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Everything posted by 4r5
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6P+HS, against sloppy meaty airdash attacks, and other low-altitude, but not low enough to beat a 6P, high/low mixups. [6]K+HS|frc~HS, if you suspect them to try and back dash you're throw. If they do, you get your 6K instead, which you FRC and throw them anyways, 6S+HS, for just generally throwing. Will randomly catch people trying to jump, or tag people trying to reversal with throw invincible moves. If they try to backdash, you'll tag them if they got short backdashes, or you'll recover in time to tag them anyways, if they got long backdashes. 6P+HS and 6S+HS are universal for almost every character in the cast. against weak crossups, you just do 632146HS. They get a super to the face, if they're on the front side. Or a coin in the rear, if they're on the back side. 63214[HS]6]HS[, is the optimal OS, it'll get the coin out a frame or two faster, depending on how fast you are. Haven't really used this since Slash. I guess alot of characters got so buffed, you'd be stupid to try to train your opponent to fall for a weak crossup. sj.D for the tech catch, if they don't tech, you can come down with a j.HS for a safe meaty. Optimally you want to come down with j.4HS, to randomly airthrow any funny techs. if you really wanna do some work. You can do the basic KSKSDE and KSSHDE air combos as: j.4K+HS, j.S, JC, dj.4K+HS, dj.S.... j.4K+HS, j.S, JC, dj.4S+HS, dj.HS.... respectively I also do this kind thing with my DB(frc) and KJ(frc) followups. There's a lot of places where you can OS with a throw. You just kinda put them in as many places as you can and you just start randomly getting throws. It's kinda funny, but at the same time you're reducing the game, but eh meh, I guess that's also why it's kinda funny. oh yeah, you can also add a HS to your special move motions, to get throwbreak-install like in BlazBlue. Throwbreaks aren't as easy as in BB, so it won't matter most of the time, but it's there.
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off the top of my head various OS throws, like everyone else an anti-crossup OS a tech-trap/no-tech corner OS after basic bnb aircombo and probably a lot of matchup, and very situational, OS's that I can't remember at the moment and a few pseudo OS. they're not real OS's, since they rely on good reactions. I guess it's more like cutting down the reaction requirements for certain insane stunts
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There's no kind of OS like that with 2HS. You can only either do the full 2HS, or cancel the first 2ish frames into an FD. If you cancel into a FD, since 2HS partially started up, you get some of it's backward movement.
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http://tinyurl.com/mjqpj8
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Nah, get out of here with you're zoning with 6C. You zone with your A's and B's. C's are only for punishing big whiffs. A good Tager is going to space out your 6C and punish when you try to use it. C's aren't worthh using at the risk of getting punished + mag'ed, and then having the Tager forever fuck up your spacing with the magnetism.
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If you can do it once, you can do it again. Practice more. If you want to spend some stars, you can do 214B into whatever. (iirc)
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alright, here ya go less dropping combos. if you're dropping bnb's then you gotta go back and practice them. and hit-confirm off your pokes better. though, admittedly, the console ports of ac do run faster then they should be, so it is harder to do less poking with mistfiner. mistfiners are not a poke. lv1 236p is about the only exception less comboing in to Lv1 mistfiner. if you are going to do so, then followup quicker with your transports/dashes. you want them out on the first frame. you don't want to give your opponent room/time to reestablish themselves. if they aren't within range of your attacks, then you got no control over the match. really, if i don't have a lv2, i just mc and keep up with the pressure less transport frc. i have never ever gotten not-antiair'ed out of my transport frc's. not in all my years. if you think about it, it's really gimmicky. the transport frc's are like the equivalent of dizzy running at you from full screen. really, who isn't going to antiair you? less taunts and respects. lose buttons, unbind them less return jack. if they don't have a burst and you don't have any coins, then it's ok. but at the sametime you shouldn't of put yourself in a position to even think about using it more remembering what lvl you're at more faster. too much stuff is getting whiffed right in front of you, and i'm not seeing any response from you. they can't block, press some button more meaty 2k, 2p, 5k, or just plain ol' nothing. 3HS is gimmicky, too telegraphed more antiairing. 6P, 5P, airthrow. you're face is not suitable antiair more ground-to-air poking. 236P, 6K, 8S vs robo-ky: keep within range of your 2d / out of range of his 5HS. too far for robo-ky to get his game on, while close enough for you to counter whatever he might try. plop yourself in front of him, then don't let him get room to lay a mat, and don't give him attacks to instant block. without meter, robo-ky is a baby and then you should be doing what the robo-ky player is doing to you. let him be the first to press a button, then react accordingly you'll want to throw out a poke every now and then, along with throws, just to force him to always keep an eye out for them. keep his attention divided. you can even whiff attacks just pixels out of range, if you really don't want to give him a chance to instant block vs order-sol: stand at about the range where a 6hs or 5hs would hit. this leaves you close enough to threaten him if he tries to chargeup, but far enough to react to his approaches vs slayer: the slash and hardslash buttons are pretty much off limits. getting reactionary counterpoked with bbu, dot, or a pilebunker is not worth it. not to mention random 6p's. you pretty much stick to your kicks and punches for this matchup. 2s is still ok, atleast when slayer is under 50% also dash over slayer's 2k and 2hs. probably easier said then done, it's nearly a reflex for me. further more, more practicing your bnb's. i see you trying some flashy or situational stuff. if that's what you've been doing in training mode, then your time is being wasted if you're still dropping your bnb's j.k-s>dj.k-s-d>ensenga obligatory: http://www.youtube.com/watch?v=6OEXzKk5gkQ
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You probably don't get the loop, due to decreasing untech time.
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j.214C, beats anti-head. But yeah, as Hakumen you generally don't jump-in on other Hakumens.
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Nerfs or Buffs each character should recieve, GGAC Edition
4r5 replied to shinquickman's topic in Archive
I'm all for less Z's. -
efnet #ggxx efnet #blazblue
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Nerfs or Buffs each character should recieve, GGAC Edition
4r5 replied to shinquickman's topic in Archive
unless they do to dizzy what they did to slayer in ac, completely change her, I can't really see Dizzy ever needing a bubble that can go multiple directions (or homes). yeah, I always thought that Michael Sword should of been her FB. Or a Sogetsu shield-bubble. But now we're talking about new moves. -
Nerfs or Buffs each character should recieve, GGAC Edition
4r5 replied to shinquickman's topic in Archive
if you really wanna give johnny something wacky, then have his normals do chip damage when the opponents guard meter is flashing. And I guess have specials do x2 chip. -
Nerfs or Buffs each character should recieve, GGAC Edition
4r5 replied to shinquickman's topic in Archive
lol at tension regen on zero coins. Doesn't 2009 reward bad play enough as it is? Nah, Dizzy has THE worst Force Break. A bubble that does what all her other bubbles do, but at 25% meter. At least Potemkin got a new move. What Dizzy's force break should of been, was a bubble that could also detonate from your opponent's attacks. Or maybe only from your opponent's attacks? EZ-mode burst bait? Lol, a FB like that would almost be like a free Fish summon for Dizzy. Which I guess would be inline, with alot of the other good FB's in the game. -
Nerfs or Buffs each character should recieve, GGAC Edition
4r5 replied to shinquickman's topic in Archive
Make Venom's practical combos/setups cool again. Or make his current unpractical combos/setups practical, while making his current practical combos/setups suck. Whatever changes get made for the next game, hopefully everyone gets brought up/down to Robo-Ky's level. -
Except 6K sucks on counterhit. Though I don't thing 6K would hit on CH in this case. Regardless, if you could 6K, then you could 5K and chain to knockdown. Good catch on the f.S, I always forget about that. I always go for the 5K anyways. Save whatever meter you would of spent on the f.S-6HS combo for knockdowns off of other random hits. Johnny wins this fight more off the knockdown then he does off teh fat combos.
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Johnny: After blocking 1st hit: 2HS - Blocking or IBing at far range, trades with 2nd hit. Closer will beat. No knockdown with out 50%. 2S - Beats on far instant block. Trades on normal far block. No knockdown with out Lv2MF. Close block - you get whatever you want, can even walk forward past the 2nd hit. Super - will beat, but ABA also has the option of counter-supering with Goku Moroha. After blocking 2nd hit: f.S - will whiff on a far block. With 25% combo to MSJH,P-K-2D for a maybe-knockdown. Venom: After blocking 1st hit: Close block - you get whatever you want, can even walk forward past the 2nd hit. Mid range block - sweep far~max range block - 2S After blocking 2nd hit: Close to Mid range block - Sweep or 2S Far range - you probably could get a stinger aim if you didn't lose your charge on IB. Gotta SB. Shrug, free ball set? edit: Testament always gets a free warrant between the two hits. Well, free aside from random Goku Moroha super and RC.
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mugen? if you're talking about what I think you're talking about then, no offense, don't bother
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Sorry Tsak, I think the reason you're connecting the ID is cause your fighting the computer. And the computer is like, "Oh, an attack? I am going to... :rolls dice: ...block it with my face!"
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I don't remember my 5D catches getting divided. Someone with green rings go double check this!
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if the d-couinters catch something, hakumen is invulnerable the whole way through. I.Divider just sails on through. (iirc, box dead, can't double check)
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There wasn't detailed frame data back then. But the DBT(frc) timing feels the same in AC as it did in XX. Which in AC, the frc is on frames 11, 12, and 13. I've always done the FRC with no delay after inputting 623S. Like it was all one motion: 623S~P+K+HS. You may have to work out your own timing. Here's the Slash 1-hit list http://www.dustloop.com/forums/showthread.php?t=3742 Many of them also work in #r, with little or no adjustment to the combo and/or timing. And likewise, a few of them probably came from XX. I don't have my copy of XX anymore, but if I remember correctly a basic one to practice is throw,j.K-S>dj.K-S-D>Ensenga it ought to still work on Dizzy and a few other characters, with a slight variation in timing.