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Zinac

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Everything posted by Zinac

  1. I'm requesting someone give info about Johnny. The good Johnny players are few and far between. I played casuals with kenmasterX this weekend, but I don't think I could give good advice for Johnny from the short about of time I had with him. So yeah any matchup info on Johnny would be very helpful for the US peeps.
  2. Anji: Time for Anji advice. I'll only go over whats new to AC, mostly. Anji block string pressure: The major thing here is just to block until you find an out. Faust should never try to out poke a Anji closing in on him at close range. You'll eat counter hit combo, for big damage. One thing you will want to do to avoid butter-fly mixup is flash guard the butterfly, and 1 frame jump while holding FD to guard all the hits. This is especially important now with the new FB butterfly that can lead to an unblockable. As always make sure you have tension before you jump up and eat an anti-air. You can block every one of Anji's ground attacks low except for a few things. Anji's force break hits high, he'll do this usually during his guard pressure strings. It isn't hard to block on reaction. Just so you don't get confused, you don't need to block normal Fujin high, so only guard high when you hear the FB activate. Anji's command normal 3.p also hits high, but has slow startup (20 frames). Range Game: On the ground you have the advantage. Stay at scapel's length from Anji, if you see Fujin, wait a bit and 2HS him. You will get a counter hit for free cancel into pull, or whatever B&B you desire. At this range you can freely 2HS ( on block throw item or cancel into 5P). Watch out for Anji's tension gauge because he may be to use his sliding FB move at this range and get a counter hit combo. Make sure to back dash often when Anji is advancing. Keep those items going, but only when you're at full screen length or have canceled from full length 2HS. I'm going to go into what the rest of the Anji matchup includes later. Counters to Anji's moves: Anji's 6P: startup.18F, active 4F, recovery 16 Anji leans back a bit and lunges forward to hit with his fan. This move has massive startup, so you have plenty of time to counter it. You must be careful and wait for a bit because the first few frames are quite invulerable. - Faust's 2S or close.5S: easiest options if you're within range. Obviously provides many combo followup opportunities - Normal throw: Another easy option if you're within throw range, because Anji's 6P has many frames of startup. - 6P: Difficulty (Fairly Hard). You must wait after Anji lunges with his 6P, and be close enough to hit. If you do this too early you both will trade, but you'll be stuck in stagger. Do it just late enough and Anji will be launched, unable to tech for a long time. This allows you to throw an item and follow up with an air combo. - 2HS: Difficulty (Fairly Easy). You must do this at the farther range of 2HS, otherwise you'll be counter hit and be stuck in stagger. I'm fairly certain this will never clash at the approriate range you should be using it at. Slayer: Walk-under able moves: Mappa (crouch walk forward) - possible counter with 2S>B&B Footloose ( normal crouch, or forward) possible counter with 2S>B&B
  3. I'm not sure if we'll make it before 3pm on Thursday. We're leaving tommorow evening and staying in Bama for a bit. I'll ask Jais.
  4. Ok, Stone, we're leaving tommorow evening. Whether or not we stop in Birmingham is going to effect when we come through on Thursday. Again, I'll try to let you know asap, if Jais doesn't beat me to the punch.
  5. Well we're not actually 100%, I'll let you know asap.
  6. So looks like me and Jais are going to this Houston shin dig, so we'll be passing through New Orleans. Stone are you up for some matches ?
  7. DMG means damage.
  8. http://www.youtube.com/watch?v=0EhZbxKCtBw Couldn't find the one I wrote about, but this one actually has more in it.
  9. Yes it does! There are very specific situations where you can learn to go right through attacks, team poland has a video demonstrating this I believe.
  10. Not much more to do than practice. You must input j.2k right after the JC occures to be able to land in time to combo from the ground.
  11. I've left mine on the past 4 nights, and still nothing.
  12. Sorry about that, That information was based on early loke test information. I tried changing the post when I got the mook, but haven't been able to since.
  13. square brackets [] indicate a gatling, so they cancel into one another, not link.
  14. As should all companies that release games with bugs. It is rare that a company does something like this in recent times, I'm kinda proud of them.
  15. 5S>2HS does not gattling. I listed the new gattlings in the AC thread
  16. You're right, but it was a typo in the mook. I assume it's standing far S to standing HS like the rest of them combos.
  17. Axl Low: Range - What is normally done in this matchup is to stay full screen away from Axl. He can not touch you from here, and it's at your advantage to sit back and throw items. You must ofcourse keep him from moving in, so don't be lead into the corner. Don't Jump In on Him. Axl has plenty of Anti-Air options that are very active. You may use a knockdown as your opportunity to move in. Okizeme - Axl has a shouryu, but it isn't low invulnerable, so go head and use the last hit of 2K as a low meaty on his wakeup. Ofcourse leave your other usual Okizeme options open for consideration. You'll pretty much want to always combo into a knockdown until you can get that winning damage, otherwise Axl will recover and have advantage over you at that range. Baiken: You'll want to stay at max range, in order to stay away from her alpha counters. If she throws out her grapple, you can crouch walk forward under it, to get in a 5S or 2S (if you're close enough). You can even stuff her grappling hook with 5S if you chose to do so. Basically you're going to play your standard item throwing, range poking Faust game. Your safest bet is to stay full screen away from Baiken. Make sure you move in every so often with jump Drill cancel j.HS (or just j.HS), so she backs off. You don't want to compete in the air with Baiken if you're near, because her j.S will HURT and leads to a huge counter hit combo. Play it safe in this match. Counters to Baiken's moves: HS alpha counter: Since you're going to stay far enough away from most of Baiken's counters, you really only have to worry about her HS counter (the one where to flies through the air, attempting to cross you up. Solution - attack with max range 5S and wait to gattling into 2K when you see her alpha counter start to activate. At the farthest range of 5S, this will counter hit her everytime, giving you plenty of time to follow up your with your standard B&B. You also have the option of canceling into 5D since the startup is invincible. Eddie: As always with Eddie, you are not going to out poke him, his 2s is dangerous. As before, Faust's ideal range (just within 5s distance), is right where Eddie can punish you with invite hell. With the new Eddie attacks he can lock you down in one spot, and he also has a grab that will hold you, leaving you unable to block. Getting stuck in a block string now is very dangerous because they can lead into an unblockable. You also have to be careful because the Eddie meter is misleading since he now has a FB that gives full Eddie meter. Little Eddie's new slash attack is HUGE, very similiar shape to normal Eddie's forward HS, but it activates much quicker. Eddie players can do it when they expect you to use 2.HS, and you definently don't want to eat a counter from this, so be careful. So how do you deal with little Eddie. Ideally you want to make your offensive against Eddie before the Eddie meter fills all the way up. If little Eddie is already out you can easily be mislead into hitting little Eddie first and eating normal Eddie's attacks. You can get rid of little Eddie with 2.HS,2.P when he is recoverying and is far away from main Eddie, but your opponent might not conviently let that happen. You might be tempted into super jumping and throwing a bomb bag out of desperation, but this is often a useless and bad response since Eddie can just run and position himself right under you waiting for you to fall. Air dashing also isn't so great in this situation because Eddie can run much faster than you and just wait for you to come down. What I do is watch for Eddie running in one direction and super jump air dash in the opposite direction. You can then just land and play Faust's keep away game, and/or FDC bomb bag on the way down to keep Eddie at bay. Bomb bag usually isn't so good for retreating situations though, so watch out. Eddie also now has much better control over his flight. He can quickly move back in forward, up and down. So you have to be more careful in the air. j.HS is still good against it, but just not as abusable. If you're confident, you can sit back and keep Eddie from jump by falling j.HS, or jump drill cancel, HS. He'll desperately want to do "invite hell" at that range, so you can setup a counter hit fairly easily. You can use 2HS(counter) into pull in this situation. Zappa: I'll get to him trust me, but first I would to confirm if Zappa can actually chose the summon based on the timer. According to fubarduck, anytime Zappa summons, whether it be forced or hitstun based, it is determined by the second digit on the timer. Here is how it works. 0: Sword 1: Dog 2: Ghosts 3-9: Random ----- posted by fubarduck. Might want to pay attention to the timer when you play Zappa from now on.
  18. Don't feel like commenting on anything else you said, but the new item is NOT an overhead. You can not create unblockables, and the opponent can block it low. Also the item is not a rock but a "tarai" or Japanese wash tub. It does however have pretty much the same properties as the hammer, but it's bigger. One thing you can do with it is see if the opponent is blocking quite a bit before it hits. If you throw the new item and opponent's character will start its block animation nearly a second before the tarai hits. So you can easily react and normal/command throw him.
  19. I ment to write Drill Cancel K, meaning j.2k FDC > j.k I'll fix it
  20. It's plenty practical, since 2k has ALOT of hit stun. I've been doing it all day yesterday and today =/
  21. FDC j.2k
  22. First I'm going to give the combos listed in the break encyclopedia. Damage is measured against Sol. Disclaimer: I have personally confirmed all the combos. They have all been tested on Sol and Ky. All combos confirmed to work against Sol except combos 4 and 9. mook combos: 1) 145 DMG - [2D>2S] JC > [K>S>K] JC > [s>HS] 2) 164 DMG - (edge of screen) Drill Cancel Kick JC > j.2K>[far 5.S>5.HS]>pogo hit> 5.S(ground flower)>5.HS(going my way) 3) 202 DMG - Drill Cancel Kick JC > j.2K > [ far 5.S>5.HS]> pogo hit RC> dash 2.S JC > [K>S>K] JC> [K>S>HS] 4) 225 DMG (confirmed against KY) - (edge of screen) Drill Cancel Kick JC > j.2K>[far 5.S>5.HS] > pogo hit RC > dash 2.HS or 6.HS > pogo hit > 9(pogo jump) > 5.S (ground flower) > going my way 5) 160 DMG - Drill Cancel Kick JC > j.2K > dash [5.P>2.D>2.S] JC > [K>S>K] JC > [s>HS] 6) 121 DMG - 214.D(ikinari oissu! - FB) > 5.K JC > [K>S>K] > [s>HS] 7) 145 DMG - 41236.K (scalpel stab) > 4 (pull back) > 236.D (Force Break) > 2.S JC > [K>S>K] JC > [s>HS] 8) 141 DMG - j.2k > land > 236.D (Force Break) land > 5.D (item) > 5.S (ground flower) > 5.HS (going my way) 9) 137-147 DMG - 214.HS (command throw) RC > [near 5.S > 2.D > 2.S] JC > [K>S>K] JC [K>S>HS] 10) 178 DMG - 5.D > 8 (homing jump) > HS>HS> [s>K>P>K] JC > [K>S>HS]
  23. Where do you live again doomsyther, shreport?
  24. I'm in WM # is 859-539-5303, contact me for comp.
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