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reaVer

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Everything posted by reaVer

  1. ElvenShadow: <jealousy> BITCH!!! </jealousy> Seems you're performing well over there:P I'm wondering though: will kaqn's switch to Millia be permanent? And could you tell him for me I have no money atm to head over to japan to play games? If he wonders, I'm the guy who mailed him about the KZO vs Ogawa thingie. (And I'm asking you because google translator sucks) Much tnx in advance. Keep up the blogging!
  2. delay the GB a bit, then do it normally without holding D
  3. Does anyone else here have problems linking into gold burst from moves? I keep getting 5D rather then gold burst.
  4. I dunno wtf that venom was doing, but Ris get crushed by Venom, pretty much by any move too.
  5. 5D j.H,j.H,j.S-K-S-K-S,dj.S-H SV for midscreen 5D j.H,j.H,j.S-K-S-H-D,dj.H-D, BRP for corner
  6. D,j.H,j.H land, j.H-D,dj.H-D,S(ji)SJ.S-H-D,dj.(H-)D(,l1BRP) and then a GB mixup. to ID just do D[9]j.H(wait for automatic jumpcancel)69H and then you should land automatically
  7. *5H l3BRP 5S©-H sj.S-H,l2SV is what I use.
  8. no need to be in a match, and I recall both gold and black being in #Reload colors, it could also be that black is in a / color and gold is in a #R color. For gold it's #R D. The new stages are simply in the stages list when picking one, nothing fancy really.
  9. The RI combo I gave works against most of the cast, except Johnny. Oh, and don't be too worried about it turning into a black combo, the timing on teching that thing is pretty hard. You should practice getting the combo down properly of course:P
  10. this is my input: 5S2S5H l2Ri 66S5H1956P-H SV The difference is that sIAD is easier to get an airdash for some reason. If you'd need a normal airdash however, you need to jump cancel 5H later then you'd normally would and then you can use the IAD(96) method.
  11. 2D CC 5K-S-H sIAD.P-S,SV works on both normal and CH on (I recall) all characters 2D CC 5S-H sIAD.P-H,SV works on most characters with CH GB AC FRC 5S-H,sj.S-H l2SV does more damage then GB 5H (ji) sj.S-H-D,dj.P-H l1SV on average case.
  12. Well, what you could do is a dashing fafnir which would bring you in range but if that's not available you're stuck with trying to run after fafnir. You don't really need a run though, you only want the forward momentum, as when 2S hits 5H usually will hit too. So what you do is 663S5H then sIAD.P-H into SV. That should work against most opponents. Oh, and you don't want to be hitting people with the tip of your fafnir, no matter what you try, you'll be out of range for sure.
  13. Nah, it won't AD, just don't go by center.
  14. Mwoah, 1 mega thread isn't good either. And are you sure you use 8 rather then 6? I do 5D[9]H wait for jump cancel,69H land etc etc.
  15. Nope, I don't hold the D button throughout the match. And I rarely use chargekeep for that matter, the only reasons for me to chargekeep are GB and attempt to obtain lvl3 with a quick BHB. With GB, it's done from a setup, so I'm already holding down D and with BHB I press P+D. VS arcade I-no, where she sets up the thing that fills the entire screen, where you have to jump over, I chargekeep SV to obtain or keep level 3 for l3TR. Though more importantly, I barely use special moves, so chargekeep isn't really an issue for me. And who said you need to get into a defensive position to do manual charge? You can do it right into your offense, make them try to poke you, and then BAM!!! CH FAFNIR BITCH!! or some shit like that. Using it there is kind of the ideal mindfuck to use on your opponent. "Of course, that's not to say I don't use Charge Stance for the Fire Burst properties if I'm cornered. (input can be half a second to almost instant 214D,H)" <--- stop doing this, you're fucking yourself over against anyone that's even remotely good. If you have 25% tension it's even safer to SV and then use AC FRC to save yourself from CH state which is unavoidable with 214D,H.
  16. His double clean hit in the jap console version has been removed. That's the main difference really. US PS2 AC Sol is more arcade perfect then Jap PS2 AC Sol:P
  17. When I get home I'll check. To me however it remains a way to get an action charge rather then trapping your opponent.
  18. l1BRP is still use at the end of combos, mainly for getting GB to hit neutral techers and such. If you'd do GB after the last j.D in a lot of cases the flame will be too far outside the corner to hit the opponent if they decide to stay into the corner, making your usually buffered action charge - which normally is safe in that situation - CH punishable and then there's plenty of cases you'll eat the damage you just did. Pevert_Q: I have a lot of trouble interpreting your two posts, but are you under the impression you always have to charge to lvl3? If so, you don't, lvl1 and lvl2 are fine in plenty of cases and they are easier to reach then lvl3. If you however made your opponent aware that you actually love getting counter hits and you do turn those into damage each time, they will block more(or they'll die) and you can start mixing in longer charges sneaking your way into lvl3 without letting up pressure at all.
  19. easy to test too. Therefore: MIXUP! WITH LOVE!
  20. It's because he mixes them up good, he won't just go for air attack everytime, he djs back, he AD PPPs and if he didn't do that he still puts up faultless shield so he doesn't eat random crap; and when he gets to the ground he can still attempt throw. It's pretty much the vast amount of experience he has over most players.
  21. Sure, but the fact you're getting 6P'd pretty much means you're predictable with your air attack. After jumping up with j.P you can also AD PPP... or do a doublejump as a bait. And you can always decide to stay on the ground, making your jumps less noticable.
  22. That late j.H is easily achieved by doing j.P before j.H, not only does it work on okizeme, it works throughout the whole match. It even protects your j.H against random shoryukens in most cases. As for his mixup options, they might be mediocre but he has a lot of them, so you shouldn't rule them out that easily. Yes of course CH fishing(which is what you're actually doing) is very good and easy with OS if your opponent wants to interrupt you or does predictable shit but in the long run they will guard and you're stuck with his mediocre mixup options. I myself go for simple things like crossup GB, throw, 5D and 2P... I don't really use okizeme as my main source for damage eventhough I do get good damage from them plenty of times. If it's blocked then fuck it, usually I end up with frame advantage no matter what I do, so I can attack again easily or perhaps fish for counter hits:P
  23. 13 frames, my mistake. But somehow you'll be doing fafnir from further away if you CC it. I also get timing issues that are not there without CC.
  24. Don't CC 6K, you'll lengthen it's recovery rather then shorten it. You should look at the frame data, the shortest CC is 11 frames, every move that goes below it will only get longer recovery when you CC it and perhaps even put you at disadvantage. There's also no need to cancel into 6H since the fafnir is there, it doesn't really matter what you do with fafnir, you pretty much always end up doing more damage then you can do with 6H RC. As for okizime, if you're doing both gunblazes really early, he won't be able to use normal throws against you(and if they like to wakeup throw they'll be eating counter hits). Once they finally start blocking you always have the delayed GB to fool them again. The delayed GB as a few properties which opponents should get aware of eventually, they'll only succesfully guard it as a crossup with every type of guard and normally only when in standard crouch defense or IG. So if they are standing or FDing GB will cross them up. So they will be using this as a sort of option select guard to prevent you playing tricks on them the easy way. This is where dust comes in and remember that the opponent must have realised the above to have dust work. Something I've found with air attacks is that if you do P on rising, you'll be doing air attacks at extremely low heights avoiding getting your ass thrown and what not. Japanese have been using it for a while. It might be that they doubletap that punch, so that if the opponent were to jump along they get j.PP which they then follow up with K,dj.S,SV
  25. reaVer|Netherlands|delay 2 delay 2 > delay 4
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