Jump to content
Dustloop Forums

Nakkiel

Members
  • Posts

    1,442
  • Joined

  • Last visited

Everything posted by Nakkiel

  1. I haven't seen the general opinion on this game, but do people think it's actually bad (I enjoy it myself)? The only immediate thing I could think of that would make the game "blow" is the small fact that it's a bad port.
  2. ....what the hell? uhh anyways I'm not sure what you're talking about OP, but a Greed Sever loop can be done on a lot of the characters. Most notable is Potemkin (also easiest to do). If you hit Potemkin with Greed Sever, do 5S (standing neutral slash) then chain into 2HS (crouching hard slash) and special cancel into Greed Sever. You can do that up to 3 times, then do 5S -> 2HS -> Vapor Thrust (ky's dragon punch) and use the follow up for knockdown. It doesn't do any more damage really, but it gives you a lot more tension. On some of the other characters you can do Greed Sever once or twice, put Potemkin is the only one you can do 3 on.
  3. Possibly. I've seen japanese players miss it so I imagine it's very hard to time. I suggested the use of 2K because it's -1 on block and I have no idea what 5K(1hit) on block is.
  4. Use 2K instead of 5K. If you want to use 5K, try delaying the WT as slightly as possible.
  5. The term for that is called "Tiger Knee". Tiger Kneeing allows you to do special moves in the air, at the lowest possible height as soon as possible. It's very useful for Millia since that happens to create one of her fastest overheads. The 236 is stored long enough so that you can hit 9 to jump, and when you press P, the move comes out. This effectively causes Millia to quickly jump in the air and do Bad Moon at a very low height which makes the move hit very quickly.
  6. thanks for repeating what's already been said
  7. Somewhat. 5S -> 2H (ground launch) j.K j.D ADC j.K j.D ADC j.D works on most of the cast, but not all of them.
  8. I can't actually read japanese, I just know that's how you'd say it. EDIT: Not to mention Micahel Kiske's last name is said that way too, which is where his last name came from.
  9. He's named after Kai Hansen, so saying it as "Kai" is correct. Kiske is originally spelled "Kisuke" in the japanese language so saying that way would make most sense.
  10. Just a favourite. That or I Swallowed Hard, Like I Understood (lol gay jokes). but yeah i have nothing useful to add here so i'll be leaving now
  11. You're probably doing the 236236 too slow, if you're getting Tandem Top.
  12. 65daysofstatic but no mention of Await Rescue? Screw you Alex
  13. Well I don't particularly follow your posts and you never said "I have problems doing JI" in your post. It's just pressing up between 5S and 5HS. It's easy. But anyways, if you don't want to JI, do the first combo I listed or the 3rd. The second combo is one of the only two JI combos HOS really uses.
  14. There's no trick to landing BRP after a dustloop rep. Just do it as soon as the last j.D hits. For midscreen combos, the most common combos are these: GB -> 5HS -> sj.S -> sj.HS -> sj.D -> Lvl#SV/BRP Counter hit GB or Fafnir -> 5S -> JI -> 5HS -> sj.S -> sj.K or P -> sj.S -> dj.S -> dj.HS -> Lvl#SV or launch them with fafnir or something -> 2S -> 5HS -> sj.IAD -> j.P -> j.S/HS (character/height-specific) -> Lvl#SV For the dustloop, you can delay the j.D after j.HS a good few frames. You can also change when you jump cancel. You want to keep them as low as you can while also keeping HOS as low to the ground as possible. You want the first rep's last j.D (that's the second j.D in the combo) to be as late and low as possible. Then you jump forward and do j.HS ASAP and finish the combo. It takes practice, but it's not that hard.
  15. In relevance to 4r5's sig, the song with that magical line! http://www.youtube.com/watch?v=MD_cH4bOSzU
  16. Ky doesn't "suck". He's good (every character is good in their own respects), he just does pitiful damage, which can be overcome with skillful play. If you want the best iteration of Ky, play Slash.
  17. http://www.dustloop.com/forums/showthread.php?t=3539 huzzah
  18. 6HS cannot cancel into itself, you have to wait for it to recover before you can do another one. Also the stagger and blockstun is too short to make that a viable option. However, it does cancel into a good array of Ky's moves. Stun Raise is a projectile and has no guard level, a crouching opponent can block it. However, most people tend to THINK it's an over-head, so you can imagine the dirty tricks you can play on people
  19. Welcome to the boards, and welcome to Ky! Sytha (my local Ky player, he'll show up in this thread sooner or later) is going to love you for your color choice, by the way. Now for the critique: As you've said, you're new at the game. You should read up on the Ky combo threads to learn some combos. I can give you one tip right now though, end your air combos with Vapor Thrust and it's follow up (that's 623S/HS -> HS). It will knock your opponent down from a very large range of heights. Again, you're new, but you seem to rely on Dust and 6HS (forward + hard slash) a little too much. 6HS can be a good poke in certain situations, and Ky's dust isn't shabby, but you should use them more sparingly. A better move to poke with would be f.S (far neutral slash), 2S (down slash) and 5HS (neutral hard slash). If your opponent blocks those moves, cancel into Stun Edge (236S/HS). For okizeme (that's when you knock your opponent down and the action you choose to do while they are "waking up"), you should use Charged Stun Edge (236D) to put the fireball over them while they get up. It holds them in place and lets you run in for mix-up. More oki would be 5K (neutral kick), it's a standing low and if you time it meaty (the move has 8 active frames, you can stick it out so the hitbox is active while they get up), it's very hard to throw or reversal. A good, basic combo you could start with could be 5K 5S 5HS 2D 236D. It knocks down and sets up your CSE okizeme. Another would be 5D (that's dust) j.S dj.S tj.S j.P j.S j.P j.S j.HS Vapor Thrust -> followup. Some japanese players you should look up on youtube go by the names of Buppa and Roz. They're both great Ky players and you can learn a lot from watching their videos. This is a very short, basic rundown but you'll learn as you go and I'll give you more tips as you progress! Hope this helps a little
  20. IAD back j.HS
  21. You can interrupt it between the first and 2nd hits also with a DP.
  22. Take out the second 6HS (easily mashed out of unless you RC, and that's not really worth the meter imo) and it's slightly viable I suppose? No idea who the hell is going to get whacked by a vanilla 6HS, off of 2S or f.S CH it would be good. Change the follow up to j.hs j.d dj.hs dj.d BRP obviously. Also, if you can get the hang of it, learn to TK Manual Charge after the 3rd hit of RI. If you had a full level gauge then it'll scoot you up to level 2 with enough time to run up and do the combo.
  23. FB Danzai is not invincible after the first hit, you can interrupt it the same as normal Danzai.
  24. I can vouch for this since I do it all the time. Good chunk of damage, knockdown, and some time to charge or position yourself.
  25. TK CSE for Oki can also not be Fuujin'd.
×
×
  • Create New...