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4r5

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Everything posted by 4r5

  1. Are you having problem's linking HS into a KJT>KJ? Or are you having problems with FRCing the KJ? Know that the FRC on a KJ out of KJT is different then an air KJ. KJT>KJ(frc) is a couple frames latter.
  2. Generally if you can airjump, then you can airdash. I don't play Millia, so maybe there is some other factor that I don't know about. But I'd wager that a straight airdash is just hard. Has anyone tried FRCing on the very first frame of the FRC window. That way she's at her highest, giving you more time to get an airdash out, and possible not having to fudge around with the hitstop from the car.
  3. 4r5

    [AC] How to hit people

    If you're in a position to poke with 2P, then go ahead and poke with it. Quoted from when Kenji and I were discussing Johnny.
  4. Ky is the worst in #r! But you're playing online, so Ky jumps up a tier or two.
  5. Robo-Ky is among the best in #r.
  6. lol if I had a wii, I would play this team and do these things
  7. 4r5

    [AC] How to hit people

    You're not the only Johnny player that does that. If they're blocking it, then you aren't conditioning them hard enough. If they were blocking it, then they were probably looking for it. And if they were looking for it, then you probably could of hit them with something they weren't watching for. Next time they block it, keep a mental note of what they do after you RC it. You can exploit that response latter. Yeah, Ensenga can be backdashed. Everything in the game is beatable by something else, but people still manage to hit each other. If something will hit someone, then hit them. Not saying you have to be psychic, you just have to observe your opponent. When people do things, they tend to be preceded by certain cues or tells. Just like in Poker, a player can tell what you have in your hand, not because he's psychic, but because he read your involuntary signals.
  8. I think he meant, what summon you get is random.
  9. http://www.youtube.com/watch?v=qgCMC8dKeUE Haven't had a new one of these for a while.
  10. 4r5

    [AC] How to hit people

    not 6P, 5P throw, j.S-HS>KJ(frc), HS, land~{backtech}, dash>5P throw, j.S-HS>KJ(frc), HS, land~{backtech}, dash>c.S doing it right now, they both work. I don't got my vid equipment with my at the moment. So we'll use some numbers. 6K = 16 startup dash>5P = 10 + 5 = 15 startup dash>c.S = 10 + 6 = 16 startup get the dash out quickly, and cancel your dash as soon as possible. 6K(frc), throw 6K only scares inexperienced players into blocking. Experienced players will poke or throw you out. Even when you get the FRC, you still risk getting thrown yourself. If you're going to use this against seasoned opponents, you'll need more then just the throw option. Like mixing in tkKJ's and OD's, etc, along with the throw. As a mixup, you're getting the same options you could be getting from a simple dash. But you're spending 25% and you can't JC. 6K(frc) is crap. It's not a stable of my game. But that's not to say I never use it, and it can't be used. Going back to Marn. When I took a match by doing OD>RC,dash>throw, It wasn't about good, effective mixups. It was just about hitting him. He never seen it before, he wasn't expecting it. This manuever was free on him. Latter that day, in our tournament match, had I a clearer head, I would of remembered that I already used up that ace. Instead of throwing, I should tkDB. Since I know that he knows, and I know that he wants to counter OD>RC,dash>throw; OD>RC,dash>tkDB is now free on him. (Or, it would of been free.) It's mindgames. Which was what I was trying to illustrate in the original post. It's not about getting your oppopnent into a situation and randomly picking an option and seeing if your opponent beats it. It's about knowing what will hit him and hitting him. If you know you opponent lacks experience and 6K(frc),throw will hit, then go for it. If you know your opponent will counter-throw your throw and that doing 6K(frc),tkKJ will hit him, then do it. If you know that doing some wacky set of actions will provoke a particular response from your opponent and that you can take advantage of that response, then do it. (but this is just how I play. If someone wants to try to make a mixup oriented Johnny then go for it.) Sorry, never bothered to record it. Time your RC so that you end up right next to them. If you haven't notice yet, Johnny actually travels during JH. If you RC the moment JH connects, you don't go anywhere. And then, varying when you RC can control where you end up.
  11. 4r5

    [AC] How to hit people

    This use to be a big part of my game, back in Slash. Just Jackhound, RC, and throw a kick or hardslash at them. Most people will still be holding, what use to be back but is now, forward and walk in to your attack. You need a slight pause between the JH and the following attack, so that absolute-block kicks out. For people who catch on, you can now mix it up by RCing in such a way that you don't cross up. Now you got a two-way mixup, a sort of pseudo-crossup, even works in the corner. Toss in the throw for the three-way. Now that Jackhound is a Forcebreak, it's been hard to justify the 75% meter to perform this. Usual just go for a KillerJoker crossup, or two. But if we're going to be blowing 75%, might as well go all the way! Here's a funny thing to do, if they block Jackhound high. After RCing Jackhound, jump up and kick. The j.K will hit them if they are crouching, via fuzzy-guard. Now cancel j.K into a KJ(frc) and you get a combo. Not a true fuzzy-guard setup, since JH doesn't force a high guard. But it's there if you wanna be a joker. You can also do the same thing, by throwing a Coin and dashing up behind it. If they block the Coin high, then jump up and kick, blah blah blah. If you wanna talk about a true fuzzy-guard setup. blahblah>KJT>KJ(frc), K.... (Or,) blahblah>KJT>KJ(frc), HS>KJ(frc), K.... (for more GB+ | The air kick forces a high guard, setting up the fuzzy-guard) ...>dj.K>KJ(frc), ...combo... (Overhead option) ..., land, 2D>...combo... (Low option) Long time ago, I got Marn with this once, during casuals. When I fought him in tournament, I went to do this and mid-dash I was thinking, "Wait, Fuck, I already hit him with this!" and started mashing out a tkDB. But it was already too late and I got PoteBusted for the lose. oh hey, you updated your post I used it a lot in Slash. It's been around since XX. You don't see it alot, since dashing forward and doing 5P or c.S is equivalent, but with less commitment. The same maneuver is broken up in to two parts: the dash, then an attack. You can stop halfway and do other stuff (like airthrow if you think they are going to block/forward-tech), rather then being forced all the way with 6K. You don't see it alot now (if ever, for reasons stated above), in AC, because that particular low to the ground tech-point doesn't happen as often. Also, CH 6K isn't as good as it use to be. Not really sure what's changed, but that particular situation just doesn't seem to happen anymore. It feels like they changed the velocities of air-techs. It's a pity, 'cause it would of been really cool now that 6K is special-cancelable. I have the old games, I should just compare the airtechs.
  12. If you have life regain on, when you knock someone down, their life regens when they get back up. But if you meaty a move on them, their life won't regen. Easy way to tell if you are doing a meaty correctly, without having to tool around with the record/playback function trying to get the dummy to do a reversal.
  13. 4r5

    [AC] How to hit people

    K>tkEnsenga would be a gimmick if you never utilized K-2D, but together they form a mixup. Yes, alone, a tick-throw is a gimmick, and so is a "tick-attack". And together, the two form a whole mixup. We actually have the same definition, though your is more informal. Before this spirals in to an off-topic discussion on semantics, let's end this right here and remember what this topic is for. Hitting people. I didn't work out these definition so that we could put labels on things. I wanted to take what we all understood intuitively and bring it out to the forefront. These tangible words were meant to provoke people to take a deeper look at what they have and thoroughly examine all the branches. Let's look at one. Empty Transport, land, throw is a pretty weak gimmick. The counter is to throw you before you ever get your chance to throw them. In fact, this is most people's natural reflex. You'll get people who haven't developed this reflex. And for those with the reflex, but a poor mindview of the game, you can just throw up some smoke-n-mirrors and evade the reflex entirely. But no matter the amount of confetti is in the air beforehand, empty transport = free throw. But there's more that we can do, so let's delve a little bit deeper. How can we exploit this reflex? Simplest way would be to do the Transport followups at the very last minute. Remember I mentioned, "mindview", everything humans perceive exists in the past, we compensate by making short predictions based off our perceived "present". In short, landing and throwing or not landing but following-up is unreactable. We now moved from gimmick to mixup. Let's go one step deeper. This entire throw/block mixup can now be evaded by hitting you out of your transport, before you get close enough to initiate the mixup. Our counter to this would be to perform the Transport followups sooner and hit them out of their antiair attempt. The simple Transport now contains two mixups. The first being: antiair or block. The second: throw or block. This is pretty simplified. We're only considering a small sample of what each side can do. If you take into account JI and FRC, there's even more.
  14. 4r5

    [AC] How to hit people

    "RISE FROM YOUR GRAVE" Before we get too deep in to this, we should lay down the difference between a gimmick and a mixup. I'm going to define a gimmick as something that once your opponent knows the counter to, there's no way to capitalize on their knowledge of the counter. Whereas a mixup, you can exploit your opponent's knowledge of a counter. As an example, K-2D and K>tkEnsenga is a complete mixup. Knowledge of blocking the 2D low can be countered by, instead, doing tkEnsenga. Knowledge of blocking the Ensenga high can be countered by going back to doing 2D. The mixup is complete. Low Block > 2D > High Block > Ensenga > Low Block As you can see, the options and counter-options loop back on themselves, thus, forming a whole mixup. In much the same way that Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. Removing any one of these elements and the mixup becomes incomplete forming a gimmick. Using the Rock-Scissors-Paper example, if we remove Paper, we'd have a gimmick. The remaining options are now: Rock and Scissors. If you pick Scissors, you'd either tie game or lose. If you pick Rock, you'd either tie game or win. Within the Rock-Scissors game, Scissors is a non-option. The best choice is to always go Rock. (In game theory, this is called a Nash equilibrium.) A Guilty Gear example of a gimmick, Testament knocks you down in the corner, then air dashes in to the corner and meaties a BadLands. The BadLands will cross you up. The counter to this is to block the opposite direction. This is a gimmick. If you know the counter, Testament has no way of airdash-into-corner+Badlands that will counter your knowledge. There is no mixup. Testament can no longer do this, once you know the counter. And now it's time to sleep. I'll try to remember to come back to this thread in the morning.
  15. 4r5

    [CT] Hakumen Thread

    Equal risk for equal reward? Sounds like fun.
  16. That interview is hella old. (5-ish years?) which GG artbook was the last?
  17. Oh, lol, just spotted your edit. You don't' have to be 100% offensive. I know I wasn't when I was trying out this new paradigm. Obviously, if they have a burst, I'm not going to blow my load. If they wanna keep their burst for the kill-combo, that's fine by me. But if I want to take their bursts, ML3 and my saved up tension will give me more options to bait them with. Flashing bar combos certainly make make people feel as though they should of just stayed in bed, but realistically you only need them to block a single HardSlash, or two. It's not like I'm hacking away at a full life bar. The gimmicks are dead. The change over to AC actually killed all my pre-AC gimmicks. The situations just don't arise anymore, or the moves don't exist anymore. I also use the term loosely. (Or maybe I just don't know what gimmick means?) A lot of what I do, people call gimmicks. They're obviously aren't gimmicks if people consistently get hit by them. But I sometimes like to keep calling them gimmicks. It's meta-gaming. I call them "gimmicks", you don't want to get hit by "gimmicks", you try to avoid the "gimmick" and now you've left yourself open to something else. Really I'm just trying to start over with Johnny on a clean slate. There's all this stuff I want to do with Johnny, but he just plain doesn't have it anymore. So there was always this nagging feeling in the back of my mind, "Why are you still playing Johnny?". And you can't play a character well, when all your mind isn't devoted to winning. The past semester, I think I played enough Street Fighter 2 (and combo-less Venom) that I can let go of what Johnny use to be and appreciate what Johnny is now. I'm starting to get that itch back. (But Venom is still really fun, so maybe I'll double-main)
  18. Venom player is doing wakeup Carcass Raid like it's good. You're getting the knockdowns, but you ain't making them count. You just gotta meaty the guy. Venom can't do anything about meaties. You can just walk up and lay a 2K over him. If he reversals a backdash, you recover and can hit him out of his backdash. If he DAAs or Bursts, you just block and punish. And you two, try to keep up with the action. Don't let those whiffs go by on punished. At the very least, walk forward and gain some ground and meter. You vs the RO is looking alot better then before. Oh, and tell the Venom player that he recovers in the air, after Red Hail. He didn't have to land and eat that throw. You all keep practicing.
  19. The sheer execution in this game will insure its lively hood for a few months. It's not like SBX, with day 1 inf's. But the execution barrier will also stifle the player base. (If being import only, and SF4+BB hype, haven't already)
  20. Going straight to Lv3, sitting on your Mist Level and tension, then blowing it all on that last round-ending combo definitely seems the way to go. You spend less time running all over the place trying to rebuild your mist level and tension and more time with fearsome Lv3 MistCancels and meter to threaten with OverDrives. Oh, and you have more coins to throw around, since you're only going to Lv3, once. I guess this is goodbye, all my pre-AC strats, tacts, and gimmicks.
  21. You all haven't noticed the steady decline in GG vids for the past year? If you ask me, we aren't missing much anyways. AC vids haven't been as exciting to watch, like previous GG's. Something's changed in AC, can't quite say what it is. We don't get that ST-like tug-of-war in momentum, like we use to. It's all just a bunch of landslides now. Or maybe there's too many Slayer/Jam/May vids. shrug
  22. R = Deflect button Deflect can be used like an RC
  23. we're just too lazy to put ourselves on the map
  24. If you think they are going to jump the next time you dash in for a throw, then dash in, then jump and airthrow them. If I think they are going to try to poke the next time I dash in, I tk.DB, tk.KJ, or OD. Alternatively, I space out my dashes (using blockstrings) so that they can't poke me. If they weren't looking at the details, the next time I dash in, their poke whiffs and I get a free hit. If, when I dashed in, they didn't poke, but they were still crouch guarding, then that tells me that they were paying attention. Maybe they were paying so much attention to trying to poke my dashes, they won't see this ensenga coming. Just a small example. The way I see Johnny pressure, it's not about looking for opportunities to land a mixup. Johnny's mixups are expensive and risky. It's about feeling out your opponent and getting inside their head. This way you don't need mixups, you just hit them. Or, at the least, you keep yourself safe.
  25. Sol and Order-Sol don't have a tensionless corner throw 1-hit. Just RC your Ensenga.
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