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About Dandy J
- Birthday 02/15/1984
Other Info
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Location
Ohio
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XBL
ULTRA cawmbow
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PSN
DNDJ
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this is basically most of hydes neutral. whenever you hit a button midrange it should be 6b into something
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D.R.F. reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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charge overheads have a natural mixup with non-charge version chained into a low. not that hard to block, but when you mix up with everything else you will def. get hits
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yes and yes
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If you start from here it's OK http://in-birth.wikia.com/wiki/Basics
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Here's a new one that someone linked me to that I wasn't aware of: http://jp-ecards.ocnk.net/ They have 60k yen amounts so it makes it easier than other sites. It is confirmed legit, but was recommended to use their cart and not the express Paypal checkout, which caused problems w/ someone's order.
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iirc she can double jump after 3c only
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Dandy J replied to Hecatom's topic in Under Night In Birth
Good thing IMO. Also I thought the only air movement was 6d in the air? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Dandy J replied to Hecatom's topic in Under Night In Birth
Re: Carmine's mixup...yeah I would definitely not say virtually no mixup ha. His mixup variations are all seeable/blockable based on timing and such, but he gets to do the majority of them completely safely since you're in blockstun the entire time, and no one is going to defend every option 100%. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Dandy J replied to Hecatom's topic in Under Night In Birth
From my limited knowledge: Gordeau is all about long range space control/bust out w/ grim reaper and turn it into close up frame adv w/ meter. Midrange he has slide which is hella good and leads to confirmable combo. Close up mixup w/ 2b and command grab. His overhead is mega slow and he doesn't have a meterless dp. His 2A isn't low and he's doesn't have typical melty-style close up rapidfire rushdown. Kinda slow movement. Eltnum seems the most well rounded of the three. Some long range normals w/ tripwire, fullscreen gun super that is safe from a certain range and leads into reload + combo. Meterless dp, standing overhead into combo. Traditional melty up close rushdown. Fast movement. Pressure w/ gunshots. Disadvantage...maybe none? At least nothing major. Orie is missing the long range normals of Eltnum, but is one of the select characters with an unreactable mixup w/ assault~j.A, either set up from the big orb EX move or canceled with chain shift. And she has the jump over stuff w/ the knight guy that seems annoying to block. -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
weird i see the counter bs baited almost every time its used -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
In what world is +R relevant, or ever was? I do agree it's getting cut short, just like Slash did, but Xrd is clearly the ambassadorial title here. -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
he just cant lose in hellfire -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
i still havent seen much of pot player using yrc/rc slidehead, only every once in a blue moon. seems like it should be a common tactic -
[Xrd] News & (Theoretical) Gameplay Discussion
Dandy J replied to Shinjin's topic in Guilty Gear General
theres an english word for that its called 'strength'