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ehuangsan

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Everything posted by ehuangsan

  1. Did not win water pizza I think I left my grey and black jacket in Gamecenter; if someone finds it, I'll pick it up from Gamecenter at the Dogfight.
  2. Looks like super special guest will come next month, which gives me one month of trying to destroy a decade of rust and AWAKEN A SLEEPING DRAGON. If this works out as well as I hope it will, then I think we are all fux0red.
  3. And I just noticed it's in the title too....reading comprehension fail FTL
  4. When is the next NCI? Nov 24th? I want to know how much time I have to train a super special guest, since he only knows how to play XX.
  5. I'll see if I can round up some old people to play ST.
  6. That's an awful lot of events. You sure you have the logistics to do them all in time?
  7. No...replace it with CvS2 :o
  8. Check the Nor-Cal Thread. We should welcome him with a streamed Kumite. Best of 5 instead of 3, since almost all of the matches will be rather quick and lopsided 3-0s.
  9. We should stream GG this time, because it looks like we're going to have a special guest who is more than likely going to run a train through all us Nor-Cal scrubs.
  10. Ohoho, we're finally going to have a real Anji, instead of our fake pad Anjis :o Guess I'm going to have to show up to dogfight this week. Welcome to Nor-Cal, though you may find our level of play in GG to be somewhat disappointing as of late (´・ω・`)
  11. Isn't there going to be an AP tourney on the 6th anyway for NCI? Not that it matters to me since it just means I get to troll with Tamaki more.
  12. Seconded because I can pretend to play too.
  13. Tamaki is great. Even when I lose, I won't even notice because I'll be too busy looking good.
  14. I should also have a +1 in Rank 1 with Yu
  15. Defensive Tactics - "Psychic" RTL RTL is a rather mediocre super, but it is still a super with some invincibility, so it can bail you out in bad situations on defense. However, using it on wakeup is somewhat risky since it's unsafe and quite a commitment. One way to mitigate the risk is to always have it buffered on wakeup to punish bad oki. A lot of players forget that Ky has this super, and may do something reckless on oki or something that wouldn't be punishiable by VT. On wakeup, buffer the RTL by doing a half circle back motion as Ky is getting up, and then watch your opponent. If he does an unsafe oki, punish it by hitting towards and HS to activate the RTL. This is especially effective against people that don't bother to hide their intentions on oki. If he doesn't do an oki or does something safe or doesn't give away what he's doing, since you are already holding back on the stick with the half circle, just hold back or down back, depending on what the oki is. This allows you to cut down on the execution time for the RTL, which makes your RTL look psychic when you punish bad oki, when in reality you are cutting down on the execution time. Another way to confirm RTL is to buffer the motion and then watch your opponent's hands, if they're sitting next to you. If your opponent presses a button, immediately react with the 6HS to activate the RTL and punish the oki. Here's an example at 0:58. If your opponent doesn't bother hiding his oki intentions and you have an RTL available, then your opponent is doing a ? or ?? move, and you should punish it accordingly. Next up: (requests) (Defensive Tactics) (Offensive Tactics)
  16. Hah, I might've done that; there were a bunch of black backpacks next to mine, and I probably chose the wrong one. Lol. Could you drop it off at the gamecenter arcade? I'll pick it up at the next NCI or dogfight. Thanks!
  17. I misplaced my copy of SFAE at NCD. If someone happens to stumble upon it, please let me know.
  18. I misplaced my copy of SFAE at NCD. If someone happens to stumble upon it, please let me know.
  19. Heh, thanks. FD Shenanigans - FD sliding throw/block I'm sure that most people know about the FD brake, which allows you to stop instantly without gaining any forward momentum. This allows you to do some cool tricks like run up, FD brake, throw, because the green aura flash sometimes brain freezes your opponent. However, if you FD but immediately let go, you still keep some slight forward momentum, but will immediately revert to neutral. This allows you to do some odd things like sliding forward in a crouching block animation. This doesn't sound all that useful, but it actually gives you a whole lot of options, particularly when pursuing a CSE or pursing someone on getup. For example: 5:23-5:27 Off of a CSE, you can do a FD slide to bait the other guy to do a dead angle, burst or super, then punish. This happens quite often. If he just blocks, then the forward momentum will allow you to pursue a 2s into 6k or something else anyways. 6:52-6:55 On opponent's wakeup, FD slide crouch block to bait the other guy to wake up super. If he doesn't, you slide into range for a throw, so you throw him. 30:12-30:15 Even if your opponent tries to do something like wakeup throw or wake up mash buttons, you get to block. If you do the FD slide right, you will be out of throw range right after he gets up, and will slide into throw range, but if he tries to immediately wake up throw, he'll get a HS instead. Although you forfeit the initiative this way, it's a good sign when you've convinced your opponent to mash buttons on wakeup. Surprisingly, I may be the only GGXX player that does this, as I have not seen anyone else do this. So I want people to give it a try because: 1:10-1:19 - this occurs so damn often in matches that you should etch this pattern into your mind. Next up: (requests) Defensive Tactics with Ky (maybe) Effective use of the Stun Dipper Optimizing Damage in Endgame Effective use of the Greed Sever Ky vs. May
  20. Ky vs. Sol I think this matchup is dead even, and pretty typical as far as Ky matches go strategy wise. Ky will try to hold back the tide with his superior spacing and ground pokes. Sol will try to establish katame, and end the round with one momentum run. For those unfamiliar with katame, it's a situation where because you blocked something, the opponent gets a chance to end the round or gain a heavy advantage only because you blocked. Even though blocking is the incorrect move in a katame situation, it does occur rather often in matches. The most famous example is Eddie making you block something, which allows him to use a little Eddie to chain off the blockstun and possibly ruin you and end the round. Although other ways of dealing with Sol also work (Mitsutoshi's wall-like Ky comes to mind), I personally play in faith's "negative-style" Ky. Faith was known not really for doing fancy things on offense or defense, but rather for an active neutral game using spacing and pokes to bait the opponent into doing something that would otherwise be normal for the character, but gets counterpunched by a perfectly positioned Ky. If you do this right, then your opponent will feel like he has no idea what to do anymore, as all of his normal offense gets completely cut off. I highly recommend watching any old footage of Faith to get an idea of how this works. Defense Keeping in line with Faith's negative style of Ky, you shouldn't really do anything fancy on defense since Sol can ruin you very quickly off of one hit into the sidewinder loop. Rather you should be looking for ways to honestly end his offense quickly. 1F jump/super jump into airdash, dead angle, 2P, creating space from FDing to escape, and other safe options should be your primary means of defense. VT is not really good since Sol's 2D will go under it, leaving you vulnerable to a sidewinder loop. Strangely, 5k will also kick Sol out from doing 2D or brashly running in, and you can autolink that into 5HS, but you have to be rather careful with sticking out 5k willy-nilly. Sol should not be coming at you from the air unless he has forced you to block a FRC gunflame. 6P, 2HS and SVT will ruin pretty much all of Sol's air pokes. Non-FRC Bandit Bringer without the FRC gunflame is a mistake almost everytime and you should make him pay for it with a SVT just before it hits you, to counterhit Sol into the air. Non-FRC gunflame is also punishable by greed sever or IAD S, but you should wait and pause to confirm that there's no FRC before committing to it. FRC Gunflame allows Sol to establish katame, and you should avoid blocking the gunflame if you can, although it is easier said than done. I try to backdash or IAD backdash away or if I'm in the corner, try to one frame jump out. Good sol players will do a block string off of a somewhat far poke into FRC gunflame to establish katame. From there, he has many options which could cause you to lose very quickly. He can do jump slash, jump attack feint land 2D into bandit revolver, jump attack feint airdash S D, etc. Even if you defend correctly, you are still in block stun so he can then run in with either 5K (to ruin backdash and one frame jump), RC VV (to ruin any 2P or other poke attempts), or wild throw (to ruin blocking). Guessing right here just allows him to do a block string and possibly build enough meter to initiate another FRC Gunflame, so this is a very bad situation that should be avoided. If he hits you off of anything at either juncture, he can send you into a sidewinder loop, and you'll lose the majority of your life. 25% of this matchup depends on how effectively Sol can establish katame versus how quickly Ky can avoid or break katame. As Ky, you should try to learn to avoid or break this situation as it occurs. Offense I tend to keep offense simple against Sol. Rather than do anything special, I try to do various safe blockstrings and staggered pressure to try to get Sol to hang himself either with a desperate VV or grand viper or whatever. 2K, 2P, 5P, 2S, 5S, are all pretty effective against Sol for pressure. If you pressure him enough you can do some other irritating things like FD brake throw, or FD forward slide throw (I'll explain in the FD Shenanigans section) to get him to do something. Keep in mind that Sol can VV out of some pokes pretty much on reaction (6H, 6K) and he can also grand viper under SEs and CSEs so those should be used rather sparingly. If you block a grand viper, you can actually throw Sol out before the last hit connects, in case if your opponent likes to RC on the last possible hit. That may work for a surprise or two. He can also grand viper or VV out on reaction to an okizeme CSE or air CSE, so you have to be a little careful with respect to how you use them. In this case, I think the FB CSE works surprisingly well on oki, as well as safe jump S, star oki, Ain's Prison, and safe air backdash S mixup. If you do manage to get a CSE out before he can do a reversal, sometimes a forward sliding FD will bait Sol into doing something stupid. Ky's offense really only wins this matchup 25% of the time, as most of the time you are simply trying to goad him into hanging himself. You should also learn the Sol specific punish combos, as he is kinda weird. For example, VV lands as crouching, so 5S into 6K -> HSE is one combo to practice. Neutral I think 50% of this match is decided in the neutral game. It will really be a battle of holding back the tide versus the tide breaking through. The better footsie player in this situation will tend to win the match. Both Sol and Ky will mostly be deciding this on the ground, as neither can really jump in on the other due to their effective AAs. Sol's 5K and VV pretty much beat all of Ky's air pokes, whereas Ky's AAs will beat pretty much all of Sol's air pokes. Sol is slightly better air to air with his 6p, but this situation should not really occur that often. Sol's effective options are far S, 6H, 2D, 6P, gun flame, VV and grand viper. Ky's effective options are 5S, 2S, 5H, 5k, very occasionally SE or 2H, and 6P. Keeping with faith's negative style, you will mostly be playing an active neutral game not to establish your own offense, but to cut most of Sol's offense off. You should keep yourself just about 5S distance away and stay lock step with Sol to cut off his options. Ky's ground pokes are superior so primarily, you will be deciding the battle by effective spacing and counter punching his attempts to do something on reaction because of your spacing. From this distance you can react to a lot and goad Sol into doing something. For example, feinting a 5S -> SE string with 5S -> 2S instead can sometimes bait Sol into doing a grand viper, so keep that as an option. If Sol screws up a FRC gun flame, this is the perfect distance to react and punish with an IAD S. If Sol tries to super jump over you, well, that sends him into the air, which isn't a place he wants to be against Ky. 5S and 2S check Sol from running into you, and occasionally, stun dipper will as well, so you should use as needed. If Sol does an IAD, either 6P, 2H or 5H can counterhit him into sadness. If Sol starts randomly VVing from that distance, then you've pretty much mind screwed him over. Good Sol players will try to patiently push in with far S, 6P, 2D or gun flame. Sol's far S and 6P will beat out Ky's 5S, so you may have to switch to 2S or intermittent SE. That's where the guessing game really begins, but Ky has an advantage in that his pokes will tend to win out. Sol has some ghetto tricks like random grand viper or riot stop FRC into grand viper. For Riot Stomp, the FRC point is pretty close to where he leaves the wall, so you can pretty much wait until it's on top of you and then 6P. Same with the Bandit Bringer and Bandit Revolver, you can 6P or SVT CH out. As for random grand viper, again, the guessing game really is to dash brake versus 5S versus 2S versus an occasional stun dipper, but the risk versus reward is not really in Sol's favor. Overall, the match is even. As long as you can use your superior ground game and effectively space yourself to cut off Sol's options on reaction, then you will definitely have at least even chances to win. However, if Sol does manage to get katame, he gets his chances to end the round very quickly. I think this match vid of mine (@ 3:24:15) gives a good idea how simple offense and an active neutral game in a negative style can seal out Sol. Luckily, Spirit Juice doesn't really play and isn't very good at establishing katame, as my defense was pretty godawful here.... Next up: (requests) FD Shenanigans Defensive Tactics with Ky (maybe) Effective use of the Stun Dipper Optimizing Damage in Endgame Effective use of the Greed Sever Ky vs. May
  21. If that is really so, then that would be interesting. I think they were trying to make the charge drive worth it; otherwise why do 180-200 dmg with 2D -> FB -> charge drive for 50% when you can do at least 180 dmg with 2D-> HSE -> FRC air combo for 25%.
  22. Most of the changes seem to range from slightly better than worthless to sadness (really? no multiple j. d?) So yeah, same old sad Ky.
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