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Everything posted by 4r5
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That depends on you and your reactions. I don't actually play Jam, but for P and K, I would just always chain to S, and that should give you enough time to decide what to do next. 6P and 2S alone should be enough by themselves.
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Arcade AC feels like console Slash/#R to me. The AC PS2 ports are the first ports that didn't suffer from random framerate drops. I assume that probably has something to do with the increased speed.
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throw, sj.D>... is character specific, if I remember correctly.
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Ya, the console speed thing isn't any sort of random slowdown due to too much FXs or anything. It just runs faster. You can think of it as 1 frame being less than 1/60th of a second, or as the game running a little above 60fps, or whatever. How noticeable it is varies from person to person. It depends on how intimate you were with the game and your playstyle. I dunno about people who have steady access to both arcade and console, maybe they (unconsciously?) develop a skill to go between the two seamlessly. But for people who mostly play on console, whether they notice it or not, the speed difference does affect their performance. At least with people in my area, I haven't seen anyone go from to the foreign platform without suffering a hit to their play. It's like moving turbo up or down 1 notch in HDR. It's not as big of a difference as going from slowest to fastest, but the difference is there and it fundamentally changes the game and how you play it. I remember SE-R2. This was a few months after AC hit PS2. People were shouting out, "America! We can't block overheads!" I dunno about other scenes at the time, but everyone in MD/VA from the topest player to the lowest scrub could block a 5D at the least. Before AC, anyway. We all didn't know what the fuck was going on when we couldn't. We just assumed one of the AC changes was all 5D's got faster. People like to say how Japan plays so conservatively, America would play conservatively too if the version we played was the correct speed. side note, If anyone was wondering why I stopped uploading Johnny match vids. The last Johnny match vid I uploaded, Jan 2009 I think, was when I listened to my gut and acknowledged to myself that there was something different between the vids we were watching and the game we were playing. edit: looking at my venom combo again, sitting with 100% meter, i probably could of just killed him outright
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i guess i'll plop this here http://www.youtube.com/watch?v=TnKprRrVleA
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If Slayer could lay down a projectile on oki that gives him a free mixup or three, he'd probably be A tier too. Maybe after SBO we'll see May move up next to Millia. Watch out for those hoops!
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- crazy larry
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2D is also a link. iirc, General rule is that you can cancel on any frame after the frame that connects. So if P connects on the 5th frame (the second active frame) you can cancel on frames 6 to 10. yup
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A frame trap is when you leave a gap in your blockstring that's big enough for your opponent to attack, but small enough that no attack can start up. You're basicly baiting an escape attempt. Q. If the gap isn't big enough for any attack to startup, why would anyone fall for it? A. maybe they were afraid you were going to throw them. edit: check this out http://www.dustloop.com/forums/showthread.php?t=8423 Yes, you can not throw people during stun. This is pretty much true universally. In Guilty Gear, not only can you not throw people during stun, you can't throw people 6 frames after they have left hitstun and you can't throw people 5 frames after they have left blockstun.
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reload had a g tier, right? that was pretty funny
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i'll just get my own food, thanks
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Really, BlazBlue is stuck in a catch-22 situation that it can't pull itself out of.
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every month, someone always setups up blazblue. but never for long
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Oh, it's straightforward. I'm pretty sure you know the buttons. Just play around with the timing and keep practicing.
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show me the vid and i can tell you the buttons
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We got some old ass posts in this thread. To reiterate, the moves that get a lot of hate are: Johnny's 5K, 5HS, 2HS, 6HS. Your 2D goes under Johnny's 5K and 5HS. Fishing with your 2D is a bit of a guess, but I think the risk is worth it, considering the pay off you are looking to get, should you land a counter. Once you've discouraged 5K and 5HS with your 2D, we can move on to 2HS and 6HS, which are really non-issues. 2HS is a huge gamble with very little reward and 6HS shouldn't be hitting you too much anyways, as long as you aren't using any moves slower than your 2D. Past 2HS and 6HS we got 2K and 2S, which I don't think are particularly scary moves and Hos players don't seem to complain much about it. Oh and 2D, which is a pretty good move, but hardly unbeatable. You don't need a lvl3 to get in. You just need Johnny to whiff a move. And there's still plenty for you to do when you aren't in. You can charge and build tension. I would suggest only charging to lvl2. Your special moves won't startup quite as fast, but Savage Fang is a hell of a lot better at two than it is at three. And once you have some meter, you can run Johnny's own game back at him with your forcebreak. Also try experimenting with your 5P some. Your 5P doesn't have a lot of range, but Johnny's moves do. You might be surprised at what it'll beat out, at 'weird' ranges. 5K too, but I suggest 5P because it has less animation frames. If you whiff a 5P, not much of a loss. Most players wouldn't even know you whiffed anything till you're done recovering. But should you of activated a twitch from your opponent and got a move coming your way, you'll have time to recover and backdash to force a whiff, or DP or super or whatever. I think where a lot of Hos players fuck up with this matchup is in philosophy. Johnny wants to play defense. Johnny could play offense, but then he'd have to deal with your Storm Vipers and random Gun Blazes and 6K's, nah fuck that. Johnny is staying on defense and is going to make you come to him. Make you deal with all his long range pokes. And this is where new players fuck up. They want their moveset to line up with Johnny's moveset 1:1. I did this move and Johnny did this move and beat my move and got a cool combo, so I should have some move that beats out that move and gets me a cool combo too, right? Nah, Order-Sol isn't that kind of character. When Johnny does A move, you aren't always going to have some answer that skips over B and goes straight to Cool combo. Some times all you get is 10 pixels closer to being "in". But you know, the closer you are to being in, the easier it becomes to get in. The game moves off of Johnny and on to Order-Sol. Less structure, more chaos. Less well defined zones and footsies and more gambles and mixups. or you can just randomly spam fafnir
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harass with 2K (and throws) if you want to get creative, you got everything ril said: roll, various disc frcs, forcebreak, jumping...
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ah, just skimmed the frame data. j.B is a one hit move with disjoint active frames.
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Huh wha? Hitting Nirvana doesn't remove the hit potential of a move, if a remember correctly. I dunno what this j.B 2nd hit talk is, but even one hit moves can hit Nirvana and still hit Carl, and vice versa.
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Standing and crouching animations do sway a little for some characters. Try playing around with Millia's standing animation. Running animations can vary as well. Ever seen Sol or ABA randomly run over a sweep or Slidehead?
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Yeah, Tekken is pretty much all hitboxes. And stepping isn't any sort of special state. You are literally (attempting to) moving your hitbox off axis with your opponent's axis. If your sidestep is slow or if your sidestep hitbox is fat, or both, then tough cookies for you. Get your rage ready the next time someone tells you a move crushes lows, only to have that move get beaten by a low when you try to use it. Tekken is intentionally made vague. Namco traditionally never releases any sort of data on the game. They've only started to release frame data with Bloodline Rebellion, partial at that. If I remember correctly, when Just Frames were first introduced people had to find them all themselves. Alot of Tekken's 'depth' is perceived. No one really knows what anything does. And by the time people have most everything figured out, a new Tekken is on the way and everyone is back on square 1.
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Every move, except unsidestepable moves (maybe?), can potentially be stepped. But sidesteps and walks aren't ever guaranteed, due to random variables that I can't see. If you're going to try to step or walk anything you want to try and wait for the move to startup some first. Moves realign axises or something at startup. And you generally want to sidewalk, rather than sidestep. and some chars have baad steps, some times worse in one direction. and sometimes, like stepable sweeps, you have to cancel your step into a crouch or backdash then cancel that into more steps, to step a move. shrug, block more
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it's a level two mid mist finer level two causes the slide which let's you combo to a coin