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4r5

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Everything posted by 4r5

  1. He does it in the recent A-Cho vids. And it is burst-safe. He does D, home-jump, FD, HS, land, etc If they burst, it'll whiff and he lands and does stuff. If they don't burst, the HS hits, it becomes an impossible-dust, he lands and does stuff. The j.HS doesn't leave you open to a burst because you canceled the home-jump, earlier with a FD, so you are descending instead of ascending while you are doing the HS. If they burst, you'll be clear out of the way before it hits.
  2. sounds like you're screwed. best of luck to you
  3. no one knows how to play mamiya (anymore)
  4. 4r5

    What is 'rakusyo'?

    You can't cancel moves in to your respect, but you can cancel many normals into your taunt. But your taunt can't be canceled till halfway in, plus it gives your opponent tension. It doesn't let you buffer in jumps, but it does let you hit an upward direction with out sending a jump to the game. Do you mean taunts, or do you mean respect? And can you define what you mean by negative penalty? I'm trying to reproduce this, but I'm not getting anything special. If you look carefully at your tension gauge you will see that it flickers. If you move backwards, you will see that the flicker slows, and if you move forward, the flicker speeds up. This is how you can gauge your current Tension-Pulse and how close you are to hitting Danger. The faster, or slower, it flickers the more, or less, tension you get for your actions. Think of it like a multiplier. When the flickering stops, you hit the danger zone. In general, offensive actions like moving forward and attacking will increase your tension-pulse. While defensive actions like backdashing or being stationary will reduce your tension-pulse. Different actions increase or decrease your Tension-Pulse by different amounts. Also, using respect then canceling into an attack isn't all too useful. You get a bit more mileage if your respect happens to look like one of your other attacks, but it's mostly just a weak misdirection technique.
  5. 4r5

    [AC] Johnny vs Robo-Ky

    Anything, that's not a 5P, 6P, 5K, 6K, or f.S, can hit it in the startup. And you should shy away from those moves anyways, since he could just as easily 2K under them. I would backdash or just stick out a poke that would stuff it. I wouldn't jump away. To jump clear of his 6P, you'd have to jump as soon as his 6P starts. Which means you have to guess. And it would be pretty lousy to have to lose my spacing just cause I though he might 6P. Not to mention the loss of tension for FD'ing, if I didn't jump in time.
  6. if they are teching out, then you are either not jumping soon enough, not attack soon enough after your jump, or both. If you are following up with a double-jump, then you want to start your double jump when the move you are jump-canceling from hits. Then hit the button, for your next attack, immediately after you do your double-jump. For j.S>dj.S's case, it's not as lenient. You want to do double-jump when the j.S hits. Then pause ever so slightly, to allow hit-stop to pass, before hitting Slash. If you hit Slash during the hit-stop, the game will not except it, because you have not double-jump'ed. Your double-jump comes out after the hit-stop, from the first j.S, has ended. You can probably ignore the whole hit-stop deal, but I mentioned it in the off-chance that you may be doing it too fast. If you are trying to followup a combo with a jump attack from the ground, then you can't quite do it like with a double-jump. You have to take into account Johnny's jump startup, in a similar way that you handle the hit-stop in j.S>dj.S, by putting a slight pause between your jump and your attack. For throws, everyone has the same amount of untechability, weight does not matter. Also, there is no way to jump too early after a throw. However, it is possible to attack to early, depending on the followup and weight/hitbox. To start the standard throw combo, just hold 9 as you are throwing, then try to time you Kick to when Johnny leaves the ground. Once you get this timing down, it is the same for everyone. For 6K, you do the same as a throw. Hold 9 during the 6K, then hit Kick when Johnny leaves the ground. You can also Mist Cancel the 6K and do a dashing jump, which tends to lead into better combos.
  7. 4r5

    Slayer AC match vids

    It wasn't even combing, the yomi was threw the roof!
  8. 4r5

    What is 'rakusyo'?

    ExPLODE!
  9. Hey, I got a friend who does that. Here's a video of him, http://www.youtube.com/watch?v=wGR-pfyTKIc
  10. I see no Eddie clone. I think we're in the clear.
  11. 4r5

    What is 'rakusyo'?

    We will use 'R' to denote the button you assigned "RESPECT" to, in the Key Config menu. 6R = Respect 5R = Taunt lol, I know
  12. oh my god if you have a nico account, you have to watch this http://www.nicovideo.jp/watch/sm3243464 and if you don't have one, you need to get one And make sure you leave comments on, as you watch! And you have to watch it from start to finish!!
  13. Various matches from TRF Looks like they left the machine on and recorded all day. http://www.nicovideo.jp/search/%E4%B8%AD%E9%87%8ETRF+GW
  14. ¬_¬
  15. If Johnny can SB into super during Jam's Party Ball super, then I don't see why Anji couldn't do it, but I'll double check right now. edit: ah, whatever. I got work to do. I'm not Japanese enough to do 1[s+HS]236]HS[ without getting hit in between.
  16. I mostly do 2K or 5K, sometimes 2S or 3HS. 3HS will clash or hit many reversal DP's, but due to the spacing needed, it's pretty obvious when you're trying to do that. It's at least hard for most of the cast to reversal backdash it, so you tend to end up forcing a block. 2K and 5K are reversal-safe, more so 2K then 5K. Both are also plus frames on block (5K you need to MC2 it, for plus frames) and lead into useful gatlings. 5K is also jump-cancel-able. I try to shy away from big moves like 2D, HS, and 6HS. Big troubles if they backdash.
  17. Not as lame as he was in #r.
  18. 4r5

    EX: Chipp

    They are a museum of discarded or never used ideas. A dumping ground for animations that would otherwise never see the light of day. They tend to be overpowered, but sometimes not, no one really knows. http://youtube.com/watch?v=4HGSHOj1pGg
  19. 4r5

    What is 'rakusyo'?

    http://youtube.com/watch?v=VleXhCDheDA
  20. There is no priority in Guilty Gear. Which is why there isn't already a grand list of what moves beat what moves. Everything in the game is just a combination of hit-boxes, attack-boxes, and timing. When one move beats another move, the other move could beat out the previous move with a change in either timing or positioning. Have you read the gameplay faq? http://www.dustloop.com/forums/showthread.php?t=372 It doesn't really say much more then what I've said, but it does have some examples that might help you.
  21. Airdashes have startup. Different for each character. During the startup, you can't do anything. Like the startup of any other move. After the startup, you may attack and such. But you can't take any sort of defensive action, other then SlashBack. Once you lose the horizontal momentum from the airdash, you may block.
  22. More like five of Slayer's 2S. That shit is wiiiiiide.
  23. your vids are awful
  24. If people wanna throw themselves into that situation, then that's their problem. What I was saying, is that people aren't going to throw themselves in to your anti-air's forever. I wasn't refuting the use of Coins as an anti-air. Everything you said about Coin anti-air is true. I was just trying to explain why you don't see many Johnny's use it. It's not that they don't know they can. It's that they aren't presented with many opportunities to do so.
  25. Not really an oki setup or anything, it was more of a mind game. You trained him to respond to a situation a certain way. (blocking 2D on wakeup) Then latter exploited that response. (Ensenga on oki) If he's an astute player, then he would of cataloged that situation. (knocked down and low on life, watch for the Ensenga) Now that he's watching for the 2D or the tkEnsenga, you can stay ahead of him, by throwing him.
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