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Don Blow Jon

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About Don Blow Jon

  • Birthday 07/23/1995

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  • Interests
    Booty.

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  • Location
    Puerto Rico, Da bessss
  • XBL
    TEG Reylenzer
  • PSN
    KrocoCola
  1. Here's a gimmick you can use when applying 6P pressure in the corner They can counter the gimmick by mashing before the YRC or jumping after it (which can then be countered with just going for a normal to continue applying pressure).
  2. A bit late but some basic command grab set ups I've experienced that he'll go for either include 2P > Eddie P then wait a bit to command grab or go for it after Eddie K.
  3. A properly timed double jump shouldn't allow you to punish say a 5K on whiff but it should allow you to punish a whiffed 2HS and FD an incoming 623HS. I'm assuming you mean when Revolver is cancelled into from a normal like f.S and in that case May's 2HS should allow you to punish Bandit Revolver for a full counter hit combo cause her hurtbox lowers which could help you avoid a likely trade. I'm not sure on Bringer, could result in a trade.
  4. People's, be sure to head out to the Bally's later today for the anime suite, it'll be at the Jubilee tower 68th floor, no room number as of yet. EDIT: It's 6809, they're still setting things up. It'll have a ten dollar entry fee but it will last for the whole night and the suite is huge. Check out Jiyuna's twitter for more details.
  5. I got mad tired so I didn't hit anyone up for today, EVO starting up tomorrow tho so casuals all around before and after pools, I'll hit you guys up.
  6. Godlike, most people should be arriving tomorrow so once we get ourselves a savior with a set up I'll hit both of you up through PM.
  7. It's that time of the year again and fighting gamers from all over fortunate enough head down to Las Vegas for EVO2015, I don't know about you guys but I can't keep myself in check any longer, I need to met and play with as many Guilty players here before heading back to the seven circles of hell that is PSN. If you're planning (or are aware of) anything like say practice before the main event, salty suites or just want to drink and play some casuals please don't be shy, post it in the thread so many of us can head down! P.S I'd set one up myself but my incompetence knew no limits today and I overslept which caused me to leave my set up, yeah, destroyed myself there.
  8. We came out just fine with this patch, loving it.
  9. Also after looking back at safe jump oki it's nowhere as strong midscreen compared to what's possible in the corner due the many ways to disrespect it ie rolling, however there is one way to elevate this problem. After 22Clvl3 it's possible to IAD j.C for a safe jump. This option can be used to catch people of guard who are expecting a 236D (the window for inputting a safe jump is quite lenient so it allows for some delay) and can be used to react to people not teching (just laying there) after the knockdown to gain some meter in the process. You can then use say 623B to get some damage in or keep the meter to use later during neutral or to get some damage off 5D > 236D. I'll probably post a video on the safe jump but after some more sweet Guilty Gear.
  10. Pressure, basically what he's all about man with the current tool set we've got. He's got some good oki options from his good knockdowns (6D, 22Clvl3) but nothing that standouts from 236D which will be most consistent one you'll get. Also he's got some pretty good fuzzy guards and will be even more effective in Extend.
  11. In my opinion he just lost too many of the tools that made him viable in 1.1, those being frame advantage from j.2D to maintain momentum (now -1 or neutral of I recall) loss of ground bounce from j.D counter hit for when someone attempted to punish Terumi, range on 236D and finally 5D recovery nerf which is our main poking tool. He got some decent tools in return with the most beneficial one being 236D's reduced recovery to create some decent frames traps with it whiffing after certain normals which strengthens his already powerful frame trap game (but not enough to make up for j.2D nerf) but nothing to help with opening up the opponent. I can see why he's considered one of the worst in the cast, got some unnecessary nerfs when he needed buffs.
  12. First impressions let's go. 5P buff is neat but not too beneficial since you'll probably only use this normal for counter poking which won't lead to a full combo where this change matters, seems like they buffed it for no apparent reason. 5K nerf hurts but if this is the only change I can live with it. F.S reversion is great, no need to worry about damage reductions from RRC confirms. 2HS is just getting buffed all around, I'm liking this. GF (YRC) reverted to its current glory is fantastic, no need to adjust block strings due to the change (hope this sticks that way till release). WT YRC OS removal hurts mostly at high level play but we can live without it. Overall glad with the current changes we know so far.
  13. Video I made from playing some sets with a friend, god online can be so much fun sometimes. http://youtu.be/c2fVVWNv-DE
  14. Translation of changes (shoutouts to Flickr for these). 1.SOL -j.D: CH untechable time increase. -Gunflame: YRC window shortened. -Kudakero: Drop-Part hitbox expanded. On block, drop-part push back farther. Initial Prorate added(85%). -Riot Stomp: Damage Increased(10-30 > 30-50). Initial Prorate added(75%). -Grand Viper: Number of mashing input decreased. -Fafnir: Level decrased(4 > 3). CH rolling time decreased
  15. Now that just looks funny, but it also explains the random hits I would get while accidentally IADing over them with GR YRC.
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