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K.I.S.S.

Members
  • Content count

    2
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About K.I.S.S.

  • Rank
    BB: Ara_GG: Dizzy
  • Birthday 07/24/1985

Contact

  • Website URL
    http://www.youtube.com/judgerl
  • AIM
    AIMjudgerl
  • Yahoo
    judge_rl

Other Info

  • Location
    USA Virginia
  1. K.I.S.S.

    [CT] Arakune Beginner Guide (How to make bees out of sarcasm)

    Hey guys, I'm trying to really level up my Arakune and just wanted to ask some help in establishing a solid idea of his optimal style in-match: 1. In guarding his front... -how does Ara keep opponents from approaching him directly via dash up, and etc (e.g., notable normals and specials/mobility etc)? 2. In guarding his head... -how does Ara keep opponents from approaching him from the air (e.g., IAD, j/dj/sj, etc)? 3. On defense... -what are some of his unique options of breaking pressure (whether it be taking the offensive or returning the match to neutral)? 4. On offense... -Arakune does not have the health lead: how does he go about establishing his offense? what are his mix-ups and general windows of attack? 5. What, in your opinion, is Arakune's most efficient range (close/mid/far)? 6. Which characters deserve special mention with match-ups in mind (who has to be handled especially differently)? **thanks in advance, and I do intend on reading through the threads and gathering info, but if discussion is sparked in someone, please feel free =)
  2. K.I.S.S.

    AC: Strategy Guide

    Sup gents! I don't have much background experience with GG (started with BB), but I would really like to pick up Dizzy and learn how she works in the grand scheme of things. 1. In guarding her front... -how does Dizzy keep opponents from approaching her directly via dash up (e.g., notable normals and specials/mobility etc)? 2. In guarding her head... -how does Dizzy keep opponents from approaching her from the air (via IAD, sj'ing, etc)? 3. On defense... -what are some of her unique options of breaking pressure (whether it be taking the offensive or returning the match to neutral)? 4. On offense... -Dizzy does not have the health lead: how does she go about establishing her offense? what are her mix-ups and general windows of attack? 5. What is Dizzy's most efficient range (close/mid/far)? 6. Which characters deserve special mention with match-ups in mind (who has to be handled especially differently)? **I am posting this now with intentions to return and continue to read up and apply answers on my own, but if discussion is sparked in someone, please feel free. :3
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