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4r5

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Everything posted by 4r5

  1. 236D doesn't have an FRC use HS disc, or FB disc if you want to spend meter
  2. 5S-2S>HeatKnuckle then?
  3. I knew I should of pre-empt'ed this counter. "out-waiting" tager results in tager getting a full mag bar. but eh, whatever, it's just half a point, according to whateverthehell this matchup chart. new game, let's go!
  4. Tager reduces Hakumen down to his A's and B's, and then he fucks up your spacing. edit: and you might say just drive-counter all his stuff, but Tager has no reason to press any button before you do.
  5. When Slash came out, I've briefly thought about JH for tech traps, then I quickly thought about the insane punishments that happen on block. Slash they were ok, since it was free.But AC, 75% to make it safe? I would like to think we can do better. I don't air dash to pursue coin techs, people can reaction front tech and air throw you. Though as I understand the speed differences between Slash and AC better and better I think my standards for reaction time may be set too high, for AC.
  6. You have nothing else to do besides training? If by that you mean you have no competition, then it doesn't matter much what you do. I set the training dummy to random block and random counterhit, then use that to practice block strings and hit confirms. Then I practice FRCs, and FRCing off various hits. Then I go about the BnBs. Then I move on to fixing up whatever thing has costed me a match, or whatever other thing I feel I should of been able to do but didn't. Then if nothing else takes precedences, I move on to whatever other random project. so my priority list looks like this: FRCs and MCs Hitconfirms and BnBs Fixing why I lost Fixing why I didn't win harder Random other stuff The prior I always deal with before moving on to the latter. The latter doesn't mean anything if you haven't got the prior. Though the list isn't absolute. edit: and I guess while I'm here. I was playing Slash earlier in the week and a lot of tech-traps came flooding back. Next Slash session I'll need to jot them down so that I can test to see if they still work in AC. It's like there's a division in my head between Slash and AC Johnny, and there's no crossover between the two. Only one that I remember the whole setup for was 2D>Coin, dash, 6H If they tech the coin back or neutral, the 6H will tag them, forcing them to FD. Air FDing the 6H cost roughly 25% meter. edit2: have I already talked about this one?
  7. for 6FRC6, you hit the first 6, well, before you hit the FRC. If you've never done this before it can take a bit of practice to get your hands in sync. if you get the airdash but no punch, then you're hitting punch too soon. don't forget to consider airdash startup
  8. your google-fu is weak. you have much to learn http://www.versuscity.net/2009/05/30/arcadia-july-tier-list-trouble/#more-517
  9. The most recent "matchup" chart from arcadia-whatever is Ogawa's and Shonen's opinions on the Eddie vs Everyoneelse and the Testament vs Everyoneelse matchups, respectively. (lol) if i remember correctly
  10. I'd guesstimate atleast 2 frames faster. All I know is that the same motion I use to backdash or forward dash in Slash doesn't work in AC. IBing ABA's rekkas I can do 100% of the time in Slash, and when I use the same timing in AC, I DON't get it 100% of the time in AC. When I get use to the timing of Johnny's combos and FRC's in Slash then go to AC, I can't hit any of them, and vice versa, even though the frames on the FRC's and combos are all the same. I guess to put it simply: All the console ports of previous GG's are running at the correct 60fps, but console AC is running above 60fps. So a frame in console AC is smaller/shorter then a frame is in any other GG. Which is why everything feels like it has to be executed faster in AC and why mixups I use to react to I now have to anticipate. as for the reason behind it? Shrug. Same reason as all the other glitches, shoddy programing? the AC ports have gotten a lot of glitches.
  11. 5P recovers 10 frames faster then Coin. You can get people with it, if you know they're looking to punish a Coin. I use to use it a lot in Slash, but then people switched from looking for the hand motion to listening for the coin toss sound. It'll probably work better now, since the console ports, of AC, are running faster then normal.
  12. Fly to Chinatown in New York City and talk to some people. Or talk to them in the Arcana Heart threads on SRK.
  13. Is this a fighting game?
  14. You can FD on the same frames that you can do anything else. Minus that magical frame where you can do anything but throw. I haven't tried OSing on the magic frame, but I imagine it would be like anyone else trying to OS a throw directly out of their run. Since they were never in a state where they could throw, the optionselect just ends up being a fancy way to do a 6P. next time I touch the game, I'll give it a try.
  15. sorry, too much school work. no time to spoon feed ya. I'm sure I must of answered this exact question 3 or 4 times already, so just look around, if you can't wait till next weekend
  16. it wasn't a mixup already? also, PileBunker(FRC)x4, PileBunker, IK
  17. Maybe Lambda is tsundere. :rams sword into Ragna: "It's not like I like you or anything. This is just fate."
  18. Wait, was that a question, or did you just want to talk about yourself?
  19. What you see here is what we got. Alot of of pre-AC information was lost in the transitions form gamecombos.com to romancancel.com to dustloop.com. Along with random forum purges. Not because the game is old. Back then, a few of knowledgeable players here also sometimes cruised and answered questions on the gamefaq forums. So you might be able to find stuff there, but the discussion there never got too advanced. Just ask in the character forums and hopefully an old-geezer will see it and take the time to comb their memory.
  20. 4r5

    AC: Combo Guide

    Please refrain from creating new threads when you can post in an existing thread of the same topic. And please post in the appropriate thread. This thread is not about #r Johnny. I was being nice and simple answered your question and merged your thread with the appropriate thread. But I guess you didn't catch it. It's over here, http://www.dustloop.com/forums/showthread.php?t=4216&page=5 And no Johnny is like AC Johnny.
  21. hit up the framedata http://www.dustloop.com/data/ac/johnny.html the frc frames are listed there. Use frc's that you can do as a reference point for you to figure out DB's frc timing.
  22. Then don't do long block strings that push you too far for a punish. Instead do many small block strings. And Robo-Ky basicly has one combo. 2S>HS(frc),etc,into strongest aircombo you can do. Unless you wanna get into wacky punish situations that don't really happen. Like a whiffed air Divine Blade, letting you jump up straight in to the Missile loop. The Missile loop, btw, being just a truncation of the one Robo-Ky combo.
  23. Except for the basic stuff, AC Johnny is very different from all the other Johnnies. What you see here is what we got. Alot of of pre-AC information was lost in the transitions form gamecombos.com to romancancel.com to dustloop.com. Along with random forum purges. Back then, a few of the knowledgeable Johnny players here also sometimes cruised and answered questions on the gamefaq forums. So you might be able to find stuff there, but the discussion there never got too advanced. If you have any questions feel free to ask.
  24. Lvl of Attack = frames on best Lv1/Lv2/Lv3 Mist Cancel 1 = -3/00/+2 2 = -1/+2/+4 3 = +1/+4/+6 4 = +4/+7/+9 5 = +6/+9/+11 As you can see, pretty much as long as you MC, you're at frames. Some moves like c.S give you more frames if you don't MC, if your lvl is 1. The most important thing you need to keep in mind about your block strings is that you don't end up pushing yourself out of your optimal range. Hell, alot of times I don't do strings at all. I just do single moves in to MC, and use the frames to inch back forward. Keep my opponent nervous about throws or whatever else . for frame of reference, forward dash is cancelable to other ground moves on the 10th frame (iirc). I think throws are doable on the 11th frame. I haven't/have no way to test that trying to throw on the 10th frame just gives you 5/6HS.
  25. I think it must be that 1-frame overlap when switching between states. Like on the first frame of doing anything involving the HS button, you're both able to throwbreak and not throwbreak. So it's like, if you happen to get thrown on that single frame, the game's like, "he can't throwbreak, but on the other hand he can" so you get the throwbreak. or, like you hypothesized, it might be some sort of kara thing going on. If you noticed in training mode when you have input display turned on, when ever you press multiple buttons at once, the button layout template graphic thing doesn't always pop up with the multiple buttons filled in all at once. Try as we might, we're only human and we can't hit two buttons on the same frame with 100% consistency. When you intentionally and ever so slightly stagger your button presses, you can see the template appear with the first button you pressed, the the next button gets filled on the same template instead of appearing on a new template. All normals are cancelable to FD/SB/Bursts on the first frame or two, but then maybe they're not just limited to those but specials and supers as well.
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