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4r5

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Everything posted by 4r5

  1. i think there's like two in the whole of the united states
  2. Schar is pretty cool, the love of my life, etc
  3. btw, the johnny matches on my youtube channel didn't go anywhere (though I only have matches up to Jan 22, 2009). You can just search my uploads with "Johnny Slayer" or whatever. My channel probably has a lot of overlap with bigoooohh.
  4. 4r5

    AC: Combos

    Get the first j.2S out early, so that you recover in time to do another AD. also Nehle, have you tried ending that combo with the bubble loop, instead of the f.S-HS>IceSpike?
  5. I believe horsie crossup is only off a backturned knockdown. Like off an airthrow, like in the vid. Unless vedasisime was talking about the meaty horsie that looks like it's crossing up but actually isn't.
  6. he won't be allowed in the premium i-know-steve-h sub forum
  7. 4r5

    [AC] Johnny vs Anji

    they're option-selects. you might randomly throw a random fuujin
  8. There is nothing like that.
  9. 4r5

    [AC] Johnny vs Anji

    Lead-in with Punches and Kicks. P's are unfuujinable and K's aren't fuujinable on reaction. Once you take away reaction-fuujin as a viable counter-option to your gameplan, he'll be forced to guess-fuujin. (If he decides to even fuujin at all.) And once you got him guess-fuujining, you can start planning big baits. If he stops fuujining all together, then problem solved. From here, you can either leave the situation as is, or you can reintroduce fuujinable moves, as a bait to get him to start looking for fuujin-opportunities again. Which may open him up more for throws, or leave him more vulnerable to false-positives. also, do your 5HS as 4HS, and c.S and f.S as 4S+HS or 6S+HS
  10. I thought I said that, but maybe it wasn't clear. shrug, whatever
  11. I did a quick search of the thread and I can't believe that no one has suggested a "Dust to Dust" design. It works on so many levels. What's wrong with you people?
  12. What you get from an air DB(frc) depends alot on where they were when they got hit and where you were when you hit them. You can lay down more DB(frc)'s if you need to adjust the positionings. You can almost always get some variation, or truncation, of the standard BnB aircombo. Off a j.D, there are a lot more potentail followups, depending on the positioning, of course. If you're both low and you get a near wallbounce, you can tag 'em with a c.S or 6P and continue with a BnB aircombo. If you got a Lvl2, you can HS or 6HS into a MistFiner combo. Midscreen, if you tag them with the j.D real low to the ground, you can nail 'em with a MMF2, or a MSDJH, or Super. You can omite the last Ensenga and attempt the followups that I mention above. You want OTG followups off of specific setups, or just general OTG stuff? I'll tell you the general stuff now, since it's real simple. You just jab them OTG with something that recovers fast, then you watch where they decide to go (if anywhere) and followup accordingly. Sorry, can't help much here. It's not an area where I've put a lot of work. People shouldn't be getting hit by Dusts anyways. I just do j.HS-D, then follow up with a BnB. It hits hard enough to make people want to worry about the Dust, and it looks weird enough that it makes unfamiliar people want to burst out of fear of something ridicules. How you followup depends on how close you are when you hit them with the Dust. j.HS-D is also an ImpossibleDust when done right.
  13. pre-ac, johnny can mc everything but 6K, 2HS, and 5D ac, johnny can mc everything but 2HS, and 5D
  14. after the 2HS, are you jumping straight up, or are you jumping forward?
  15. Well, whatever. Instead of fucking around trying to pinpoint your exact problem, I'm just going to assume you're having timing issues. "however most of the time when I do the second K (after the first airdash), the opponent recovers." I'm assuming your still getting the second K to come out? That means you're hitting the button too late. Hit it sooner. If you hit the button but get no K, then you hit the button too soon, hit it latter. Airdashes have startup frames, by the way. Of course, this is all assuming you did everything prior with the right timing/distance. "sometimes I can't even get the first jD to connect." Again, probably timing. Are you even getting the first jD to come out? If you are not, then you hit the button too soon. You can't cancel a move till it makes contact. If it is coming out, then you're hitting the button too late. Also, what is the character you are practicing on? A lot of her combos, even though they may be the same buttons, need slightly different timing for different characters.
  16. are you familiar with chains and the idea of buffering moves, and canceling moves?
  17. Awesome, I'm not crazy. Thanks.
  18. 4r5

    Bridget Q & A

    You are right, this is not Street Fighter. In Street Fighter, you can jump over a fireball for a big punish. But this is GGAC, StunEdges got FRCs now, IADing over a StunEdge is liable to get yourself combo'ed.
  19. 4r5

    AC: Combo Guide

    it does, but comboing off it is MUCH more specific
  20. Nonono, I ain't talking about the slowdown cause by tons of stuff happening. I literally mean that the ps2 ports are running fast. Like you can pop in your copy of XX, #r, or slash and try and do Divine Blade frc. According to the framedata, the move has been the same since XX. The timing to FRC it is the same in XX, #r, and slash, but in AC you have to do it faster. I haven't found an AC machine yet, but my friend says that when he played it felt slower than console. I was playing AC with Kenji a couple nights ago and we haven't played for a few months. When we don't play AC, we revert back to the pre-AC timing and after the 'round 1, let's rock' you'll literally see me and kenji sitting there doing nothing for a couple of frames, 'cause we haven't adjusted to the timing. Free hits on us at the beginning of each round. Stuff like backdashing, to us, feel more like 4~4, instead of 4,4. I'm pretty sure that a frame in console AC is smaller than 1/60th of a second. But like I said, it's no consequence. Console AC is what gets played here, and most people have only ever played console AC. The speed in console AC is the norm. edit: now that I think about it. slowdowns don't seem to happen in console ac like they do in the previous ports. maybe they fixed that but inadvertently bugged the speed shrug, no info on slashback. I think all the data on rising and jumping is from old guides and we just assumed it hasn't changed in AC. If someone can capture at 60fps, then we could get the data. but if you capture from console, the results might get fudged up by the speed glitch.
  21. Slayer's 6H is a level 5 move. Level 5 moves inflict 18f of blockstun. If you instant block a level 5 move, you get inflicted 14f of blockstun, instead of 18f. 14 - 18 = -4 All PS2 versions of AC run abnormally fast. I don't know the details and it doesn't really matter for most everyone.
  22. if it was silhouetted then it would come out as bustloop or something rustloop?
  23. Matt Coma, Steve H, we have to talk.
  24. remove sol/ragna put in kenshiro arrange lens flare in dipper shape
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