Shining Aquas Posted December 24, 2008 Posted December 24, 2008 I generally find 5D more intuitive as an Anti-Air autoguard. As for negative edging it, I think I've only made the mistake of D follow up once, and have successfully pulled of P follow up in real match scenario at least 100 times, mostly on Order Sol and Slayer at that I do agree that because of bad recovery it's not optimal, but it's still consist enough if you practice with it. Plus, the directionally free autoguard does come in handy when fighting opponents who tend to switch direction or just come straight down (like say May).
Lynxfort Posted December 26, 2008 Posted December 26, 2008 danger of negative edging the D counter just hold d and the counter will not come out... I use 5d like geese's hcb counters do not spam it like 6s some time works as anti-crossup.
Woocash Posted December 30, 2008 Posted December 30, 2008 Ok, so I'm doing a jump installed combo from the small stomp, and when I get to the jump cancel, sometimes I'm able to do a farther horizontal jump cancel, as opposed to a normal one. (think about a character jumping right from standing and a character running and then jumping right, that difference I'm talking about) So how do I make that farther horizontal jump cancel happen?
Jais Posted December 30, 2008 Posted December 30, 2008 I think you are super jumping. When you super jump you have to jump install to j.c it.
Woocash Posted December 30, 2008 Posted December 30, 2008 I think you are super jumping. When you super jump you have to jump install to j.c it. Yes, that's exactly what my question is pertaining to.
vedasisme Posted December 30, 2008 Posted December 30, 2008 It was explained a few posts earlier, but if i understand right, you normally jump cancel by hitting up during the move, right? you super jump cancel by hitting down-up in the same time frame. You can also jump install so you can jump cancel during a super jump combo by hitting up during a move but then canceling the jump by doing another move... And I think you can even sj install off a single move if you're fast enough, which means inputting 828 off a jump-cancel move
Jais Posted December 30, 2008 Posted December 30, 2008 Yes, that's exactly what my question is pertaining to. http://www.dustloop.com/ggac/tech/ji.html
Woocash Posted December 30, 2008 Posted December 30, 2008 I don't think my question is understood; I'm not asking how to do a jump install, or how to make a jump cancel. I can do the jump install in his super jump combo, so let me copy: when I get to the jump cancel, sometimes I'm able to do a farther horizontal jump cancel, as opposed to a normal one. (think about a character jumping right from standing and a character running and then jumping right, that difference I'm talking about) So how do I make that farther horizontal jump cancel happen? Is it understood now or do I need to make myself clearer?
Silmerion Posted December 30, 2008 Posted December 30, 2008 Are you talking about doing a forward jump in a JI combo? Just press 9 instead of 8 when you jump cancel.
Woocash Posted December 30, 2008 Posted December 30, 2008 Yeah, that is what I'm talking about. I do normally press 9, but it's possible to make it as though the jump was from a running position; a jump cancel that goes even farther horizontally. (think about if on ground, the difference between a horizontal jump from standing and from running)
Klaige Posted December 30, 2008 Posted December 30, 2008 What you are talking about is commonly referred to as a "normal j.c." or a "momentum preserved jump install". This occurs when you execute a normal on the same frame as your jump cancel occurs. This creates a glitch where your momentum is preserved after the jump cancel. Normal the momentum of a jump cancel is that of a jump forward from a neutral position (I.e. if your character is standing still). The momentum preserved version keeps your previous forward moving speed. This is especially noticable for anji because his super jump has so much momentum and speed to it. Basically to do this consistently, you have to perform a jump cancel at the same time as the startup of a normal move that you can gatling into from a jump cancleable normal. The easiest example of this from anji is comboing to jumping Slash, and timing it so you jump cancel as the same time you execute a jumping punch. The easiest way i can describe to get this down is to not break the rythem of your combo. A basic momentum preserved combo for anji is. 5S, (jump install) 5S. Super jump cancel, j.s, j.p, j.s. jump cancel, j.p, j.s, j.h, j.d (or orb). If you were doing a regular jump install you would likely delay the button presses between the first 3 hits, and the jump cancel. The way i get the momentum preserve is to not break rhythm during the entire combo. If this is the regular jump install. tap, tap, tap, up..., tap, tap tap this is the momentum preserver: tap, tap, tap, up, tap, tap, tap It takes some time but honestly once you get a feel for it, doing them 100% of the time is really simple. Hope that helped.
Woocash Posted December 30, 2008 Posted December 30, 2008 Ok, thanks for the explanation, I'll practice it tomorrow
Woocash Posted December 30, 2008 Posted December 30, 2008 5S, (jump install) 5S. Super jump cancel, j.s, j.p, j.s. jump cancel, j.p, j.s, j.h, j.d (or orb). That part- do I have use p or can I use slash and still get the preserved momentum? (just for damage I want to use s)
TheSlyMoogle Posted December 31, 2008 Author Posted December 31, 2008 5S, (jump install) 5S. Super jump cancel, j.s, j.p, j.s. jump cancel, j.p, j.s, j.h, j.d (or orb). That part- do I have use p or can I use slash and still get the preserved momentum? (just for damage I want to use s) Uhm, basically you have to use punch to get it to work. The start-up for slash takes too long. Basically by the time you get that far into the combo you are maybe going to do 1 or 2 extra damage with the slash even if it works. I don't know right now as I'm on vacation and no where near a PS2. Basically this combo isn't really worth it so much anymore. You can get some form of knockdown on every character that doesn't even involve the need for a jump install, and normally do anywhere from 10-20 less damage. Trading that amount of damage for the knockdown and butterfly setup is worth it. Of course, I think you all should just stopping playing AC and play BB. :D Jin is the coolest. Or Rachel.
Klaige Posted December 31, 2008 Posted December 31, 2008 Woocash - To get the momentum preserve glitch to work, the normal you jump cancel on, has to be a normal that has quick enough startup to be active when you do your momentum preserved jump cancel. For this reason J.P is the only option that works, (mostly because it gatlings from j.s. and thus shortening the amount of time for the move to become active). John brings up a good point that i forgot to mention, in that jump installs are not nearly as useful as they were in slash. Most of the time you should be looking for a knockdown combo, but there will be instances where someone is too far away to combo into On, or what not and getting max damage off a JI combo then becomes a viable option.
Kyle Posted December 31, 2008 Posted December 31, 2008 Guys, Anji can ALWAYS get a corner knockdown. Typically w/o a SJ. Slymoogz knows
TheSlyMoogle Posted December 31, 2008 Author Posted December 31, 2008 Guys, Anji can ALWAYS get a corner knockdown. Typically w/o a SJ. Slymoogz knows Which doesn't mean I ever do them. Seeing as this game no longer holds my interest with its lack of Jin Kisaragi. Anyway it's only always possible if you have 50% tension from a Jump Installed combo, and even then, saying you were in the corner on the left and somehow you landed a 214 K with the opponent staying in the right of the screen after the launch, with that distance even 50% isn't going to get the KD. It's a hard knock life for Anji sometimes. Perhaps on certain characters you could get a dashing 5P On, but not everyone. Woocash - To get the momentum preserve glitch to work, the normal you jump cancel on, has to be a normal that has quick enough startup to be active when you do your momentum preserved jump cancel. For this reason J.P is the only option that works, (mostly because it gatlings from j.s. and thus shortening the amount of time for the move to become active). John brings up a good point that i forgot to mention, in that jump installs are not nearly as useful as they were in slash. Most of the time you should be looking for a knockdown combo, but there will be instances where someone is too far away to combo into On, or what not and getting max damage off a JI combo then becomes a viable option. What he means is that, in slash as long as your combo ended in orb you got a KD. The momentum preservation was just a way to get added damage by allowing you to add in a j.h,j.d, orb or just a j.h or j.d into orb depending on character. Basically one of those 5S, 8, 5S, SJC, j.s, j.p, j.s, MPJC, j.p, j.s, j.h, j.d, orb combos would net you 200+ damage in slash on everyone except Pot, which was like 180. It also gave you corner knockdown and butterfly. Anji was a beast. I would highly suggest if you are going to do this combo in AC you always end in Orb anyway because it has enough untechable time to allow you to recover and throw another normal. Although I don't suggest this combo as in you lose the Jump cancel which gives you plenty of options after orb if you combo into it without air dashing or jump canceling to get to that point. I suggest 5k, 5S, 8, 5s, SJC, j.k, j.s, j.h, j.d, orb if you're close to the corner. After orb recovers you should have enough time to air jump again or IAD, or land for mixup (air tech catch, air throw, butterfly if they stay down, etc.) before they recover. Many better options than only being able to fall down from so high in the air and lose any ground you might have had.
Klaige Posted January 1, 2009 Posted January 1, 2009 Yea i agree with john on this one. Momentum preserves are flashy but not terribly useful in AC. There are occasions where they will net you some really nice damage and a semi-decent air to air mixup, but it pales compared to getting FB Rin combos, or non tension orb knockdown combos that lead to butterfly. Learn them for fun and flash if you like, but don't feel compelled to need them in a match, they are just an extra tool that on rare occasions provides anji with an extra option for some good damage.
vedasisme Posted January 1, 2009 Posted January 1, 2009 so the best stomp combos would include the last one Moogle listed?
Klaige Posted January 1, 2009 Posted January 1, 2009 Vast majority of the time, yep. keep in mind the full jump combo will not hit everyone, so alteratrions are needed on a character to character basis.
TheSlyMoogle Posted January 2, 2009 Author Posted January 2, 2009 so the best stomp combos would include the last one Moogle listed? Err, it's the coolest one. :D It won't work on the floaty characters in the cast. Then for like certain characters because of their hitbox you can't combo either the j.h or the j.d. If the j.h doesn't work just the j.d will. Like I said this combo is totally not worth it unless you've gotten the launch and opponent had a cranked guard bar, or it will kill them. Otherwise you're going to maybe do like 15 more damage than the previous combo I suggested that gives you lots more options. Almost forgot: Faust Only: 214 P, 5S, 8, 5S, SJC, j.s, j.p, j.s, MPJC, j.p, j.s, j.h, j.d, link falling j.h for knockdown. Tension free and the same amount of damage as a rin combo. If you're mid-screen to close in the corner on faust, do this combo. It looks awesome, does awesome damage, gets you a knockdown, and fucking street cred. Bitches need street cred.
Klaige Posted January 2, 2009 Posted January 2, 2009 Playing with lavender shoes also gets you street cred. The J.H link knockdown is sex by the way, seriously everyone should learn that thing.
Shining Aquas Posted January 6, 2009 Posted January 6, 2009 Of course, I think you all should just stopping playing AC and play BB. :D Not enough available arcades, so really the lack of console release is hindering the switch for me. It costs more money for me than most because I've always played pad and can't do stick maneuvers to save my life(seriously, I hate watching matches where I die just because I can't correctly execute a 623 or a 41236/63214 on the ground without accidentally jumping first, which especially sucks when you have a Litchi that can't properly do Tsubame Gaeshi against the pressure Carl). This is big for me because I'm not made of money, and again I can just play Guilty Gear Accent Core OR Melty Blood Act Cadenza OR Arcana Heart OR if I'm incredibly desperate Marvel vs Capcom 2, all for free on my PS3. Hell, Brawl is free, but maybe it falls under the same line of "free" that Maple Story does. "You can, but why would you want to?"
JinSaotome Posted January 6, 2009 Posted January 6, 2009 Not enough available arcades, so really the lack of console release is hindering the switch for me. It costs more money for me than most because I've always played pad and can't do stick maneuvers to save my life(seriously, I hate watching matches where I die just because I can't correctly execute a 623 or a 41236/63214 on the ground without accidentally jumping first, which especially sucks when you have a Litchi that can't properly do Tsubame Gaeshi against the pressure Carl). This is big for me because I'm not made of money, and again I can just play Guilty Gear Accent Core OR Melty Blood Act Cadenza OR Arcana Heart OR if I'm incredibly desperate Marvel vs Capcom 2, all for free on my PS3. Hell, Brawl is free, but maybe it falls under the same line of "free" that Maple Story does. "You can, but why would you want to?" If you have cash for a PS3, you have cash for a HRAPSA2 Thats how I learned to play stick, anyway D:
TheSlyMoogle Posted January 6, 2009 Author Posted January 6, 2009 Not enough available arcades, so really the lack of console release is hindering the switch for me. It costs more money for me than most because I've always played pad and can't do stick maneuvers to save my life(seriously, I hate watching matches where I die just because I can't correctly execute a 623 or a 41236/63214 on the ground without accidentally jumping first, which especially sucks when you have a Litchi that can't properly do Tsubame Gaeshi against the pressure Carl). This is big for me because I'm not made of money, and again I can just play Guilty Gear Accent Core OR Melty Blood Act Cadenza OR Arcana Heart OR if I'm incredibly desperate Marvel vs Capcom 2, all for free on my PS3. Hell, Brawl is free, but maybe it falls under the same line of "free" that Maple Story does. "You can, but why would you want to?" Haha ok. I understand the money thing. I'm poor as shit too. Suggestion though: Get a stick. Get one of them cheap hori sticks man, like the 50 dollar ones. I learned stick on a t5 hori. It was hard, but I learned it. I picked up slash Ky to learn too because his VT is a tight input in that game. After a few weeks in training mode I was decent enough on stick to play every fighter perfectly except GG, which takes quite some time to really master on stick. BlazBlue is a step down from GG really in terms of input, so it's not too bad. Combos have a level of complexity that will take some training mode for sure, but for the most part Blazblue is fun as hell. It's a lot different than the games you can play for free. :D Perhaps you can borrow a stick from a friend as well maybe? DO IT! P.S. I still play guilty gear on a pad for the most part. Unless I'm drunk and playing Ky.
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