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qwerty

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Everything posted by qwerty

  1. And I just realized the best Benimaru edit.
  2. I made a Zechs Merquise Andy and a ganguro Athena. What? I'm still living in 2001. Oh yeah, I made a Captain Planet Shen too, but I think it'd work better for Ryo or Maxima. I just need to unlock their colors.
  3. I can. Get really good at hitconfirming everything into EX Decide and do ambiguous roll mixups off of command grab.
  4. And look, I'm not trying to be a dick or anything, it's just that you're acting like a BB player. One day, you'll understand.
  5. I guess I'll post this again for the benefit of the uninitiated.
  6. Ray randomly posting, people being late, people not playing GG. That's Just Norcalâ„¢ I'll add my vote to the KOFXIII at NCI pot. I'd even (actually) run the brackets! I say get rid of AH3 since we started and stopped playing that game in January.
  7. There's actually some good KOF players working on it, so it may very well be the best English guide available when it's all said and done.
  8. Whoops, didn't realize Tuesday was the day XIII comes out. Sorry Ernest!
  9. It's Guilty Gear, dude. Everyone has at least a few hard combos, lol. But if you learn Slayer, you'll have an easy time beating people. You can learn basic mixups in a few minutes and be well on your way to becoming the best player on your block.
  10. Potemkin, Slayer or Jam.
  11. I guess I'll posthumously shoot off in this thread. First off, this shit is like 7-3 at best. It's not a matter of if Zappa gets the dog, it's a matter of when. While all of Zappa's summons are hard for Johnny to deal with, it's really the dog that seals the deal. You can fight tooth and nail against the ghost/sword and even start to win, it doesn't matter one bit once he gets the dog. That being said, here's my tips for fighting Zappa. VS NAKED 1) DO NOT PLACE MEATIES OVER ZAPPA. If he wakes up with the dog you are FUCKED. All he has to do is block confirm and press D. This applies to any time Zappa is getting up from a knockdown. Just bite the bullet and let him do what he wants, because nothing you're getting off of a meaty 2S/3HS is worth losing the match. 2) Don't get hit by summons. VS DOG 1) Pick a different character (not joking) 2) If you must try to hit him or the dog, the best way to do it is with either 2P/2K/2S or to jump and DB FRC with an air normal on the way down if needed. Coins aren't advisable because even if you do hit the dog, often times Zappa will just run up and hit you anyways. Besides, unlike Little Eddie, the dog is only active when it's actually doing something. Most of the time, you're just wasting your coins because the dog isn't getting hit and Zappa's already gotten in and killed you. 3) Once he hits you your only way out is a Burst, or maybe a lucky Dead Angle if he fucks up his blockstring. Failing that, mash 2P and pray. VS GHOSTS 1) Instant block everything. 2) Get comfortable anti-airing him when he throws ghosts in the air by either using Upper Mistfiner or airthrowing him. 3) Don't mind getting hit by small shit because that's what it takes to force your way in. Ideally, you're going to go for damage once you do. VS SWORD 1) Don't press any buttons. Your pokes lose and that's that. 2) Get comfortable with blocking low immediately after walking forward, because that's how you're getting in. 3) Don't get hit by anything because if you're fighting a Zappa that knows JI sword combos, you're gonna die in two hits. VS RAOH 1) Block low. 2) FD if he goes for stupid chip damage shit. 3) If he throws a fireball, Mist Stance (Dash) Jackhound right through it. Honestly, this isn't even a matchup worth fighting. Once he gets the dog it's over; there's no way to tangibly improve your chances of getting out of dog pressure. For the sake of revenge, you should pick Baiken instead and do her FB counter and disable his D button.
  12. I'd like to add to what 4r5 said earlier about the Potemkin and Ky matchups. I did already kind of say this, but you really need to use f.S in this matchup. You don't want to jump if you don't have to, because even if you are out of his anti-air range, you're still making a stupid commitment that you simply don't need to. If you ask me, the best way to play this matchup is to stay at f.S max range. Walk forward, walk backward xN is the best way to turtle, since you build meter and you'll be ready for anything as opposed to jumping which severely limits your options. At your f.S max range, Pot has to make stupid commitments to hit you or he has to approach either by walking forward or jumping in. The game you're playing vs Pot is almost entirely reactionary, and the moves you're looking out for are Slidehead, Hammerfall and jump. If he does Slidehead, either jump or (wave)dash in. If he does Hammerfall, just block. If he jumps, move in and anti-air him (Upper Mistfiner, airthrow) if you can. But what if you don't react correctly? Well, if you whiff f.S because he did Slidehead, you're fucked and that's all there is to it. Sorry! If you don't like it, play Eddie. If he did Hammerfall, however, you can cancel into a coin (and only a coin) and hit him out of superarmor if you react early enough. If he jumps in, depending on whether he did a normal or super jump, you either block or SJ and airthrow him. While j.S is good in this matchup, I feel that you unnecessarily give up your control on the ground if you use it as your main poke. Not to mention, you don't have anywhere near the damage potential if you use j.S instead. What I like to use j.S for are the situations where you're forced to jump (such as if he does Slidehead) to cover myself on the way down. On a side note, if you still can't confirm f.S into Mist Stance Dash Jackhound, you're going to have to if you want to beat Pot. If needed, I can make a thread dedicated to MSDJ. Overall, I don't think this is nearly as bad of a matchup as we all used to think it was. 6-4 sounds about right. Pot has to respect your f.S or else he just gets counter hit to death. You do still have to deal with annoying crap like 1f vulnerable backdash and Pot mixup in general, but as long as you can keep him at range there isn't much he can do without taking a stupid risk. As for Ky, I think 4r5 more or less had it spot on. However, he left out a few things. First and foremost, you really want to learn how to wavedash. It's a great way to close the gap on him when he whiffs something. Another thing is that j.S and j.HS are both great in this matchup. Allow me to explain. If you jump against Ky, you want to neutral jump. This keeps you out of the range of most of his anti-airs and actually puts you in a good position. One thing I like to do vs Ky in the corner is end a typical blockstring (5K 5HS MC) and then neutral jump to see what he does. If he does something stupid like Stun Dipper or f.S, just j.HS and kill him. If he throws a fireball or jumps, j.S (or airthrow, depending on how he jumped). You only want to use j.HS at its max range, though. I cannot emphasize this enough. Ky has six fucking anti-airs for crying out loud, but if you space your j.HS correctly they will ALL lose. If his 6P is clashing, you're too close. j.S can be used a little more liberally, but you still want to stay around its max range. And of course, don't use j.S if you're in range for him to 6P you. Because if he can do that, he can do a ton of other things, too. In fact, if you're that close, why are you even jumping? On the ground, you don't want to poke that much. You mostly just want to IB every fireball he throws and force your way in by walking forward. Don't mind getting hit by f.S or Stun Dipper or anything like that, it's just what you have to do. As long as you don't get hit by anything that leads into damage (lol Ky), you should be fine. Once you're in, it's all 5K and 2S. Maybe 3HS if you're a jerk and wanna call him out on Stun Dipper. But don't do that, that's silly. I still hate this matchup, because it feels like for every commitment you make Ky has 2-3 ways to beat it that overlap with your other options. But if you're patient, you can get in and kill him. 6-4 sounds about right for Ky, too.
  13. i guess i could lug a ps2 up to gamecenter. you have my number?
  14. you can always change the audio (using the youtube swap audio feature or some other method). i'd make an alt account for that, though.
  15. if anyone wants anything on here, let me know and i'll hold it for you
  16. "how do i beat ky" "walk forward and get hit but don't die" ":I:"
  17. i think random teams was actually a great idea, and if done more often it'll result in more matchup experience for everyone. but, it is a logistical nightmare. we should start gg early (fat chance) and/or try to get the whole thing done in one sitting, so to speak (read: no fucking two hour dinner breaks or any gay shit like that) if we're gonna make it work. i know that we have to stream catherine or whatever but honestly we may want to go back to having two steams go on at once.
  18. no shoutouts to chris jericho, your role model and paragon of virtue?
  19. everyone do me a favor and play this in your head whenever you read one of my posts from now on
  20. reading posts from a year ago is always fun. being right is even funner.
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