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GSD-SPL

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Everything posted by GSD-SPL

  1. You can't get a Wall Alpha ender on that combo and it is restricted to JI range. It's a bit more damage but not as versatile. Unless the spacing is right for the IAD j.P > J.D to leave them fully cornered without Wall Bounce or the Kunai Super itself, it doesn't seem like a good route for corner KD.
  2. Here's some I don't think anyone has mentioned, but they cost meter. You can get corner KD from anywhere with 623HS RC, even a wall cling cross-up. Ex: 2 hits > 2D > 236S > 623HS > RC > Dash 5HS > IAD > j.D > Air Alpha > Wall Alpha ... 623HS > RC > 5HS > IAD > j.P* > j.D [j.P* > j.K(1)* > j.D (POT, BED, KY, SIN?, AXL?)] *omit depending on spacing and end with j.D Gamma Blade starter works. AA 6P CH > 6HS works but not a corner KD from anywhere. I'm not sure how great the oki options are on a j.D ender compared to Wall Alpha in terms of wake-up time, but I know some things can be safe-jumped at least. They will still be fully cornered without wall bouncing (H Tele won't cross-up) with the right timing on the RC and the Dash 5HS, and the normals used for the IAD in regards to spacing. You also have to RC at different times depending on the char to catch them with 5HS. It basically comes down to RCing right away or giving them a head start on their momentum, depending on how they float through the air. I'm positive it's a universal combo route. Overall I'm happy to do JI combo when Tension Pulse is good, but i'm conflicted on what to do when Tension Pulse is bad, especially with a 2K starter. Do it anyway? 2D ender? Chipp's oki off a KD seems pretty poor outside the corner unless I'm missing something.
  3. Yes, I usually ask people I have a good connection with if they want to grind out a set, but I pretty much always get ignored. I've been starting to play less because everyone just seems so cold and distant. I wish I had people to play sets with after work.
  4. How can you have a community when you have to hit diagonals? RIP XRD, you tried.
  5. I know I have read Chipp has pretty poor pressure in general, but how is his corner lock-down in your guys' opinion? I have been grinding out 623H RC combos to get corner Oki from anywhere on the screen, but I have zero confidence when the opponent blocks a safe jump. I feel like I wasted my RC as I lack the ability to keep them locked in the corner. My Chipp is sorry as fuck when it comes to intimidating people in neutral, even when they are cornered. I know that I cannot rely on unsafe Oki, but I am struggling how to figure out how to oppress people with Chipp's safe Oki. The best I have come up with is leaf grab in a frame trap situation but it feels like a low level crutch at best when I am not confident in any other options.
  6. Pretty sure he's talking about accidental reversals in neutral, etc, outside of wake-up. The problem is there is no real countermeasure for it in GG. You just wait for the buffer to end which means less flexibility. Increasing the buffer means you have to wait even longer. The more you increase it the more detrimental it becomes. I don't want to see an increased frame buffer in GG than what it's already at if there is no input override to work around it. I wouldn't be surprised if later iterations of GG increase the frame buffer further to 4-5f. This isn't something that's new due to modern FGs though, the increased frame buffers (4-5 frame for example) just exacerbate the issue if there's no input override to work around it. You're actually more likely to get an accidental reversal in KoF 98 than you would in XIII, despite the much longer buffer in XIII. When you increase the frame buffer with no way to compensate for it, it becomes more of an oversight than a conscious design decision imo. These buffers exist and also get extended in games so people can input stuff on wake-up and chain stuff easier, not to force you to wait longer without getting the wrong move out.
  7. A close bud I made playing KoF learned the hard way after replacing his DS3 for god knows how many times. Another guy I played from time to time was usually complaining about various types of pads breaking all the time and having to replace them. Pad is great, but if you're one of those people who can't get their pads to last, just fuck 'em. You end up spending more than a stick in the long run.
  8. Is the start-up of BS affected by YRC? The Wiki doesn't list any start-up frames, so i'm assuming a standing BS is active on frame 1, for 12 frames. Is that 1 frame start up affected by slow-down like other stuff? If so, how many extra frames for the start-up of BS when someone YRCs, and other stuff in general. I think that'd be important to know. I understand nothing about the RC slowdown other than "it slows you down".
  9. I feel like the newer/weaker players are too scared to use it, myself included. Some of them flat out forget it's there too. I think you have to do some homework on your match-ups to really use it confidently. It really only seems more newb friendly on left/right based mix-ups, like Chipp FDC drop and Wall Cling oki.
  10. I've been trying to challenge people too directly with my buttons as Chipp. Not taking advantage of his speed / mobility enough. If I get my ass beat enough and really think about it I'll pick up things I need to change, more so if i'm just learning the game. As for other game, some times a short break has helped with muscle memory based habits. It can feel a bit invigorating and refreshing. I'm still real low level at GG, but for other players, I've noticed a couple players use Dust quite a bit during their strings. I'll Super their Dust and hope they get the idea. Refusing to use mains against anyone weaker than you, while simultaneously seeking stronger players to level up against is pretty selfish imo. Sandbagging with characters you don't have near as much experience with or aren't even comfortable with kinda defeats the purpose of a weaker player trying to level up against you. Whatever bad habits you think using your main against a weaker player be damned, a little selflessness can go a long way for player growth.
  11. We can play a good set right now if you're still available. I wasn't playing for awhile because the USB cable stopped working on my ps3 stick. Ended up importing a TE2 instead of fixing it. =x
  12. I think most people including me just rest their 4 fingers on the main rainbow layout. No thumb. FWIW, I don't really press buttons smack dab in the middle. For Dust I just press the top edge of the button. Hope that helps. Not having to use my thumbs is actually the main reason I use Arcade Sticks, aside from pads wearing out.
  13. 5-frame buffer didn't make KoF casual. I think you got my post wrong over the way I worded it. I literally meant a DP does not automatically make a character immune to all oki, and that a bigger frame buffer does not help in that regard.
  14. Simply having a DP does not entitle a character to be immune to all oki across the board.
  15. You're better off hooking up with people in player match / lobbies, imo. You're more likely to pick something up by feel, or to find some material to take to Training Mode over the course of a set, as opposed to just getting bopped once by several randoms in ranked. Playing a set with someone, even a small one, will be a more focused experience.
  16. Finally a non-licensed TE2 for America. I'm hoping that will mean a respectable stock so nobody gets burned. That has to stop. Late April though is pretty damn sad. I ended up importing one but Nippon-Yasan sure takes forever to ship. Really adds some extra sting to how expensive the shipping is. It says on the pre-order page "Your credit, debit, or pre-paid card will not be charged until the order ships." , so you should be fine. Haven't used a pre-paid card for them myself.
  17. try these: grounded launch - j.PKS, dj.KKKKS, tj.HS airborn launch - j.KK, dj.KKKKS , tj.HS
  18. I saw it on stock when I woke up, made some coffee real quick,, sold out... I don't know what I was thinking. I've been wanting to buy a TE2 for weeks.
  19. Everyone has their own joystick and grip preference. Personally I use the alternate wineglass grip aka Daigo grip (Shaft between ring and pinky finger) Try multiple grips before committing to one. Same with joysticks if you can. JLF may be the standard but I wouldn't worry about it if you aren't using other people's sticks frequently.
  20. Is FDC drop after basic midscreen knockdown (2D) suppose to be meaty? It's something i've been practicing quite a bit, but after setting Chipp as a recorded dummy it seems pretty easy to Blitz Shield into a combo. I've been trying different timings along with cross-up or no cross-up Am I doing something wrong with my timing or is FDC drop after knockdown not that good if the opponent has any meter to Blitz Shield? Or is it just harder to Blitz Shield on command when Chipp is always alternating his timings? It seems even easier to beat on a cross-up as the j.HS tends to be more likely to hit once one some characters on cross-up, so I have to do it deeper to get a gap-less cS or 5K. When I watch matches though people seem to eat it 2-3 times in a row every now and then no problem.
  21. What's the natural frame delay for XRD offline? I'm mostly wondering because someone said in another topic that XRD has 2 more frames of delay than AC, but didn't specify on the numbers for each. Different games and all, but Training Mode Delay 2 feels noticeably worse than playing KoF XIII Steam with my buddy in the next state over, which doesn't seem right to me at all. Online feels all over the place regardless of it saying 2 frames.
  22. Thanks. That should have been obvious to me. Is there any reliable way to get 6A > stuff > ODC > Air Messenga > 6D on all of the cast? It seems super wonky the way it catches people, and OD Air Messenga only seems useful if you can get an OD 6D afterwards. I haven't tried any of the char specific loops.
  23. It works, you just need to do a delay before the 5B, while with other chars you don't. The hurtboxes in this game don't make a damn bit of sense to me. When doing 22C in the corner, 3C does not work on everyone. The only universal route seems to be 22C > 5B > stuff I think 5C > OTG 5D does not work on everyone either. You will need to pick some chars up again with 2C or 3C after a 5C. What does "T", "BT", and "AT" mean for the combo starters? I've seen the midscreen combos used atleast. I think it's a matter of standing and crouch confirm along with the spacing. Not saying I haven't seen JP Terumis make bad choices though... On a close crouch confirm it's a 39~40 extra heat gain for 400~600 less damage.
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