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Kayin Nasaki

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Everything posted by Kayin Nasaki

  1. Johnny Attacks Baiken Counters Johnny Mist Cancels and Blocks Baiken Dies.
  2. While being out poked is annoying and 'worse', it doesn't quite have answer as easily has 'how do I punish starship'. I suppose the move has a bit more vulnerability after it whiffs then I thought. The Bridget I refers to is pretty bad and I'm mostly looking for a way to force him to be less mashie on the starship. Man though, I hate characters where Far S whiffs.
  3. Alright. I suppose I'll bring some stuff up. One of my favorite things about Johnny is he can punish whatever anyone else can. Even if you resort to a quick throw, Johnny can still take large advantage of that -- hell, a throw can kill. The hardest thing I find with Johnny, matchup wise, is combo and 1-hit issues. Though to share a few questions of my own... What tactics are good for dealing with a Bridget? Particularly curious on good ways to punish an aggressive starshipper which I KNOW I should be able to punish him from.
  4. Friend and I made a pair of sticks.. http://kayin.pyoko.org/Stick/sticks.jpg Wish we had more then green sticks to use but whatev. XD
  5. There was a univseral damage tone down overall it seems, so it's hardly much in comparison to what he's gained. Particularly whens only 9 damagge. :P
  6. Anyone know the name of the first song in the Kofunion Venom CM?
  7. Anyone know the name of the first song in the Kofunion Venom CM?
  8. Kayin Nasaki

    matchups

    The recovery is very short in comparison to the hitstun, even on IB. Air tatami done right gives more frame advantage then an FRC ground tatami as far as I can tell. As far as I know, air FRC tatami is only important for jumping purposes. The landing recovery is pretty small -- smaller then Ky's air stunage I'm guessing. Edit: Read japanese frame data so I might be wrong. Recovery might be as much as 12 frames on landing, though it doesn't seem like that much. Edit 2: It might just be my imagination but jumping/backdashing after landing seems to reduce the recovery.
  9. Kayin Nasaki

    matchups

    The recovery is very short in comparison to the hitstun, even on IB. Air tatami done right gives more frame advantage then an FRC ground tatami as far as I can tell. As far as I know, air FRC tatami is only important for jumping purposes. The landing recovery is pretty small -- smaller then Ky's air stunage I'm guessing. Edit: Read japanese frame data so I might be wrong. Recovery might be as much as 12 frames on landing, though it doesn't seem like that much. Edit 2: It might just be my imagination but jumping/backdashing after landing seems to reduce the recovery.
  10. Kayin Nasaki

    matchups

    After some testing I wouldn't say Pot couldn't get a P-Buster off for sure. If Baiken does it and backdashes she's pretty safe(you might be able to clip her with 5HS though). Air tatamis are pretty safe in general .
  11. Kayin Nasaki

    matchups

    After some testing I wouldn't say Pot couldn't get a P-Buster off for sure. If Baiken does it and backdashes she's pretty safe(you might be able to clip her with 5HS though). Air tatamis are pretty safe in general .
  12. Kayin Nasaki

    matchups

    Heh, I did that at the start of a round just yesterday. Anyways, though risky you can throw Pot out of hammerfall at close distances(a step closer then start distance). This of course can't be done well during strings(if at all), but I suppose if you know your opponent well enough... Not something I'd normally consider, but it's there. Usually you have to hold forward for a moment to close the gap just a little bit more.
  13. Kayin Nasaki

    matchups

    Heh, I did that at the start of a round just yesterday. Anyways, though risky you can throw Pot out of hammerfall at close distances(a step closer then start distance). This of course can't be done well during strings(if at all), but I suppose if you know your opponent well enough... Not something I'd normally consider, but it's there. Usually you have to hold forward for a moment to close the gap just a little bit more.
  14. Instant Blocking (IB -- when you block something just in time and you flash) makes you recover faster, which lets Pot P-Buster.
  15. Instant Blocking (IB -- when you block something just in time and you flash) makes you recover faster, which lets Pot P-Buster.
  16. Maybe Guilty Gear needs a wiki in general... Hm...
  17. Maybe Guilty Gear needs a wiki in general... Hm...
  18. Don't some crazy Sol setups use SJ installs to effect momentum or something?
  19. Don't some crazy Sol setups use SJ installs to effect momentum or something?
  20. Yeah, I just tested it. They do still move.
  21. Yeah, I just tested it. They do still move.
  22. Bigger avatars. AVATARS AS BIG AS FOXES AND TOASTERS! The swarm commands this. Well, atleast a little bigger... And not so narrow.
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