(214K) combos are complicated and I'm having a lot of trouble getting them to work consistently. You really need to figure out where in the stage you are and adjust, and it depends on how wide their sliding animation is, and figuring out follow-ups can be tricky because they might "shrink" after you pick them up if their slide hitbox is wider than their air hitbox. The whole thing is tough to figure out. I'm doing it kind of ad hoc right now. Here is some sample throw combo on Jam at midstage. throw dash 2S S-roar FRC dash vault(whiff) 5K 6P(partial) S-roar TK-drill (153 damage) Replace vault with another dash to make it work in the corner. The cool thing about this is that apparently doing a TK-drill after S-roar sets you up for a safejump fuzzy, which I didn't know! You can upgrade it with some meter to get stronger midstage damage, like throw dash 2S S-roar FRC dash vault(whiff) 5K 6P(partial) S-roar FRC 6H(full) vault (203 damage) Strangely I couldn't get another 2S S-roar at the end of either of those, she always techs out. I guess this could also be worthwhile in the corner if it stuns, but otherwise you'll get better damage out of just doing the standard stun combo into something like 6H(partial) drill 2S S-roar.
  17. Yeah that sounds fine, though I'd try to keep them at gonq if possible. I think it'll still help to prepare. From my experience in other games it really does. It's like when you practice a presentation in front of friends or a mirror. Hell yeah streams/recording sounds great! Yeah that sounds fine. I played a first to uh, I think first to 6 a while ago with Philip and man it was really long to be on my game without a break. First to 3 or 4 seems fine if we want them to be a bit longer than usual. First to 3 for grand finals of the mini tournament at the end also seems good? With first to 2 for the other things.
  18. Oh another thing. I assumed free char pick, no lock, 2/3 games with 2/3 rounds. That all fine?
  19. Tournament brings more hype and helps get used to "tournament nerves" yeah. Maybe we could still cut to grand finals or top 4 or something at the end of the league? This idea isn't really thought out properly, just thinking out loud.
  20. I think the ideal format is something where you can miss a week or whatever and it's not a big deal, and new players aren't penalized much (or at all) for not having been there before. Mini weekly tournaments could fulfill that, but I don't know how workable that is. I'm also open to other formats, and don't know how this league thing works. Can you explain? @Dagwood: Cool.
  21. gonq meetups feel a bit more official/structured. the sat meetups are more laid back imo, and people tend to come and go whenever for those. maybe we could figure something out such that we can get 2 setups going at gonq? i'll do whatever to help with that if i can. whatever happened to that huge CRT? i havnt seen it in a while. @dagwood: sick. are you trying out a bunch of chars or sticking with one?
  22. oh I said I'd post some Testament stuff. here's a pretty cool match of kl vs te http://www.youtube.com/watch?v=6GSbCSsN2qQ&t=44m01s
  23. Watching that video, the stance didn't really seem to be working out for him. I generally don't like using it to dodge stuff at far because it cranks your stun and doesn't really do anything, just keeps you at neutral. I guess it could be better than blocking? Even then you either need to commit to not moving for a while and Testament gets to set up more traps or you whiff a slap and Testament gets to smack you. Neither is appealing 214K seems great when he doesn't have webs out, but weak when he does. I expect a smart Testament would plan ahead for that, but it seems good to keep in mind as an option. I wouldn't really say drill is safe on block. His 5K can punish it and has pretty solid range. I would definitely say that you can often get away with it, though, since the punish is hard.
  24. I havn't been linking acho matches in the video thread because they're all DC vs ???, I don't know the acho regulars' names. If that's fine I could start doing it I guess. This match is too good not to link, though. http://www.youtube.com/watch?v=HQCJsw0tMhA&t=8m48s
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