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Cactuarlover

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  1. I know it's probably not possible but this dude reminds me of a castlevania character. His swords look like they are crossblades fused with swords. Really hoping he has some sort of castlevania playstyle Yea I know its a long shot but you never really know.
  2. Yea I've just had trouble opening people up sometimes. lately I've been shortening my string, I was using alot of 5h and that's not really that good if a chain unless hit confirming 5s to 5h. I think I'm struggling with general neutral game. Once getting the knockdown I'm not maximizing the damage from it, nor setting up correctly. These are thr glaring issues I need to fix. Playing against KY and Eddie I had to learn to be patient when getting in. Staying in is thr hard part, and tips/ frame traps. Mostly what I've been using is normals into 6p. Delaying strings off of 2s work but I think sometimes if you space yourself to far away then there's no point. My pressure game might be off.
  3. One more thing after playing some matches I've run into a huge problem I haven't really found out yet. How to stop people mashing throws. Since they are zero frame being too close isn't that good. I've learned to frame trap and hit confirm when I see a hit, but do you know any other ways?
  4. Also with the dustloop I'm having trouble getting the second rep to complete. Mainly because the second dust won't hit, does that mean I'm dashing and doing the dust too late after jumping or should I dash and do it right away. I can upload a video if you need to see that too.
  5. Quick question how useful is throwing out the fake gunflame in strings? Is it really that useful? I've never play a character with a tool like this, but I'm really unsure of the use of it. Does it recover rather fast?
  6. Also is it true the way the Dustloop works is the more reps the more hitstun they dusts do? Oh and do you have a weight list for the characters for the characters in the game? P.S. sorry for asking all these questions...
  7. One other thing, I was wondering what is Sol's general game plan? I know things differ from matchup to matchup, but if somone asked you what his goals where in a match against any character what would it be? I might be thinking a little to hard about this, but coming from a street fighter background everyone has sort of a goal they want. However in GG, characters are not devoted to just one specific playstyle. So I was just wondering, before I really dive deep into setplay.
  8. So just working on my dustloop stuff trying to get it down, now I know this game has a lot of character specific stuff. Just wondering do you have do dash against certain characters after the first loop? the only one I found so far is KY, but I know that you guys would probably know better because you're probably seasoned at GG.
  9. Mr. Raiden thats all the info that i wanted to know! Oh and yes I've been a lurker on your videos for quite some time. Just gonna wait until this friday to invest time into gear, with school and all. Thanks alot guys I really appreciate it!
  10. One more thing, if sol didn't have the 3 frame start up k, what else would you os throw with. P, Right?
  11. Hello guys! I'm pretty new to Guilty gear and trying to soak as much info as I can before Xrd drops, that includes playing +r as well! Ive been a street fighter player for a very long time, but ive always been able to play other games, but just never really cared to play other games. Now ive learned the goodness that GG. Planning to play sol then switch over to Eddie when I become more seasoned, however I just have some quick questions. Living in chicago, ive heard and a a custom to some GG players and look forward to running sets with them and supporting the scene any way I can. The first involves safe-jumps, in the SF4 series safe-jumps are mainly done by whiffing normals then jumping or some other action in the game like dashing then jumping right after. Ive noticed that is not the case in Guilty gear, are the timings just muscle memory or are they so based of counting then jumping? How do they really work in this game. Also in SF 3 frame reversals are typically not safe jump-able in most cases. Are there any moves that are like this like anything below frame number x isn't safe jump-able? Also, can you OS back throw or not typically? and I should OS throw with 6HS+K right? Due to the fact that sol's kick has 3 frame start up, correct?
  12. That's what I thought, for some combos well most the link will be necessary, for the time being while its week 1 going on 2 it will work for now. Ill just grind the combos out when I have time off from school.
  13. Ok so I was messing around in training mode and if you do a 2a after the 236B it comes out consistently. The combo im using instead is 5AAA >236A>236D>236B>2A>2B>sj,a>j.b>j.2b>j.2c>j.b>j.2b This combo works so much better for me instead of linking the 2b, however im sure its going to be optimal/mandatory in some combos. This combo nets [2619/41%] just overall for myself.
  14. Ok so with combos where you have have to use 236B, and then link a crouching b what's the timing on that. Or are combos thst use thst just spacing specific. I can't seem to get the link for the the life of me.
  15. So from what I've been told Junpei has a strong neutral game. What tools allow him to have a strong neutral?
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