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TheRealBobMan

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Everything posted by TheRealBobMan

  1. I've been trying to work out some dust combos, but don't really know what to do since I'd prefer to end in knockdown. All the ones I got have low damage output. Dust at nearly max range, I can go for an impossible dust with IAD j.k or j.D (sometimes I get the hitbox to connect on that, but it's a bit harder and might not work on some characters) into like another j.D > Alpha to try for knockdown after they fall. Otherwise, at point blank, I don't know how to go for knockdown so I'll do something like j.D > j.D > j.D > j.D > Alpha (if alpha connects depending on the character) and do like 100 damage. Obviously, I need help. I don't land dust very often, but I'd hate to lose out on the oki or the damage if it's going to get me a KO when it comes up.
  2. I wouldn't know, I play Guilty Gear because it's fast, and I picked up Chipp because he's faster. : ) Thanks again for the quick responses considering how dead it is around here. You guys rock. So you can option select in SF4?
  3. I honestly have no idea, so I can't help with that. I don't get to practice much so I haven't started experimenting with getting those inputs down for that sort of pressure. I have another question though. Will the game read a 1 or 3 input as forward or back for a throw, aka, can I OS with moves like 2K (actually 3K which throws out a 2k for the example) if I felt like it? Just thinking about other things to experiment with... if I was going for some pressure like he mentioned and decided to throw out a 2K for the mixup, I wouldn't want to get grabbed, so the OS is more of a security feature (grab break or just grab if the 2K doesn't work). *Edit* And by 2K, I don't mean aerial, I mean landing and going for it, or even just dashing in for a 2K OS.
  4. Yeah, up until now I just used 4H, but after I picked up Chipp I started thinking about using option selects more. I didn't realize it was so fast on startup, I just didn't like the laggyness (though it combos to 2D right?). It's probably my fault on execution if I'm having problems - just not getting in the right range to throw or something.
  5. Thanks for the responses. : ) OSing 6S+HS seems to work the best, though I've had results with predicting a throw invincible move and beating it with 6K (works great if I cross May up and she throws out 2H for the hitbox on her back, or if I think she's going to command grab). I do it incredibly rarely though. I've been working on the Gamma stuff and it's been helping. I'm actually getting somewhere using teleports against the comps, even though they just read where you're going. : ) Guess that means I'm doing it fast enough. I'll try what you said about FDC later. I really need to get that down - it adds so much to Chipp's bait/punish besides the oki option that I wont be able to live without that after I get better at wall-kicking and FRCing TKed Alpha Blades and FRCing JIed teleports into an airdash (and any other crazy movement thing I forgot to mention). That said, can you jump install a teleport without actually gattling it out of an attack? And do you know of a better way to practice tech-reading so I can get more airgrabs in? : ) Or should I just work on letting people tech out of my combos and trapping them that way?
  6. What would you guys say is Millia's best option select? 6+H+S is definitiely faster, going with K would give you some lower body invulnerability and frame advantage on block if they threw out a fast low and reacted in time, P has upper body invincibility but it's slow as hell (what if they 1-frame jump out? Comps are always doing that when I go for the grab since they read the controller, not that many people would do that). Just dashbreak 4HS for grabs? I usually just use 4H so I can keep pushing them in the same direction since Millia likes to cross over as she grabs, but that 5H is pretty slow if it comes out.
  7. Thanks. I've been working on it - best string of gamma to airgrab to gamma resets is like 3 in a row with the training dummy set to teching on the first possible frame in a random direction. Hopefully I can get more consistent, and from there I can work on catching my friends' selective techs (I already watch for the tech instead of just automatically jumping, but I know it'll be different in a real match). Now, I know my friends are going to stop teching if I just wait for the airgrab and will let themselves get knocked down again - what are the best options out of Gamma oki? I practiced some combos that work on just naturally landing Gamma (like Gamma > 2S > HS > IAD j.P (which I always seem to miss by just a few frames) > j.D > Alpha), but they don't get launched out of OTG Gamma by this, so I need another option. Is the only thing that's really going to work OTG Gamma > whatever > 22K/S/D for crossups when they land? On another note, what's Chipp's best option select? I've been using 6+S+H just in case of a 1-frame jump out (c.S is fast enough that I can get by guard up if they try to punish), but using 6P could beat backdashes out, and 6K would probably beat command grabs (or any grabs since everyone outranges Chipp - don't get stuck with a grab break that way) that are throw invincible since it's airborn. I guess it's just matchup dependent or more yomi games? Lastly, I seem to screw up my FDC 70% of the time - either I do it right and throw a kunai (and get raped for throwing the crappy one), or I don't do it. I can't stand the PS2 D-pad (one day I'll have to get a fight stick) - I know I'm accidentally doing the 214P when I shift my thumb for the FDC. I started trying to use H instead (I'll just land with j.H anyway), but it's harder to shift my thumb that way than to just press down further to hit P. Any advice on this? I'd like to get it consistent enough to where I can use this with OTG Gamma oki and be less predictable. *Edit* ONE MORE THING!!! Can you option select an airgrab? If so, what's Chipp's best option for this? Not doing it and going with j.H is probably good for the multihit anyway, though you can jump cancel j.K and j.S making them a bit safer on block (mis-timed your grab or something) if you're really high in the air and can't really pressure out of the j.H that well. j.P might work for speed if they get out of the way at the last possible second and you want to chase after the fast recovery.
  8. I picked up Chipp recently and now I'm working on tech traps into airgrabs (or any sort of grab setup, like baiting a VV with a FD canceled dash in, but they went with a Gold Burst and I have to punish before they hit the ground). 1. I'm pretty sure I have to be slightly under someone to grab. That's true right? 2. Can you grab out of an airdash? 3. How quickly can you grab off the ground (or I should ask how low to the ground)? Like, say I land OTG Gamma, but I have to dash in because it's mid-screen, and they tech as I get to them - I can jump and immediately grab right? It seems like I only get it to work like 10% of the time. I want to make sure it's just my bad timing, and not something like I can only grab them if they tech a certain direction, because otherwise they're not high enough for me to grab.
  9. I started practicing this matchup vs comps the other day. Me: WHALE! Comp Pot: *Flick* Me: WHAT DO YOU MEAN YOU CAN FLICK THE WHA- *gets counterhit* Comp Pot: HPB Lol?
  10. That took me a while to figure out... out of whatever setup you get (Overhead Kiss, or a counterhit with j.H or 2H, among others): S > H (I buffer the H during the Slash, and immediately start holding down here) > H comes out > SVD (up + S is the command for the Slash Vertical Dolphin, which I gatling out of the hit) > repeat on landing. From my reading around here, it says that the command for the SVD gets buffered during the HeavySlash, and that you have enough time (have to hold down for 30 frames) because of the startup time + hitlag + hitstun, as in, you delay it a bit out of the Heavy. While I was able to actually keep the combo going like 30% of the time that way (they wouldn't hit the ground before my next slash), it would turn black beat. The second I started buffering the H during the S and immediately starting the charge so that I could gatling the SVD out of the H, I started being able to pull off the loop 90% of the time, and it stays red beat. But yeah, it's a really simple loop (that's why it's called the lame loop right?) despite the buffering being really difficult as far as not making a mistake in there and throwing out the wrong attack or not getting your attack out quickly. S > H > SVD > repeat. Sometimes after the second loop, you have to do like a 2P > S > H > SVD for the 3rd part, or even just 2P > SVD. Well, as far as I know anyway. On that note, I'm unable to loop out of Jackhound... I've tried doing S > H > SVD, but they go out of range. If I loop SVD immediately out of Jackhound, they stay close, but then hit the ground before I can do the 2nd loop. How should I be doing this? *Edit* Sorry, I also want to know which HD to use if I manage a combo out of a random poke into 2D. Is the the SHD or HSHD to set up for lame loop? Also, I notice you need to FB it? How strict is the timing to reset the stick to neutral and then do the input for the FB (basically, if I use a dolphin at point blank, I never have enough time to get the FB out).
  11. Of course it's useless! : ) That's why I want to learn it eventually. Also, I practiced a bit more... I can lame loop now. WOOT! Time to work out more setups, and possibly random crossovers or something in between the setup and the actual loop just to show off and keep it from looking so lame. Jeez... wtf does May eat? 60% combos without tension. 0.0
  12. I've read through it a few times, but I'll keep referencing it. Thanks though. : ) I'm the type that's always looking for MOAR, lol. Always looking for more thorough explanations and further discussion. And Millia really has that going because with her low endurance, there's a bit of pressure to not screw it up. It's heavily emphasized with her isn't it? I mean, she has her Hdisk and that ball thingie to pressure people to block on wakeup while she's doing something else. May can do the same with her Dolphins, but then she doesn't have the same crossovers Millia does, or the speed. But yeah, I'm loving actually having endurance with May, and it doesn't hurt that I don't have to combo for 15 hits to do this much damage, and I'm not even doing the combos right. : ) And thanks for writing that stuff down you guys. So... if you actually pull off that FRCed TKed RR into an airdash, what pressure string would you use?
  13. Woah, a little bit of activity. : ) Ahoy there all, made an account months ago, never did anything with it since it seemed like the whole site was dead. Anyway, I've been playing GG for a while (not much time for games in my life anymore though, which makes me sad), checking out the framerate data and such... I had played it randomly back when I first heard about GG (got #reload), but didn't get into it since no one I knew played it and because I hadn't heard of the amazing balance. Anyway, I got into it more seriously months ago when my friends picked it up. Started with Baiken figuring she'd be good to learn the game with, started working on Millia, now I want to work on May (and I eventually plan to pick up Faust - Faust, May, and Millia are my favorite characters). Coming from Baiken, I'd say my spacing is decent, and coming from Millia, I'd say I know how to mess around with May's dolphin summoning hoops on defense or oki, so I'm just working on learning her lame loop... so far in matches vs my few friends that actually play, I somehow have some sort of consistency even though I haven't been able to loop dolphins or anything... May's just that strong I guess... make up for the lack of comboing by managing to land more pokes than I should be needing to. So yeah, I think I can iron out the lame loop now that I've read around and seen some vids (wasn't doing it right to begin with) - what should I do from here? Any crazy technical stuff I should work on, or should I just practice matchups and general spacing? Any combos besides lame loop that I need to learn? Basically, does May have anything really specific to her gameplay, or is she the "if you can get 2-3 pokes by any means, you've won the match" character I think she is? You know, in comparison to Baiken's "theoretically, you can't shield pressure me" or Millia's "If I can land a poke, I end combos in knockdown and oki so you can't move for the whole game".
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