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GreasyGyro718

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Everything posted by GreasyGyro718

  1. NEC. you'll be satisfied with good guilty gear. and lotsa women. Also. On the fourth of July, our good friend mr. biscuits is hosting a bbq and guilty gear gathering. he's got 3-4 setups ready so make this count. go go ny! Biscuits will post the rest (location, time, etc.)
  2. if there was an american format tier list, baiken would be S+ AKA: we can't fight da bacon
  3. YES. I approve this post. that means it just rose up a couple of cents in value.
  4. reload K all you ever need.
  5. potemkin isn't very easy?
  6. well I know one thing from playing faust I think twice. rockit isn't useful. he can just walk under it. never start the round with anything besides backdash or some other movement. any poke you do is gonna get stuff'd and CH'd by his 5k. his pressure and mixup is all about his iad FD j.d or iad FD land whatever. that's basically all I got outa playing faust for the very few times playing him.
  7. it'd be nice to know how we can approach faust depending on the item thrown. for example, poison is out, how do we get to him from there? all that kinda stuff is good to start with.
  8. hey I'm just curious, what DID happen in the XX days. I wanna know the broken goods.
  9. we should have like a seperate part of this thread made exclusively for dust loop combos. there is no doubt that this is now a staple to OS's game. big damage and knockdown is always good. (if level permits >_<) actually talking about charge level for knockdown... this sounds like it's just gotta be done. I think more people should just try and get to lvl 2 more often if they plan on using DL's alot. that knockdown leads to os's knockdown and offensive game, and that's pretty good.
  10. when I meant charge burst > super, I meant ROAHS super. if he's going to try and chip you down, you can most definitely on reaction charge burst. The thing is you need to be a little bit of distance from him, but that's ok. don't get me wrong. I never ever use charge burst unless it's some kind of shenanigan like this.
  11. charge burst > super? <3 shenanigans
  12. hey I thought we had a matchup sub forum...
  13. don't jump. 2hs > your air.
  14. this is definitely in ky's favor, but prolly with 5.5-4.5. in some extreme cases it could be 6-4 but that's just silly.
  15. kk thanks. but in regard to what I said on may being on the ground, I meant when she wakes up lol.
  16. if potemkin likes to 6HS on meaty just IB it and jump away or if you want you can buffer the fafnir during the blockstun and use it while he does slide head. Fafnir lower body invuln will make this completely safe, but the technique itself is pretty risky. train yourself to 6K when he does a hammerfall break. this beats PB with a CH stagger, heat with a CH stagger (I think), but loses to 5k or whatever other poke he throws out. this isn't the safest option (what is lol), but it's definitely an above average one. when you wake up, just block (which I'd advise most of the time). BUT, if you see him doing a slidehead on your wakeup, Fafnir and show him what's good. SV will get beat if he does a late j.S, and watch out for tick busters. just some things I saw in your post and thought I should comment on. oh, and gunblaze as AA is good. and j.p spam is lulz.
  17. Halp meh. Ok but seriously mid range and long range you're done. DONE. you gotta get in close range. but it's little hard because he has an answer to damn near everything you do. you run, he jumps away and throws some stun edge. your answer to this is block, try to dodge it (a little hard thanks to HOS's small ass jump), 2D, or 6P. the latter two you gotta time good or else you're just gonna take free damage. you jump, he has so much Anti-Air you're gonna wanna puke. surprisingly j.HS loses to 2HS, and j.p's lose to 6P. predictable air dashes gets ky to air dash back and j.HS for ch the combbbooooo. anything else gets srk'd. if I'm wrong about any of this, thank God and please tell me. what you can DO is long and mid range mind games. this means utilizing run FD, jump forward back airdash, double jumps, anything wavy and tricky. this'll cause his to make mistakes where you do what HOS does best. Ky's pokes outpoke yours from max range, no doubt. if for some reason he SE's while you're within this range try your best to IB and you just gained some precious ground. congrats. his tick throw game is pretty good, and so is his oki. high-low is a lil gimmicky but w.e. once he's on the floor he's all yours. anything but a random ride the lightning is gonna get beat. this includes his srk. it's not that good. 6K, 2HS, 2K (I think?) can trade with this. this might sound a lil bad but you can most likely just forward tech and get back in their. if you're worried about his AA now, dun worry. 6K stagger will keep you mostly safe and 2HS CH will give you free oki again. 2K is a problem though. :X Just posting this because I need help and I'm probably a bit wrong on most of this but w.e that's what these forums are for. My matchup opinion? 5.5-4.5 kys favor or (I doubt it) 6-4.
  18. just some random things if she gets too predictable with vertical dolphins gunblaze for free CH. j.HS and j.2HS is annoying as fuck. NEVER jump against this unless you're pissed off and feel ballsy by jumping SV. it's real quick and could SOMETIMES get it, but all it really does it give you charge, make her take damage, and reset the situation. (unless you frc into some sort of offense.) if you're on the ground this is where some mind games can begin. run, FD stop, rinse repeat until she makes a mistake. then punish. HOS punishes reaaaaaaaallll well. once she's on the ground she's yours. she has nothing that can stop you except a wakeup super. so remember to either bait or gunblaze more when she has 50% tension. blocking may herself isn't the big problem (as she's not that bad to block, except for her dust which you should either jump, poke, or block into punish) but her going for a tick command grab. that shit hurts. some people get hit by dolphin crossup alot, but I don't think it's that bad. just some random stuff. no mays in NYC.
  19. Two things. 1. we need a matchup sub forum. 2. read mah last post. :D tell me what yall think.
  20. actually I found out something cool, something like wierd crossup. Hit 2HS like you would on meaty wake or whatnot. then if for some reason they don't block (and assuming that you didn't 1F link) you hit him with 2K 2S 2D. then gunblaze. notice, you don't go behind, but you still stay IN FRONT of him. then gunblaze again just like last time and you got a mind fuck gunblaze. If you decide to spend 50% tension you can 2HS RC then, here's the mixup part, do an IMMEDIATE 5S 2S 2D. this will put you in normal gunblaze position (behind him). but it you DELAY the 5S 2S 2D, you'll be put in front of him like the mindfuck gunblaze would do. then gunblaze away and the opponent will look like this this is a damn near 50-50 but you gotta spend some tension. EDIT : This works on Axl, Bridget, Dizzy, I-no, Potemkin, and Zappa. this may not be alot, but a really cool gimmick if you play against these characters alot. If this strat turns pro call it the greek mix up:eng101:
  21. I think we should get one of those matchup subforums. it's just good.
  22. punch him in the face. (IRL)
  23. I was a little shocked to hear that in the blog Isa beat SHONEN!! although in my mind shonen is just a good a player as ogawa in terms of overall beastlyness and never losing. guess I was wrong.
  24. when I meant mincy damage, I meant as an improvement over GB lvl1 in situations where you would choose lvl2 over 1. with GB lvl1 you can get like 155+ at LEAST iirc.
  25. I think the things you guys are arguing here is a bit silly... I won't say one is better then another because from the way I see it, they weren't meant to be like that. they were meant to be different. O.Sol DOES have charge keep, ya know? I gotta say this about lvl 2-3 GB though...wake up GB against CSE from a ky = hawtness. I'd use GB lvl 1 for anti-air ALWAYS over lvl 2. it's just easier to combo off of. and if you get a CH with it, that's an untechable right their. for cross-ups it's really the same thing. GB lvl 2 is also ALOT safer then lvl1 because, I think I could be wrong, it recovers faster and goes farther, AND moves faster. so yeah, can't really argue over it because you can still use both, MMKAY?!!? TB : would you really use up a level just for that mincy bit of damage from a lvl2 GB? I know I wouldn't. oh and yeah lvl2 GB can really mix up someone if they block it, gotta give that props.
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