Jump to content
Dustloop Forums

Sesshyru

Members
  • Posts

    1,695
  • Joined

  • Last visited

Everything posted by Sesshyru

  1. I dunno.... 0 is pretty gangster when it comes to the HOS. Just can't find him anymore... :sad: Besides. A lot of people want more GG. Not more BB. Two completely different games.
  2. You finally got internetz?
  3. What a messed up way to start a greeting. haha
  4. Destinnnngggg What are you up to now a days?
  5. Man screw a HD...
  6. Comparing GG to BB is a huge mistake; I digress... I don't think you will find any "one combo per start" business here. You get in, you stay in, you kill. To help you get in, keep block strings short, AA with Gunblaze or 5HS or bla bla.., look for openings in their block-strings or advances and punish accordingly. To stay in, keep your block strings short, charge cancel often. To kill: use your meter wisely, mix things up (fuzzy guards, grabs, 2HS, GB cross up, j.S cross up, ect...) and try not to do unsafe pressure (BRP close with out the FRC). FU xD Did you remember to record that turny?
  7. I'm not salty. I'm 3rd strike.
  8. http://www.nicovideo.jp/watch/sm12105649 Go eddie or go home.
  9. In what situation? ... You stay on the ground! >.>
  10. lawl So do they mean chess strategy or RTS strategy?
  11. And it's better than BlazBlue.
  12. My fav part of the game. Look how gangster that background is.
  13. You can get off a AC with out FRCing and keep the level and still have enough time for oki. lol
  14. The Barren Tastelands.
  15. It's very difficult to land. 6HS is also burst safe. However, if you have level 2 BRP; I say go for it.
  16. TV Dinners need that quality posting spice to make up for its obvious tastelessness.
  17. To this end, you can pull off a 66 -> j.p -> j.HS -> j.D -> wait -> dj.D to land a knock down every time after the first Dustloop of a corner throw to gain a knock down; due to j.d's long untech range. MFRC goes for Knock down + Oki game, I go for meter/tech trap options. Play HOS the way that suits you best.
  18. A few blockstrings that I use: 2s -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 2k -> 2k -> 66 -> another block string or throw or wait to see what they do (blocking). 2s -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 5p -> 66 -> 5p -> 66 -> another block string or throw or wait to see what they do (blocking). 2d -> CC -> 2s -> 66 -> another block string or throw or wait to see what they do (blocking). 2d -> CC -> another block string or throw or wait to see what they do (blocking). 5p -> Gunblade 5p -> 2HS 5p -> 5D So on and so on... About Gunblaze... Gunblaze cross up usually only works for me if I do 2D -> gunblaze -> gunblaze. However this can be blocked by holding the motion to block the first gunblaze so its not really a cross up unless you wait a second but by then you can be thrown out; so stick in a 66 -> meaty 5p -> GB to make it a bit safer. I have been instructed to use gunblaze strictly as anti air lately and use 5p more for oki. Things have been working out a lot better. About Dustloop: 1 rep of dust loop is the j.HS -> j.D -> dj.HS -> j.D. Pretty easy to pull off on most of the cast (kinda frustrating to do on Sol and May). Going for the double loop usually gets tricky. It is heavily weight and distance dependent. I usually practice on Sol (he is good for the light characters and women), HOS (He is good for the normal characters lie Anji) and Slayer (he is good for the heavy / low profile characters lie Ky). As an example... For Sol corner throw I do: throw -> 66 -> j.HS -> j.D -> dj.HS -> j.D -> land -> j.p -> j.s -> dj.s -> SV For HOS corner throw I do: throw -> 66 -> j.HS -> j.D -> dj.HS -> j.D -> land -> 66 -> 5sc -> j.HS -> j.D -> dj.HS -> j.D -> BRP For Slayer corner throw I do: throw -> 66 -> j.k -> j.HS -> j.D -> land -> j.HS -> j.D -> dj.HS -> j.D -> BRP For Johnny corner throw I do:throw -> 66 -> j.k -> j.HS -> j.D -> dj.HS -> j.D -> BRP So on and so on... The other guys prob have better combos. All FRC's are great. I use BRP FRC for a throw or to get in a j.p -> tick throw. BHB AC FRC can lead to some quick meeter. GB FRC can lead to some pressure or j.s crossup shinanagans with level 2. As for the combos, from what I have learned, they are not just do it and put in a badlands and do it over and over (<~salty bout dat). HOS has to read the height and the hitbox of the character, then react accordingly. If a gunblaze hits a character at the very top and doesn't counter hit, then I do a HJ -> j.s -> j.HS -> j.D -> SV. Or if I land a funky mid screen j.HS CH then I will go into a staple HJI combo -> 66 -> 5k/5s -> 5HS -> HJ.s -> HJ.hs -> HJ.d -> DHJ.hs -> HJ.d -> BRP. Some funny stuff but its all situational and character dependent.
  19. Wallstreet has to give us back 2 bucks because we paid 5. Press is a good man. u.u
  20. Comeon man it was so obvious lol. Are people really confused by our trolls? haha What you miss him or somethin? Wana get yo pizza taken again, nigga?
  21. YOU EAT A DICK!
×
×
  • Create New...