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Clouth

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Everything posted by Clouth

  1. lol I think the last guy on team jeff sold us out with JC and Hunter in GG 3v3 was lilman.
  2. Only rage I would personally allow is execution rage. When you drop a combo or miss time something. Because that shit is just too annoying. Spend how many hours in training mode? doing what? And these are the results? /: I want my money back. ;p
  3. Clouth

    It's unanimous you are indeed the funniest person on DL. Peter is a close second but just becasue he shit talks so well. :dat ass:

  4. God I can't stand watching slayer. Too much butt hurt.
  5. First page first post under Cat Spirit One. Drop the 5B the combo still works the same. :/
  6. I was going to ask a question but I figured it out, on her 2x airthrow you use her Cat jump 214D then IAD d: http://www.youtube.com/watch?v=l2Dnxejjpeg about 1:58 first airthrow. Pretty intresting but highly unpractical since most high level players will tech the very first air throw but its fun to throw on scrubs and for wow factor. Also if you land after the airthrow you can 236aa, into loops, and do the whole thing all over again :D but the 2nd a in the 236aa will miss in the corner. 6C, 236CC, 3D~9, (j.C, 9D~9)x2 236BB, delay airthrow, 214AA, 1D~7, (j.C 7D~7)x2, 214BB, airthrow, 236AA, etc... the combo in the video btw is: CH 5B, 6C, 236CC, 3D~9, (j.C, 9D~9)x2 236BB, delay airthrow, 236D IAD, airthrow. If your oppnent dosent know to tech throws you can airthrow, 236D IAD, airthrow, 214D IAD, airthrow, repeat etc... till death. xD
  7. You know I never realized this before but Sanzou has a old style telephone for a belt. lol
  8. C Is a great option for baits on chars that leave them up in the air. I always get Rags with there DP as I D in he DP's I C cancel and end up in his face for an air throw. Wonderful. I use Tao's 214 D Wall stick thing quite a bit, but I never know what should I fallow up with. If there close I'll dive in and if they react I cancel and throw. I also use it for getting out of pressure since most people expect a jump out or a torpedo. Any one else get anything great off from tearing up the curtains?
  9. Yeah thats what I ment about reaction not the Jin. Us, but sadly the cancels even have vulnerable frames instead of immediately making you active :[ So plan ahead on what you're going to do. yeah I think D~b after combos or after a few poke attemps really screws with peoples heads, they dont know how to react to switching sides so fast and you could always throw or another combo starter off something fast so it keeps them guessing. Shes like super pressure catbitch.
  10. Great Idea, I for one look to matchup threads for some outside observation on somethings I may not be doing so I can change to help in some harder matchups. But maybe its just too early to put up ratios for matches yet Lets wait for SBO :D. Instead we should focus more on what has been working in matches we have had as well as whats punishable by what. Because linking some of taos CH's is crucial to her game, and being punished by doing D~B all day is no fun. :D Jin, most Jins Ive played have been relying on CHing her D's. It can be easily reacted too, Its better to keep close and rely on faster start up moves such as throws and 5B. Of course you want to keep them guessing so I always go for 2x (j.D~9 j.C) loops jump after and just wait till they tec for a throw. Use her extra jumps and IADs for mobility above his vertical slashing anti airs. the match is deffenetly harder for Jin since its majorly a guessing game of how you are going to come in, and once you get in it only gets worse. Also very useful her cat crawl 3 or 1 goes under most of his D stuff. Ice blades, Ice surf, etc.. so if in corner just wait out the ride and punish accordingly right after or get some CH 2A's, 2B's or a 3C for loops.
  11. Haha hey Juan, Yeah SB'ing the last hit (or hits) of eddies FB drill and Ky's oki are something you can practice in traning mode. There both 3 hits so it should be like learning an FRC. The timing dosent change and it leaves you at +frames, and for the IB it depends on what string he does and how close he is but what I've noticed instead of throwing for eddies command throw you should jump, but remember he can always anticipate it and not throw but thats the whole mix up gussing game thing. If you do get cought in the command and the puddles set for wake up try revesaling DP, OR FBDP, Im not sure if the slides work. I think maybe the FB might since full body. But this is basic for any character agenst eddie. I think most part to worry about is getting rid of little eddie without eating knockdowns. Another thing to watch for is if your thinking unblock with little eddie near, it will hit little eddie and wiff big leaving you for some pain. Also blood ball works wonders in this match.
  12. don Thats what I'm saying. orbs frc iad in j.k wields alot of oppertunitys and is easly hit confirmed since you see them launch. If they block the orbs and see the iad they have to decide to block high, low or throw. Roughly the same as fuzzy without the unblockable 2nd j.s. Ive used this and it works for the most part when I don't screw it up by missing the frc dash and get punished. I'm not sure if anyone can fit a 6p in before you iad in, but no one has tried. d: Yeah theres a few instances where butt has nice pressure aswell as good safe range. But I always just find myself thinking after some push back from a 6H should be enough room untill it wiffs compleatly and I land and am left in the cold for some serious beat down, also Jams are scary with there perrys ._.
  13. Orbs are a great defence. Baiting the FB to FRC then IAD behind him to punish, Also is good to stuff little eddies ]S[ but you might get hit if too you're close. Also common knowledge, but SB the last hit of his FB drill and I think IB little eddies ]K[ hits in his shadow loop pressure and you can throw?
  14. Yeah I learned from the start by reading that "danzi happy players get punished." So I really eliminated it from my pressure string list as well as her butt since its highly punishable with out a RC or distance from push back, but it really is usefull if you think they'll burst or jump out. I've also noticed also tk orbs is alot like the fuzzy guard mixup because you can land and attack low or you can low FRC IAD and bring them up off the ground with the j.k land 5S, 2S so on.. or j.S land 5S 2H so on.. but you have to be pretty low for the j.S and 5S to connect thats if it hits but deffenetly something worth using. d:
  15. Thats the same thing with the orochinagi sight for KoF, or there just stingy with who joins the community.... but I doubt it. If BBB2 brings good results I can see a sub-scene going. Side tournys and what not. I know I'll deffly bring it round the local arcade a cupple of times.
  16. Well yeah, but ultimately a release on anything other than comp. Maybe even ps3 with online capabilities buuuut. I doubt it T_T BTW is Bx4 the only dedicated sight? Cuz I ran across a jp wiki sight sometime back for the game with video tutors and all. But I dont remeber the address :/
  17. <3 Maybe it will get a scene like melty blood and then we can look forward to a ps2 release.
  18. Ohkay, Ill call you when Im on my way up. Ill try to get up early enough that if your free I can swing by an get some in before heading to my sisters. Her place is like 20 min away.

  19. HEY might be in town for superbowl doin anything?

  20. I was wondering: Is it better to finish loops and double key, or orb once an butt. I found with most characters you can get atleast 2 butt loops an then sj into key? I guess its dmg vs recovery?
  21. Hey are you going to FR?

  22. I highly agree. I am actually very new to guilty gear. I started some months ago. Im still pretty scrub but it is my first fighter. My friend introduced me and has been teaching me ever since. This has brought me to tons of self realizations of timings, and just general rules about guilty gear. What he had done for me is just ran me threw basics of cancels, highs/lows, dashing but Nothing too technical of spacing, IBs, RCs/FRCs, invincability, waight or anything. Not even IAD or jump canceling. Just basic old SF ST stuff. Having a personal intrest in the game is a must becase as he has tried before, you cant force people to like fighters. I rely'd on him (and probably still do) way too much. Not just for questions but for everything. He first worked alot on blocking. He'd just run up an low sweep over and over untill I relized I need to block low. Then he would mix it up then go back to only low sweeping to see if I got it. Gradually he would speed up the mix ups between highs and lows untill I got it. Then he started explaining IB, frame data and poking and just going one by one. Good use of teaching IB examples is Pots 6HS, Slidehead gimmick. This showed me exactly how important it is to IB things. Examples are the best thing for teaching. It puts a face to the things you say. After frame data and safely poking came, hit confirming, along with comboing and RC/FRCs and the importance of tension. Then oki's, meatys, spacing and setups. I still have ALOT to learn I realize but what helped me mostly is just the reinforcement of "just have fun." I cant say im anywhere near good, or even decent. I CAN say is that I am better than I was before I started playing thanks to him. Best advice he gave was "Watch lots of vedios and pay attention to what the players are thinking and determin whats a poke and whats ment for punishment. Pay attention to what they did wrong and what they did right to win them the match." "Also play as meny people as possable. :]"
  23. Anyone wanna help with 669s? Idk why I cant get it. I mean I know what it looks like, and have done it plenty of times but I cant ever do it on command. Should I treat it like learning FRC's an look for a visual acknolagement. I've tried to already on her throw, but had no Idea when to start the 66. I know your supposto do the 66 as fast as possable but How do you know when to do the first 6 just before the throw command frame has ended? Or is it like reversals you just have to keep not getting it untill you just get it? Also is it critical to catch them on the way up like on the 2 or 3erd frame after the jump? Cuz I noticed in corners for orbs I can do the combo off of 2H without the IAD if I just delay my fisrt J.S untill there starting to fall, Or if you DO catch them on the way up with J.S Throw a J.D after the J.H with heavier chars. that gets the orbs just next to landing on the ground. I mean it combos, which only leaves the 669 to continue. Σ(T∇T)
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