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Everything posted by 4r5
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Yes, there is a timing difference. Basicly you don't need to delay the Ensenga on Eddie. Axl is the most stringent of the three you listed. If you can do it on Axl, then you can do it on Slayer. And then when you do it on Eddie, let loose with the Ensenga.
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I remember working on a list. ah here it is. Dizzy, corner throw, j.K-S>dj.K-S-D>Ensenga, land, OTG Coin Dizzy, corner throw, j.K-S-D>Ensenga, land, OTG 2D>Coin I-No, corner throw, j.K-S-D>Ensenga, land, OTG HS>Coin And that's it. I apparently didn't get far. It's pretty easy to figure them out yourself anyways. You just land and do something like 2S>Coin, c.S>Coin, 2P>Coin, etc. In training, you'll probably find alot of chars can tech before the coin, but in matches, people often aren't trying to tech, or miss the tech.
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Usually you just do Gamma Blade, then whatever else. Or some other OTG combo. On Potemkin you can do a 2P or c.S, and it will put him back in to a standing state. You have to do the 2P, or c.S, as soon as possible (1 frame timing?) otherwise you will just OTG him.
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yes
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2P-HS K-HS (late gatling, so they exit blockstun) 2S-HS (late gatling) HS>MC, HS are some of the frametraps I use. If you're trying to catch people jumping, I would advise against using HS. It's nice when you manage to catch people with it, but you're screwed if you whiff. HS has a narrow range, where it can hit airborne opponents, and you have to throw it out before they jump. If they see the HS, they can opt to backdash instead. I would either jump with them or remove their option to jump. But perhaps I don't understand the context you are referring to, if you care to explain?
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oh well, whatever. Burrito Fish is hilarious. what the hell? EX+Robo-Ky has the most randomest ForceBreak ever. It's his overheat explosion. Does a whopping 40 damage to Sol, and ~25% to yourself! Dizzies you in three consecutive booms. It does, however, guarantee a knockdown. But it also knocks you down. Only upside is that it's unblockable.
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burbing fish someone tell me how broken Necro-Install is
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another week, another combo here's a dump of my notes ABA 0.98 K-HS>MMF2, Coin, iad.K-S-D, land, j.K-S>dj.K-S>D>Ensenga, land, Mist = 149 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 136 Anji 1 mid: throw, Coin, HMF3, Coin, ... = ??? Axl 1 mid: throw, Coin, HMF3, Coin, ... = ??? Baiken 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 161 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 165 Bridget 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 165 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 147 mid: throw, Coin, HMF3, Coin, ... = ??? Chipp 1 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 98 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 104 mid: throw, Coin, HMF3, Coin, ... = ??? Dizzy 1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 155 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 177 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 159 Eddie 1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 mid: throw, Coin, HMF3, Coin, ... = ??? Faust 1 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 124 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 79 mid: throw, Coin, HMF3, Coin, ... = ??? I-No 1.05 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, ... = ??? Jam 1.1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 82 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 86 mid: throw, Coin, HMF3, Coin, d.2D ... = ??? (bounce too high after coin?) Johnny 0.98 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 78 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 79 Ky 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 159 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 142 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 76 May 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 K-HS>MMF2, Coin, d.S>MSJH, 2D(2)>Mist = 159 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, ... = ??? Millia 1.05 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 188 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 168 Order-Sol 0.98 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 148 Potemkin 0.94 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 133 mid: throw, Coin, HMF3, Coin, d.HS>MSJH, Mist = 71 (still in PB range?) mid: throw, Coin, HMF3, Coin, d.HS<MSJH, 2D(2)>Mist = 75 (def out of PB range) mid: throw, Coin, HMF3, Coin, ... = ??? Robo-Ky 0.95 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 136 mid: throw, Coin, HMF3, Coin, ... = ??? Slayer 1 K-HS>MMF2, Coin, d.HS>MSJH, backdash, Mist = 131 (very , might be vulnerable to reversals. double check) Sol 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 Testament 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 64 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 75 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 82 (From Mid-screen, knockdown in corner, but too far for solid Mist Trap) Venom 1 Zappa 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = ?76? and that's it for the mist portion of my notes. I guess I'll do some explanation. All combos are assumed corner, unless noted with a mid. The number after the names are just their weights. They're just for myself, incase I happen to notice a pattern. All these Mist setups should be safe from reversal throws. I've only done a visually check. I'll do a real check, along with checking for safety against other reversals, latter. K-HS>MMF2 combos are intended to be used with corner mist setups. The K-HS portion is intended to be blocked, giving you proper spacing for the coin to connect after the MMF2 and giving a bit of guard crank. If they FD the K-HS, you may have to omit the HS. You don't necessarily need to hit with the K-HS and provided you have the right spacing, you could do the combo starting from the MMF2. And now it's back to studying for school, in till the weekend.
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Neither Marn or Marlin knew what to do about opening round Coin? I remember both of them doing dashing 6P or dashing 2S against me. You don't even need to dash long, you just need the momentum and it will carry you under it. But I guess they could of forgot.
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ut oh, return of the --------SURVIVAL BORDERLINE--------
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2 hits. Yes, though there is still big Eddie to be concerned with.
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Adjust your timing to accommodate hitstop. You may need to, either, time your first 6 closer to your FRC, or time your second 6 latter after the hitstop cause by CL. Or both. edit: oh, and 360 version shouldn't matter. You'll either get a JI'ed CL or an air CL, and either one should let you airdash afterwards. edit2: wait a minute, I wasn't following the thread. Did I even answer a question that was asked?
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If the search function was any better, you could easily find a post I made about "The Wonder Gears".
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JH never crosses up. Or, atleast, I'm pretty sure it never does. I do this to other people. no one ever does this to me (not like I ever fight other johnny's) so I won't know. Sometimes people just inexplicately get hit by it, but I always chucked it up to them messing up their reversal timing.
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omg, I can't believe I forgot about meaty JackHound! Hilarious for when they are endanger of dying to chip. Sometimes they accidentally get a DAA and it whiffs.
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Yeah, c.S is annoying. It's +2 on block, and just -1 on IB. So even on IB, your fastest move runs even with a followup c.S. Though it may not be a bad idea to trade with a 2HS. FDing the c.S will eventually force him to start doing running c.S's and loosen up the gaps. You can backdash or super the c.S, or throw him, or whatever else. It's all really just a big mindgame. You're both trying to think what the other will do next and counter that, or counter their counter. But if all he's doing is just another c.S or a 2D, then, shrug, block? c.S-2D is actually kinda tricky in and of itself. He can gatling right in to 2D, such that there is no gap in the blockstun. Or he can gatling late in to 2D, to produce a frametrap. You can backdash the 2D, if he tries to lay it on you late. Blocking the 2D, will end the whole thing, either way.
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blue combo? illegitimate setup?
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I've got one on my youtube http://www.youtube.com/watch?v=Syk8w93DaQk Here's what a quick search of bigooooooohh's brings up http://youtube.com/watch?v=tIg7PmjuuPo http://youtube.com/watch?v=rCRMonXE_qc http://youtube.com/watch?v=Tx1-XcVwqv8 http://youtube.com/watch?v=RIuYBGb_f5s http://youtube.com/watch?v=vEcDALZxXK8 http://youtube.com/watch?v=TNpAYjYnrds http://youtube.com/watch?v=G1WtqhSK-fo http://youtube.com/watch?v=mBhSUx_xrUI http://youtube.com/watch?v=o_Hne-xPdO8 Here's I-No and Johnny in japanese イノ ジョニー so you can do your own searches
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how to download using IE http://dustloop.com/forums/showpost.php?p=101155&postcount=1284 using firefox http://dustloop.com/forums/showpost.php?p=103294&postcount=1331
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shrug, I'm playing on AC+
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I'm trying to JF the catch, but I can't seem to do it. Does it even matter? You get #r-style Lvl2's on just a counter-hit, which is pretty much guaranteed if you catch someone.
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Even if the EX chars are balanced amongst themselves, I'm not sure people would willing go back to what is essential #r-Eddie with more icing on top. (Hello, air drills and in-flight summons!) You might have better luck with #r, instead of AC. First off, you don't have 5 years of unused (ie: overpowered) moves/ideas that have been dumped in to the mausoleum that is the EX-Chars. And second, you get a access to a community that isn't so adverse to the idea of EX-Chars. Plus, the community is online based. So you don't end up with some guy in Florida and another guy in Sweden, and they totally dig your idea and wanna help out, but all they can do is throw theory-punches at each other. (That is, if they can understand each other.) Instead, they can just play online. Just organize some tournaments and you'd get some actual results for your eventual tier list. Though lag will certainly skew your tiers, but it's better then nothing. rtl42, yeah, Jo's 5K still hits low. And His j.S -> land,2D/dj.HS mixup is still awesome. As well as his combo-able instant (after the flash) overhead super.
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I guess it's back to training mode for me. Just did it, you right. I agree, your combo does a good chunk of damage. And you are right, there is the matter of landing the first hit. Your throw -> mist may work once or twice, if only because it's so unothadox. But if you do it, you better FRC every single time, and even then your still a neutral tech away from getting pot bustered. And by the way, you don't ever want to let Potemkin hit you. Getting hit by Potemkin is half way to losing the round. On a diffrent note, it's not too hard to land 2 coins if that's what you really want it. Off a 2D, you can otg two coins. And there's many other ways to combo in two coins. Though you probably just want to stick to Lvl2's. And now I'll quote myself for those who didn't read whatever thread I posted this in. It may enlighten some people.